I use SKK mods with Horizon 1.8 on outcast, amazing work, thank you so much. I tried Horizon 1.9 on a few play through s, had issues I did not like and am grateful Horizon 1.8 has so much supportive content. For those trying Horizon 1.9, it has heavily modified many settlements in the base game and is comparatively more about settlement building than the actual "other " activities available with all the fabulous mods being developed regularly. I have since removed Horizon 1.9 from my main profiles and only keep one active to test with each new release , now Horizon 1.9.4d and still, it conflicts with too much legendary content to hold my interest. 1.8 is an amazing "survival simulator" and much more compatible from where I am sitting. But I'm no modder. Thanks to everyone making this game amazing and ageless.
I do love the SKK mods, but had a question on how the Horizon settler outfitter works in relation to SKK mods. As I made settlers mortal in Combat Settler, my last settlement attack resulted in three settlers killed. When I scan a settler or use the console command "get value", often their physical resistance is -9,000 something (-9,908, -9,907, -9,989, etc.). When I put armour I found or bought on them, the physical resistance matches that armour I placed them. I also noticed that when I give guards and caravaners armour from the settler outfitter, there is no change to the physical resistance. Neither the Wiki nor Zaw's notes addressed how the armour actually works with the settler outfitter. It appears that the Local Leader "damage resistance" is not being applied. The other resistance values are all correct. Two questions, is the armour from the Horizon settler outfitter simply cosmetic? More importantly, do the Horizon physical resistance values from the Local Leader perks and settler outfitters actually help protect settlers during a settlement attack when using SKK mods, or do I need to armour outside of the settler outfitter? Thanks.
Wow, what a job! I love SKK mods and I'm just getting into Horizon so i will most likely have some of these patches of yours added in so thanks in advance!
I am using 4 patches and wanted to provide feedback. All the of mods and patches are enabled, with the patches loaded after Horizon.
SKK Settlement Attack System - Level 10, with 6 settlements. Still no settlement attacks. The menu was added to my inventory, but cannot find in the Tech Lab. (SKK) Move Workshop Marker - I have the menu, but cannot find it in the Tech Lab or Chem lab to produce. SKK Fast Start New Game - No issues found thus far. (SKK) Scavver Faction RedRocket Workshops - No issues found thus far.
Yeah, it can be done. I need a bit of a break before I start working on it since much more complex than most of SKK's other mods. I might even wait for Horizon 1.9 to come out, but we will see.
Thanks for showing interest in other patches. I hope the current ones serve you well!
take your time, I was just hoping to play both mods together, it would be a blast :) and yeah you did a great job, i am using the ones you made already
12 comments
Thanks Sower!
SKK Settlement Attack System - Level 10, with 6 settlements. Still no settlement attacks. The menu was added to my inventory, but cannot find in the Tech Lab.
(SKK) Move Workshop Marker - I have the menu, but cannot find it in the Tech Lab or Chem lab to produce.
SKK Fast Start New Game - No issues found thus far.
(SKK) Scavver Faction RedRocket Workshops - No issues found thus far.
Thanks
The most menu items only show up in the workbenches if they are not present in your inventory. This is done to help reduce clutter in the workbenches.
If you would like more settlement attacks try tweaking the options in the Settlement Attack holotape.
If you run into any more issues please let me know!
Thanks for showing interest in other patches. I hope the current ones serve you well!