Boston Library and Federal Rations stockpile were duds too. Gwinette was awesome. I think it does restaurant and brewery at the same time.Some more good spots: in general, all the industrial buildings are good, like Saugus Ironworks or the Covenant plant. Super Duper market also results in a ton of materials.
Failures so far are: Parsons state Insane asylum
I'm using Hesper because of her higher luck and perception. I found a few plans but despaired a little when she got the flare factory from Corvega. I was really hoping for the munitions plan.I only ever had one Discovery trigger when playing with the Mk1 Beacons myself, and it was from an Addon Pack not a core mod one.
Also it was in Far Harbor.
Try Cambridge Polymer Labs.Boston Library and Federal Rations stockpile were duds too. Gwinette was awesome. I think it does restaurant and brewery at the same time.
My god...after dropping the beacon I'd have to head over to the destination and drop down about 20 large storage containers to be able to actually receive/store all that.
Oh my . . . jaw dropping . . . that is a crazy amount
One thing I noticed - I am using the WATM and FWM together at the Castle and the Minutemen that are spawned there in the beginning have absolutely bonkers SPECIAL (we're talking gifted in Strength, Perception, Endurance, and Agility, with about 4 in the other categories). I started assigning one of those monsters to the Castle's Caravan plot and was getting some ridiculous salvage runs. Nothing even touching this though! Wow!
I'd guess at best it goes off the 'keywords' locations have, like 'hospital' or 'army base' or whatever. There's a bunch of those 'keywords', they're also what are used to determine which "Discoveries" are eligible to be found.Fort Hagen Red Devil base: just moderate Wood and Steel and i didnt take a single aluminium can during the mission, just looted bodies and locked containers. I didnt drop the beacon have enough of wood and steel to build a ship.
I think the loot is unrelaated with what you see inside
Could be; i got more or less the same stuff from Saugus and from Corvega even if Corvega is a lot larger and packed full of cheap junk and Saugus more difficult.I'd guess at best it goes off the 'keywords' locations have, like 'hospital' or 'army base' or whatever. There's a bunch of those 'keywords', they're also what are used to determine which "Discoveries" are eligible to be found.
I would think it's whichever one actually makes the trip to the location, but I'm not sure which that actually is.I know that the SPECIAL of the caravaneer counts but it's the one where i have the comm or the one where i send the stuff?
The Caravaneer makes the trip and it's their SPECIAL which can affect the haul.I would think it's whichever one actually makes the trip to the location, but I'm not sure which that actually is.
I know that, but is it the one from the settlement you're sending the resources to, or the one from the Comm Plot's location?The Caravaneer makes the trip and it's their SPECIAL which can affect the haul.
Ah, fair point. From my experience it's the one from whichever settlement has the Comm Plot that receives the signal from the Mark I Beacon. Keep an eye out for the pop-up message stating the settlement from which the Caravaneer was dispatched. For example, I had a run recently where I told them to take it all to Spectacle Island, but the pop-up message indicated that the Caravaneer was dispatched from County Crossing (nearest comm/caravan combination settlement) to search for salvage. This was further confirmed by the later pop-up that they brought the materials to the destination, as it stated the named unique settler (Julie Powell, in this case) who made the trip, and she's not a Spectacle resident.I know that, but is it the one from the settlement you're sending the resources to, or the one from the Comm Plot's location?
It is definitely based on the keywords and many of the DLC special dungeons don't have those keywords because the game also uses the keywords for radiant quests. That's why I think the Rust Devil base has none of those keywords because the original developers probably wanted to make sure there was no way you'd be sent there on a radiant quest. I think there are some other factors too, but the keywords are a huge part of it and the rust devil base basically doesn't have any of them.Could be; i got more or less the same stuff from Saugus and from Corvega even if Corvega is a lot larger and packed full of cheap junk and Saugus more difficult.
I know that the SPECIAL of the caravaneer counts but it's the one where i have the comm or the one where i send the stuff?
You would have to look in FO4Edit or CK to see - every location/interior cell in the game has certain keywords for the type of location they are. Some examples are military, industrial, raiderbase, medical, etc. In the vanilla game, the radiant quests use these. For instance Quartermastery from BoS may send you to a military, industrial, or medical location to retrieve some tech. Raider Troubles from the Minutemen will send you to a radierbase to deal with raiders. There are many potential location keywords like this. The SS2 system uses those keywords to determine what sorts of stuff will be salvaged from it. Most (if not all) of those keywords were omitted from the Ft. Hagen Satellite Array probably because the Bethesda devs didn't want you to get a random quest like Quartermastery or Raider Troubles to send you there because it's supposed to be a special location you only get through the Headhunting quest. That means SS2 doesn't really have any of the usual keywords it would look for when you go to salvage it so it just gives you probably some kind of default option (wood and steel).What you mean for keyword? I see different icons for different kind of building, Corvega and Saugus are factories for example, but one is a plant, if i remember right, and the other an ironworks.
Mark 1 Beacons give virtual resources and are automatic (you don't have to pick anything in the facility up). Salvage beacons give vanilla resources but you have to hand collect all of the junk and put it in a container with the salvage beacon. Then whatever you put in the container will be transferred to a settlement you choose. I'm not sure what happens if you drop both in the same place but I imagine it's two salvage runs so you'd have to wait for the caravaneer to finish one and then finish the other one.Do beacons give virtual Ressources or vanilla Ressources i can use to craft stuff with?
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