Question "Recruit Settlers Immediately" under Functionality Options

Discussion in 'Workshop Framework (Mod Questions Here)' started by Moist Brotagonist, Dec 21, 2019.

  1. Moist Brotagonist

    Moist Brotagonist New Member

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    This doesn't seem to do anything and I can't find any mention of it. The description makes it sound like when I power up a recruitment beacon a group of settlers should show up right away, but no matter how long I wait settlers still just trickle in one at a time like vanilla.
     
  2. Bored Peon

    Bored Peon Well-Known Member

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    Personally I prefer instant spawn mods like this:
    Settlers Calling
    https://www.nexusmods.com/fallout4/mods/34091

    I want my settlers to spawn when I am at the settlement. When they spawn while you are away from a settlement they tend to make the papyrus scripting get really messy. Also the reason I stopped used the recruitment beacon.

    This mods also works with SS CQ and will spawn raiders if placed in an outpost.

    Spawn Point
    https://www.nexusmods.com/fallout4/mods/34954

    I use this so the settler/raider will spawn where I want them to (using a welcome mat) rather than wait for the settler to come in from their span which are sometimes far outside the settlement.

    At first I started using it as a roleplaying thing to replace broken scripts. Meaning if I ran into a random encounter that had settlers you could "recruit" them after. Then I noticed the big stability bonus in my settlement data in the pipboy because no new settlers were thrown in while away.
     
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  3. NDCowdy

    NDCowdy Well-Known Member Patreon Supporter

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    I believe that this option is whether or not to use the vanilla function. Which is that on first powering up the beacon, 1 or 2 settlers are recruited. It's not a function to fully populate the settlement. As Bored Peon pointed out, there are various mods that will speed up recruitment if that's what you're after.
     
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  4. Bored Peon

    Bored Peon Well-Known Member

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    Pretty sure that is a RNG roll modified by what is already in the settlement when you first turn the beacon on. I have seen it not recruit any and have received 3 settlers when first turning a beacon on.

    I am not even sure what the "immediate recruit" option affects. I think it might skip the part of the code that does a check at like midnight, then if you pass the recruitment roll it then randomly determines which hour of the day the settler arrives (same randomness of attack times.)

    Either way I skipped that mechanic because the vanilla had issues when adding new settlers to a settlement of making the data go corrupt (wrong item counts, 0 item counts, etc.) With the addition of all the scripting for SS (and even more for SS CQ) I just feel it is just putting an unnecessary burden of script regarding recruitment when you use beacons.

    The only downside is that only the beacon rolls have the 5% chance to get a brahmin (if the settlement does not have one.) Which can be bypassed by making a brahmin cage or the brahmin milking plan.
     
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