Hi all. Sorry I haven't been as active lately. I'm just letting you know that I am working on an update that won't require any dependencies to function (except for the unofficial patch, since I'll be referencing their fixes to the WorkshopParentScript). To tell the truth, I'm not very happy with how the mod turned out. I feel like the way I coded it was..."risky" I guess, in terms of what could go wrong in game. Not as robust as it could be. It used a system of constantly changing Workshop Framework's settings in order to manipulate the outcome of settlement attacks - Probably not exactly a way its creators intended for them to be used 😅
Anyway, it's being remade from the ground up. Hopefully it'll be up not too far into the future.
UPDATE: Have the basic functionality of calculating attack outcomes working. Just need to iron out some of the creases as well as write the MCM.
The old version has its own issues. They aren't as immediately noticeable but the script by now will be incompatible with UFO4P and need an update. Secondly, the way it was coded to skip over the function which resolves the attack created problems with the workshopParentScript recording the attack, as well as causing even more fixes by UFO4P to be lost. Thirdly, something pointed out to me by Niston, the short-circuit I added reintroduces a vanilla bug that was previously fixed by UFO4P, which causes attackers not to be disabled when resolved offscreen, sticking around even after the attack has finished.
Tbh I don't view the old version as at all suitable for release anymore, and I don't really want to put the time into fixing it up and also making sure it works properly when I'm currently working on a new version that will just replace it anyway. Plus, I don't like the idea of having two different versions of the same thing floating about.
Thank you for all your hard work and dedication to redoing the mod! Dumb question, the version you are working on now, will it release as a separate standalone mod with its own nexus page, or will it be uploaded here as a new version? In other words, should I track this mod, or will that be pointless (if it releases as a separate mod altogether)?
@Krtas Thank you :) I just want to have a good, working version out there really. Was your question dumb? It seems fine to me...maybe I'm dumb for not noticing lol. Anyway, I think I'll be releasing it as a new mod. Even though it does a similar thing as the last two versions, it works quite differently on a fundamental level. I'll post a notice here when I upload it though.
It isn't quite ready yet. Sorry about the delay on it, I haven't had as much time to work it as I thought I would. It is nearly done though - Just a few bits and bobs left.
helpfully the new Workshop Framework is helping reduce any bugs with this, and I'm glad they appear to be backporting to the GOG/Pre-NG version so many of us are using.
Note: If you encounter an issue where settlement attack messages stop appearing, try disabling the "Suppress Messages During Conversation" option in the Workshop Framework MCM.
I've included the source for BSD_StringScript in the download as a loose file. It contains all the text used in the mod. Just translate the strings and save the patch with the edited .pex file.
As others have said, this, sadly, doesn't work as intended. Only about half of the time did I even get the summary popups and my settlements failed defense despite having more than enough defense to win every time. It's not even really worth it to bother with settlements, with so many bugs, problems and moronic design decisions from Bethesda.
I am having this issue as well. The actual success rate feels very close to what I'd expect from a vanilla game, despite BS-defense assuring me of settlement victory.
Yep, I am still having this exact same issue. I still haven't figured out what is causing it. It feels as if the vanilla check is still in place. Sometimes it will fail, sometimes it will succeed, despite having a much larger defense.
Yep, it seems that it is just vanilla and this mod isn't doing anything at all. I removed it. I wish the old version was still available. I would go back to using it.
There are all sorts if issues I have noticed with this mod after 500+ hours of play. People need to watch the Oxhorn video on how settlement attacks work. This mod will only work about 20% the time because the game pulls from some very messed up random pools of data. It also starts to make Workshop Framework bog down and break after about 75 hours of play. After the last settlement attack, (which the mod did work for), my doors all broke. By that I mean the auto-open and close feature that is built in to WSF. I can't build in workshop or move freely if all my doors are stuck shut when I open the workshop.
I had this happen on my old game at around 80 hours. I do game and bug testing for a living, so I eliminated all other possibilities. This last game I am only running 10 mods, and the rest are all clothes and weapon mods. No other mod is touching the WSF besides this one. I don't even have any extra settlement mods or even CC crap this time.
Just to see if this mod was working, I set the attack number to one for all enemies. One sure way of knowing if this mods works is to see if more than one enemy attacked after I got the message. I got it for Sanctuary while I was at Red Rocket. Get the message that my defense is 250 and they attack number is 1. I run across the bridge and had a full scale 50-100 raider attack going on. My game crashed at that point, and when I rerolled it crashed as soon as I got into Sanctuary.
This happened no matter what number I set and how I set the sliders. So I think only twice in the last 15 attacks has there only been 1 or 2 attackers when I set them to 1 or 2. All the other times it was a nightmare and I got some major damage to a few of my settlements.
My doors are all broken again, and I don't know when they broke.
That's my input. I wanted this to work so bad, but sadly it doesn't seem to. I can't ignore the attack messages now, because when I do my settlers get smashed.
Edit- The doors thing is a semi-random bug with WSF, but BS Defense seems to make it happen way more often. Once the auto-doors stop working you can never fix it.
Hmm, interesting...I might have to re-reengineer the mod again to work without Workshop Framework. Although I do like it myself, I can't really ignore that a lot of people have issues with it. I think this time it would be better to overwrite the base WorkshopAttackScript and just include a tutorial showing people how to update it for UFO4P (or any other mod that also overwrites it).
