FALLOUT 4
Settlement Raiding Mod by Faceless Wastelander
Fallout 4 » Player Settlement
Added: 26/11/2015 - 07:32PM
Updated: 05/03/2017 - 08:55PM

2,936 Endorsements

1.1 Latest version

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Uploaded by markprice4675

Description

Last updated at 20:55, 5 Mar 2017 Uploaded at 19:32, 26 Nov 2015

Fallout 4 Settlement Raiding Mod

(No longer batch files)




Current Version -
 Beta 1.1 - Read Change Log

Description
The new version of the Settlement Raiding Mod is now based around one custom made settlement (for now) The reason for this is to provide a controlled environment to test Scripts, AI, Raids and Functions. This may seem like one step forward to steps back as the batch files covered nearly all settlements however, The mod now uses a terminal to summon the raids and is now made using the creation kit which allows for a lot more functionality and stability. The mod now has a real foundation on which it can be fully realized and built upon. Once I have re-implemented all the raid types and have fully debugged any problems I will then push the mod back out to cover all settlements.



Index

1. General Features

2. Raiding Group Features

3. Option Plugins

4.
Installation Notes

5. Future Plans

6. Change Log



1. General Features


Custom Settlement - The Arena 
* North-East of sanctuary (See second image at the top of the mod page)
* Large flat area to build the perfect settlement

* Fully functioning settlement (Settlers arrive, Settlers can be send, Companions can be sent, Supply routes can be used)
* Whole area in and around settlement has been fully navmeshed for better AI pathing
* Total of 8 raiding spawn points (360 around the settlement)
* Environment around the settlement matches the theme ;)

 
* I am looking for suggestions to improve the settlements look and functionality *


Raiding Terminal
* Fully functioning can spawn raids in game without batch files! 
* 4 Difficulty settings - Easy, Medium, Hard and insane - recommended levels 10, 20, 30, 40 respectively.
* All NPCs used are unique to this mod, they have been created using the creation kit.
* All raids have minor/major and main bosses depending on difficulty
* All Bosses drop Shipments of supplies, the harder the difficulty the more shipments you get (Risk Verses Reward)
* All the NPC weapons and armors are edited and hand picked for each NPC.
* Mixture of female and male NPC's (needs more work to randomize faces)
* All Grenades have been remove from NPCs
* All dead NPCs drop items relevant to there class (read raiding group features for more info)
* You
DO NOT need to be enemies with any faction to run these raids, all the NPCs used in this mod share a unique faction.

 * Suggestions or balance issue please send them to the comments *


2. Raiding Group Features (Just the one for now)

Raiders
:
Group breakdown: Mixture of rifles, missiles and melee units
Combat style: Rush in and attack with full force
Drops: Chems and Alcohol
Strategy: Take out their missile troops and bosses before you loose your turrets!

Institute:
Group breakdown: All laser wielding cyborgs!
Combat style: Systematically take settlement, bring reinforcements in using grenades  
Drops: Valuable/Worthless resources - Adhesive, Fiber optics, Nuclear Materials etc    
Strategy: TAKE OUT THE COURSERS FIRST, and any bosses you see, they have the ability to call in 5 reinforcements with just 1 grenade and they hold multiple grenades, it can go south on you pretty quick.



3. Option Plugins

0 / 6 Hour Corpses Plugin
Removes corpses after the chosen option (must travel out the area to take affect) this affect is game wide. This does not mean you cannot plunder the dead NPCs it only takes affect if you leave the area completely.

No Weapon Drop
Stops dead NPCs dropping their weapons when the die, this effect is game wide. You will still be able to pick up the NPCs weapon through the corpse. Highly recommended when using Corpse Plugin as once the corpses disappear their weapons remain behind.


* Any requests for additional plugins please post in comments section *




4. Installing Notes

How to enable modding

Navigate to your Fallout 4 Folder at the following location "Documents/My Games/Fallout 4"
Within this folder you'll find a number of .ini files.

Open (or create, if missing) Fallout4Custom.ini with your favourite text editor (we use Notepad++).

Add the following lines to your Fallout4Custom.ini

[Archive]
bInvalidateOlderFiles=1
sResourceDataDirsFinal=

(THERE SHOULD BE A BLANK SPACE AFTER THE sResourceDataDirsFinal= )

Save and close Fallout4Custom.ini


Once this is done
NMM Installer
Click download with NMM and install the mod as usual.

