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.
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.
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.
I dont use that mod I have no idea. My mod will work as intended and all attacks will take place outside the settlement. The only issue is that if you fast travel to a settlement under attack then the spawns will be inside the settlement so you have to either fast travel to a location next to the settlement and walk in or use SKK to delay attacks until after you get into the settlement which is what he was talking about with that mod.
Personally I use the Vertibird to get around and dont fast travel ever so I never have this issue.
From what I can gather, reading through SKK's details, it says it doesn't edit the attack markers so there shouldn't be any restrictions in the load order
How does this alter Spectacle Island? I ask because any mod which moves the spawn points of that settlement outside the boundaries would technically put them all in the water.
I dont recall its like my settlement as a base which is on nexus and then another one on top of mine for height I think? like the towers and stuff came from another one Or something.
А у Вас есть мод, который поселенцам с именами (не вновь прибывающих без имени, которые просто так и называются "поселенец") не дает им погибнуть от нападения?
в ванильной игре поселенцы не умирают от атак. У вас должен быть мод, который делает их смертными. К сожалению, это не мой мод. Удачи, друг! Надеюсь, вы это поймете!
It will work for all time, in any version of Fallout 4, on a new save or existing save, and with any mod in your load order.
If a mod edited these spawn points it was likely to do the same as me so to that end no one else would touch them unless to fix them which is why I say it will work with any mod because both mods would work in parallel doing the same things.
Compatibility can be checked by loading both mods my mod and that mod up in xEdit. There will only be like 4 edits in that mod - you will see if any mod is editing any of those edits. Otherwise you can play test it too quick. Hope that Helps! Feel free to check back here if you have questions!
Its a program like a mod manager or game if you know how to open a game then you know how to open xEdit. You download the tool from nexus, extract it anywhere preferably in a folder on your desktop then like any program double click it to open it. It will ask you what mods you want to look at. Just click the two mods in question and hit okay..... Its easier then a mod manager... its the equivalent of opening a game or something...
I apologize but im not sure I totally understand. This mod will work just fine if you have larger attacks - if thats what your asking. The only issue you could have would be if they add *new* spawn points. But my assumption would be that they wouldnt and they would just simply increase the spawn count from 3 to 10 or something if they wanted more spawns since that would be easier, make it more compatible, and cause less conflicts in general. So you should be fine to use this and a mod that increases spawn count.
Oh ok , thank you. It is the mod : https://mods.bethesda.net/es/fallout4/mod-detail/3197570 Your mod put all spawn points in just a place where can spawn a good amount of enemies out of settlement,no? So if my mod increase raids then for performance would be better only use your mod because it create group of enemies and no separated like it is in vanilla, right? I dont have to be worried about enemies spawning in my house or a reduction of enemies,no? I am sorry for the questions but i am really interested for that mecanic in the game .
this mod just makes it so eneimes spawn outside your settlement walls so they dont spawn in your house correct. If you increase the spawn count that is fine -
In the past I used "Settlement Attacks Beyond", but I had to modify it to suit my needs. Now I found your mod, which is a big improvement and through the comments here I found something, that is even better for my needs.
"Move Workshop Markers by SKK" allows to move those attack markers from within the game. Instead of fixed positions, the player can move the markers where they make more sense for his settlement layout.
So, players have two options - static markers or the ability to move them or even use both, with your mod as a starting point.
it can be both with the same file. The version header of the mod file that its built in matters for VR. By making sure that is set correctly it will work for both VR players and non-VR players.
108 comments
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.
*AttackSpawnsOutsideSettlement.esp
*SKKSettlementAttackSystem.esp
or
*SKKSettlementAttackSystem.esp
*AttackSpawnsOutsideSettlement.esp
Thanks for the mod by the way : )
Personally I use the Vertibird to get around and dont fast travel ever so I never have this issue.
From what I can gather, reading through SKK's details, it says it doesn't edit the attack markers so there shouldn't be any restrictions in the load order
Anyway, thanks again for the mod
If a mod edited these spawn points it was likely to do the same as me so to that end no one else would touch them unless to fix them which is why I say it will work with any mod because both mods would work in parallel doing the same things.
https://www.nexusmods.com/fallout4/mods/28492
I wanted to know if it can conflict with mods which do larger the raids in settlements?
It is the mod : https://mods.bethesda.net/es/fallout4/mod-detail/3197570
Your mod put all spawn points in just a place where can spawn a good amount of enemies out of settlement,no?
So if my mod increase raids then for performance would be better only use your mod because it create group of enemies and no separated like it is in vanilla, right?
I dont have to be worried about enemies spawning in my house or a reduction of enemies,no?
I am sorry for the questions but i am really interested for that mecanic in the game .
"Move Workshop Markers by SKK" allows to move those attack markers from within the game. Instead of fixed positions, the player can move the markers where they make more sense for his settlement layout.
So, players have two options - static markers or the ability to move them or even use both, with your mod as a starting point.
"The mod is also VR and non-VR friendly"
wtf does that even mean!?
is it or isn't it? It cant be both at the same time if you only have one file