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zed140

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zed140

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37 comments

  1. pilfit
    pilfit
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    This dosnt effect vault 88. meaning the only valid settlement for attacks will be 88... so you just get constant attacks there.
  2. gscunha
    gscunha
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    So is this Next-Gen compatible or not? Thanks!
    1. Veratai
      Veratai
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      that i'm wondering as well.. the peeps who haven't rolled back the game to previous version kinda need something like this
  3. LeFitz
    LeFitz
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    How do you install the mod? Simply unzipping it in Fallout4 mods folder? It doesn't show in game in the mod menu to be loaded unlike unofficial patch.
    1. zed140
      zed140
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      Use vortex - he manage all that for you.
    2. LeFitz
      LeFitz
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      Thanks, worked like a charm.
  4. fumino
    fumino
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    • 14 kudos
    A big relief knowing all my fellow residents are living a prosper and peaceful life. Thank you my friend.


    ooops It doesn't seem to work for me 
    1. zed140
      zed140
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      You probably have another attack system that work in background like skk mods have
    2. fumino
      fumino
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      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.
    3. zed140
      zed140
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      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
  5. CannanReen
    CannanReen
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    • 3 kudos
    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.
    1. zed140
      zed140
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      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.
    2. fumino
      fumino
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      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.
  6. WishkahKid
    WishkahKid
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    I wanted to ask if you are still planning to add Far Harbor to this?
    1. zed140
      zed140
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      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.
  7. Roguer
    Roguer
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    Does this mod also stop the Rust Devils / Robot settlement attacks many other similar mods can't seem to make stop properly?
    1. zed140
      zed140
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      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.
  8. mugengarage
    mugengarage
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    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. 
    1. zed140
      zed140
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      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.
  9. Olivier8768
    Olivier8768
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    C'est un mod indispensable pour ne pas devenir fou de ce harcèlement d'attaques. Merci beaucoup pour ça.
  10. Badgeur
    Badgeur
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    • 9 kudos
    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
    1. zed140
      zed140
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      You can also use the mod Move Workshop Markers by SKK
      It permit to move the carla/attackers/... markers/spawn points where you want