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  1. kinggath
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    Whoa! File of the Month contender! You guys honor me, so glad you all love it.

    Thanks for all your support and endorsements! =D


    You must have the latest version of the game for this mod to work. It makes use of features that were added in just before NukaWorld was released- so your game should be patch 1.7 or higher.


    Mods That Can Break This

    If you are using any of the mods below, read the information next to them as it might explain the issue you are having.


    Welcome to Goodneighbor - (UPDATE: While the mod author has released a fix for the packaged scripts issue, the forum posts over there show it still has some game-breaking bugs) this mod is packaged with default scripts from an old patch, it breaks this and many other mods. In Salvage Beacons, it prevents the settlement menu from appearing when you place a beacon.

    Don't Call Me Settler - This mod has some severe issues that can break individual settlers, especially in a long save with lots of settlements and settlers. In Salvage Beacons, if you have trouble assigning a Settler to a Communications Station- this might be why. Try assigning that settler to something else to confirm if that specific settler is broken or not. Also, the Call Unassigned Workers tool does not recognize all non-vanilla work objects, such as the Communications Station.

    Simple Steve - this mod is packaged with default scripts from an old patch, it breaks this and many other mods. In Salvage Beacons, it prevents the settlement menu from appearing when you place a beacon.

    Unlimited Building - This mod is on Bethesda.net and also contains the bad script. There are several alternative mods to increase your build limit, I'd recommend trying any of the others!
  2. kinggath
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    For those of you requesting a perk-free version, your wish has been sort of granted. In the latest version, the Comm Station no longer has a perk requirement. You'll still have to console cheat yourself in the beacons themselves, I want to keep the Local Leader requirement as its more immersive- but this way you can still use them.

    If you have Local Leader rank 1, continue to create the beacons in the Chemistry Station, otherwise:

    Use the console:
    help "salvage beacon" 4

    To find the Form ID of the beacon (look for the one of type MISC, should end in F9A).

    Then Use the console again:
    player.additem XXXXXXXX X

    Replacing the first 8 Xs with the Form ID and the last X (after the space) with the quantity you want.
  3. kinggath
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    I'm moving all of my mod communication to simsettlements.com.

    Please make suggestions and bug reports here: SimSettlements.com

    Thanks!
  4. kinggath
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    Version 1.0.3 fixes a bug that was introduced in 1.0.2 that could make beacons fail to deliver if you didn't have Sim Settlements installed as well. Apologies for taking so long to get this fix - I couldn't replicate the issue for the life of me until some Xbox players found a pattern I could repeat!
  5. amigaserge
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    Most helpfull mod for newbis, thx a lot!
  6. Overdose88
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    Salvage Beacons not working anymore [SOLVED]
    I post this cause I had this issue and solved it. I was looking in the internet on Steam and Reddit, and there are Threads about this issue, but non with a solution.

    - The issue: even with a manned com-station and a salvage beacon in a container, the pop-up to choose the collecting settlement won't appear after closing the container. That can happen after many hours of using this mod without any issues.

    - My solution: I dropped all the salvage beacons I had in my inventory (this includes all not-working beacons I placed in containers before) to the ground. Then I picked up one of them (left the other on the ground) and placed it again in a container with stuff in it. This solved the issue.
    1. SilverbladeTE
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      Woot! thanks!
      that worked, was suffering same bug
    2. modifieda4
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      Thank you this worked!
    3. curser
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      Sweet. It works. Wish it would get sticked, because it is already on page 3 and all the other searches about problems with this mod point to people that do not know how mods work.
    4. c0c0c0
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      Been using this mod for 8 years and, for the first time, this happened to me. Thanks for the fix. Hopefully, this will bump the post up, again, for a few more months.
  7. Hayes2232
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    Anyone know if this mod still conflicts with Welcome to Goodneighbor? Saw that it was an issue in the description but it's been a while since the mod was updated.
    1. c0c0c0
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      It's never conflicted with WtG. The mod author just cautions against its use, in general.
  8. Barodeur
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    I absolutely adore this mod, but I have the weirdest issue with it where the gate to the Bradberton Amphitheater in Nuka World will disappear after I first enter and exit it (see screenshot). I have tested this with the Base version of The Midnight Ride (with the game downgraded to 1.10.163.0 via Simple Fallout 4 Downgrader). I noticed this during a normal playthrough, but I can reproduce it by installing Salvage Beacons ( + TMR Base), starting a new game, playing the intro until you exit the vault, and then using console commands to coc to Nuka World (e.g. 'coc NukaWorldNukaTownUSAGate01'). If I then enter the amphitheater through the gate, immediately exit, and turn around, the gate will be gone. For what it's worth, the console informs me the baseID for the gate is 06053655, the ID for the outside gate (the one that disappears) is 0603444B, and the ID for the gate from the inside is 06053041 (the first to digits may be different for you depending on owned DLC). Note that the gate never disappears from the inside, only from the outside. A glance at xEdit does not show that Salvage Beacons edits any of these IDs in any way, which makes the whole thing even more puzzling.

