2.from what description page says siren auto turn on when turret picks up hostile or attacking???
3. Suggestion lol can alter siren like when powered auto on without switching on?? then unpowered auto turn off siren?? (was thinking to mess around siren with pressure plate and laser tripwire) (may be can do this with those warning light too)
1. It should. I'll release an update soon which has a "reset system" option for if something weird is happening.
2. Again, it should.
3. That's a good idea, although I'd implement it differently - I can include a power conduit that when it gets powered, it turns the alarm system on. That way, you could hook that up to a pressure plate or laser trip wire.
1. So about that update... Have sirens going off in my settlement despite me scrapping them and the alarm system was shut off before I scrapped them. So uh... A "reset system" thing would be really helpful right about now.
No idea how the sirens could keep going off after you scrap them. That's not specific to my mod. Even if my mod was erroneously keeping them on, they should definitely stop when they are scrapped (my code only activates the object, which should do nothing once it is scrapped).
I have been working on the mod a bit, but real life job is pretty intense right now. Once it calms down I'll be able to look at it more fully.
could you add something that forces settlers not on guard posts to rally to the siren when it goes off and they stall in its general area until its gone off?
I have heard that enemies will teleport when a settlement is totally walled off, but I've rarely seen it myself. I have, however, encountered situations where they clip through sections of the wall, but this has also been rare
for this out, try skk settlement attack system then max setting of enemy amount build wall around your settlement then you see they(enemy about 50%) will clip through walls
SKK settlement attack system is great. I already use it. As an update on this issue, I've seen the clipping more in my recent game. Not sure if it is because of some mods I've added that are supposed to allow more settler AI's active at a time. It only really happens if I am not in the direct area (such as on the wrong side of Sanctuary). I guess it's just an element of the base game we can't get around. However, for me, the walls still do a good job of keeping the enemies out most of the time (much more so than if they weren't there at all)
The warning lights should work with any turret, including those on security plots. The only problem with them is when the plot upgrades the turret may disappear and be replaced with a new one. This new one would not be linked. The computer won't care, but the warning light will not realise it is not linked to anything and still show green. You'd need to remove it and place down another one. I've been using it with SS2 city plans exclusively myself.
Okay if I am reading this right when the security plots from SS2 upgrade I need to scrap the device from this mod and build a new one and it will detect the upgraded security plots and work. Right?
Sadly this doesnt seem to work Im literally placing it in the turret and it still says it cant detect one Just the basic SS2 Martial Plot with 2 turrets for example Its not working there at all sadly
If you could maybe look into that, would be really great
I think it is because the turret is not linked to the workshop directly, it is linked to the plot, which is linked to the workshop. I could take out the requirement that it is linked to the workshop, which could allow it to link to any turret.
I think I can make it work with some SS2 turrets, but others simply don't have consistent identifies that allow my script to see them as turrets. I think it will work on any ones that look like traditional workshop turrets (ie, spotlights), but not the "bubble" type of turret that you can't build in workshop mode (like on the "checkpoint" 1x1 defense plot at level 3). I'll be uploading a new version soon.
Have to say I built a fortress at Covenant and this mod keeps my settlers from f*#@ing running outside my fortress to their damn death instead of staying inside and letting my elaborate defense handle the attacks.
If the bridge works by applying power somewhere to a conduit then yes. If it works with a switch then you need to try a switch switcher that switches the switch when power is applied there... there are several mods out there who provide something like this but none of them ever worked for what I was trying to use it for (press the button for the red rocket roller shutter) so I don't remember any of the names of those mods. I guess they can only flip "normal" switches on pylons, nothing "special" or mod added buttons.
The link isn't working properly for me, so I can't look at the mod. But yeah, like MasTi80 said, only really if the bridge is triggered by powering it.
I may be able to add a controller that is able to activate any switch, even one from another mod. I'll have to think and play around. No promises though.
This looks promising. I'll try it later tonight, hopefully it works with the turrets from Horizon but I'm kind of doubting it. Is there a special keyword or something that allows them to connect to vanilla turrets? How complicated do you think it would be to get it to work nicely with Horizon turrets?
As long as the turrets from Horizon add defense points to the settlement, they should link fine. Turrets are actors, so the script looks for Actors that add defense points to the settlement (which actually means it may link to the junkyard dog come to think of it - need to give that a try!)
Thanks for the quick reply. Alright, yeah it seems to connect fine to the horizon turrets. However, the computer, small lightbox and the door controller are invisible for me. No preview in build mode or anything. I'll check it out tomorrow, most likely a conflict on my end but I tried with all my mods disabled and still no go. From what I saw in my quick look in xEdit, it looked like they have standalone meshes so it should work but I'll see what's up tomorrow.
Very interesting even if I have all the possibilities mentioned in the description already realized with the help of this mod in my settlements. However, this mod is only a switch and not a full-fledged alarm system, so it has that simple problem that if the search light is broken by an attack also the electricity no longer flows and thus the "alarm" gets disabled because the switch won't receive power from the spotlight anymore. Therefore I have only one question. What happens in your mod when the linked tower is broken? Is then also the alarm deactivated or does it remain activated until the tower has been repaired?
