Snazzishoez Posted December 31, 2015 Posted December 31, 2015 Since we only have two pages of topics in this thread, I was able to see this hasn't been brought up. I took a look around and the best thing I could find to address the issue of the random alert to defend communities was the mod Better Settlers. http://www.nexusmods.com/fallout4/mods/4772/? I'm not so much looking to make settlers better looking or tougher, but self reliant. On quests, I tend to take my time looting or trying to be stealthy or whatever. I know there's a mod to better alert you about the defending areas, but still, I'd rather set them up with defenses and whatever else they need and leave it at that. I don't mind going back to communities to do quest, but I fail a lot of "help defend" quests because I'm in the middle of something else. So, question is, is there a mod that either stops those types of quests or makes each settlement self reliant? I don't know if failing those pop up quests effects your outcome in the end. If not, maybe I just need to ignore it and that's that. I can live with it. Just wondering if someone has come across something.
ShivasBane Posted December 31, 2015 Posted December 31, 2015 Found this on the nexus. May help. http://www.nexusmods.com/fallout4/mods/7277/
PsychoMachina Posted December 31, 2015 Posted December 31, 2015 I think the better approach is to disable invasions when certain conditions are triggered like doing a quest. EDIT What I hate is that even settlements with 20+ settlers and enough turrets to take down a super behemoth can't fight off a small band of raiders. Settlements with high defense should have a greater chance of winning the fight compared to settlements with low defenses. So far, they are all destined to lose if you are not there to do the fighting.
Snazzishoez Posted December 31, 2015 Author Posted December 31, 2015 Found this on the nexus. May help. http://www.nexusmods.com/fallout4/mods/7277/ That's an interesting one, thanks. I think the better approach is to disable invasions when certain conditions are triggered like doing a quest. This sounds about right. Just don't know how to do that.
cossayos Posted January 1, 2016 Posted January 1, 2016 Found this on the nexus. May help. http://www.nexusmods.com/fallout4/mods/7277/ That's an interesting one, thanks. The game is nearly entirely made out of radiants. If you get rid of them, there's hardly anything left. At least, I suppose so. What's sorely missing, but probably won't surface before the GECK is out, is something to let you rely on your defenses without micormanaging each and every attack.
Gameplayer Posted January 1, 2016 Posted January 1, 2016 Attacks on Settlements is a really nice thought..... The implementation was poorly done. Seriously 7 Raiders would they really throw their lives away attacking the settlements that players actually make? The best settlement mod so far is the one that shuts off attacks altogether. It'd be pointless for Raiders to attack barring bringing some serious firepower of their own and at least 2 to 4 times the number of Settlers. 7 measely raiders show up...Harr Harr Im so immersed. If 7 Raiders show up I expect them to be equipped properly say with Raider Power Armor and Fat man Launchers. Otherwise whats the point its not like players haven't figured out how to build gay ass tower platforms of rocket death. _____________ The only time the player should get a call to stop and come running is when a proper attack force has assembled. At least 40 raiders, 2 or 3 Vertibirds....7 Raiders in Power Armor...assorted rebalanced heavy weapons... Otherwise it just isn't worth it.
AsariX Posted January 1, 2016 Posted January 1, 2016 The problem is, that stuff simply "doesn't happen" while the player isn't in the cell. NPCs won't move,turrets won't fire a shot, nothing will happen at all. Even GECK won't fix that. So, what the developers probably did, was: trigger some event, to generate the "settlement under attack" mission. That mission is on a timer. Respond in time (simply by going to the appropriate cell) and your settlers and turrets will start shooting because you are actually in the cell. But, if you don't respond in time, then a bunch of your turrets will get destroyed, and all your settlers at the location will be killed. No difficult equations calculating casualties, just kill off everyone.
Gameplayer Posted January 1, 2016 Posted January 1, 2016 Well I pretty much just set up a few of them with mods just for something really cool to look at and a spot to hang out at....Take pictures of and that was fun and turning off settlement attacks was a good thing for me. Just a nice little hole in the wall place with a bar, a few venders, and my own trophy room... Kinda like a lot of mods I used to download for Fallout 3 or FNV but this time with a few more generic NPC's to help the appearance of the place. I was also able to reduce the aweful amount of defenses and pretty much set the place up for looks rather than what maximized tower defense mini-game thing going on. Also Happy New Year...
XunAmarox Posted January 1, 2016 Posted January 1, 2016 It'd be nice if the player showing up condition was removed that way the game could just play out what happens with the settlers and defense.... because I have no towns that could possibly be sieged successfully... huge walls, missile launchers, spot lights, etc... I stopped caring about settlements too but not because of having to defend them. I stopped caring because the settlers themselves are all up in your stuff all the time. No matter how many times you assign them away from your personal bed there's always some little bastard that will decide they want to use it instead of the one you assigned them. They'll always be standing around your room screwing with your workstations too. It doesn't even matter if the only way in is a master level locked door or they'd have to jump from a platform to get in... they just glitch their way all up in your stuff anyways. I just use Greygarden as a home base. The robots won't use your stuff or sleep in your bed, and you get a free merchant (which is enough for all your selling needs if you have a mod for it).
Ernest Lemmingway Posted January 1, 2016 Posted January 1, 2016 I can't play without this mod. http://www.nexusmods.com/fallout4/4180/ No Settlement Attacks. I haven't had any warnings about settlement attacks or returned to find mine destroyed. The few times I've hit a settlement and there were attackers, said attackers were only just getting there and were easily dispatched. Still I'd call it a bandage, not a true fix to an outright broken aspect of the game.
