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Fixed Interior Scav Support (first plot) doesn't trigger Scavenger Beacon

C B Wright

Active Member
Messages
246
I'd never used the interior plot for the first scavenger support building in previous playthroughs because I really like that the L3 external plot has that enormous antenna array, but this playthrough I decided to use the interior plot twice:

1. In Sanctuary, where I decided to convert one of the old houses into a factory complex

2. In the Red Rocket in Lexington (using the Red Rocket Settlements mod), which I wasn't sure would work simply because it was in an addon settlement mod and you never can tell how that will go.

That said, I use the exterior scavenger support plot a lot. It's one of the first things I build in a new settlement (that first, then Idek's Logistics, then everything else). And I've used the external plot in Sanctuary enough so that I had an expected order of events:

1. Finish Sturges' settlement quest
2. Build the Scavenger Support plot
3. Assign Sturges to the plot
4. Activate alternative recruiting when first-time config message shows up
5. Receive "Scavenger Beacon Detected" message
6. Build up rest of city. Scavenger Support does the rest.

When I built the first scavenger support internal plot, this is what happened:

1. Finish Sturges' settlement quest
2. Build the Scavenger Support plot
3. Assign Sturges to the plot
4. Activate alternative recuruiting when first-time config message shows up

... and, that's it. there was no notification that the scavenger beacon was activated. Also, there was no message that a regular recruitment beacon had been activated either.

It soon became clear that there wasn't really any kind of recruitment going on at all. I would build up some things, head out and adventure for a while, and when I came back the city population hadn't grown at all. Meanwhile, I was experiencing the same issue with Red Rocket Lexington -- the interior scavenger support plot didn't seem to be recruiting anyone.

Out of curiosity, I deleted the internal plots and built external ones. Almost immediately I got notified about the scavenger beacons, and settlers started showing up.

This leads me to think that the internal plots aren't recruiting settlers, though I can't be sure if it's actually a bug in the plot itself, or if it's an incompatibility with something else I'm running...

At the moment I've decided to always use the exterior plot for the first scavenger support building, just to be on the safe side...
 
One thing to check with the interior plots is if you're seeing a settlement recruitment beacon in you list of radio stations.

You might also try powering the internal plot. I know the external doesn't need power to actually function at level 1 but I'm not positive about the internal. I've always had them powered because I usually want lights in any interior space so the plots get the benefits of me lighting up the space around them.

Something else I just learned last week is one of the recent patches to SS (I believe it came in with RotC) makes all recruitment beacons act the same as the 1st scavenger station - can recruit people and brahmin or dogs as well as not relying on your Charisma but on jobs/beds. So you can just build and power a beacon if all you want from the scavenger plot is the recruitment feature. This frees Sturges up to be the leader or take over running some other function.
 
In order:

1. Checking the radio to make sure the recruitment beacon was there was my first sanity check. After powering up the interior plot, there was neither a recruitment beacon nor a scav dispatch signal. After setting up the exterior plot and powering it up, the scav dispatch signal appeared.

2. My assumption was that a non-powered plot would increase scavenging efficiency but that it required power to recruit, so making sure it is powered was part of setting it up. So in the situations I described above, the interior plots were fully powered and staffed. The situation persisted in sanctuary when the interior plot was level 3, and I don't think it's possible to level non-farm plots without power.

Something else I just learned last week is one of the recent patches to SS (I believe it came in with RotC) makes all recruitment beacons act the same as the 1st scavenger station - can recruit people and brahmin or dogs as well as not relying on your Charisma but on jobs/beds. So you can just build and power a beacon if all you want from the scavenger plot is the recruitment feature. This frees Sturges up to be the leader or take over running some other function.

It's not quite the same. There's a SS setting to turn off Charisma requirements, but what Mytigio's beacon does is only recruit when you have a spare bed and job available, and then stop recruiting when there aren't any beds or jobs available.
 
I have the internal scav dispatcher and no settlement beacon in the radio.
 
It's not quite the same. There's a SS setting to turn off Charisma requirements, but what Mytigio's beacon does is only recruit when you
have a spare bed and job available, and then stop recruiting when there aren't any beds or jobs available.

It's worth noting that actually it checks for residential PLOTS or job plots. Not other forms of beds/jobs. I'll look into the recruitment issues when I have a chance I haven't had much of a chance to mod in the last few weeks however, so not sure what the time frame will look like
 
It's worth noting that actually it checks for residential PLOTS or job plots. Not other forms of beds/jobs.

Interesting. That may have been one of the issues I was facing, since in the early stages of both settlements I had a lot of beds but not a lot of residential plots, interior or otherwise.
 
I can confirm the same situation with the internal plots not activating settlement recruitment. I am running .9.4
 
This issue should be resolved in 0.9.4a.

Note: 0.9.4a requires SS 3.1.6a or newer
 
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