Thanks for reply. no I'm not using any similar mods right now. But after a 30h+ playthrough I guess it works after all. I only got 2 attempts both made bsuper mutans attacking my 0 populated settlements. :)Once I was notified that settlement was being attacked, and once it happened while I was standing at the red rocket workbench.
If you see "a settlement is being attacked" that not normal. Else in few area the game can create patrols, like the ones near tenpines bluff, it's also possible they cross your road, these things are not covered by my mod
Personally, he builds Vault settlements in the air and, for example, when in Murkwater I was attacked by super mutants, they encountered robots and a turret system. Now, I'm using a different anti-attack program so stay calm. In Vault 88 I have closed the entrance and there are no attacks. The only one that appeared to me after 2 weeks of playing at ease was with Nakano, but I also turned them off with the command "setpv allowattaks false". And that's it.
The problem is not the attack themselves, it's how they are solved if you are not here. It's random. You can have tons of turrets and be attacked by 3 trash raider, you are never sure to win the attack. What is boring is to be forced to run across map just for that. Repetitively. Never stop.
These random vanilla attacks do not give anything good to the gameplay, this is why this mod remove them entirely. If you want your settlements attacked, instead of the useless vanilla one use skk settlement attacks + eventually skk combat settlers.
And personally I use skk combat stalkers with just patrols option on.
Hear hear. I think Bethesda should make the attacking as player's choice instead of a random event, just like the tower defence game. That'd be a fair fight to earn some rewards.
That already included in the mod to remove far harbor attacks - The single requirement of automatron is because automatron use another system than vanilla to attack settlements.
Normally yes, that why automatron is a requirement. Technically, the two share the same attacks list and I removed the two. I never get a single vanilla attack from october 2022 date I uploaded the mod on nexus. I think that also work for automatron. I want to precise that, because I rarely play to the moment where automatron quest start.
Question: Will this mod remove settlement attacks from a mod that expands settlements such as Home Plate and machinist Lair? I'm assuming it would because it removes the Settlement attack mechanic from the game? Thank you for this amazing mod.
Not sure... From how I created this mod, primary I don't think it create problem with a mod that just enlarge settlements. Because it just remove attack quests at the lowest level, in quest manager list and this list apply to all settlements. If you know how xedit work, you can eventually see for conflicts.
Hiya, I used the settlement management mod for one important function it will show you the spawn points for each settlement where the attacks will come from,so in all cases you get a build area which is supposed to encourage the settlement option in Fallout, every settlement has spawn points in the settlement build area so no matter how much time you spend designing a fantastic place it will be attacked from the inside of your defenses which means you have to design something very small to avoid these points so very disappointing talk about a 2 fingered salute and a box of dog poo , Mods like this are good because all the work that goes into settlement development and all the micro management seems worth while so KUDOS! I have downloaded the Mod, will endorse and dry tun it in my set up
Always good to have another option for a mod of this type. I extensively playtested No Random Settlement Attacks for 114 levels, and its main option worked 100%. Only its additional "allow attacks in presence" optional setting was a bit inconsistent. It works differently - yours does it globally whereas it works via a buildable activation box at each settlement (so you can just protect some if you choose to).
I mainly mention it not to draw users away but, from my experience there, to say before raising bugs users appreciate some random-like attacks will still occur where settlement boundaries are vaguely near encounter zones (as many are) or if you've caravans or provision lines as their visits can pull attacks close enough to trigger interactions. Then of course (as you already say) there's still quest-related attacks.
This is why disabling random attacks is not as absolute nor as awfully cauterizing nor immerison breaking as some might initially think. There will still be action, just far less of it and none specifically related to the game's calculating your site's defences and supply caches.
When I was play-testing that other mod, I coupled it with Better Warning For Settlements Being Attacked. Excellent mod which puts up a big window alerting you to attacks. It shouldn't be needed with your mod, but if you're still play-testing (as your sticky suggests) or anyone thinks they've a bug, it's the canary in the coal mine - i.e. if it doesn't generate a warning box your attack wasn't a true random settlement attack.
It's exactly what I don't want. His bug page contain a single bug that is exactly what I don't want. "far settlements continue to get randomly attacked. "
This is the object of my mod, stopping definitely these random vanilla attacks.
Having this one coupled with skk settlements attacks for decent to huge settlements attacks, instead of these 3 low raiders with pipe weapons at the opposite map in vanilla when you are level 100.
Also use it with the patrols from skk combat stalkers to give a full apocalyptic experience.
No worries - but note that single bug report was purely for the experimental "allow in presence" option, not the main function which does stop all random attacks, so your concern on that front was unfounded - however, I've no idea how it would've worked with SKK.
The author forgot this bug, abandonwar? The description is not very clear on these boxes. I don't want enter in polemic, but I think for the same result my mod do not use scripts, no workbench menu, and has no mod size overhead. Less 1k vs 1.8mb for the same result then.
Use SKK Settlements attacks. The attack is calculated around your defenses. More strong are your defense more you have attackers and more they are strong. This can be controlled with the skk holotape. Warning at high level that become very hard and pew pew turrets must be replaced by missiles turrets.
Also you can use SKK Combat Stalkers to be attacked out of settlements
With mortal settlers for a terrible no place for ponytail experience SKK Combat settlers
34 comments
ooops It doesn't seem to work for me
But after a 30h+ playthrough I guess it works after all. I only got 2 attempts both made bsuper mutans attacking my 0 populated settlements.
:)Once I was notified that settlement was being attacked, and once it happened while I was standing at the red rocket workbench.
These random vanilla attacks do not give anything good to the gameplay, this is why this mod remove them entirely. If you want your settlements attacked, instead of the useless vanilla one use skk settlement attacks + eventually skk combat settlers.
And personally I use skk combat stalkers with just patrols option on.
I'm assuming it would because it removes the Settlement attack mechanic from the game?
Thank you for this amazing mod.
It permit to move the carla/attackers/... markers/spawn points where you want
I mainly mention it not to draw users away but, from my experience there, to say before raising bugs users appreciate some random-like attacks will still occur where settlement boundaries are vaguely near encounter zones (as many are) or if you've caravans or provision lines as their visits can pull attacks close enough to trigger interactions. Then of course (as you already say) there's still quest-related attacks.
This is why disabling random attacks is not as absolute nor as awfully cauterizing nor immerison breaking as some might initially think. There will still be action, just far less of it and none specifically related to the game's calculating your site's defences and supply caches.
When I was play-testing that other mod, I coupled it with Better Warning For Settlements Being Attacked. Excellent mod which puts up a big window alerting you to attacks. It shouldn't be needed with your mod, but if you're still play-testing (as your sticky suggests) or anyone thinks they've a bug, it's the canary in the coal mine - i.e. if it doesn't generate a warning box your attack wasn't a true random settlement attack.
It's exactly what I don't want. His bug page contain a single bug that is exactly what I don't want.
"far settlements continue to get randomly attacked. "
This is the object of my mod, stopping definitely these random vanilla attacks.
Having this one coupled with skk settlements attacks for decent to huge settlements attacks, instead of these 3 low raiders with pipe weapons at the opposite map in vanilla when you are level 100.
Also use it with the patrols from skk combat stalkers to give a full apocalyptic experience.
Also you can use SKK Combat Stalkers to be attacked out of settlements
With mortal settlers for a terrible no place for ponytail experience
SKK Combat settlers