5. Future Plans


*
Add more raiding groups (Highest priority)
* Address balance issues (if reported)

* This is not nearly as much as I want to do and will update this section soon *


6. Change Log

Beta 1.0
* Initial release *

Beta 1.1
* Fixed a bug which would stop raids from starting (Quest priority too low, now set as priority 1)
* Fixed a bug which only player could kill Desperate missile raider (was set to protected and now is not)
* Added some cosmetics to the arena area, piles of burning tires (makes all the smoke more believable)
* Added water feature inside arena build area so player and settlers are no longer dying of thirst ;)
* Added new raid type Institute (very hard attackers)
* Added option to choose amount of attackers for every raid - (Small = 5, Medium = 20, Large = 40)
* Added first two special raids - Raiders waves, Ghoul Waves (once you kill all the attacks from the 1st wave another auto spawns and attacks) (12 waves)

 
[/left]




Old version of the mod (batch files)
This version is no long supported however if you still wish to use the batch you are free to do so however you may need to fault check for yourself.




Description


The Settlement raiding mod is a set of batch files you can use to force settlement raids, with Bethesda's underwhelming attempt at the raids I thought id make them more interesting ;) please be aware that this is just to test public opinion to see if settlement raids need improving and if so when the appropriate tools come out this mod will be extensively expanded and improved to be more organic and fun (Further details at the bottom)


Video of the mod in action



Index

1. General Features

2. Raiding Group Features

3. Installation Notes

4. List of Commands

5. Option Plugins

6. Future Plans

7. Change Log


1. General Features

* Every single settlement included
* 4 Difficulty settings - Easy, Medium, Hard and insane - recommended levels 10, 20, 30, 40 respectively.
* All NPCs used are unique to this mod, they have been heavily edited from vanilla templates.
* All raids have minor/major and main bosses depending on difficulty
* All Bosses drop Shipments of supplies, the harder the difficulty the more shipments you get (Risk Verses Reward)
* All the NPC weapons and armors are edited and hand picked for each NPC.
* Mixture of female and male NPC's - Females are usually the commanders!
* All Grenades have been remove from NPCs (apart from institute reinforcement grenades) 
* All dead NPCs drop items relevant to there class (read raiding group features for more info)
* You DO NOT need to be enemies with any faction to run these raids, all the NPCs used in this mod share a unique faction.
* Option Plugins -
                          Mercenaries to help even out the raids ;) they are a lot hard than vanilla! 
                          Corpse removal - to help with body removal and FPS


2. Raiding Group Features

Raiders:
Group breakdown: Mixture of rifles, missiles and melee units

Combat style: Rush in and attack with full force
Drops: Chems and Alcohol
Strategy: Take out their missile troops and bosses before you loose your turrets!

Mutants:
Group breakdown: Melee Units only
Combat style: Rush in and cut the heads of anyone in the way!
Drops: Meats, Bones and Flora - everything a growing mutant needs.
Strategy: Take out their bosses as they pack a powerful blow.


Gunners:
Group breakdown: Automatic Rifles, Missiles and Snipers - Basically only ranged weaponry
Combat style: Hold back and take settlement piece by piece
Drops: Ammunition (Random/every kind) and caps
Strategy: Watch out for the snipers and take out their missile launchers

Brotherhood Of Steel:
Group breakdown: Everyone in power armor - Mixture of automatic weapons and Melee weapons + Vertibird support
Combat style: Rip through settlement with shear force
Drops: Lots of power Armor Pieces
Strategy: Run for your life, these guys are hard. if you cant do that then take out Vertibirds and Bosses first.

Institute:
Group breakdown: All laser wielding cyborgs!
Combat style: Systematically take settlement, bring reinforcements in using grenades  
Drops: Valuable/Worthless resources - Adhesive, Fiber optics, Nuclear Materials etc    
Strategy: TAKE OUT THE COURSERS FIRST, and any bosses you see, they have the ability to call in 5 reinforcements with just 1 grenade and they hold multiple grenades, it can go south on you pretty quick.


Zombies Fast:
Group breakdown: All Ghouls!
Combat style: Fast with moderate damage and low health
Drops: Random meats and bones
Strategy: use an automatic weapon and take out their legs before they overwhelm you

Zombies Slow:
Group breakdown: All Ghouls!
Combat style: Very slow moving (needs work) but devastating damage and high health
Drops: Random meats and bones
Strategy: Keep well back and do not get trapped into a corner or you will pay the price!

DeathClaws:
Group breakdown: All Deathclaws!
Combat style: Rush in and rip face from skull
Drops: Random meats and bones
Strategy: Have plenty of backup and keep moving!


