Fallout 4

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  1. Athelbras
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    Settlement Radar Station

    Settlement Radar Stations for detecting nearby Enemies with optional Drones for protection.

    NOTE: See the in-game Settlement Radar Station holotape for details -- especially for settings and deployment of Drones and Beacons. [ Ooops!!! Mistakenly not updated for Striker drones in v3.0 ]

    WARNING: Drone Base Stations must always be positioned on the ground. Drones may not attack enemies if their base stations are placed on walls or buildings or elevated structures. When built for settlements that are surrounded by walls or other obstacles, Drones may need their base stations to be placed outside those defenses in order to properly attack enemies.

    WARNING 2: This mod is not intended to be compatible with "bad guy" Player Characters. Might work, or might not. No support provided for being friendly / allied with "bad guy" NPCs.

    WARNING 3: : Gauss Cannons and Disruptors have very localized (short radius) Splash/AOE damage upon impact. Hence their potential to harm nearby friends and allies. So there is potential risk in constructing those drones -- if an NPC is accidentally harmed by a Drone during a fight, that NPC has a chance of deciding that the Drone is an enemy, which then causes conflict between them; it is a base-game feature.

    If you use Nexus Mod Manager (NMM) to install mods and patches, go get the newest version found Here.
    1. Athelbras
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      .ESL Notes:

      Spoiler:  
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      • The v2.6.2 .ESL is backwards compatible with the v2.6 and v2.6.1 .ESL
      • Upgrading from the v2.3 .ESL requires the creation of a "clean" saved game and a reinstall -- See below.
      • Switching from .ESP to .ESL requires the creation of a "clean" saved game and a reinstall -- See below.

      To upgrade from the v2.3 .ESL of this mod, do the following:

      1 ) Uninstall this mod
      2 ) Load the current saved game
      3 ) Create a new saved game while this mod is absent
      4 ) Install the newest .ESL version
      5 ) Resume play with that newly created saved game

      NOTE: Previously constructed items created with the v2.3 .ESL will no longer be present.

      To switch from the .ESP version to the .ESL version of this mod, do the following:

      1 ) Uninstall this mod
      2 ) Load the current saved game
      3 ) Create a new saved game while this mod is absent
      4 ) Install the newest .ESL version
      5 ) Resume play with that newly created saved game

      NOTE: Previously constructed items created with the .ESP version will no longer be present.

    2. Athelbras
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      Warning Light Notes:

      Spoiler:  
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      There are two kinds of Warning Lights: wired lights that require a powerline connection to a power source, and wireless lights that are placed near a Power Conduit that is itself connected to a power source.

      There are four types of Warning Lights: a light that snaps downward to a surface, a light that snaps upwards to a surface, a light that snaps sideways to a suface, and a pedestal-mounted light that snaps downward to a surface.

      Connecting one or more Warning Lights to a Power-Switching Radar Station is a good way to visually signal the presence of detected enemies. Also consider including a Siren as well.

      Warning Lights are crafted using a Workshop in its POWER > LIGHTS section.

      Power Conduits (which radiate the power used by wireless lights) will sometimes only detect and radiate to wireless lights that are created and positioned before the conduit is itself positioned; i.e. wireless lights placed after a conduit is already positioned may not work correctly.

      If a wireless light does not illuminate when it should, try one or more of the following:

      (1) reposition the light to be closer to the nearest Power Conduit -- it might be too far away.

      (2) lift the Power Conduit from the surface on which it is mounted, wait a moment, then place it back upon that surface.

      (3) disconnect the nearest Power Conduit from its power source, wait for a moment, and then reconnect it once again to that same power source.

    3. Athelbras
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      Settlement Drones:

      The Drone Defender has blue wing-tips and conforms to defensive protocols (primarily line-of-sight dependent) for protecting a choke point or priority hot spot, and only rarely ventures outward to confront more distant threats. They rely upon Radar Stations to identify valid targets.

      The new red wing-tip Drone Striker has advanced seek-and-destroy protocols that enable it to aggressively assault threats both near and far. Strikers have greater fire-power than Defenders, but significantly less armored resistance to damage. They accept targets validated by Radar Stations but are also capable of operating autonomously.

      Drone Base Stations should always be positioned on the ground -- not on walls or buildings or other elevated structures. Drones may not attack enemies if their base stations are placed above ground.

