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!
That is a new one. I have never heard of that happening before. Did this continue to happen in subsequent game sessions, or only when you were playing in that session?
Are you using Sim Settlements 2 by chance and just got into Chapter 2?
Or alternately, is the mod still enabled? I'm not saying your wrong, its just the first time I have ever had a report like this since 2018 when I published it.
I am not using SS2 or SS1. pretty sure the mod is still enabled. I've been using MO2 to manage my mods and loot+ to check they're working as intended in the right load order.
Settlements with population that get attacked: Abernethy Farm Greentop Nursery The Slog Coastal Cottage Somerville Place
Settlements with population that never get attacked Sanctuary Hangman's Alley Sunshine Tidings Starlight Drive-In Jamaica Plain
Settlements that were raider outposts and reclaimed after completing Nuka-World content and are currently populated: Greentop Nursery Coastal Cottage *Special note for Starlight* - it was a Vassal, supplying my raider outposts for a time before I reclaimed it back, it still does not get attacked.
Settlement's I claimed that were never occupied by raiders after completing Nuka-World content: Somerville Place Jamaica Plain
I have 2 mods already that are suppsoed to stop random settelment attacks from breaking my immersion at one location and chasing me all across the map. This (actually has an option to block non radiant Defend quests also even though not so clear from description) https://www.nexusmods.com/fallout4/mods/39575
In last couple months that aspect stopped workign so I added this:
The first mod is made by SMB92, and they generally know what they are doing. I have no knowledge of the 2nd.
I don't know that my mod would do anything since you already have 2 others that do the same thing, and adding in another mod trying to do the same thing could cause issues as far as save stability goes. You can try, but I would take note of which save file is your latest when you add this mod. If you still see attacks, then I would revert to that save and uninstall this mod.
Thank you for the quick response. I sincerely hope it was not in poor taste mentioning competing mods on your mod page. I will shortly delete my posts once I can see you saw this one. As for my issue, I culled about 80 mods off my mods list hoping to alleviate whichever conflict caused this and started a new game
I'm fine with you mentioning them, and I would encourage you to not delete or edit your post. If its happening for you, it will probably happen for others, and others will be able to see what we discussed.
I think this is working as i don't get settlers asking to defend settlements. But i do still get the Raiders Rustdevils and Automatron Robot attacks just not the quests.
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.
Is this still the case today? Because the description for the mod says right on top "DO NOT UPDATE TO 2.0 IN AN ONGOING SAVE. That would break your save" so in June 2024 is that no longer a problem? Or should I install an older version?
Sadly, I too have had had to deal with defend missions after installing this. And it was a brand new game so no pre-existing data should have prevented it.
I may have been mistaken. The defend mission I got was a radiant quest, not a standard settlement attack.
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.
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.
72 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!
New settlements are getting attacked and settlements I reclaimed after killing the nuka world raiders.
additionally, I am getting a large warning screen "X is under attack"
instead of the message you get that just appears in the corner and goes away.
Or alternately, is the mod still enabled? I'm not saying your wrong, its just the first time I have ever had a report like this since 2018 when I published it.
Settlements with population that get attacked:
Abernethy Farm
Greentop Nursery
The Slog
Coastal Cottage
Somerville Place
Settlements with population that never get attacked
Sanctuary
Hangman's Alley
Sunshine Tidings
Starlight Drive-In
Jamaica Plain
Settlements that were raider outposts and reclaimed after completing Nuka-World content and are currently populated:
Greentop Nursery
Coastal Cottage
*Special note for Starlight* - it was a Vassal, supplying my raider outposts for a time before I reclaimed it back, it still does not get attacked.
Settlement's I claimed that were never occupied by raiders after completing Nuka-World content:
Somerville Place
Jamaica Plain
This (actually has an option to block non radiant Defend quests also even though not so clear from description)
https://www.nexusmods.com/fallout4/mods/39575
In last couple months that aspect stopped workign so I added this:
https://www.nexusmods.com/fallout4/mods/53274
Now that one has also stopped being effective.
Should I add yours? What do you think? :)
I don't know that my mod would do anything since you already have 2 others that do the same thing, and adding in another mod trying to do the same thing could cause issues as far as save stability goes. You can try, but I would take note of which save file is your latest when you add this mod. If you still see attacks, then I would revert to that save and uninstall this mod.
As for my issue, I culled about 80 mods off my mods list hoping to alleviate whichever conflict caused this and started a new game
I hope your new game goes well.
I can't get FOLON to work on my machine, so I can't test.
It should work with the way the script is written, but I cannot test.
And I know know of anyone who has tried with it yet.
Sadly, I too have had had to deal with defend missions after installing this. And it was a brand new game so no pre-existing data should have prevented it.
I may have been mistaken. The defend mission I got was a radiant quest, not a standard settlement attack.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.