UPDATE 9-2-18: Somehow the files I uploaded earlier did not have the ESL flag set. That is fixed for ver 1.01. It should be safe to simply delete the old and add the new versions in. Nothing else was changed other than the record flag.
Update 9-5-18: I now have an installer version of the mod. This is still 1.01, just with an installer version, so there is no reason to update. Also, I understand what may seem obvious to me, may not be to others. If any wording seems confusing, please let me know so that I can make it better.
UPDATE 9-6-18: Updated fomod installer. No changes to the plugins themsleves. No reason to update if you already have it installed. Found an error in that you could install the AIO even if you did not have the DLC. That is fixed now and tested.
UPDATE 9-29-18 Researching if this will be compatible with the Workshop Framework mod that Kinggath just released. If not, I will be working to update it so that it is. UPDATE: This mod does appear to be compatible with Workshop Framework.
UPDATE 5-24-20: Forwarded a small change from UFO4P and a record for the Boston Airport settlement. I never recommend updating mods during a current save game, so its not supported.
UPDATE 12-3-22: New scripted version. Now detects all mod added settlements and can be added at any time. Do not uninstall on an ongoing save!
To Do List: All-In-One pluginDone 9-4-18 Fomod installer Done 9-4-18 Uploaded to Bethesda.net for both PS4 and xBox. 11-24-18 Ability to use in existing save: I have a beta version that would allow this, I just have not been able to test it yet. 3-10-21 Done!
Does this mod still work after the most the April 25th 2024 update? I want to install it but not if it somehow breaks my save files and what does it do if you already have defense of settlement quests active?
Edit: I installed it & my save files were fine & game still runs with no issues. However the mod appears to do nothing. My settlements that were under attack were still under attack (I expected this). After defending one of those settlements I fast traveled to defend the next settlement & the one I just left was already under attack again.
It should be working and be unaffected by the update. It does not rely on F4SE in any way.
It is odd that a settlement would come under attack so quickly after it had just been attacked. Its been years since I read through the workshop scripts, but I thought there was a 7 day cooldown there. Now this mod will not stop attacks started by scripts in mods such as Sim Settlements, but any attacks that happen outside scripted stuff like that should be blocked.
If you continue having attacks after that, I would look to see if any of the other mods you use affect settlement attacks in any way. I am by no means saying that something did break, but this script is very simple, so the next place to look is to just see what else your running.
It used to be true. With the 2.0 version you should be able to install it into an on going save file. As with just about any other mod out there, I would not uninstall it though.
Does this also work with stopping Rust Devils attacks? Requirements do not list that DLC as requirement. I tried other mods that claim to disable settlement attacks, but Rust Devils still somehow manage to get through.
It should. This mod works on changing values on the settlement side of things, not the faction side of things. I will say that in all my testing I have not had a settlement attack of any kind, from any faction.
You did not include one settlement in your mod, I checked it in two games that I started from the beginning. And it has nothing to do with my "knowledge" of modding, I've had everything done in files for many years for almost 10 in total. Taffington Boathouse, here are the attacks. Yesterday I started a new game and built a settlement on the water, I placed the platform on the poles and the base on it. All the invaders' respawn points were therefore under fire and the turret system quickly dealt with the Gunners. The attack came 10 minutes after the settlers arrived. Early in the previous game - from the beginning - I had 6 settlements and only the Taffington Boathouse was under attack. So the quiet game basically goes to hell because of - as before - one settlement, we'll see what happens next. Make an update. Regards.
I've been using this mod for four years and have NEVER had a settlement in the Commonwealth attacked since installing it. Your problem is likely a mod conflict.
The trouble is you're building on that water and prob getting too close to known nearby enemy spawn points, who will then naturally react to fight you or your settlers, at least in your presence. Also, checking your profile I see you endorsed All Settlements Extended, which undoubtedly increases said risks. And you've endorsed Sim Settlements which (iirc) adds gunner attacks? - which would make sense as I don't use Sim Settlements and don't recall gunners attacking my Taffington. And if you happen to use Conquer it changes settlement mechanics & attacks too.
But any mod that requires "This mod absolutely requires a NEW GAME and must be installed before you push the NEW GAME button on the main menu."
Means that I will have to play restart the game and take up to 30 minutes in order to test it. Even then I got to get a settlement then wait a long time to be certain it works. Then I gotta figure out how it plays with other mods.
With all due respect it's simply absurd and impractical this way. I don't mean to be rude, if this is a hard coded thing in the engine then it's understandable that it's difficult, but in the current format it's too much of a bother. That's why I hope you finish working on the version that can be installed anytime
What I ended up doing is use a mod to make attacks have a power of 1. It seems silly but the attacks offered no challenge and only some BS calculations by the engine to destroy my stuff. Not to mention spawning inside my walls and ignoring all reason.
Pretty sure it was "Diziet's No Settlement Attacks" Just open it's MCM settings and adjust values
Unfortunately this isn't working for me. Started a brand new game and I was getting attacked at Vault 88 and Bunker Hill, until I disabled the mod. Pity. Regards, Relayer
what? bunker hill is a vanilla settlement, after the quest "the battle of bunker hill" you talk to the mayor/leader woman and she gives you access to it saying they dont want to get on your bad side as you have powerful friends.... no mods or commands needed........
Thanks for this, shame you have to start a new game. I'd love to be able to turn off attacks while I'm in far harbor etc. Running back to the commonwealth in the middle of the DLC, just ... sucks.
Right now I have a beta version that I havn't posted yet that does it by script. It can be added to an existing game, but it isn't an option you can toggle on and off. I havn't posted it yet because I havn't had a good chance to test it, and the last thing I want to do is mess up someones save.
@93sc First thanks for this mod! Had used it way back, forgotton for years, and now I found it again.