Please, do so. I hate hate haaaaate WSFW and really loved your older version of this mod, that wasn't WSFW dependent! Even if it was outdated by five version counts, I'd still take the non-WSFW version of BS Defence over this version any day of the week.
(Apologies if I sound ranting or insulting, I swear I don't mean to. Your work is honestly excellent, don't infer otherwise! ^^ )
Coming back to this Mod Page as I thought I may have had an out of date Mod and found out was having the same issue! I'm glad it's not just me that is being affected.
Yep, it seems that it is just vanilla and this mod isn't doing anything at all. I removed it. I wish the old version was still available. I would go back to using it.
If I had the no building limits mod before, this https://www.nexusmods.com/fallout4/mods/3846?tab=bugs and clean my save of old files, can it cause problems with this mod?
Workshop Framework and MCM are prerequisites, but without these two modes, does this mode not work at all? Or does it still work without either mode, although functionality is limited?
This is a tad late, but it is compatible currently with SS2. It's actually part of a Wabbajack list that is SS2-focused. I've seen no conflicts and I use the WJ with MO2 every time I play FO4. I hope this is helpful to someone!
I am having such a great time building my mod list this time around because when I pull up so many of my favorite mods you amazing folks are like "update, I'm making a new and better version of this. Almost done" Thanks for the work you do to make our games more enjoyable.
I was hoping this mod was working - given I was using a version before the fully updated version of FO4, this mod wouldn't work with the 2nd latest update.
I love this mod so much.
I hope there will be a version for the latest version of FO4 and the version before it that is still within NG?
158 comments
To tell the truth, I'm not very happy with how the mod turned out. I feel like the way I coded it was..."risky" I guess, in terms of what could go wrong in game. Not as robust as it could be. It used a system of constantly changing Workshop Framework's settings in order to manipulate the outcome of settlement attacks - Probably not exactly a way its creators intended for them to be used 😅
Anyway, it's being remade from the ground up. Hopefully it'll be up not too far into the future.
UPDATE: Have the basic functionality of calculating attack outcomes working. Just need to iron out some of the creases as well as write the MCM.
Tbh I don't view the old version as at all suitable for release anymore, and I don't really want to put the time into fixing it up and also making sure it works properly when I'm currently working on a new version that will just replace it anyway. Plus, I don't like the idea of having two different versions of the same thing floating about.
Dumb question, the version you are working on now, will it release as a separate standalone mod with its own nexus page, or will it be uploaded here as a new version? In other words, should I track this mod, or will that be pointless (if it releases as a separate mod altogether)?
Was your question dumb? It seems fine to me...maybe I'm dumb for not noticing lol. Anyway, I think I'll be releasing it as a new mod. Even though it does a similar thing as the last two versions, it works quite differently on a fundamental level. I'll post a notice here when I upload it though.
I'll be honest I never expected that the mod would be so popular in its first week. Thank you all for your support.
"Suppress Messages During Conversation" option in the Workshop Framework
MCM.
I've included the source for BSD_StringScript in the download as a loose file. It contains all the text used in the mod.
Just translate the strings and save the patch with the edited .pex file.
P.S. Don't forget to do the MCM config as well!
The old version was very reliable, and I never had a message stating a settlement victory was certain and then it fails. This one does though.
edit: nvm, I had my settings at default
I had this happen on my old game at around 80 hours. I do game and bug testing for a living, so I eliminated all other possibilities. This last game I am only running 10 mods, and the rest are all clothes and weapon mods. No other mod is touching the WSF besides this one. I don't even have any extra settlement mods or even CC crap this time.
Just to see if this mod was working, I set the attack number to one for all enemies. One sure way of knowing if this mods works is to see if more than one enemy attacked after I got the message. I got it for Sanctuary while I was at Red Rocket. Get the message that my defense is 250 and they attack number is 1. I run across the bridge and had a full scale 50-100 raider attack going on. My game crashed at that point, and when I rerolled it crashed as soon as I got into Sanctuary.
This happened no matter what number I set and how I set the sliders. So I think only twice in the last 15 attacks has there only been 1 or 2 attackers when I set them to 1 or 2. All the other times it was a nightmare and I got some major damage to a few of my settlements.
My doors are all broken again, and I don't know when they broke.
That's my input. I wanted this to work so bad, but sadly it doesn't seem to. I can't ignore the attack messages now, because when I do my settlers get smashed.
Edit- The doors thing is a semi-random bug with WSF, but BS Defense seems to make it happen way more often. Once the auto-doors stop working you can never fix it.
(Apologies if I sound ranting or insulting, I swear I don't mean to. Your work is honestly excellent, don't infer otherwise! ^^ )
I found these links to the original BS Defense:
https://www.nexusmods.com/fallout4/mods/20137?tab=files&file_id=221806&nmm=1
https://www.nexusmods.com/fallout4/mods/20137?tab=files&file_id=134083
Does anyone know what the requirements for this mod are, and whether it still works?
I was hoping this mod was working - given I was using a version before the fully updated version of FO4, this mod wouldn't work with the 2nd latest update.
I love this mod so much.
I hope there will be a version for the latest version of FO4 and the version before it that is still within NG?