Have you read through our comprehensive Fallout 4 Workshop guide and found yourself a little stuck? You want to make the biggest and the best town you. Fallout 4 Guide: How to Get More People to Come to your Settlements. Is the Recruitment Beacon. This item, which can be found within the Electricity section of the Workshop menu, will send.
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Fallout 4 Settlement Recruitment Beacon Mod
More than 1 in 10 of your posts or comments being self-promotional is spamming. Twitch promotion not allowed.Use descriptive titles. Clickbait or extremely vaguely-titled posts will be removed. Also don't use all-caps.Lore / Dev bashing with no addition to discussion will be removed. Promote discussion, not attacks.Posts promoting or facilitating piracy in any way will be removed. Piracy is a permanent ban, no warnings.All posts and comments, in the end, come down to moderator discretion.USING SPOILERSIn a comment, use the following syntax: your spoiler content(/spoiler)And it will show up like this:Example: Mama Murphy is annoying(/spoiler)Becomes:Mama MurphyIn a title, if your post contains spoilers, begin your title with spoiler.Related Fallout 4 Links:.Related Subreddits:.Official Sources:. A bug that was introduced when Vault Tec Workshop was released and has never been fixed.
Basically it sometimes won't show the proper on/off value until you reload the game and if enough glitches occur then it could get stuck on with no way to get rid of the status. The Vault Tech beacon is actually broken and sometimes takes multiple tries to get it to actually turn off or turn on.Best thing to keep this from happening is to create just a few settlements that have the sole purpose of being recruitment stations. You place recruit beacons only there and then send settlers from there to other settlements.
Hey thanks for the reply, I'm starting to suspect it was the vanilla cell reset bug - your mod does alert me that 'beacon in Sanctuary lost power' and when I check the settlement stats, crops and beds and so forth show zero (despite the fact I addressed that at the settlement). When I get there, the status restores properly and I get the message 'settlement beacon found' or something close to that.
Functionally, it seems to be working so long as the cell reset bug doesn't happen. I'll keep that in mind about storing the beacon if it malfunctions in any way. Okay, cool.Another question: I understand that I can't use your beacon within a settlement so long as the signal from the vanilla beacon remains active in that settlement, and that I would have to scrap the vanilla beacon or at least disconnect it from power before trying to use yours. However, what about settlements that are close enough to each other that you could be standing in one and still pick up the recruitment radio signal from another one on your Pip-Boy (Sanctuary, Red Rocket, and Abernathy Farm, for example)? Would the signal from a vanilla beacon in a nearby settlement interfere with a beacon of yours being set up in a neighboring settlement, or vice versa?Example: I've used a vanilla beacon in 'Settlement A' to complete a Minutemen radiant quest, or to just get an initial spawn of 1-3 settlers from it, and then I scrap that vanilla beacon & build one of yours to replace it. Then, I go to 'Settlement B' that is close by enough to pick up Settlement A's radio signal, and build a vanilla beacon to get the initial spawn of 1-3 settlers. Would that create any problems with either Settlement A's beacon or Settlement B's beacon?Thanks!.
Been testing your beacon in my game, and although nothing's happened yet with the one I put up in Sanctuary after scrapping the vanilla beacon, the one I put up at Tenpines Bluff spawned its first settler less than a minute after setting it up in the terminal. Not sure what's going on with Sanctuary - I'm convinced there's some issue with that settlement with any beacon, vanilla or otherwise. Oh, well, guess I can just move settlers from the settlements with your beacon to Sanctuary (I assume it would 'refill' settlers at the other settlement once it went under the max population set up in the terminal).Anyways, very cool mod, and I look forward to using it in my FO4 playthroughs from now on!. Ok, so I have advanced about 20 days game time and no new settlers at any of the settlements. I've tried storing and re-placing, scrapping and creating a new one, reprogramming all terminals and still no new people. It's really strange as it was definitely working for the first few.I half think it started (this is pure guesswork) when I had to place (and subsequently scrap and replace with an ARB) a normal RB for a Preston quest. Scratching my head a bit here as I think that, if this was the case, more people would have experienced it so it's got to be down to my installation.
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Back to the drawing board hehe. Maybe you have that endless loop bug?Try using FallrimTools Resaver, open your save, and terminate this thread: you could try one of these:cqf praAdvancedRecruitmentCentral updateAllBeaconsThis is the function which should be running daily to process recruiting.cqf praAdvancedRecruitmentCentral stopTheTimercqf praAdvancedRecruitmentCentral startTheTimerIf the timer broke for some reason, you could try restarting it like this.in general, trysqv praAdvancedRecruitmentCentraland tell me what it says. Make a screenshot or so.edit: you could also enable the log:search for 'ARB: ' there.It should log each time it's updating, or a beacon is added or removed. Well, it's a damn shame but I can't seem to get it working at all now:OI even tried removing the mod, Re-Saving it using Fallrim tools but that seemed to cause even more issues (saves stopped working, scripts weren't executing etc) so I think I'll leave the mod installed and just use normal RBs for this playthrough.So odd that it stopped working.
I noticed that the light on the ARB stays red, even when altering settings.Edit: Just seen your updated post. I'll give it a go a bit later, once my daughter's asleep!. I think stopping, starting and updating (in that order) seems to have kickstarted it.
I went back to a previous save, DIDN'T clean the file (paranoid that it won't save on exit as it has been doing), and just ran the 3 commands after looking at the results of both SQVs, one before, one after.The only difference I could see was that the first line is supposed to show the timer status. On a terminated script save, that was present. On one of my problem saves, it wasn't. While I was in the unclean save I ran the stop/start commands which started the timer but there were no instant settlers (I have some where nobody has arrived and should get their 2 initial settlers). Once the update happened, the 2 settlements I expected to get some. Did:) Now to check if there other issues but, as I didn't terminate the thread, I don't foresee any occurring.I'll let you know if any different!
Thanks a lot for the help:).