Been playing for a long time and no attacks. But recently was called to help Abe Farm. Did not seem like a normal attack. I think some Ferals from near by triggered it. Crossing my fingers and endorsed.
What's Abe Farm? Do you mean Abernathy or (Abraham) Finch Farm, or a custom one? And you don't say which option setting. I tested this mod for a whole playthru to level 114, and 30 settlements (inc FH and Nuka). Read previous posts for info.
A few attacks happen anyway as they're quest related, or simply spill over from action nearby (even with No Attacks set) as there's no easy way to control them. Spillovers prob worse if you've modded encounters/enemies/ranges/zones etc, or use provisioners. I only had one provision line and nearby enemies got attracted by it as it approached (same is true of trade caravans). But regardless of cause, such spillovers are only when you're there, iirc you aren't called to them like an organised attack. Some settlements are a bit close to enemies - eg Somerville has some dogs nearby, Nuka Red Rocket is prob too near a battlezone for comfort, and so on.
Nice no more random attacks when you are far away, and still allows random settlement attacks while you are in the settlement (or nearby). Thank you for making this mod, cheers and take care!
I agree. This is one of the best FO4 mods in existence. It works 100% and I'm happy to set it to allow random attacks for established settlements (i.e. ones I've added defences too) when I'm in that local cell area, but to otherwise disable them. And I like that the mod is setup so it's done on a site-by-site basis, as this means you can fully re-enable attacks on one site if you wish, as others have said, to test out your defences - or if you're ok with some attacks but just not everywhere all the time. Thanks to 7starC for a great mod.
UPDATE 22/10/21 Sooo, it's seemingly no longer working properly. Soon (same in-game day) after installing my 4th module (in County Crossing), I got a warning of an attack at Ten Pines (the first site I'd placed a module, and set it to only allow attacks when I'm around). I'm aware there are some scripted attacks but don't think this was one. I'm now setting modules to not allow any attacks at all and will try to report back. I'm not using any other settlement mod. I've only got a dozen mods inc just one other that touches on the same subject matter - "Shaikujin's Better warning for settlements being attacked" which in theory just makes settlement attack warnings more prominent.
UPDATE 02/11/2021 Can confirm, been using this mod for quite a while and some settlements still randomly gets attacked when I'm far away. Have no idea if they are scripted attack or not, like after I destroyed the Institute I got two settlement attack messages at the same time. My thought is No Random Settlement Attacks mod is working fine, maybe conflicts or the game engine going bonkers. It wasn't a case that I somehow forgot to apply the setting after crafting the box.
Not using Shaikujin's Better warning for settlements being attacked or any other mod that relates to settlement attack. Only one I'm using and think of is the Workshop Framework, but I don't see that mod have any settings that deals with random settlement attack so it's just my wild guess. All my 25 settlements are set to No random attack first, then Allow in presence.
Thanks for your info & concurrence. However, I have improved news. I've just come back after nearly 2 months to say that since changing all my settlements (now about 10 or so) from "allowed in presence" to "no random attacks" I've since had only 3 seemingly random attacks but which all seem to be ones happening nearby and just spilled-over toward my settlements. All occured when I was present. I've not had any more direct random settlement attacks while I'm not present. I've also had 2 clearly scripted (i.e. non-random) attacks. So it seems the "no random attacks" setting works very well, whereas "allowed in presence" might be a bit iffy.
Jan 2022 update - another month and still true. However now that I've built up several settlements I'm actually changing all boxes back to "allow in presence" to enjoy more action. I may even remove the mod entirely as I've come to realise that as screwed up as the implementation of FO4's randoms attacks are, they're basically meant to keep a check on you from exploiting settlements too much yourself. Don't be greedy and settlements won't get many attacks. But I found this mod invaluable as a noob to develop my settlement building skills in relative safety.
No worries. Your mod proved very useful, thanks! I've decided for my 2nd playthru I'll keep the mod and its main option active as I've grown to hate settlement building and wish to keep my involvement with them to the absolute quest minimum. Cheers.
This is a must-have mod! thank you so much! the only fully scripted, nonconflicting, noninvasive method to curb one of the worst elements of FO4. I can finally run around without the anxiety of getting a "settlement under attack" at the worst possible moment
Getting a strange error message when near settlements using this mod. "UNKNOWN ERROR: Mod could not set the AllowAttacks flag of the WorkshopScript" It doesn't appear to effect the game in any away, but it is a popup message that requires me to click OK to continue. Any idea what is causing this and how I might fix?
Well the mod will always double check when changing the AllowAttack Value of a settlements workshop script. And this is a safty message: Means the mod couldn't change the variable. It is not working in the settlement used. I don't know why. Can have a ton of reasons, e.g. bad settlement mod or corrupted workshop script, script load error, bad day, etc.
Anyhow, it will do no harm. Scarp the box. Create new but choose different place.
If you have that in all settlements try to reinstall the mod.
