Fallout 4

File information

Last updated

Original upload

Created by

marcelocastro

Uploaded by

marcelocastro

Virus scan

Safe to use

87 comments

  1. marcelocastro
    marcelocastro
    • member
    • 2 kudos
    Locked
    Sticky
    This is the first version of the mod.
    More testing is needed.
    Please report any bugs.
  2. marcelocastro
    marcelocastro
    • member
    • 2 kudos
    Locked
    Sticky
    How does SAI interfere with the vanilla attack quests?
    SAI remotely monitors and manipulates the vanilla attack quests once one of those quests has started.
    It does so by doing four things: Unregistering for player wait (so the attacks won't trigger when sleeping or waiting), canceling timers (so the attacks don't autoresolve), setting stages (this is done to skip a check on stage 20 of all attack quests, so SAI sets the stage when there's no possibility of failing such check) and restarting timers (this is done after the attack is dealt with so that the settlers have a "grateful" period and you can talk to them and trigger the scene).
    Once the timer is restarted the vanilla logic takes over again and handles all of the cleanup.

    How does SAI interfere with the attackers?
    Once a vanilla quest has started, SAI references to the aliases of the attackers of the vanilla quest. After the vanilla stage 20 is set (see above), the attackers are spawned by vanilla and SAI disables them. This allows the player to go to the settlement and walk around, talk, build, etc. and the attack won't trigger.
    Once that quest gets to the front of the queue, when the player gets in distance of a 3D load of the settlement and the attackers, these attackers are first moved to the spawn points and then and enabled (no, you won't see them moving... you might see them spawning though). This is the "trick" to assure that no attackers will spawn away from the spawn point.

    How does SAI interfere with the spawn markers?
    SAI doesn't touch the spawn markers. It just gets their references from the workshop. The vanilla quests only use 3 spawn markers, but there are actually settlements with four spawn markers. SAI was setup for up to five spawn markers per settlement (but if a modder wants more, talk to me), and (as stated above) SAI moves the attackers to these spawn points.

    Why can't I trigger attacks on the settlement I'm in?
    Because of the way that the vanilla quests are setup. The check mentioned above on vanilla stage 20 is Workshop.Is3DLoaded(). If it's yes, the quest enters the cleanup stage. So, you can't trigger attacks on the settlement you're in. I think that this was setup this way so you can't see the attackers spawning. I'll probably do my own attack quests for you to trigger in the settlement you're in. But that's for the future.

    I get a message saying I need to complete minutemen quests before I can trigger attacks on settlement X. Why is that?
    There are some quests that reserve aliases. Most of the Minutemen and railroad quests that point at settlements reserve that settlement alias, actually preventing the attacks to trigger there. This is a game engine limitation (I think). It would be fairly easy to correct editing the vanilla quests, but that is something that I'm not willing to do. If you want, just go to each vanilla quest on ck and check the allow reserved checkbox for the workshop alias. Then you would be able to trigger such attacks, even if you have minutemen quests pointing at it.

    I've just completed the Minutemen Quest and still can't trigger. Why?
    Because the cleanup take a while. The quest continues active even after you completed it. Fast travel around and it should clear.

    Does SAI affect the frequency attacks happen?
    No. The vanilla attacks are triggered by the Workshop Scripts, and that wasn't touched. For vanilla, on their daily updates, the workshops do a chance roll to see if an attack will trigger. This chance depends on a lot of factors like settlement population, defense, water, food, the number of days since the last attacks, etc. Then there's the DLCs... Mechanist is a drag, if you've got the main quest active, you're going to get attacked frequently by robots and rust devils. On WW, if you've got caged stuff, you're going to get attacked by that stuff you've caged (just let them out and the attacks should stop).
    The vanilla and DLC attacks work just like they used to, but with SAI they enter the queue and you can take your time to finish them.

    But I'm having a lot more settlement attacks than I used to. Why?
    Because SAI actually lets you see the animal attacks, that vanilla didn't warn you. Yao-Guay, Deathclaws, Mirelurks, Radscorpions, Insects, Molerats, etc... now get a proper quest, and you actually see them trying to invade the settlement. This already used to happen, now you just get a quest to deal with them.

