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Fixed Scav Support center stuck building

Yes thank you, I understand that mechanic well enough. That's not what we're talking about though. I still cannot find the new radio station with the optional file installed. It does not appear in the list of radio stations in the pipboy, and I have several scav dispatchers across the CW at this point. One of those lazy settlers should have turned one on!

It does have a max range, but if you ahve that many you should have it available, so I probably screwed something up during my work on the system while I was redesigning things. (the redesign isn't finished yet, so in theory the new code shouldn't be in place, but I can't rule out the possibility I jacked up the code on that item. I'll finish the redesign shortly)
 
Yes thank you, I understand that mechanic well enough. That's not what we're talking about though. I still cannot find the new radio station with the optional file installed. It does not appear in the list of radio stations in the pipboy, and I have several scav dispatchers across the CW at this point. One of those lazy settlers should have turned one on!

That would require I read the rest of the thread and who has the time.

Wait, you have a separate settlement radio station for this? I didn't know that. Aint Much, do you have any radio mods installed?
 
I wonder if I may not be getting the idea of the new radio station provided by the optional file. So, does this new radio station provide music (real radio station) or do you mean "settlement message" station? Regardless of which, would that station normally kick off no matter which SS recruitment option you choose OR does it only kick off if you choose the IC Alternate Recruitment? I am the former. Maybe that's my problem?
 
I wonder if I may not be getting the idea of the new radio station provided by the optional file. So, does this new radio station provide music (real radio station) or do you mean "settlement message" station? Regardless of which, would that station normally kick off no matter which SS recruitment option you choose OR does it only kick off if you choose the IC Alternate Recruitment? I am the former. Maybe that's my problem?

It's actually morse code (it's meant to be the dispatcher communicating with scavenger teams). Over time I hope to add some map markers and maybe a small quest through the radio station, but haven't yet.

Also: it really is morse code and will direct you to a few sites with scrap in them, as will the map in the dispatchers office actually
 
It's actually morse code (it's meant to be the dispatcher communicating with scavenger teams). Over time I hope to add some map markers and maybe a small quest through the radio station, but haven't yet.

Also: it really is morse code and will direct you to a few sites with scrap in them, as will the map in the dispatchers office actually

Hrmmm, so, when I started a new testing game just now the scav team dispatch turned on once I had a dispatcher and it was worked and the plot was powered. I'll have to keep investigating
 
The radio add-on is last in my mod order. Can you post a screenshot of how the station looks in the pipboy?

I have the regular dispatcher plots in non-RoTC settlements, and all are powered by a generator I built. There's one interior dispatch in a RoTC area, but that also has no radio that I can find in the pipboy. As I mentioned, I chose to use the SS method of recruitment vs the alternate. Does that matter to the radio?
 
FYI - my whopping mod load:
GameMode=Fallout4
Fallout4.esm=1
DLCRobot.esm=1
DLCworkshop01.esm=1
DLCCoast.esm=1
DLCworkshop02.esm=1
DLCworkshop03.esm=1
DLCNukaWorld.esm=1
DLCUltraHighResolution.esm=0
Unofficial Fallout 4 Patch.esp=1
HUDFramework.esm=1
SimSettlements.esm=1
SimSettlements_XPAC_IndustrialRevolution.esp=1
ClassicShacks.esp=1
AnotherBrickInTheWall.esp=1
Altairp's Animal Farm.esp=1
JibsResidentialAddOnPack.esp=1
SimSettlements_AddOnPack_AwsomeTown.esp=1
B84sThemedResidentials.esp=1
SimSettlements_AddOnPack_Defences_Brae.esp=1
ohSIM_Sim_Settlements_Scrappers_Addon.esp=1
TrailerParkDreams.esp=1
WVSimSAddon.esp=1
JunkTown.esp=1
home_improvement_all.esp=1
ruined_simsettlement_addonpack.esp=1
SimHomestead.esp=1
SimSettlements_AddOnPack_Utilities_JtBryant.esp=1
MJC_Sim_Settlements_Addon.esp=1
PCDugSIMAddon.esp=1
JT-Fences.esp=1
SimSettlementsAddOnPack - RaiderRefugees.esp=1
SimSettlements_AddOnPack_SimTowers_JtBryant.esp=1
SimSettlements_XPAC_RiseOfTheCommonwealth.esp=1
combathigh07_fix.esp=1
Classic Fallout Music.esp=1
IndustrialCity_Sim_Settlements_Addon.esp=1
IndustrialCity_Sim_Settlements_Dispatcher_Radio_Optional.esp=1
 
The radio add-on is last in my mod order. Can you post a screenshot of how the station looks in the pipboy?

