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Edmond Noir

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  1. EdmondNoir
    EdmondNoir
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    As a reminder - The style of doing this mod in this way makes it so that if you fast travel to a settlement that is under attack then the attack spawns will sometimes be moved to the center of the settlement. If you walk into the settlement under attack without fast traveling then the mod should work as expected. This is the same issue that occasionally occurred with "Settlement Attacks Beyond."

    There is also a theory that creating and placing a fast travel mat outside the settlement resolves the fast travel issue as well. A number of people have said this worked for them but that is anecdotal.
  2. InvaderJoshua
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    Wait doesn't this mod already exist? I think its called settlement attacks beyond or something.
    1. EdmondNoir
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      No if you look at that mod compared to mine that mod covers only like 5 settlements no DLCs and only covers 1 spawn point out of 3 for the settlements it does cover. If you read my mod page I mention that. Also if you look at the mod page comments section of settlement attacks beyond you will see my comment finding that out. My mod includes every settlement and every spawn point. No mod on nexus to date does that.
  3. ColonelDuckyMods
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    I strongly recommend SKK Settlement Attack System in conjunction with this mod.  The combination resolves the attackers spawning in the middle issue.  SKK Settlement Attack System can be configured to entirely replace the vanilla attack system and queues up attacks without starting them until after you arrive.
    1. EdmondNoir
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      thats great information - stickied.
  4. Modbr
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    Hi, great concept but i didnt see difference for red rock settlement near sanctuary. spawn still the same. i dont have any mod that change spawn points.
    1. EdmondNoir
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      All spawn points are covered for all vanilla settlements. You can reference sticky if you fast traveled in otherwise if you used a fast travel mat that could mess up with spawns as well. Red Rocket is also very small so setting it outside doesnt set the spawns far out. Moreover if you use a mod to increase the settlement build range taht will go over the spawn points. 
  5. teresatiger
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    Hi Edmond, do you have any idea if there's a setting I can change to disable spawned enemy attacks on settlements? I have a mod that prevents attack quests (i.e. when you're not around and get a message about a settlement under attack) and it seems to work fine, but I guess that's separate from the random local spawned attacks, which are extremely frequent in some settlements. Do you happen to know if there's any way to disable those entirely or increase the cooldown time or reduce the changes to very low?
    1. EdmondNoir
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      ill take a guess but is your issue with the Automatron attacks? if so there is a mod that removes them because they were just so dang frequent. 
    2. teresatiger
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      I'm not sure what they are. Sometimes it's synths, sometimes supermutants, sometimes ghouls...settlements seem to be under attack nonstop. Like daily or even more often while I'm actually there in the settlement doing workshop stuff. I think I was in the workshop for 24-36 hours game time and there were 2-3 attacks. I don't have any mods adding that sort of thing and my settlements have insanely high defenses, so I don't know what the deal is. I don't get any of the "__ is under attack" missions while I'm away but when I'm actually there, it's just chaos.
  6. Asmodaan
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    - Mod not compatible with base game as advertised
    - Mod requires multiple DLC in order to work
    - Author failed to mention this
    - Vortex requires multiple DLC Masters in order to get this mod to activate properly
    1. EdmondNoir
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      Bull.

      I said: "This mod moves attack spawns outside the settlement. Includes every settlement in the vanilla game as well as all the DLC settlements."

