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SKK50

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SKK50

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Configure your settlers for combat damage to bleedout and self heal, or use stimpaks to recover. Command them in and out of power armor. Scale health with player level so settlement attacks become challenging and immersive, or switch back to base game health and protected invulnerability for yawns.

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Configure your settlers for combat damage to bleedout and self heal, or use stimpaks to recover. Command them in and out of power armor. Scale health with player level so settlement attacks become challenging and immersive, or switch back to base game health and protected invulnerability for yawns. 


Update 014 HOLOTAPE DISABLE AND REMOVE EXISTING VERSION BEFORE UPGRADING. 
(1) Holotape: disable > submit.
(2) Save game, exit
(3) Load game, save game, exit
(4) Install update 014 


Default base game settlers are protected, so only the player can kill them. This invulnerability makes settlement attacks, spawns or the ambush kit rather lame as a combat challenge and not immersive. Settlers will randomly grab power armor in combat and break components which may irritate you.

This mod provides a [.SKK Combat Settlers Holotape] in MISC inventory which enables all human settlers assigned to player owned workshops to be dynamically switched between:


1. DAMAGE

(1.1) Immortal base game default. Protected, only taking damage from and killable by the player.  Will turn hostile on player damage.


(1.2) Take damage from anyone, go into bleedout for ~15 seconds, then automatically recover. Will not aggro player damage.

(1.3) Take damage from anyone, go into bleedout, needing a stimpak to recover. If in inventory they will self medicate, or wait for the player to trade or heal them. Will not aggro player on damage. 

(1.4) Mortal take damage from and be killable by anyone. They do not use stimpaks and die, which is a setting to recycle your actors. Will turn hostile on player damage. This can kill quest related settlers, so do not use this setting if you have settlement quests open.

Protect Unique Actors will apply (1.2) to any workshop assigned named unique actor (Sturges, Finch, Abernathy) regardless of the general setting to ensure their dialogue wont be blocked by bleedout and they can't be killed. This will not protect any settlement spokespersons you need to turn settlement quests in to as they are not unique.


2. STIMPAKS

Enable or disable settlers taking one Stimpak from their local workshop (or SKK Global Workshop Storage) if they are configured (1.3) to use them. Checks workshop stock after each Stimpak use and replenishes. Run "Find Settlers ..." after restocking to force a refresh. 


3. HEALTH

Enable or disable scaling settler health from their base of 100 hp at configurable  [ 0,  2.5,  5,  10 ] hp per player level. If you already level health, no problem this stores whatever value you start with and restores that when the setting is disabled. The base game leveled actor index is +5 hp per level for most humans.


4. POWER ARMOR

> Enable or disable all settlers using Power Armor (including Raider, BOS, Atomcat etc.) so no need to hide fusion cores any more. When enabled, settlers will present a [ POWERARMOR ] activator to ENTER nearest power armor. This converts to [ TRADE ]  when they are in power armor as the default talk option forces them to exit PA.

> Force all settlers in the local settlement to EXIT or ENTER (if enabled and available) power armor. Priority is Guards then Scavengers then high aggression before losers like Jun and Marcy who wont stay in PA anyway. This depends on 3D being loaded to work consistently, so don't ask for a global function. The command will force settlers to use power armor with or without fusion cores. 

> Enable or disable settlers taking damage to power armor pieces. If your settlers are unkillable, put them in unbreakable power armor you wont lose another frame.


5. Wait, there is more !

A constructable settler spawn button (Resources > Miscellaneous) to add or replenish an unlimited number of standard WorkshopNPCs as carne por your machina if your into recycling actors.

Also, if you are considering Fallout 4-76 Open World, but want to keep your existing settlers, this mod can protect them all before the world is emptied. It protects any new spawn button adds when it is running, but will not protect base game radio beacon recruits in time (so use the 4-76 recruiting systems). 


Operators Notes (RTFM)

(1) If a settler is bleeding out and needs player Stimpaks, they are map marked to find for healing. 

(2) This only affects human settler actors that are assigned to player owned workshops. It does not manage children (to stick with Bethesda game morality rating), DLC01 robots (so no DLC dependency on repair kits), or companions dismissed to a workshop as they have their own Stimpak and power armor systems.

(3) If you are still running Minutemen post ownership radiant quests (trouble at, kidnapping, help defend) often a settler is assigned spokesperson to hand completed quests in to and close. If damage option (1.4)  mortal is selected they will not be protected and can die so the quest will not be completed (but will eventually time out).  Either use SKK Workshop Ownership Utilities to disable MM post ownership quests or do not use the mortal setting.

(4) Switching holotape settings [ >>> SUBMIT CHANGES ] or [ Find new Settlers ] forces a general refresh of all settings on all local settlers, automatically heals any settlers stuck in bleedout, forces stimpack collections or power armor entries to complete if AI pathing is stuck. 

(5) New radio beacon settler recruits are only found and included in the settings when the player enters a workshop build area. If you hang around for a game day any new arrivals will not be included until you exit and re-enter the build area.

(6) Base game settlers using the WorkshopNPC actor are always spawned Level 2 with 100 or 110 health. With no health scaling they are rather useless at taking damage in a high level fight, and will hoover through your stock of Stimpaks if allowed.

(7) If your alt start mod prevents player inventory from populating the holotape, craft at a chem station or console [ help skk_snsholotape 4 ] then [ player.additem 8digitrefid ]

(8) WARNING hostile humans that can path to your power armor will use it in an attack, and the frame becomes unusable when they die. Removing fusion cores may or may not stop this, having unkillable settlers using them absolutely will.


Spawning settlement attack systems this makes more fun

SKK Settlement Attack System << This was designed to compliment Combat Settlers.
Wave Spawner  
SKK Instant Battleground
SKK Combat Stalkers
Creation Club Settlement Ambush Kit thing

... but not the irritating base game attacks that happen when the player is not there.


Compatibility

The mod has no dependencies on extenders or DLCs and does not change any base game assets or objects, its 100% pure new Creation Kit forms and wrapper scripts.  

Settlers: This mod will not conflict with settler mods that are unscripted ESPs such as Better Settlers and Lots More Settlers. If you have a mod that hacks base game workshop scripts, or already manages settler Actor health with scripts there may be trouble.

Companions: this mod does not touch any actor running the companionactorscript (or dogactorscript) to avoid conflicting with your companion management mods. 

Power Armor: If you run a mod that messes with base game power armor keywords or animations there may be trouble. 


Nexus PC manual installation

Copy  SKKCombatSettlers.esp and SKKCombatSettlers - main.ba2 to your ...\Fallout 4\Data directory, enable in the Bethesda mod menu, mod manger or whatever.

To disable the mod, select the holotape disable setting and destroy constructed spawn buttons. Only remove mods if you are happy to accept potential conflicts from load order changes in a save game.


Nexus FAQ

> Why is there no ESL version ? Because maintaining and updating 30 scripted mods already involves enough hassle. Be happy, or move on.

> Why holotape rather than MCM ? Because 90% of SKK mod users are on Xbox which does not support F4SE. Plus I CBA with the regular update admin.  If you would like to write an MCM json thing, all the info you need is in Combat Settlers console configuration article.


Platforms

PC nexusmods.com or bethesda.net
XBOX bethesda.net
PlayStation® can not be supported due to Sony Corp. scripted content restrictions.
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