Robot Raiders:
Group breakdown: Mixture or melee, machinegun and missile launchers!
Combat style: Tanks hold back and attack from a distance, melee units rush in to keep you busy
Drops: Random useful scrap
Strategy: take out their missile launchers first or you will loose turrets quickly, but keep on eye on melee units as they are quick!





3. Installing Notes

NMM Installer (Only)

Click download with NMM and install the mod as usual.

Once installed

*  Run the game as normal and go to one of the supported settlements.
*  Go to the center of the settlement - IMPORTANT
*  Open the console window by pressing the tilde (~) key.


*Then type in the console: Bat XXXX      (replacing the X's with the relevant letters, don't worry I have made it super easy to use and remember)


The first two XX refer to what settlement you are in
For example if you were in Sanctuary Hill, then the first two XX's would be SH
If you were in The Castle the first two XX would be
TC
For a full list of settlements scroll down

Example so far: Bat SHXX

The third X refers two the type of Raiders you want to attack your settlement
for example if I wanted Gunners I would replace the third X with:
G
If I wanted the BoS to attack I would replace the third X with:
B
For a full list of raiding groups scroll below settlements


Example so far: Bat SHGX


The last X refers to the difficulty you would like
For example if I wanted Easy I would replace the last X with: E
if I wanted Hard I would replace the X with:
H
For a full list of difficulties scroll below raiding groups

Full example: Bat SHGE
So this would create a raid in Sanctuary Hill, the Gunners would be the raiding group and the difficulty would be Easy

Full example: Bat TCBH
This example would create a raid in The Castle, The Brotherhood would be the raiding group and the difficulty would be Hard

See very simple and easy to remember ;)

Once input the type of raid you would like press enter and the raid will begin, It may take up to 1 minute for it to start depending on you computer hardware, this is because some raids have 60+ NPC enemies which all have to load and be given scripts to attack you. Please be patient they will come!


4. List of Commands

Settlements

Sanctuary Hill:--------------------> SH

Red Rocket Truck Stop:---------> RR

CoasTal Cottage:-----------------> CT

Croup Manor:---------------------> CM

Hangman's Alley:-----------------> HA

Jamaica Plain:--------------------> JP

Kingsport Lighthouse:-----------> KL

Murkwater Construction Site:-> MC

Outpose Zimonja:----------------> OZ

Spectacle Island:-----------------> SI

Starlight Drive-In:----------------> SD

Sunshine Tidings Co-Op:--------> ST

Taffington Boathouse:-----------> TB

The Castle:------------------------> TC

Abernathy Farm:-----------------> AF

Boston Airport:-------------------> BA

Bunker Hill:-----------------------> BH

CoVenant:-------------------------> CV

GrayGarden:----------------------> GG

County Crossing:-----------------> CC

Greentop Nursery:---------------> GN

Nordhagen Beach:----------------> NB

Oberland Station:-----------------> OS

Somerville Place:-----------------> SP

TenPines Bluff:--------------------> TP

The Slog:----------------------------> TS

Warwick Homestead:-------------> WH

Egret Tours Marina:--------------->
ET


Raiding Groups

R
aiders:-----> R

Mutants:----> M

Gunners:----> G

BoS:----------> B

Institute:---->
I


Difficulties

Easy:-------> E

Medium:---> M

Hard:------> H

Insane:---->
I



Special one difficulty Raids

For these raids the first two X's refer to the settlement and the last two X's refer to the raids name

Zombies Fast -----> ZF
Zombies Slow: ---> ZS
DeathClaw:-------> DC
Raiding Robots:-->
RR

Example 1: Bat RRZS
This would spawn at Red Rocket Zombies Slow

Example 2: Bat
SDRR
The would spawn at Starlight Drive-In Raiding Robots



*The reason the instruction are like this is because the are 694 different bat files and to list them all would be insane lol, but don't worry this is not how the mod will always be, once equipped with the CK I will make this mod run without bat files!*




5. Option Plugins

Mercenary Plugin
The Mercenary Plugin is an option part of the mod which will allow you to spawn mercenaries (Settlers) to permanently add to your settlement count, They are basically just normal settlers that have been slightly pumped up to be more badass, They do not in anyway effect how you normally receive settlers so it will not conflict with any settler mods.

