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three69

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three69

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19 comments

  1. three69
    three69
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    Sticky
    Why 12?
    Short Answer: Because it works!
    Long Answer: Setting the defense rating on a guard post to 12 forces settlers to assign themselves to one post when put on guard duty. Any less than 12 makes their assignment a little wonky. If set to 5-11 they will often assign themselves to two posts but they won't switch between the two reliably.


    This mod is still fully functional but...
    I will not continue working on it in any capacity. If anyone wants to continue this project I give blanket permission to use my edits as a foundation. That being said, this mod (at this time) still works just fine.
  2. Shuurgard
    Shuurgard
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    Hello,

    Will this work even when the defense rating goes to 999? My get stuck at 999 but I have not seen anything unusal as of right after hittign the 999 cap. Maybe the counter max out but the game itself treats it as goign above 999. 
  3. DaveweLegion1992
    DaveweLegion1992
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    Is it compatible with Sim Settlements 2? 
  4. LiptonDI
    LiptonDI
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    Hi, just to say thank you for this great mod. Would it be possible to do a merged version of all the current compatibilty patches ? I really like this mod but currently it takes 5 plugin spots in the load order wich is a lot for us players with an overfilled load order. Or maybe could tou try putting them in an esl version ?
    1. three69
      three69
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      It is possible for you to do that yourself using FO4edit. Simply put, if you are running a load order in excess of 200 plug-ins you should be using FO4edit to create a "merged patch" in the very least. A merged patch will solve issues like leveled list from one mod being completely over written by a lower loaded mod by combining the changes from multiple mods. Also, a load order that large is bound to require you to make some manual changes yourself to ensure you actually get all the changes you want from the mods you have installed. 

      If you are already doing that with Fo4edit it is literally quicker to combine all the compatibility patches you want and the main file + mark it as an ESL than it is to type out a request. 
  5. instyne49
    instyne49
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    I see one file with the Vault-tec DLC required. Does this mean you have vault style guard posts and invisible guard markers for use in Vaults? Or is this mostly Minuteman friendly?
    1. three69
      three69
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      The All DLC version covers all the guard post and everything that functions as a guard post in the base game + DLC.
  6. WearableNine
    WearableNine
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    Will this work mid-game? Or is it recommended to start a new save?
    1. three69
      three69
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      No scripts in this mod. It is completely safe to install or uninstall mid-game. 
  7. HALOFANZ
    HALOFANZ
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    Hi, I know this is no longer updated, I just want to know if this increase's the sandbags fortification defenses that are already above 12 such as heavy sandbag fort which is 15 defense without this mod, and sorry if its an obvious answer, I just want to make sure if it stacks every sandbag forts from that mod.
    1. three69
      three69
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      Exactly as it is spelled out in the description. There are two versions for that mod. The variable option does exactly what you are asking. 
  8. 2Face2Furious
    2Face2Furious
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    Do you have to have a clean install? What load order? This isn't working for me. The stupid assholes keep moving even when I create new guard posts for them.
    1. onionbreath
      onionbreath
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      The issue with guards roaming even with this mod is usually due to hand pumps for water. The guards can't stop wandering over to pump water. Eliminating the pumps fixed their need to wander.
  9. Santax50
    Santax50
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    Does this mod make the settlers stay at the post in event of attack or is this merely cosmetic and they will still leave the post to run off in the bloody open just to fight whatever is attacking like an idiot...
    1. three69
      three69
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      They will behave the same as they normally do during an attack. Changing that would probably require completely changing combat AI of all NPC's.

      However this isn't "merely cosmetic" because it keeps guards where you want them to be. So when you place a guard post covering a certain sector you will have guards in that location in the event of an attack.
  10. Thirdstorm
    Thirdstorm
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    I like the idea... but I also used to love roaming guards...

    What about making a new Guard Post with the Higher Defense?
    (have your cake and eat it too!)
    1. three69
      three69
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      Good question. Setting the guard post to a defense rating of 12 causes them to only stay at one post. If set to 6 or higher they will (usually) only stay at that one post. However, in my testing anything above 2 and below 12 behaves a little wonky. At 10 they will sometimes be assigned to two different post (instead of the vanilla three) but they don't switch posts reliably.

      If I can figure out a way to allow settlers to guard three post reliably (exactly like vanilla) but with buffed defense levels I'll do a separate mod for that. It wouldn't replace this mod or make it redundant however because having guards stay at one post and not lollygag around between posts is a desirable change for many (myself included).
  11. Sinapus
    Sinapus
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    Ah, I see. Nifty. I will probably merge this with an .esp I use that has other simple mods installed. Endorsing.