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Question "Recruit Settlers Immediately" under Functionality Options

Moist Brotagonist

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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.
 
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.
 
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.
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.
 
Which is that on first powering up the beacon, 1 or 2 settlers are recruited.
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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