Each Mercenary is equipped with full combat gear such as military fatigues and combat body armor (Full). They do not use any ammunition with their default weapon, They all have Quick hands for fast mag changes, Adamantium Skeleton for less injuries, Life giver and Medic to heal themselves and less stagger. They have also been given a slight health boost but nothing outrageous. The soldiers are also more intelligent and will not just go running off into a hail of bullets! they will hold back and use cover. They come in two forms: Mortal (Can be killed by you or any other NPC) or Immortal (Can only be killed by you but can still be 'Knocked Out')


The Current Types Are:

Striker Mercenary
Armor: Heavy
Weapons: Melee
Combat Style: Smash faces
Addition Equipment: Stimpacks and Grenades

Gunner Mercenary
Armor: Medium
Weapons: Automatic Ranged weapons
Combat Style: Hold back and use cover
Addition Equipment: Stimpacks and Grenades

Sniper Mercenary
Armor: Light
Weapons: Long ranged weapons
Combat Style: Stay well back and use cover
Addition Equipment: Stimpacks and Grenades

Heavy Gunner Mercenary
Armor: Power Armor
Weapons: Heavy automatic weapons
Combat Style: Push forward and cut them down
Addition Equipment: Stimpacks and Grenades

How to Spawn

* Go to any settlement you own and open the workshop menu (just for ease)
* Type one of the following commands in the console

For one of each type in all T1 Armor: Player.placeatme 00999AA1
For one of each type in all T2 Armor: Player.placeatme 00999AA2
For one of each type in all T3 Armor: Player.placeatme 00999AA3

Will add individual spawn IDs on next update.

* You have a 50/50 chance of getting either a male or female mercenary.
* Now highlight the soldier and assign to a settlement (either the one you are in or any other) - IMPORTANT
* The soldier is now ready to be commanded!

Now assign them to guard duty and spawn some raids to put your new soldiers to the test!


6. Future Plans


* More settlement locations. (First up will be The Castle, the starlight drive in, the rest on request!)

*Make it more organic (may need to wait for modding tools)

Once equipped with modding tools there will be several options to how this mod will work, first will be an option to just increase vanilla raids. another option will be to increase raids and use the enemy groups from this mod, another option will allow you to build a distress/attract beacon similar to the recruiting beacon, once hook up to a terminal it will allow you to send out radio transmissions to spawn you own raids, and of course you will be able to mix and match options to suit you!

Possible transmissions (any suggestions would be very welcome!)  

Raiders - promise of riches
Gunners - Settlement declaring war
Institute - 56k dial tone
etc etc

this way you can lure them to your settlement then kill them for their gear/caps/xp.

*There will also be a 'tower defense' mode where you will face waves of enemies with increasing difficulty!*

If this seems like something you would like added to the game please endorse and show your support, which will tell me to continue adding to it while we wait for modding tools. Thank you for reading!


7. Change Log

1.0
* First version: a Bat file which will allow you to force a raid consisting of Legendary raiders which spawn at different locations around Sanctuary (only 1 settlement at the moment)

1.1
* Added special ghoul raid.

1.2

* Made NMM Installer!
* Added Super mutants raids

1.21

* Change ghouls bat to be more.... interesting!

1.22
* Small fix and slight changes

1.3
* Added BoS raids!

1.4
* Added Institute raids!

1.5
* Completely new installer made from scratch.
(This will make adding extra features and optional plugins extremely easy in the future, especially when I get the modding tools to really flesh it out)
" Optional plugin to instantly remove corpses as soon as you a leave zone (Fast travel away, then fast travel back to remove all corpses)
* Increased the amount of active NPCs allowed per zone (Should help stop enemies standing around waiting for someone to die so they can move)
* Add DeathClaw Raid! - Very hard for low level characters!

1.6
* Added Settlement Raiding Mod ESP. (This contains the active NPC's per zone fix)
* Added two optional plugins (0 Hour Corpses and 6 Hour Corpses, Pick only one)
* Added Gunners Raid
* Added Robots Raid (Insane difficulty is exactly that!)

1.7
* Castle Raids Added!
* Raiders
* Mutants
* Gunners
* Robots
(More to come in next update)
* Change Sanctuary Deathclaw raid to be more like Ghoul raid (Save game before starting!)

1.8
* Added Institute raids to the Castle!

1.9
* Added BoS raids to the Castle!

2.0
* Added Special raids to the Castle!

