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Incompatibility with Advanced Recruitment Beacon

Sounds good, but I can just console-command spawn more Generics if I want anyway. Its the Special Settlers from SS2 I was more interested in, those seem to practically-never spawn without an active Beacon as far as Ive seen - current save is Level 26 and only has ONE. (which isnt even one of the 'visitor' type spawns - a dude contacts you directly via pipboy radio at around that level). Also the "story mode unlocks" "cheat" doesn't give you immediate access to the Communications plot despite that being something the story gives you.

I'm currently updating my recruitment center and I am concerned with this subject of balancing it for SS2 so can you (or everybody :) ) give me an opinion on the frequency you think would be good for these special settlers?
 
I'm currently updating my recruitment center and I am concerned with this subject of balancing it for SS2 so can you (or everybody :) ) give me an opinion on the frequency you think would be good for these special settlers?
The actual spawn rate of them in the mod itself (once you meet each of their requirements anyway) seems roughly fine to me personally when a Beacon is active but I am the type to head back to my "primary" settlement every few ingame days. I have seen people complain about them "piling up" if you dont go back for a significant time.
 
I have seen people complain about them "piling up" if you dont go back for a significant time.
It aint really that if they pile up, it is if your settlement gets attacked they scatter all over the damn place chasing mobs. They have no script to return to their previous position.
 
The actual spawn rate of them in the mod itself (once you meet each of their requirements anyway) seems roughly fine to me personally when a Beacon is active but I am the type to head back to my "primary" settlement every few ingame days. I have seen people complain about them "piling up" if you dont go back for a significant time.
I don't have this problem as my settlers spawns and in a pool and wait for me to assign them to a settlement so I can choose my settlers to have some settlements with high level settlers and some others with low level settlers.

I plan to produce 10% of very skilled settlers (some attributes 8+), 20% of skilled settlers (5+) and 70% of standard settlers.
 
It aint really that if they pile up, it is if your settlement gets attacked they scatter all over the damn place chasing mobs. They have no script to return to their previous position.
Ugh, I didnt even think about that. The rate of them spawning for me on my "story unlocks cheat" save mightve been higher than I thought all this time.
 
Ugh, I didnt even think about that. The rate of them spawning for me on my "story unlocks cheat" save mightve been higher than I thought all this time.
LOL. Yeah I did that for my 4th play through. I started at Red Rocket. I had NPCs scattered towards Abernathy and as far down the river to where the dog spawns.
That was WITH using the NPC Spawn Mat at the Red Rocket Door, I can not imagine how they scattered for people using the default locations.

I did put in a feature request for something that directs them back towards the settlement.
 
I just make sure I get the last of my settlers then do the communications plot. The comm plot requires so much power it literally kinda stunts growth.

Personally I love the idea that if I know my settlement design is going to require 13 workers I can set the ARB to recruit settlers.
Interesting. I didn't think it would actually recognize the comm plot :D
 
LOL. Yeah I did that for my 4th play through. I started at Red Rocket. I had NPCs scattered towards Abernathy and as far down the river to where the dog spawns.
That was WITH using the NPC Spawn Mat at the Red Rocket Door, I can not imagine how they scattered for people using the default locations.

I did put in a feature request for something that directs them back towards the settlement.

The problem is complex because settlers uses generic packages with a large area value (if my memory don't fail it's 5000) and these package are not dedicated to each settlement.

So if you reduce the area on these packages (easy), it will apply to all settlements and it will satisfy the need for small ones (like Red Rocket) but will kill any immersion in large ones (like Starlight).

Ideally the solution would be to use packages dedicated to each settlement but i doubt it will be easy.
 
It aint really that if they pile up, it is if your settlement gets attacked they scatter all over the damn place chasing mobs.
I guess I haven't seen this cause I enable the no attack option in Uncapped Settlement Surplus cause I'm so sick of the settlement attack mechanic. I used to use Spawn Attack Button to satisfy that itch. IIRC it was that and MA-GOMBZ for some legenday gunner battles that would put hair on your chest...
The problem is complex
Anything that has to do with the WorkshopParentScript is incredibly complex!
 
I guess I haven't seen this cause I enable the no attack option in Uncapped Settlement Surplus cause I'm so sick of the settlement attack mechanic.
I could've sworn someone said Uncapped Settlement Surplus had issues working with SS2? I must've misread something at some point, I removed that. Even without it, my towns built up with SS2 have only recieved ONE "under attack" notice this whole time - plenty of the "bunch of raiders/mutants/gunners spawned when i fast traveled in" thing though.
 
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I could've sworn someone said Uncapped Settlement Surplus had issues working with SS2?
News to me. I've been running it since SS2 v1.0.0... Its one of the few things I've put back into my LO as I start new playthroughs to see what stays stable.
Been running these so far. (You made me look cause I couldn't remember...) I ended up giving up on AWCKR and its related friends. Too many people said they need to go but I never tested it personally.
The merged patch is Key Brackets, Easy Lockpicking and Rich Merchants combined into an esl.
Unofficial Fallout 4 Patch.esp
XDI.esm
WorkshopFramework.esm
CanarySaveFileMonitor.esl
HUDFramework.esm
SS2.esm
WSFWLayouts.esl
MCMWeatherControl.esp
SettlementMenuManager.esp
UncappedSettlementSurplus.esp
SS2Extended.esp
CleanMySettlement.esp
Raze My Settlement.esp
AdvSettleTurretSet-Real.esp
SS2_ASAM Launcher.esp
CROSS_Jetpack.esp
CTHHostileNPCsSneakingAndOrWeaponDrawn-NSL.esp
KeyBr-EzLock-RichMer_Merged.esp
SandboxRadiusOverhaul2x.esp
TargetReconEyewear(NonReplacer).esp
SS2_XDI Patch.esp
W.A.T.Minutemen.esp
KSHairdos.esp
 
I guess I haven't seen this cause I enable the no attack option in Uncapped Settlement Surplus cause I'm so sick of the settlement attack mechanic. I used to use Spawn Attack Button to satisfy that itch. IIRC it was that and MA-GOMBZ for some legenday gunner battles that would put hair on your chest...

Anything that has to do with the WorkshopParentScript is incredibly complex!
That would not matter because that game had a random encounter seed right next to Red Rocket. Which if you were unaware some random encounter locations are different every game. Plus some random encounters after spawning will start a patrol path. The standard one behind Abernathy can path over to Red Rocket.
 
Use a mod like this:
That will bypass needing a beacon.

Give yourself 1 settler a day.
When you rescue or meet settlers add that many.
I use the ARB and it's been working fine, I like setting the total number of settlers for each settlement.

I also use this one: Spawn Settler Button. It's probably cheating, but I can bring them in as I need them, especially at the begining. There is one for SS1 also that is slightly different, includes max settlers for city plans, pets and special settlers. https://www.nexusmods.com/fallout4/mods/27979?tab=files

Spawn Settler Button1606246506069.png

 
Interesting. I didn't think it would actually recognize the comm plot :D
Well it just says another beacon is active and shuts off.
20201124144304_1.jpg
I like the mod, I hope you fix it soon because I really like the ability to say "hey recruit 13 people for here" and the fact I can get rid of that horrible 10% chance WF has for recruiting.
 
Yeah, I know it does that. Though I never added any code for detecting the comm plot explicitly. It seems the code to detect the vanilla beacon also works for it.
 
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