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Sim Settlements Hunter-Gather AddOn

Yeah, I would like to make sure they can't power up a residential plot with it. hopefully preventing the residential from upgrading and throwing the needs greater than the plots 1/1 output. Thanks for the info on the beacon function. that helps a lot. I have no scripting experience in F4 yet, so any script modification is beyond me right now.

Yeah, in theory this shouldn't require any scripting at all, just a workshop object with a different static/model and the same keywords as the current beacon without the power requirement.
 
Got the base for the agricultural plot figured out, and the mini recruitment beacon working. Thanks for all the suggestions! Made it a hybrid beacon / generator without any power connections. It will require at least 1 settler before the beacon starts working.

Next idea is trying to spawn it in and working before the plot is assigned, so it starts working even if no settlers are there yet. No idea if I can do it or not at this point.
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No luck getting the beacon to work without a settler assigned first. I can spawn it in before any settlers are assigned. The message saying recruitment beacon signal found comes up, but it never triggers a settler to come. Right now for settlements that start with no settlers, will require moving a settler from another settlement, or spawning one in, for the plot to be worked and the mini beacon to start working.
 
"heres to you and you figuring it out" modding is alot of work so if you need some help id be glad to give a extra hands on things if you want
 
I love it!
Hey, how about a foxhole (defense) in a dirt mound with a tiny backpacker stove (food), a canteen (water) and little folding solar panel (power) and radio (beacon) around the non toward-enemy sides.
Then I'll have a plan for FCOM troops who lose a limb to continue the struggle to reclaim the Commonwealth.
Level upgrades could add some sandbags for extra protection, camo netting, more elaborate stove, empty food wrappers, the solar panel and radio set up on an empty ammo crate, light machine gun on bipod, medium machine gun on tripod....
 
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Is this still being worked on? I have a manually made beacon attached to the plot, but no radio signal seems to start up.
 
Why not just have the plot wait for the next settlement needs cycle and then spawn a settler and assign it to the parent workshop and itself if there are no settlers present? Kind of cheaty but would get around the need to have settlers to recruit settlers... Lore-wise you could say you pulled somebody's "friend" from another settlement the way the game radiant quests work.

Edit: Maybe have it set a flag so it can't spawn more than 1 settler when built, that way people don't just send that settler elsewhere and use it as an unlimited recruitment machine.
 
The plot needs a settler to work it, then power shows up to power a beacon. It won't provide a power output if no settlers are working the plot.

It is in work, but very slowly. Most of my spare time right now is going to helping with the wiki.
 
Chicken and egg situation. Absolute dirt simplest method would be to send a settler from another settlement to the current one and have them (wo)man the beacon.
 
Unfortunately that is the case tankthing. In testing I got a self powered beacon working, and even got it to spawn in the building stage. Never could get it to function when spawned in at the construction stage. It's still on my list to work on. Since I got the beacon working without power connected, I made it a 1 power generator and beacon hybrid, the plan is to make any future stuff agricultural plots.

The only reason I did it as an Industrial in the release is to power the beacon.
 
Thanks for the replies and hard work guys/gals, loving all this new stuff to play with. Sure beats the main story!
 
No luck getting the beacon to work without a settler assigned first. I can spawn it in before any settlers are assigned. The message saying recruitment beacon signal found comes up, but it never triggers a settler to come. Right now for settlements that start with no settlers, will require moving a settler from another settlement, or spawning one in, for the plot to be worked and the mini beacon to start working.

How do you get it to spawn without any settlers assigned to the plot? it shouldn't ever reach a levelstop/stageitemspawns point without going through the building phase even if the levelstop is 0.
 
I lost the building plan when the esp got corrupted, so I am trying to remember. I believe it was due to me misunderstanding the level stop array. I had it set as 0;0 then 1;2, with the beacon spawned in at level stop 0. I set the istagenum as a 0 also. Not sure which combination did it, but the beacon would spawn in right after building materials and show as powered. However, I didn't get a radio signal and a settler never showed up.
 
Honestly i love the idea of this mod being expanded for a micro settlements like Hangmans alley.
 
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