PsychoMachina Posted January 1, 2016 Posted January 1, 2016 <snip> The few times I've hit a settlement and there were attackers, said attackers were only just getting there and were easily dispatched. Still I'd call it a bandage, not a true fix to an outright broken aspect of the game. That happens in the vanilla game. There is a chance that if you walk to a settlement just as the game triggers an invasion, you'll see the invaders approaching the settlement. Other times, if you fast travel after getting the 'defend <name>' message the invaders are at the perimeter, approaching the perimeter, or the game wasn't quick enough to spawn them so you'll be running around awhile wondering what the hell is going on.
KainsChylde Posted January 3, 2016 Posted January 3, 2016 "Starlight Drive-In is under attack!" No walls. Minimal defences. Fast-travel marker centered near the pond so I'm equidistant to most anywhere in the cell. I show up, my settlers are tending crops and tinkering with workbenches and generally acting like nothing is going on. After a FULL MINUTE of wandering around and considering pulling out my rocket launcher to make the prophecy complete, THREE GODDAMN BLOATFLIES SHOW UP. Settlers already had them hosed before I even figured out where they were. I nuked the place with artillery.
Arhon Posted January 5, 2016 Posted January 5, 2016 "Starlight Drive-In is under attack!" No walls. Minimal defences. Fast-travel marker centered near the pond so I'm equidistant to most anywhere in the cell. I show up, my settlers are tending crops and tinkering with workbenches and generally acting like nothing is going on. After a FULL MINUTE of wandering around and considering pulling out my rocket launcher to make the prophecy complete, THREE GODDAMN BLOATFLIES SHOW UP. Settlers already had them hosed before I even figured out where they were. I nuked the place with artillery. Ahahaha that was hilarious... thanks for a nice laugh,
neanderthrall Posted January 6, 2016 Posted January 6, 2016 No Settlement Attacks was one of the first mods I installed on my 2nd and current playthrough. I hope it works, I'm still low level and avoiding Preston like the plague so I can't say yet if it works as intended. It seems there are still roving mobs to contend with, though. Found three dead SMs at RR that weren't there an hour before and nothing was damaged.You know, I really tried to do an unmodded playthrough. The last straw was being called to defend Sanctuary (again) and before the dust settled was alerted to yet another attack at Abernathy. So I immediately ran there and successfully dispatched the SMs. Even though I got there in record time, the crops and turrets were damaged but that wasn't the worst of it. What did it for me was finding, not only the brahmin dead, but the cat dead as well. They killed the friggin' cat ffs! How can they do that?On a related note, was at Abernathy yesterday building defenses etc and saw a radstag fall from the sky. Poor thing must've bounced at least 10 meters. It was like those cars I see sometimes drop in off in the distance. Anyway, I thought wouldn't it be fun to alter the code to drop attackers into our settlements as an alternative. Have them spawn maybe 30m up or so in the air and watch them bounce. And maybe edit the notification to something like "You've got mail!" or "Cleanup in Starlight" or something.
AsariX Posted January 6, 2016 Posted January 6, 2016 No Settlement Attacks was one of the first mods I installed on my 2nd and current playthrough. I hope it works, I'm still low level and avoiding Preston like the plague so I can't say yet if it works as intended. It seems there are still roving mobs to contend with, though. Found three dead SMs at RR that weren't there an hour before and nothing was damaged. You know, I really tried to do an unmodded playthrough. The last straw was being called to defend Sanctuary (again) and before the dust settled was alerted to yet another attack at Abernathy. So I immediately ran there and successfully dispatched the SMs. Even though I got there in record time, the crops and turrets were damaged but that wasn't the worst of it. What did it for me was finding, not only the brahmin dead, but the cat dead as well. They killed the friggin' cat ffs! How can they do that? On a related note, was at Abernathy yesterday building defenses etc and saw a radstag fall from the sky. Poor thing must've bounced at least 10 meters. It was like those cars I see sometimes drop in off in the distance. Anyway, I thought wouldn't it be fun to alter the code to drop attackers into our settlements as an alternative. Have them spawn maybe 30m up or so in the air and watch them bounce. And maybe edit the notification to something like "You've got mail!" or "Cleanup in Starlight" or something. WHAT! Thanks for the warning! /me runs off to set all cats to essential
Xpyke Posted January 6, 2016 Posted January 6, 2016 No Settlement Attacks was one of the first mods I installed on my 2nd and current playthrough. I hope it works, I'm still low level and avoiding Preston like the plague so I can't say yet if it works as intended. It seems there are still roving mobs to contend with, though. Found three dead SMs at RR that weren't there an hour before and nothing was damaged. You know, I really tried to do an unmodded playthrough. The last straw was being called to defend Sanctuary (again) and before the dust settled was alerted to yet another attack at Abernathy. So I immediately ran there and successfully dispatched the SMs. Even though I got there in record time, the crops and turrets were damaged but that wasn't the worst of it. What did it for me was finding, not only the brahmin dead, but the cat dead as well. They killed the friggin' cat ffs! How can they do that? On a related note, was at Abernathy yesterday building defenses etc and saw a radstag fall from the sky. Poor thing must've bounced at least 10 meters. It was like those cars I see sometimes drop in off in the distance. Anyway, I thought wouldn't it be fun to alter the code to drop attackers into our settlements as an alternative. Have them spawn maybe 30m up or so in the air and watch them bounce. And maybe edit the notification to something like "You've got mail!" or "Cleanup in Starlight" or something. Seconded, that mod would be amazing!
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