2.1
* First attempt at removing faction flags (Just BoS for now) please let me know if this has worked!
* Added a boss to Raiders, only shows up in Hard or insane difficulty. (You will know who he is when you see/hear him) ;)

2.2
* Fixed the issue (Well found the issue) with the raiders boss not showing up! it was to do with the plugin order! Read/Reread installing notes!
* Completely redone all BoS Raids, (new NPC's used) everything about them is now BoS apart from their faction flag (They used to be raiders dressed as BoS lol)
* Completely redone institute raids and again everything about them is institute (Clothing, equipment, bodies ect) except faction flags!
* Added bosses to BoS & Institute raids (Hard and Insane difficulty only)

2.3
* Completely redone most raids from scratch! The balance on easy and medium is much better now, The raid changes include:
Raiders (All difficulties)
Mutants (All difficulties)
Gunners (All difficulties)
Ghoul
Deathclaw
*The enemy groups now make more sense and have a clear commander as well as specialized enemies (Missiles troops to take out your sentry guns!)
* All NPC's used are now Settlement raiding mod unique!
* for all easy and medium raids, the enemy NPC's no longer have grenades! (They do on hard and insane)
* The mod no longer needs to be placed in any particular place in NMM plugin manager.
* Fixed the institute castle raid (Was referencing wrong)
* Removed the kill all command from the Ghoul and Deathclaw Raids.
* The weather in the Ghoul and Deathclaw raid is no longer instant and gradually changes instead.

2.4
* Completely redone Brother hood of Steel and Institute raids - better difficulty curve
* Change Robot raids completely - it is now a special raid
* Spawned enemy will now storm your settlement rather than waiting around to get shot!
* Boss enemies now drop extremely useful workshop loot! (only on hard and insane difficulty!)
* Completely redone Deathclaw raids - they will also storm your settlement
* Completely redone Ghoul Raids - they will also storm your settlement
* Institute no long spawn in your settlement but do teleport into battle
* Fix 6 hour despawn time of corpses (for those having a issue) - Forgot to add Fallout4.esm as master
* possibly 100's of small changes made to better balance and equip each NPC (Including - health, weapons, armor, attack range etc etc)
* Added new settlement to the fold! Starlight drive in (Finally lol)
Raids: Raiders, Super mutants, Gunners, BoS, Institute, Ghoul Zombies, Deathclaw and robots
* Added a note to each group boss to find out who keeps sending these raiders to attack you! ;)

2.5
* Added missing castle raid - CRM
* Added Soldiers Plugin!


2.6
* Remade all NPCs - Now each difficulty has its own set of NPCs for every faction (90+ New NPCs)
* Created Custom weapons and armor for each NPC
* Created new shared faction
* All Bosses Minor/Major/Main now drop Shipments
* All NPCs drop items relevant to there type
* NPCs groups now have a mix of male and female NPCs
* Removed Grenades from all NPCs
* Lowered the amount of missile troops
* New Attack package (Still a Work in progress)
* Created or modified fighting styles for each NPC

2.7
* All settlements now supported! (may not seem like much of a change but believe me it is lol (694 Bat files)

2.8
* Fixed the issue with corpses not disappearing (both Enemies and Mercenaries)
* Fixed the issue with BoS and Institute raiders trying to be your friend lol
* Fixed the issue with Guns not being lootable through relevant dead bodies
* Fixed (mostly) the issue of NPCs combat style (holding back instead of attacking) (need to move ones of the spawn points in Sanctuary) (island)
* Rebalanced Hard and Insane difficulty (more missile/normal troops)
* Rebalanced Mutant raiders (50% - 100% more health for all units)

2.9
* Fixed TenPines Bluff and Taffington Boathouse raids: Mixed up their bat files, sorry about that
* Fixed hopefully this time the issue with BoS and Institute raiders trying to be your friend
* Fixed the spawn point in sanctuary which caused NPCs to be stuck on an island (If there are any more like this please let me know)
* Removed BoS Vertibirds from raiding start. They will now throw reinforcement grenades to call them in (Very experimental and needs more work)
Side note: Hardcore mode still in development will be released with 3.0

3.0
* Hardcore version added - Raiding groups have no missile units, NPCs have less health, NPCs do not drop any items
* Complete overhaul of the mercenaries - They now are in a Tier system the higher the tier the better the equipment/NPC
* Rebalanced most raids by lower NPC health and increasing the amount of spawns
* Added Nano Armor that T3 Mercenaries use to constructible items (Chemical workstation) - Originally made by
vasstek just slightly modified by me and fit in better with the Elite Mercenaries - BIG THANK YOU TO Vasstek for letting me use their work!

3.1
* Added Shooters and Missile Launcher NPCs to Mutants (Still melee heavy raiding group)
* Added Attack dogs to Gunners
* Added Guardsmen to BoS
Rebalanced the number of NPCs of Mutants, Gunners and BoS to make room for new units
* Removed Vertibird support from the BoS as they where spamming them, they will be reintegrated once I can get them working correctly

Hope you all enjoy!



Faceless Wastelander