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Incompatibility with Advanced Recruitment Beacon

pra

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This is not a question or a bug report, more of a warning: My mod Advanced Recruitment Beacon is not yet compatible with SimSettlements 2.

Using it would bypass any changes SS2 does to the settler spawn mechanics, or hooks which rely on the vanilla beacon. Aka: no custom SS2 settlers will arrive.

This is not a very serious issue, and not that many people even use that mod, but I thought I better post this, before someone gets confused and thinks this is a bug in SS2.

I will update ARB when I have to reverse-engineer SS2 enough, or when Kinggath has time to tell me how to hook into the systems, whatever happens first.
 
I do use this, thank you for it. I like working with small settlements, 7 - 10 people and I got tired of coming back to a settlement and finding 10 or so extra people that I would have to move around. I love this mod, but disconnected it when the stranger took too long and yeah, that was it. I'm hoping I can still use it on the settlements that are mods, like "Commonwealth National Park" where I don't use SS2, but I will be super happy when it's compatible.
 
In the meantime, the default built-in Communications Municpal Plot recruits up to the number of beds you have (including past the Charisma Cap) and then stops recruiting. That'll do the job for now.
Ahhhhhhh! Thanks for the spoiler. On the other hand, its good to know! ;)
 
My husband and I both use Advanced Recruitment Beacons. He doesn't use SS, but I do. I was wondering if the mod would work with SS2, and now I know. I'll be watching for the update. :bye
 
While I haven't used this mod, I'm now curious. Although the Comms building is useful, I don't really want to have a settlement full of people (one of the single-person homes upgraded to level 2 and I ended up with 5 extra beds) I can't provide for. I know I can control that by reducing the number of beds, but this mod would be useful for automatically keeping the numbers down to a more manageable while I'm off doing other things in the wasteland.
 
I think I fixed it. From my understanding this should work for most parts, except the initial Jake scene. I could release it as is, or see if I get any special settlers with that thing running. Though as KG explained, these guys are like visitors, just appearing at the settlement, beacon or not.

Probably I just release it as is. It's then up to you to verify whenever it actually works :grin
 
As far as I understand it, the Comms building acts like a recruitment beacon, attracting settlers and increasing the chances of a special (named?) settler showing up, apart from other things that it does. I'd be happy to help you test it. The thing that has me curious is whether or not they changed any of the default math of settlers being recruited.
 
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Though as KG explained, these guys are like visitors, just appearing at the settlement, beacon or not.
Speaking of that some of those spawns points need to be moved or something. Mostly because they appear and just stand there. Which means for some settlements they spawn out in the boonies.

For example:
County Crossing I had Isiah spawn in between the random encounter ruins by the river.
Sunshine Tidings they spawn in the little shed behind the big building with the picnic tables.
Starlight Drive In would be way the hell up the hill towards Thicket Excavations.

Personally I use this mod to move spawn locations for settlers (by placign a Fast Travel mat thingy). Other may not know the spawns or use such a mod.
 
I think I fixed it. From my understanding this should work for most parts, except the initial Jake scene. I could release it as is, or see if I get any special settlers with that thing running. Though as KG explained, these guys are like visitors, just appearing at the settlement, beacon or not.

Probably I just release it as is. It's then up to you to verify whenever it actually works :grin
Thank you.
 
Can confirm ARB works, I have a feeder settlement in Starlight Drive In. I did have to change the recruitment mode from workshop to vanilla as with only 4 people and enough food, water, and beds ARB was reporting a 20% chance of recruitment. With vanilla recruitment active, about 57%. My guess is they changed the math with workshop mode of recruitment. I can see why, as building a settlement too fast can lead to issues of low power/water/food

If this is at all possible, I would like to be able to see data from the communications plot regarding settlement recruitment chances using the terminal. Would be interesting to see the difference between the chances of recruitment using workshop recruitment on the standard beacon and the comms plot
 
Ima give this a go myself now - I dont WANT Jake to spawn, for mechanics-only experimentation, but having no Settlers coming in to be able to actually 'tech up' is getting frustrating.
 
Ima give this a go myself now - I dont WANT Jake to spawn, for mechanics-only experimentation, but having no Settlers coming in to be able to actually 'tech up' is getting frustrating.
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.
 
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.
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.
 
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The comms plot overrides the advanced beacon. I prefer the ARB anyway. It has a lot more functionality. Sure it's great to have the Mk ! beacons and the salvage beacons, but I hardly return to the settlement once it's built, unless I notice an issue, which means I don't know if a unique settler has turned up as there is no notifiction. Just go to a settlement and bam! new person. At least with the ARB I get a notification of new settlers.
 
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.
 
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