    Does SAI affect the strength of the attacks?
    Attack strength is also calculated by the Workshop Script and sent to Workshop Attack Script to calculate the number of attackers. None of that was edited, it still runs just like vanilla. The attack strength calculated by vanilla varies between 50 and 100.
    If the attack was triggered by the game (not by you doing it through the holotape), SAI doesn't interfere with the attack strength, and vanilla takes care of the number of attackers to spawn. SAI just manipulates them when they are spawned.
    On the holotape, every time you trigger a settlement attack, you've got 3 choices of attack strength, that correspond to vanilla attack strength 50, 75 and 100.
    So SAI doesn't make attacks tougher than vanilla, it runs in the same logic as the vanilla quests. The max number of attackers is still limited by the size of the vanilla aliases (which is around 10-12 for the larger groups).
    For the future, I intend to make an option to increase and make the raids tougher.

    What's the biggest problem that can happen?
    The biggest problem that I can imagine is some unforeseen complication (probably a mod conflict... what else?) impeding the vanilla quests from reaching the cleanup stage. This would create a problem because the quest would remain active and would never cleanup. Leaving that settlement unavailable for another attack and the quest for another run. I've done almost 100 settlement attacks, chain-questing in turns of 10, with the vanilla triggers happening in the middle, and could complete them all. But... I'm not psychic...
    I predicted that something could break the vanilla attack quests, so I put up a message system that allows you to see the number of attack quests queued and the number of attack quests active (the number of active quests indicate the vanilla quests, and they stay active after you kill everyone), so, if you are worried about breaking the vanilla quests, just keep checking that number. The quests should remain active only for 6 hours after you killed everybody. If that number decreases in time, you're good.
    For the next version I'll add a Panic Button, to restart the timers on all active quests.
    I can't possibly see how this mod would break a game or a save. It just doesn't interfere that much with vanilla quests.


  3. TheCooliestt
    TheCooliestt
    • premium
    • 8 kudos
    abandoned guys
    1. coolphoton1234
      coolphoton1234
      • member
      • 0 kudos
      3 months is not 'abandoned'
    2. M_C
      M_C
      • member
      • 5 kudos
      Looks like alexrosa was right about 6 months now...
    3. BunnyDeFluff
      BunnyDeFluff
      • member
      • 1 kudos
      yup. Agreed
    4. RabidPUNX
      RabidPUNX
      • BANNED
      • 2 kudos
      several years is
    5. Screech
      Screech
      • premium
      • 1 kudos
      indeed.
  4. AudrieD
    AudrieD
    • supporter
    • 2 kudos
    This hasn't been updated in forever and many hours into a game, the attack notifications get stuck or something. It says there is an attack and you go there and nothing is going on and the quest to defend stays in the log, filling the map with markers to nothing. It's fine early in the game but I would avoid this mod unless it gets some care.
  5. mamade
    mamade
    • member
    • 0 kudos
    When I frist used this mod, it worked fine and I could put attacks on quee. but then, when I would kill the attackers (ex: gunners) all of their items but the guns would be removed and disappear.
    Then I disabled the mod and now the attacks wont happen. Please send help.
    1. wetharmonica
      wetharmonica
      • member
      • 1 kudos
      loot ends up in local workshop
      try downloading other settlement mod to force an attack
  6. wetharmonica
    wetharmonica
    • member
    • 1 kudos
    is there any way to disable auto-loot? it loots everything except for guns... so I have to check bodies and workshop to throw away all collected garbage 9_9

    settlement quests in miscellaneous confused me a lot, but I figured out that they act as queue, only active main quest for settlement attack counts as "active" quest
    edit:
    I found a weird bug, one deathclaw is attacking my settlement, when I kill him, his body disappears, deathclaw meat teleports to workbench (autoloot), quest is complete, then I get the same quest in the same settlement to kill a deathclaw and nothing happens, quest marker shows on workbench in that settlement, auto-travel fixes this issue and quest gets completed again
  7. godwayz
    godwayz
    • member
    • 0 kudos
    Not a good Mod - They spawn the AI inside the bases not outside of the bases which brakes the game. The settings are wiped everytime you load the file. Meh.. Delete.
  8. flofi55
    flofi55
    • member
    • 0 kudos
    it would be nice if you added the ability to set attack times. I delete mode.
  9. SgtoSeryei
    SgtoSeryei
    • member
    • 0 kudos
    Pretty much dead. Too sad
  10. Defender1
    Defender1
    • premium
    • 0 kudos
    It's really too bad this mod requires all of the DLC. I would've loved to try it out.
  11. thisisvanda
    thisisvanda
    • supporter
    • 9 kudos
    Hi! I love this mod! Great job! Do you have an update planned? Would be wonderful.
    Thank you again
  12. TheWolery
    TheWolery
    • member
    • 0 kudos
    how do i get the holotape to start the attacks?