What do I do for an ultimate settlement attack? One that would require these turrets?
Unleveled NPCs
Unscaled NPCs
SKK50 Settlement Attacks (200% Strength, 150% Difficulty) - Faction set to Supermutants only.
Overhauls which increase damage to NPCs such as Deadlier Deathclaws, Supermutant Redux, etc. (or my insanely horrific overhaul - track for release)
Pack Attack - Max clones, Max probability to spawn clone, 100% chance to spawn a Boss clone.
Turrets protected by chain link or barriers to prevent melee attacks to damage them (Super Sledges are devastating even with a fence - distance of turret away from even a fence has to be equivalent to 1x1 floor piece away)
Result?
60+ missile wielding unscaled, unleveled and jacked Supermutants, most are Primus and Overlords attacking my settlement.
Marginally means I as the player do not intercede and watch the ensuing battle - I will still lose 10 to 12 of 15 turrets.
I have counted 86 dead supermutants once - 86 missile launchers - automatic unleveled pipe machine guns etc.
These turrets with improved health will take about 3 to 6 direct jacked up missile launch attacks each, or more. Perks have been added and increased to detect enemies a bit further distance. (Missile launching Supermutants will launch further away than turret detection - vanilla taken out even before detection and shots fired.)
if my settlement already has turrets will these replace them or are these new buildables? thanks. i use worldwide ghouls mod and sometimes quite a few in a pack attack a settlement so i can see this mod being useful. 3 normal low level turrets take like 20 seconds to take out one ghoul which is darn pathetic if you ask me.
They should overwrite with the new stats, perks, health, and such. Removing this mod will revert them back to vanilla.
You may have to fast travel out around the commonwealth so the cell reloads - but this should react same way as my small generator change mod, so install and have fun. You can always just hover in build mode over a turret - you should see new armor rating and name to let you know it has taken affect.
John
PS - I have been working on my own overhaul and the vanilla last about 3 seconds before dying - so this mod idea was born. In your case, it will take very short time to take that ghoul out - I would guess a second or two.
ok. very cool thank you. i do so enjoy watching invaders get turned into meatballs by my turrets. Few things make me cringe in the game more than going to help a settlement "under attack" and see enemies physically beating the turrets
8 comments
Result?
60+ missile wielding unscaled, unleveled and jacked Supermutants, most are Primus and Overlords attacking my settlement.
Marginally means I as the player do not intercede and watch the ensuing battle - I will still lose 10 to 12 of 15 turrets.
I have counted 86 dead supermutants once - 86 missile launchers - automatic unleveled pipe machine guns etc.
These turrets with improved health will take about 3 to 6 direct jacked up missile launch attacks each, or more. Perks have been added and increased to detect enemies a bit further distance. (Missile launching Supermutants will launch further away than turret detection - vanilla taken out even before detection and shots fired.)
It is a beautiful sight to behold.
Enjoy!
John
thanks. i use worldwide ghouls mod and sometimes quite a few in a pack attack a settlement so i can see this mod being useful. 3 normal low level turrets take like 20 seconds to take out one ghoul which is darn pathetic if you ask me.
You may have to fast travel out around the commonwealth so the cell reloads - but this should react same way as my small generator change mod, so install and have fun. You can always just hover in build mode over a turret - you should see new armor rating and name to let you know it has taken affect.
John
PS - I have been working on my own overhaul and the vanilla last about 3 seconds before dying - so this mod idea was born. In your case, it will take very short time to take that ghoul out - I would guess a second or two.
John
Was there a reason the base game couldn't handle the mod?
I use DLCs and always put that just so if something snuck in there.
Honestly you are missing out on a lot of things without the DLCs. Cheap to get new.
John