Just a little update. I'm using SimSettlements 1 and the problem appears to exist only when a settlement reaches its maximum build size where nothing else can be built. The box then disappears and the error message starts showing up. So I don't think it is a placement issue but something that is conflicting with Sim Settlements. (Oddly enough, it does still appear to be working as an attack can occur when my character is in the settlement despite the message. Not sure what to make of that.) I will keep testing, but for now it appears to only occur when the conditions above are reached. Still love this mod and have endorsed it despite this issue.
The mod should delete a box right after its creation (make the box disappear) if a settlement is flagged already to disallow attacks. So, either if settlement is flagged already by another box or if a settlement is originally flagged to disallow attacks (e.g. appartements). In any case you get a corresponding notification, and the mod will not change the AllowAttack flag.
You get a unknown error message, which can only happen if a box has been created and is active and tried to change but couldn't change the AllowAttack flag. It's a failsave confirmation that will only pop up if a change of the AllowAttacks flag has not been processed (0.1 sec after trying).
So, I recommend to delete the box in that settlement and not to use any box in that settlement until you identified the issues with that settlement.
I got it too, but it's strange, I think it's related to some SS2 scripts, if I wait for a few, 5-15 seconds after I teleport into a settlement, and then I pick the option, it works fine. As far as I can see, it's a script lag related issue, for example in TOD with 3 huge SS2 settlements, after you arrive in a settlement, you have to wait a bit for it to work.
It's not a mod specific issue, the same happens with Mr Mechanic mod scripts, etc. 0.1 seconds is not enough there.
Is this mod compatible with We are the Minutemen? I suppose it should, as it only should touch the amount of settlement defense quest given, but who knows.
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The author has locked this comment topic for the time beingA few attacks happen anyway as they're quest related, or simply spill over from action nearby (even with No Attacks set) as there's no easy way to control them. Spillovers prob worse if you've modded encounters/enemies/ranges/zones etc, or use provisioners. I only had one provision line and nearby enemies got attracted by it as it approached (same is true of trade caravans). But regardless of cause, such spillovers are only when you're there, iirc you aren't called to them like an organised attack. Some settlements are a bit close to enemies - eg Somerville has some dogs nearby, Nuka Red Rocket is prob too near a battlezone for comfort, and so on.
If attacking didn't start at the moment,it still happen when you leaved
So when you arrival a settlement which setting "allow in presence"
you should stay for a while......
UPDATE 22/10/21
Sooo, it's seemingly no longer working properly. Soon (same in-game day) after installing my 4th module (in County Crossing), I got a warning of an attack at Ten Pines (the first site I'd placed a module, and set it to only allow attacks when I'm around). I'm aware there are some scripted attacks but don't think this was one. I'm now setting modules to not allow any attacks at all and will try to report back. I'm not using any other settlement mod. I've only got a dozen mods inc just one other that touches on the same subject matter - "Shaikujin's Better warning for settlements being attacked" which in theory just makes settlement attack warnings more prominent.
Can confirm, been using this mod for quite a while and some settlements still randomly gets attacked when I'm far away. Have no idea if they are scripted attack or not, like after I destroyed the Institute I got two settlement attack messages at the same time. My thought is No Random Settlement Attacks mod is working fine, maybe conflicts or the game engine going bonkers. It wasn't a case that I somehow forgot to apply the setting after crafting the box.
Not using Shaikujin's Better warning for settlements being attacked or any other mod that relates to settlement attack. Only one I'm using and think of is the Workshop Framework, but I don't see that mod have any settings that deals with random settlement attack so it's just my wild guess. All my 25 settlements are set to No random attack first, then Allow in presence.
Jan 2022 update - another month and still true. However now that I've built up several settlements I'm actually changing all boxes back to "allow in presence" to enjoy more action. I may even remove the mod entirely as I've come to realise that as screwed up as the implementation of FO4's randoms attacks are, they're basically meant to keep a check on you from exploiting settlements too much yourself. Don't be greedy and settlements won't get many attacks. But I found this mod invaluable as a noob to develop my settlement building skills in relative safety.
thank you so much!
the only fully scripted, nonconflicting, noninvasive method to curb one of the worst elements of FO4.
I can finally run around without the anxiety of getting a "settlement under attack" at the worst possible moment
It doesn't appear to effect the game in any away, but it is a popup message that requires me to click OK to continue.
Any idea what is causing this and how I might fix?
Anyhow, it will do no harm. Scarp the box. Create new but choose different place.
If you have that in all settlements try to reinstall the mod.
I will keep testing, but for now it appears to only occur when the conditions above are reached.
Still love this mod and have endorsed it despite this issue.
You get a unknown error message, which can only happen if a box has been created and is active and tried to change but couldn't change the AllowAttack flag. It's a failsave confirmation that will only pop up if a change of the AllowAttacks flag has not been processed (0.1 sec after trying).
So, I recommend to delete the box in that settlement and not to use any box in that settlement until you identified the issues with that settlement.
It's not a mod specific issue, the same happens with Mr Mechanic mod scripts, etc. 0.1 seconds is not enough there.