The spotlight remains in combat mode even it if it broken, so the alarm will stay on. There is also another mod called Advanced Settlement Power that has all the tools you need to set this up (it's how I used to do it), but it involves a crap load of wires and extra effort. This mod simplifies it greatly. All the connections are automatic, so you only need to power the objects (which I do radiantly curtesy of my Workshop Object Power Management mod).
Excellent! Thanks for the fast answer. I will give it a try on my fully automated Gunner Grinder over at Jamaica Plain. Regarding the mortar which calls some minutemen for help. What mod(s) do you use to actually make this squad useable and not just a gimmick. I tried several but not 100% satisfied until now. Right now I use this mod but the reinforcement minutemen called by the signal are still very low level (8-12 - I'm 83.?) but at least they sometimes come in a powerarmor now...
Nah, even with We Are the Minutemen they are still just a gimmick for me. But they are a nice little distraction ... I wouldn't have thought it would be that hard to change the level they appear at though. I might have to have a look into that ...
So, I just gave it a try and absolutely nothing happens when I activate the console.... (yes it is powered and I already linked two (small) lights to two different spotlight turrets) I also can't link a third spotlight to a light.. It tells me it's not near enough but I literally placed the light on top of the turret to link it (same as I did for the first two)
Just downloaded it and gave it a try. It seems if you activate it when not powered (and get the message), it then won't activate when it is powered. I'll look into that. But in the mean time, can you try storing the terminal in the workshop, then go out of workshop mode. Then go back in and rebuild the terminal. Power it, and see if it activates. It did when I just tested it then.
Thanks for the hint! It works now. So I tinkered around a bit with it and while rewiring my settlement where I had four zones before which all worked independently before with the mod mentioned above; with your mod this seems to be impossible because all triggers set off the "one" and "only" alarm which totally makes sense but would it be possible to a) make the linked lights work like that that they act like a switch so I could wire from them to the next thing (right now they transmit power to the next thing regardless of the alarm state) or b) implement a small power conduit like to ones who transmit power based on the state of the alarm but make them link to the actual turret like the lights do. That way I could differentiate different turrets to different actions. And please raise the time the linked turrent flashes to maybe 10 seconds? It's not possible to get out of a building and look around to find the linked turrent in only two seconds. ;) Thanks for the excellent mod maybe in the future I can finally retire the old mod. So far they work great together. Keep up the excellent work! Highly appreciated!
If you grab Advanced Settlement Power, it has turret sensors that act like the conduits you are asking about (they power on when the turret goes active). They only work with vanilla turrets though. I'm not really looking to add anything new to the mod at this stage - it's time for me to actually play the game a little!
44 comments
2.from what description page says siren auto turn on when turret picks up hostile or attacking???
3. Suggestion lol
can alter siren like when powered auto on without switching on?? then unpowered auto turn off siren??
(was thinking to mess around siren with pressure plate and laser tripwire)
(may be can do this with those warning light too)
2. Again, it should.
3. That's a good idea, although I'd implement it differently - I can include a power conduit that when it gets powered, it turns the alarm system on. That way, you could hook that up to a pressure plate or laser trip wire.
I have been working on the mod a bit, but real life job is pretty intense right now. Once it calms down I'll be able to look at it more fully.
I have heard that enemies will teleport when a settlement is totally walled off, but I've rarely seen it myself. I have, however,
encountered
situations where they clip through sections of the wall, but this has
also been rare
for this out, try skk settlement attack system then max setting of enemy amount
build wall around your settlement then you see they(enemy about 50%) will clip through walls
enemy teleport randomly happen....
As an update on this issue, I've seen the clipping more in my recent game. Not sure if it is because of some mods I've added that are supposed to allow more settler AI's active at a time.
It only really happens if I am not in the direct area (such as on the wrong side of Sanctuary). I guess it's just an element of the base game we can't get around.
However, for me, the walls still do a good job of keeping the enemies out most of the time (much more so than if they weren't there at all)
I've been using it with SS2 city plans exclusively myself.
Im literally placing it in the turret and it still says it cant detect one
Just the basic SS2 Martial Plot with 2 turrets for example
Its not working there at all sadly
If you could maybe look into that, would be really great
I could take out the requirement that it is linked to the workshop, which could allow it to link to any turret.
I'll be uploading a new version soon.
Would love to see some video of people's stuff with this
Thanks a bunch!
Thanks for sharing!
Have an endorsement, and thank you for sharing!
Therefore I have only one question. What happens in your mod when the linked tower is broken? Is then also the alarm deactivated or does it remain activated until the tower has been repaired?
Thanks a lot for releasing the mod!
There is also another mod called Advanced Settlement Power that has all the tools you need to set this up (it's how I used to do it), but it involves a crap load of wires and extra effort. This mod simplifies it greatly. All the connections are automatic, so you only need to power the objects (which I do radiantly curtesy of my Workshop Object Power Management mod).
I wouldn't have thought it would be that hard to change the level they appear at though. I might have to have a look into that ...
I'll look into that. But in the mean time, can you try storing the terminal in the workshop, then go out of workshop mode. Then go back in and rebuild the terminal. Power it, and see if it activates. It did when I just tested it then.
I'm not really looking to add anything new to the mod at this stage - it's time for me to actually play the game a little!