I have the regular dispatcher plots in non-RoTC settlements, and all are powered by a generator I built. There's one interior dispatch in a RoTC area, but that also has no radio that I can find in the pipboy. As I mentioned, I chose to use the SS method of recruitment vs the alternate. Does that matter to the radio?

Oh, yanno, maybe I only turn on the radio if my recruitment is being used, I've never not used my own recruitment :P

Let me test that and I'll get right back to you.

Additionally: further testing demonstrated that level2/3 of the interior version didn't seem to play the radio station, so I'm investigating that as well.
 
Ah, a radio mod. I don't know how it works, but does Classic Fallout Music create a brand new radio station?

No idea, it's pretty easy to do honestly, and the only method if you want to avoid editing vanilla records, but you'd ahve to test and find out
 
No idea, it's pretty easy to do honestly, and the only method if you want to avoid editing vanilla records, but you'd ahve to test and find out

Moot point. If the radio isn't working for you either, then it probably isn't a radio conflict. The game only allows so many "channels" to be used for stations, and so what sometimes crops up is a couple of radio mods try to use the same stations and things go hooey. But if you're not getting your own radio either, then it isn't that.
 
Moot point. If the radio isn't working for you either, then it probably isn't a radio conflict. The game only allows so many "channels" to be used for stations, and so what sometimes crops up is a couple of radio mods try to use the same stations and things go hooey. But if you're not getting your own radio either, then it isn't that.

Oh I see what you mean now, it's a good point, I should document the station I used for folks so they can check for incompatibilities

Edit: for now, until I find a better home for this info, my scav team dispatch radio station uses station 104.09
 
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The radio add-on is last in my mod order. Can you post a screenshot of how the station looks in the pipboy?

I have the regular dispatcher plots in non-RoTC settlements, and all are powered by a generator I built. There's one interior dispatch in a RoTC area, but that also has no radio that I can find in the pipboy. As I mentioned, I chose to use the SS method of recruitment vs the alternate. Does that matter to the radio?

Yup, I only turn the radio station on if my recruitment system is enabled (because I didn't want to confuse folks by having the recruitment radio playing but no recruitment happening).

I'll review this logic now that I have a custom radio station as well
 
Yeah, if the regular plot uses your radio if a player chooses alternate recruitment, but the add-on creates a radio station no matter which recruitment choice (if there's a dispatcher plot, of course), that would be great.

Now onto your comment a bit back about map markers. As it stands right now, the map on the dispatcher plot does point to actual stashes of stuff or is it just cosmetic? Will your possible new quest markers be like the little scrap eyebot scenario? If so, could you make the scrap to be found shipments instead of the vanilla thing Bethesda did with one or two duct tape. That was a great idea stymied by how useless it was.
 
Yeah, if the regular plot uses your radio if a player chooses alternate recruitment, but the add-on creates a radio station no matter which recruitment choice (if there's a dispatcher plot, of course), that would be great.

Now onto your comment a bit back about map markers. As it stands right now, the map on the dispatcher plot does point to actual stashes of stuff or is it just cosmetic? Will your possible new quest markers be like the little scrap eyebot scenario? If so, could you make the scrap to be found shipments instead of the vanilla thing Bethesda did with one or two duct tape. That was a great idea stymied by how useless it was.

The pins point to places that tend to have quite a bit of scrap, and to various faction bases. (so junkyards, wrecker yards, etc).

I'm debating, I was considering a repeatable radiant like the eyebot quest, yeah, but I was debating if it would actually have stuff at the end, or simply have a bonus like increased production for 48 hours or something like that when you complete it.
 
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