I'm intrigued by the concept of this mod but there's something that's confusing me. Say I have three guards in a settlement, each assigned to a post or posts totaling 6 defense. They work from 7am until 9pm and then go off duty, and the mod immediately chooses replacements for them from the pool of guards -- but isn't that just those same three people, in which case they'd just be exchanging posts but never getting to sleep? Or are other settlers with different day jobs also designated as potential guards for night guard duty? That would make sense but I don't see it explicitly spelled out in the description.
Just a feature request: Guard posts that will have a guard 24/7. For example, a guard post at the settlement entrance. Preferably changes out the guards as well.
This is a very neat concept, and for me it.. mooooooooooostly works. The guards do indeed change and rotate as intended, however, they simply stand in front of or beside the guard post, instead of actually walking into position or climbing the stairs, a good.. 60% to 70% of the time. Anyone else finding this pop up in their games?
Yes, I've noted the same problems, in fact worse. County Crossing, where I've got 3 guards and 4 posts. Once the evening came two guards were off duty. The third was still standing by a post but his hands were at his side, not crossed and not holding a weapon, just stood there though not frozen (he said hi to me). I didn't observe the whole shifts cycle, but went back another night and as the evening "shift" should have started, none of the 3 guards stayed on duty, they all went early straight to bed! - this despite chairs, radio, tv, campfire, weights bench etc available. At Taffington Boathouse I have two guards and four posts, and found neither guard was on duty at night.
I don't have any other settlement or settler mods installed except the Icebreaker Settlements dialogue one, and No Random Attacks, and don't see how these would affect this mod. In fact I only have these and 13 other mods (UFO4P, Beantown Interiors, Icebreaker Piper, a Public Occurrences makeover, Deeper Thoughts Curie, a Curie face replacer, Crappy Weather, Godrays Remover, Simple Sleeping Bag, Louder Radios, a modified kellog outfit and a couple of texture replacers).
I went to Greentop Nursery, where neither of my two guards were on night duty. But even before this mod that site was a bit odd, in that I made one guard out of the guy of the original couple you meet there and half the time he'd still sit in the house anyway, despite my building three guard posts. So, not sure how much you can really praise or blame on the so-called dynamics of this mod, other than to say with it installed they definitely don't all stay on duty all night. It could be a numbers thing - maybe with 5 or 10 guards the system would work better. But with 2 to 4 guards it definitely does not work. And my settlements are too small for more guards.
All the guards daytime duties did resume as normal. But frankly this mod, though a great idea, just doesn't work properly for me, and ultimately worse than leaving all the guards on duty at night (after all, attacks would be more likely at night than during the day).
Uninstalled - at least, pending hoped-for updates.
whether a guard has a weapon drawn or stands there.. is proscribed usually within the particular guard Matt or Post or object you are using... ie, there are even 'sitting at a desk' workstations for guards and other types
***ALSO important the majority of settlers don't in a click just absorb and assume their assignments as if they were always doing that... especially in large settlements... they usually and frequently need to stand around for a while until the system can adjust things in their AI's... (so 9/10 times if you sit and wait for a game-hour or two you will see them where they should be afterwards)
One thing to be aware of is this mod and Settler Sandbox Expansion both edit WorkshopGuardSandbox.
Unless you know how to resolve conflicts yourself, place this plugin after SSE to prioritize the scheduling change this mod makes over the radius increase from SSE.
*** edited.. I too was curious also about Larannkiar's 'Assigned while Unassigned' mod so.. I will load THIS Dynamic Guard shifts mod AFTER Larannkiar's Assigned While Unassigned... because THIS mod was updated 1 month after the Assigned While Unassigned mod... (and Larannkiar is not a lousy shot)
and I will load 'Settler Sandbox Expansion' BEFORE both of these 2 mods from Larannkiar because of what you said :) .. there's a light on the hillside... overlooking the seeeeeeee
74 comments
Quick question though, Does it work with guard post markers? I typically make my own guard post from sandbags, etc... and markers from other mods.
When you have time you should learn the difference.
Yes, I've noted the same problems, in fact worse. County Crossing, where I've got 3 guards and 4 posts. Once the evening came two guards were off duty. The third was still standing by a post but his hands were at his side, not crossed and not holding a weapon, just stood there though not frozen (he said hi to me). I didn't observe the whole shifts cycle, but went back another night and as the evening "shift" should have started, none of the 3 guards stayed on duty, they all went early straight to bed! - this despite chairs, radio, tv, campfire, weights bench etc available. At Taffington Boathouse I have two guards and four posts, and found neither guard was on duty at night.
I don't have any other settlement or settler mods installed except the Icebreaker Settlements dialogue one, and No Random Attacks, and don't see how these would affect this mod. In fact I only have these and 13 other mods (UFO4P, Beantown Interiors, Icebreaker Piper, a Public Occurrences makeover, Deeper Thoughts Curie, a Curie face replacer, Crappy Weather, Godrays Remover, Simple Sleeping Bag, Louder Radios, a modified kellog outfit and a couple of texture replacers).
I went to Greentop Nursery, where neither of my two guards were on night duty. But even before this mod that site was a bit odd, in that I made one guard out of the guy of the original couple you meet there and half the time he'd still sit in the house anyway, despite my building three guard posts. So, not sure how much you can really praise or blame on the so-called dynamics of this mod, other than to say with it installed they definitely don't all stay on duty all night. It could be a numbers thing - maybe with 5 or 10 guards the system would work better. But with 2 to 4 guards it definitely does not work. And my settlements are too small for more guards.
All the guards daytime duties did resume as normal. But frankly this mod, though a great idea, just doesn't work properly for me, and ultimately worse than leaving all the guards on duty at night (after all, attacks would be more likely at night than during the day).
Uninstalled - at least, pending hoped-for updates.
***ALSO important the majority of settlers don't in a click just absorb and assume their assignments as if they were always doing that... especially in large settlements... they usually and frequently need to stand around for a while until the system can adjust things in their AI's... (so 9/10 times if you sit and wait for a game-hour or two you will see them where they should be afterwards)
Unless you know how to resolve conflicts yourself, place this plugin after SSE to prioritize the scheduling change this mod makes over the radius increase from SSE.
I too was curious also about Larannkiar's 'Assigned while Unassigned' mod so.. I will load THIS Dynamic Guard shifts mod AFTER Larannkiar's Assigned While Unassigned... because THIS mod was updated 1 month after the Assigned While Unassigned mod... (and Larannkiar is not a lousy shot)
and I will load 'Settler Sandbox Expansion' BEFORE both of these 2 mods from Larannkiar because of what you said :) .. there's a light on the hillside... overlooking the seeeeeeee