      Drones do not actually "fly" and instead hover in the air a little above ground level as they move around, just like an EyeBot, with no significant change in altitude. So be sure to provide easy ways out of walled areas for the Drones to use as they go outward to attack enemies - because they can't fly over walls and barriers. Or simply position them to be just outside settlement walls and other fortifications.
  2. ThisIsDarius1989
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    This mod is awesome !!!
    Just there is something .
    When i wanna open turret option in workbench after , after installing this mod it take sometime ( about 10 to 20 sec ) for fully load .
    Plz fix it 🙏🏻🙏🏻
    1. Athelbras
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      That is not normal behavior when using my mod.  Perhaps it is caused by using my mod with something else you installed; i.e. potentially a mod conflict.  If so, then it is not a problem that I can "fix".
  3. ThisIsDarius1989
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    this mod + Whirligig Sentry are really a game changer mod !!!!!
    its super awesome !
    its been months i was after a mod for a better settlement defense after adding alien and predator to game ! and THIS MOD !
    i love you man !
  4. BryanBreynolds
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    I've been looking at this mod in the past but never got around to try it.
    I'm using (ofc) SKK Settlement Attack System and depending on your settings, it can spawn a crapload of hostile npcs at once.
    I also have Move Workshop Markers by SKK and wonder if your mod would somehow be incompatible with them?
    1. Athelbras
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      I don't know.  Perhaps try them together and see what happens.
    2. BryanBreynolds
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      Apologies if it's a stupid question.
      I'm reffering to that older reply you posted "If you installed a mod that re-uses NPCs via respawning"
      SSK Settlement Attack System respawns recycled ncps and having potentially +100 markers or more rendering would be bad.

       
    3. Athelbras
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      I understand your question and concerns.  But I do not know if meaningful problems will occur since I do not use those mods.  It will depend on the details of what those mods actually do in terms of scripting and how they (with my mod) affect the game and the perceived performance.  Not something that I can guess at.

      If you decide to use my mod with those, then I suggest you first create a saved game without my mod which you can fall back to if doing that becomes necessary.
    4. BryanBreynolds
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      Yeah I've learned the hard way with not making backups and separate profiles in Vortex.
       Currently the only indication where attackers spawn are the turrets firing and having something more clear and solid would be cool.

      I might try, thanks a bunch for your feedback.
    5. BryanBreynolds
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      A quick question, how does the radar scan? Does it scan in a sphere or circle? Trying to figure out the best placement at Spectacle.
    6. Athelbras
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      Range based scans.  See the IMAGES tab.  As for Altitude, give one a try and discover what happens.
    7. BryanBreynolds
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      Ah yes, altitude sounds more correct and that's what I was after.
      Regarding height, I built a tall base and it's a bit tedious to run and up down and move the radar, but not a big deal.

      Thanks again for a quick response and a neat mod.
  5. ZxAsriel
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    I do have some feedback: 
     
    Maybe allowing them inside buildings and other in-ground structures should be allowed. 
    Ping everyone inside an internal building so it's near impossible to be ambushed. Had a militaristic SNAFU with one super mutant in an apartment I wa sent to pacify under a no kill order who rushed me with a super sledge, didn't have time to pull out the neutralizer rifle for the quest and ended up unloading all 8 .45 ACP rounds into him from my P345 out of reflexive jumpscare. Would've REALLY helped to of set up a portable workshop and then a small beacon inside that apartment. 
     
    The apartment is near diamond city, a diner where the super mutants congregate. Only the one inside the apartment was the one with the no-kill order and we must of passed each other like 8 times somehow.
    1. Athelbras
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      No plans to have this mod work indoors.  So perhaps take along Silver Streak to help you instead.  It is also a Stingray Jet, like these sentries, but is available as a follower that can travel everywhere.  Multiple quests to acquire upgrades, including one called "Identify Friend or Foe".  See that mod's Articles tab for a list of features.
  6. AmadeusOnagro
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    Maybe someone can help me with a problem? I built a radar station on one of my settlements, and then it proceeded to mark some non-hostile raiders far away. I scrapped the radar but the markers still persisted, even when I kill and recycle the npcs using console commands, and even after I awaited a few days far from the cell. Any way to remove those markers from those npcs? They're kinda annoying.
    1. Athelbras
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      Members of raider factions are considered to be potential threats to a "good" player character -- whether currently hostile or not -- so they are marked by radar stations.
    2. AmadeusOnagro
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      But even after I scrapped the radar station? Those said enemies are respawning with the marker applied even a long time after I scrapped the station.
    3. Athelbras
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      The scripting sets a special data value (the reconMarkedEnemy keyword) in "enemy" NPCs which causes the marking to appear.  It is actually a basic game feature via a particular rifle scope.  Uninstalling this mod does not automatically remove them.  If you installed a mod that re-uses NPCs via respawning (e.g. NPCs Travel), then they evidently still have those data values because the NPCs are not fully reset by that mod's scripting prior to respawn.  Or perhaps the game itself is similarly respawning NPCs without a complete reset.
  7. StefanCP
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    Quick question. Is this mod and the bots mods compatible with Sim Settlements 2? I am starting a Fo4 game and I like these things. 