      What on heavenly earth could this mean? It means that i cover every settlement as well as DLC settlements. Jesus. So yea you need the damn DLC that has the settlements. Read the mod page next time? Im never dealing with you again. This comment really antagonized me. 
  7. Sethermancrash
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    am I okay to install this mid playthrough I only recently learned of this happening about raiders spawning in my settlement which would completely nullify a majority of my defences and the wall I spent ages building and overly trap and protected gate
    1. EdmondNoir
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      you can install it whenever
  8. Bufo1944
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    Doesn't seem to work for me. Hangman's Alley is full of raiders even though I never unlocked the vanilla doors, left the vanilla walls in place, and surrounded it with turrets. I see zero difference before and after trying this mod.
    1. EdmondNoir
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      Then dont use it i suppose. It works for me and others though. The only explanation is you fast traveled in which I state will cause things to spawn in  the town.
    2. Bufo1944
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      I did not fast travel.
    3. EdmondNoir
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      Sorry about that! Works for me at the least fortunately, and everyone else I have talked to using the mod.
    4. NukeWagon
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      I think if the npc's have no way inside the game will teleport them in. You have to unlock the doors.
  9. KingAlexander123
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    So, I have a question. I use some expanded Settlement Boundaries mods. How would this Mod work with them. Does this mod Move the Spawn Points to the Edge of Vanilla Settlement Boundaries as a fixed point. Or does it move Spawn Points based off our Current (Modded) Boundaries.
    1. EdmondNoir
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      it moves the spawn point outside of the build zone. If someone increased it then yes you have a chance that you could build too far out allowing them to spawn inside.
  10. Bluegem521
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    Sorry for the question, but, as like the image semi suggests, does the mod make it so raiders have to cross the sanctuary bridge? or is it multiple areas around it, where I'd need to fence in multiple areas near back as well around the loop part?
    1. EdmondNoir
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      it moves spawn points just outside of the build zone all around. some are behind the settlement some are on the bridge or just outside
  11. Kodiak412
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    So far with limited attacks, this mod is working perfectly and wonderfully. I have fast traveled to about 3 settlements that were under attack and not one spawned the enemies in a clump around me. They all spawned outside the settlements and then came in for the attack.

    Again this is limited trial but so far so very good. Thanks for creating and posting this well done mod.
    1. EdmondNoir
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      thanks man! I hope you enjoy it :D
  12. ThisIsMe84
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    Posted in the original mod, and wanted to also show my gratitude here.

    Even if the mod wasn't perfect (I have yet to check it in-game, still preparing my mod list for my next FO4 run), I'm sure it's better than the lazy "spawn stuff out-of-thin-air" option that Bethesda went with.

    Thank you for sharing the mod with us, and providing continued support.
    1. EdmondNoir
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      This mod is stand alone - there is no original mod - this is its own mod and its own original so im not sure what you mean there but in any case thanks for the positivity!
  13. vimesUK
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    Perhaps I'm overthinking here but the reminder about what could happen if you fast travel to a settlement that is under attack.......has this been experienced by anyone or could it be a rare occurrence..?

    If I am a distance away from an attacked settlement as fast as I could run it will probably be over by the time I get there.

    Silly question, probably, but this does nothing to the "pathing" used by the AI within the settlement..?

    Thanks
    1. EdmondNoir
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      You are referencing the sticky - Its a engine level bug that causes the spawns to spawn at COC (Center of loaded Cell) when fast traveling to a settlement under attack. Because this is a engine level it should happen basically every single time if im not mistaken. The way to avoid this engine bug would be to prevent the attack from starting until the player is in the cell  thus navigating around the engine bug - you would do this with a few heavy scripts and this is what other mods that have since been deleted used to do. I opted for a simple design and did not script anything so the work around to my design is to just fast travel next to the settlement but not directly in and walk to it from there.

      To answer your next question no. probably not. The attack will not start until you enter the cell/adjacent cell thus loading the NPCs and attack.  Although the cell is larger yes you likely will enter the cell and see the attack from the outside shortly after the attack has just started. If you use a vertibird to travel to the town however you of course will instead be inside the town during the attack and it most likely would still be going on (it honestly will have only just started vertibirds move fast) and they will still be outside the walls trying to get in. Of course depending on how big the attack is, and how good your settlement offense is the attack could for sure be over in seconds if you have nothing but a wall of turrets so I wouldnt say you always will get there in time it will depend on you and your settlement. If you rely on walls and settlers with guns and a occasional turret to hold off the attack then likely you will always get there in time to hold off the attack. I would btw make a secrete back door or elevator in so you can defend from inside once you get there unless you want to defend from outside.

      To answer your third question this is not a navmesh mod so no nothing about pathing is changed. This mod only moves the spawn points thats it.
    2. vimesUK
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      Thanks for the detailed reply, appreciated.

      Point taken regarding the potential, and how best to mitigate it from happening, being a engine level bug.
      Starting to build up certain mods again for a build 163 (downgraded the game) I needed to ask certain points that seemed relevant. I had, apparently, contributed much to the issues on my NG playthrough, removing mods, but also there was a question regarding certain other mods that could affect the pathing within a settlement. I use a post delivery bot that relies on the pathing used by FO4 and needed to understand if this mod could affect that.

      Thanks for your previous reply, again appreciated.