Bard's Outpost Recruitment Beacon
By OldBard
Community Rating
The Outpost Recruitment Beacon mod emulates the functionality of the recruitment beacon from Fallout 4. This mod allows players to deploy an Antenna that recruits new crew members to their outposts. Recruits come with a mix of combat and outpost perks, enhancing your settlement's capabilities and defense. The time it takes for new crew members to arrive decreases with higher levels of the Leadership perk.
Fixes:
- No sound issue
- LOD issue
- Spawning outside the outpost issue
- No longer attacking captive animals and SKK followers
Aditions:
- New colonists have names.
- Old colonists can be given names with a button click.
- New terminal with proper usage. No need to use the aid item anymore.
- Named colonists have a new, more interactive Sandbox.
- Some colonists sandbox while patrolling the outpost.
- Now you can talk to your colonist and ask him to trade. (The elders may be a bit grumpy sometimes and refuse to talk. The children will not trade on purpose)
Features
It takes from 1-10 days for the first colonists to arrive. It is based on your mod settings.
Recruitment Antenna: Deploy an antenna to start recruiting new crew members to your outposts, homes or ships. Leadership Integration: Decrease recruitment time by leveling up your Leadership perk. Team Mates: Colonists will by default be added as the Player Team Mates, which allows them to be given commands. It can be disabled in the settings. Family Feature: New crew members may arrive with family members, including partners, children, elders, and siblings. This feature is enabled by default but can be toggled off in the settings. Partners/Spouses: 35-45% chance of arrival. They have up 1outpost and 1 combat perk. Children: 3% chance of arrival. They do not participate in combat and have no perks. Elders: 10-20% chance of arrival. They do not participate in combat and have 2 outpost perks. 160 UNIQUE colonists names. Terminal to control the Antenna. Named colonists have a new, more interactive Sandbox. Some colonists sandbox while patrolling the outpost. Talk to your colonist and ask him to trade. (The elders may be a bit grumpy sometimes and refuse to talk. The children will not trade on purpose)
Perk System: Recruits come with a random outpost perk and a random combat perk, 2 perks total for combat-capable members.
Highly Configurable: 10 to 20 maximum recruits 1 to 10 days (less the Leadership level discount) days to recruit Set your new Settlers, err, Colonists to Essential by default or not (Children are always Essential (Well, there are ways around that)) Should your new Colonists ocupy Outpost slots or not? Decide it yourself Toggle the Family Feature on or off Enable inventory access through the interaction context by using the aid item
Usage Deploy the recruitment antenna in your outpost. Use the given auto respawning ingestible item to configure. Toggle the family feature on or off in the settings disc to customize your recruitment process.
More idle Colonists? Yes, Colonists do not do much right now. They will be sandboxing though. Just like the usual crew you can recruit in game. But I do have 2-3 more Outpost themed Mods which I promise will help with that (one of them is almost ready to release (it's been like that for about a month, while I fight with edge cases and scripts limitations and my own lack of experience))
Future Enhancements. I have some plans to add more features to make the Outpost Recruitment Beacon even more engaging: Family ties.
Credits Developed by SameOldBard. Special thanks to the Starfield and Fallout 4 modding community for their inspiration and support.
Additional Screenshots Available
This mod has 7 additional screenshots available on the official Bethesda.net page.
View All Screenshots on Bethesda.netYouTube Videos
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Mod Information
- Published
- Jun 13, 2024
- Last Updated
- Mar 14, 2025
- Platforms
- WINDOWS, XBOXONE, XBOXSERIESX
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