    Thank you
    1. Athelbras
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      Sorry, I do not know.  Have never used Sim Settlements 2.
    2. StefanCP
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      Then I shall find out Thanks.
    3. numsfilms
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      Any update on this compatibility? I'd love to use this mod alongside SS2. It looks amazing. Great concept. 
  8. chicholino
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    lol having fun with this mod 30 drones gang banging a poor roach yeah just 30 because the other 30 were in other side town wish they did more damage so i could put less seems like they do little damage or anyway I could fix it to do more damage?
    1. Athelbras
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      Drone Defenders and Drone Strikers can be constructed with five different levels of firepower.  Scrap lesser drones and replace them with higher-powered drones.  There are Skill restrictions for construction -- see the provided Holotape for details.
    2. chicholino
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      already using the best ones but didn't need to scrap anything, maybe it's that where I made mistake, mine give 20 def but still i see a roach and a lot of them gang banging it but takes too long to kill imagine a bigger monster, my drones could be treats for him and don't want a 3000 lb. death claw walking into my settlement like he owns it just to get some treats lol
    3. Athelbras
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      Sounds like something isn't working correctly.  Tell me the name of the drones you built.  All should one-shot kill a regular roach with a successful hit.  The most powerful are the Drone Defender/Striker Station (Molecular Disruptor).  The higher level drones trash deathclaws.
    4. chicholino
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      using the last 2 on the list the strongest, 1 def which just stays in pad(lazy pilot) and the stricker which follows the roach all over, got like 20 of those and takes awhile to kill it or they bad at aiming,do see once in a blue a ray come out
    5. Athelbras
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      I suspect that you are maybe confusing the game's scripting in some way -- it is the game itself that handles most of the combat behavior and scripting for those drones ... they are actually just Eyebots with a different external "shell".

      Perhaps the cause is the confusion and congestion of overcrowding from too many NPCs all struggling to attack the same target -- I expected players to use just a couple of drones per settlement, not lots.  Or perhaps the problem happens due to the specifics of the terrain and settlement clutter in that location.  Or all of that combined.

      Whenever the game's scripting is struggling to move a robotic NPC such as an Eyebot or Vertibird into position to fire a good shot, but is having a hard time doing that, there can then be a lot of maneuvering by the NPC with very little to no shooting.  When that situation occurs, my added scripting will attempt some shots (when the drone is kind-of-sort-of facing its target) in hopes of hitting it anyway.  Whereas a lot of rapid shooting with some (or even quite a few) misses is typical of Eyebots since their accuracy is poor by default -- but they make up for it with solid damage when hits occur; for example: miss, miss, miss, hit, miss, miss, hit, hit, miss, miss, miss, hit, dead!

      During both my testing and normal gameplay, a starter drone destroyed roaches and bloatflies quite handily and a high-level drone often vaporized a deathclaw without my help.

      So perhaps try removing all but one single drone to see what happens and how it then behaves.

      - * -

      If you send me a copy of your saved game, I will try to investigate.  I am often able to load a player's saved game without problems even though I do not have all of the same mods installed; but sometimes not. It should be a save at a point in time where I can readily watch the problem -- either because that is the way things happen from that point forward, or because you give me instructions for what to do when the saved game is loaded to make the problem happen. The idea is for me to be able to watch the drone behavior.

      Saved games are in \Documents\My Games\Fallout4\Saves with .FOS as the extension. It should be a "full" saved game, not a "quick" save. Upload it to somewhere I can grab it from (with instructions on how to do that), or else email it as an attachment to: [email protected].
    6. chicholino
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      I'll try removing them, but reading your answer I think your right, too many and saw their behavior like they were looking for a good shot, same happen to the other ones I use had too many and they started hitting each other. Let me get rid of them will keep 2(sniff my babies) and let you know.
    7. chicholino
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      Well what can I say when you get to my age you get mind lapsus LOL, it was my fault am using a trainer and had on stealth mode as soon I removed it all is ok, sorry to bother for something that was my bad and yes they beat the crap outta anything that moves, now gonna try put more I'd say 4 will be good, since got guns all over, atackers don't even make it into settlement, also have an eye bot following me don't know where it came from, maybe proyect x mod and it 1 hit kills anything also using 2 drones(big ones from another mod). When I went to help a settlement as soon I arrived turrents took care the atackers didn't even draw my weapon. Good mod btw and Endorsed.
  9. Grund400
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    Is it possible to use the drones from this mod to heal and repair? As an alternate option for the repair bot and the medic bot. In interior settlements that have less room.
    1. Athelbras
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      Nope.
  10. ZxAsriel
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    Quick question:
    Most turrets visual range at which they engage targets is set by the turrets PERCEPTION stat in S.P.E.C.I.A.L.
     
    Would upping an Large Radar Tower to 9999 Perception increase the range at which it scans enemies significantly? ;
    Something to test out via:
    Clicking the radar installation
    typing in:
    Forceav perception 9999
    1. Athelbras
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      Nope.  Turrets are actually immobile NPCs, and so have "Actor Values" such as Perception.  Radar Stations are just machines/devices, not NPCs, and so do not use those NPC characteristics.
  11. sariq12
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    this has gone from being a fun toy to almost essential now,tis a very useful mod this one.

    takes a while to get  a handle on what n how you can do with it and the drone markers in the construction menu are a right mess lol but once you learn where they are all hidden away theyre a right laugh.
    10/10 well done and thanks.