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Zaayl

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Zaayl

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Tweaks some of the defensive objects you can build in your settlement.

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This mod tweaks some of the defensive items (traps, turrets, and guard posts) that you can place in your settlement.

This mod should compatible with mods like vanilla extensions, and no more random turret MK's (I didnt actually touch the gun turrets)

This mod has 2 versions, the first is the standard containing all the below tweaks, the second optional version contains a single tweak to make missile turrets require a missile launcher to construct. Only one version is needed.



Turrets:
Every turret having a defense of 8 made no sense to me, everything after the heavy machine gun turret costs way more to create, but has the exact same defensive value?

Laser Turret - Increased defense value to 12

Shotgun Turret - Increased defense value to 12

Heavy Laser Turret - Increased defense value to 15

Missile Turret - Increase defense value to 20
OPTIONAL - The optional version makes missile turrets require a missile launcher to craft, this is because the missile turret is objectively extremely overpowered, and there is almost no incentive to defend your settlement with anything less. Launchers are pretty rare, but also pretty worthless for scrap, so you wont be able to just go nuts with missile turrets in every settlement. WARNING: This will use ANY launcher in your inventory or any connected workshop inventory (Which you shouldnt store guns in your workshop, settlers and attackers can steal those very easily) this includes legendaries, so to be safe, put away your personal launchers in a container before building a missile turret with this plugin installed!



Traps:

Tesla Trap - Defense value increased to 4, damage doubled. (This goes for ones out in the wastes as well! I felt this was fine since they are very piddly to begin with.)

Radiation Trap - Defense value increased to 4

Flamethrower Trap - Defense value increased to 6

Stationary Gun Trap - Defense value increased to 4, circuitry requirement removed (To make it considerable cheaper than a real turret, same was done to the paintball version for posterity sake) ammo boosted to 60, fire rate boosted by 30%

So I wanted to also make repairing them cheaper, but it seems repair is tied directly to the original crafting recipe (I wanted to repair tesla with fusion cells, flamethrower with flamer fuel, etc.) however do keep in mind that traps are by default set to be automatically repaired. So given the fact that you usually only need them during attacks, you are best off ignoring damaged traps, and letting the settlements automatic chance to repair do the job for you. (As an added tip, you can wire your traps to the siren, so when a settler sets it off during a attack, your traps go off automatically, if you so desire)


Guard Posts

All guard posts, vanilla and vault tec workshop, have been given a value of 10 defense. It seems for some reason, bethesda thought manpower < some basic materials, even though manpower is the only thing truly finite in a settlement. Why bother putting anyone as guards, when you get nothing for it, when the most basic turret is 250% better?

Recommended:

More Attackers - Get Off My Build Zone What use is setting up traps and defenses if enemies just spawn inside your walls?

Check out some of my other mods on my profile, I mostly do rebalancing tweaks!