And in regards messing up a savegame... I'd have one you could mess with: https://www.nexusmods.com/fallout4/mods/42326 Or send me that beta version, I'd happily test it for you - if it saves me replaying/prepare all that again ;)
On a second note, regarding: "Workshop Framework" I've had multiple games lasting several (ingame) days/weeks, without issues.. I just started a new save with less mods (but still the same), only difference beeing this mod right here. * First game, 26 hrs later, coming back to Sanctuary: crash. * Second game, 2 hours later, just crossed the bridge, and heading back to sanctuary (SS2: due to some msg from City Leader missing his desk), crash.
Either of the saves had less than my "basic mod"-profile setup of 58 mods (excl SS2).. First had 62 (incl 10 mods from/for SS2), 2nd had 33. // My average save has 150-180 mods.
We talk about a Bethesda game here, so.. who knows, just saying. (aka: FYI)
Have a good time and keep it up! And just voted this mod, since the fresh added "esl" flag/tag!
58 comments
Update 9-5-18: I now have an installer version of the mod. This is still 1.01, just with an installer version, so there is no reason to update. Also, I understand what may seem obvious to me, may not be to others. If any wording seems confusing, please let me know so that I can make it better.
UPDATE 9-6-18: Updated fomod installer. No changes to the plugins themsleves. No reason to update if you already have it installed. Found an error in that you could install the AIO even if you did not have the DLC. That is fixed now and tested.
UPDATE 9-29-18 Researching if this will be compatible with the Workshop Framework mod that Kinggath just released. If not, I will be working to update it so that it is. UPDATE: This mod does appear to be compatible with Workshop Framework.
UPDATE 5-24-20: Forwarded a small change from UFO4P and a record for the Boston Airport settlement. I never recommend updating mods during a current save game, so its not supported.
UPDATE 12-3-22: New scripted version. Now detects all mod added settlements and can be added at any time. Do not uninstall on an ongoing save!
To Do List:
All-In-One pluginDone 9-4-18
Fomod installer Done 9-4-18
Uploaded to Bethesda.net for both PS4 and xBox. 11-24-18
Ability to use in existing save: I have a beta version that would allow this, I just have not been able to test it yet. 3-10-21 Done!
Edit: I installed it & my save files were fine & game still runs with no issues. However the mod appears to do nothing. My settlements that were under attack were still under attack (I expected this). After defending one of those settlements I fast traveled to defend the next settlement & the one I just left was already under attack again.
It is odd that a settlement would come under attack so quickly after it had just been attacked. Its been years since I read through the workshop scripts, but I thought there was a 7 day cooldown there. Now this mod will not stop attacks started by scripts in mods such as Sim Settlements, but any attacks that happen outside scripted stuff like that should be blocked.
If you continue having attacks after that, I would look to see if any of the other mods you use affect settlement attacks in any way. I am by no means saying that something did break, but this script is very simple, so the next place to look is to just see what else your running.
I tried other mods that claim to disable settlement attacks, but Rust Devils still somehow manage to get through.
Make an update. Regards.
But any mod that requires "This mod absolutely requires a NEW GAME and must be installed before you push the NEW GAME button on the main menu."
Means that I will have to play restart the game and take up to 30 minutes in order to test it. Even then I got to get a settlement then wait a long time to be certain it works. Then I gotta figure out how it plays with other mods.
With all due respect it's simply absurd and impractical this way.
I don't mean to be rude, if this is a hard coded thing in the engine then it's understandable that it's difficult, but in the current format it's too much of a bother. That's why I hope you finish working on the version that can be installed anytime
Pretty sure it was "Diziet's No Settlement Attacks" Just open it's MCM settings and adjust values
Started a brand new game and I was getting attacked at Vault 88 and Bunker Hill, until I disabled the mod.
Pity.
Regards,
Relayer
It's not like the radiant quests for any other settlement.
On top of that, Bunker Hill certainly is not a settlement of yours.
At least not by default, not without mods and/or console shenanigans.
access to it saying they dont want to get on your bad side as you have
powerful friends.... no mods or commands needed........
Need to check on that, but thanks alot if that works :D
It should work nice with SS2 (WFW is a requirement for SS2), though, I've had 2 crashes since I added this (new game obviously).
I already had F4SE, AddressLib and Buffout installed, but since I've added "Baka" it seems better.
F4SE: https://www.nexusmods.com/fallout4/mods/42147 --> http://f4se.silverlock.org
AdressLibrary: https://www.nexusmods.com/fallout4/mods/47327
Buffout: https://www.nexusmods.com/fallout4/mods/47359
Baka: https://www.nexusmods.com/fallout4/mods/46340
Running back to the commonwealth in the middle of the DLC, just ... sucks.
First thanks for this mod!
Had used it way back, forgotton for years, and now I found it again.
And in regards messing up a savegame... I'd have one you could mess with: https://www.nexusmods.com/fallout4/mods/42326
Or send me that beta version, I'd happily test it for you - if it saves me replaying/prepare all that again ;)
On a second note, regarding: "Workshop Framework"
I've had multiple games lasting several (ingame) days/weeks, without issues..
I just started a new save with less mods (but still the same), only difference beeing this mod right here.
* First game, 26 hrs later, coming back to Sanctuary: crash.
* Second game, 2 hours later, just crossed the bridge, and heading back to sanctuary (SS2: due to some msg from City Leader missing his desk), crash.
Either of the saves had less than my "basic mod"-profile setup of 58 mods (excl SS2)..
First had 62 (incl 10 mods from/for SS2), 2nd had 33. // My average save has 150-180 mods.
We talk about a Bethesda game here, so.. who knows, just saying. (aka: FYI)
Have a good time and keep it up!
And just voted this mod, since the fresh added "esl" flag/tag!