    It would be really cool if someone could test whether they can reproduce this on their end (by following the steps outlined above; you could also use an alternate start mod like SKK Fast Start new game to significantly shorten the intro, in my testing it had no effect on the gate disappearing or not). All in all, this shouldn't take longer than 10 minutes to verify, and it would help me rule out that there's something seriously messed up with my installation. 
  9. Macedoneus
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    While the mod works fine, I have an oddity when using this with Fallout London. For some reason, the Salvagers and their pack brahmin keep following me around, no matter how far I travel. Anyone have any idea how to get them to leave me alone? Getting kind of annoying having to dodge around them whenever I'm in an interior space.
    1. Dreadcore
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      I've got the same issue and came here hoping someone found a solution. But at least good to know I wasn't the only one with this odd behavior.
    2. sxp2high
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      Same problem here. Any idea why this is happening?

      Well, I did a bit of experimenting. Basically Salvage beacons do not work with interior cells in Fallout London.

      Placed in Interior: Your stuff will not be picked up, you won't be able to take the salvage beacon back from the container, and the Salvagers will follow you around.
      Placed in exterior: Everything works as it should!

      PSA:
      Only use exterior containers in Fallout London and it will work fine!

      If you're stuck with a broken beacon and the team following you around do the usual reinstall process:
      -
      Disable the Mod - Save the game
      - Start game - Save the game
      - Enable the Mod
    3. Dreadcore
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      Ah! Will place my next one in an exterior cell and see what happens. I wonder if the burrows separate worldspaces is causing problems as well?

      As for it not working at all I'm not sure about that actually. My "active salvage beacon" locations do eventually clear from my quests and the stuff shows in my settlement inventory. Or at least I'm quite sure it does. I have one active within the Canary Warf underground station so will see when it clears.

      My theory was that the salvagers are set to wander off/disappear to a dummy or test cell once they dropped of the salvage, and that the assigned cell doesn't exist in FOLON so they just follow me instead.
    4. Drinx
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      I had them follow me too. They will stop and deliver your items after a couple of days though.
  10. Deylendor
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    Would this work for Fallout London?
  11. Gibletti
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    hey so i just installed this mod and i can't find either the communication station or beacons in either crafting menu. any idea what might be causing this?
    1. TheRealMcBeard
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      Same.
    2. dspazguy
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      Build a salvage beacon in the chemistry station first.
    3. Kettlebot
      Kettlebot
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      Same. Did you ever find a fix for this?
  12. deleted147549573
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     Shame you didn't make the version for skyrim free, but instead put it on the creation club. 
    https://creations.bethesda.net/en/skyrim/details/464c52a8-bb38-42e7-84d2-41734286769d/East_Empire_Expansion
  13. Salvage beacons not appearing in the chem station under utilities but comm station has be placed and is currently manned. what gives?
    1. nexhex
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      Do you have the perk Local Leader rank 1 unlocked?
    2. I'm not too sure on that one, simply because i have the mod which makes the level up system like new vegas's levelling system
  14. rbull77
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    What is the difference between the  "this is for them," and the "this is for me" options?