******************************************************************************************** If you have read the comprehensive solution description and still need support, use the SKK Mods Discord channel https://discord.gg/tgKNT77DC8 ********************************************************************************************
(1) To be owned by the player. (2) To be in the same worldspace as the player (Commonwealth, Nuka, Haba). (3) Have a defense rating greater than 6 (or whatever you have set SKK_SASDefensePerAttacker). (4) Not in an interior (or interior attacks set enabled). (5) Have WorkshopLinkCenter and WorkshopLinkAttackMarker markers (use Move Workshop Markers to validate your workshops).
Run the holotape [ Refresh Workshop States ] function, if it cant find any workshops that meet those conditions you will see the message.
None of the SKK mods are working for me. No stuff found in Help via console, no crafting in chem-lab... nothing. Was installed manually and with the Nexus mod manager. Am i missing something?
I have a quick question for clarification. I'm coming from PS4 to PC now, and I'm hoping this will replace a similar PS4-only mod that only disabled distant attacks, ie. you won't get the random quest to defend X, but attacks can still happen inside the settlement you're currently in, and you can still trigger the Minutemen defense quests by listening to Freedom Radio. I still like the spontaneity of attacks when I'm around to help, I like the option to trigger Minutemen calls by tuning into the station, I just want to stop the game randomly telling me to haul ass to the other side of the map in Survival mode. Does/can this mod do that?
no, the attack now is still calculating the settlement defense, and sometime it attack other setlement. what i mean is the current settlement attacked immediately just send configurable enemies to the settlement where player standing.
this one is good already, combined with oher skk mods would make replaying fo4 interesting.
I have more 6 defense rating because I assigned Marcy, Sturges and June as guard post (18 def), and have the option other settlers are cowards (mama murphy is assigned food and preston is not assigned). That the single thing I see. I do not understand well, it's a problem to have more 6 def for the attack now?
I demand because the error message is very obscure to me. Just to be more explicit, don't be feeling assaulted. I think I found the problem. I used the guard markers from Settlement Activity Markers, I replaced them by vanilla guard posts then by cvc guard posts and now that work. Thank for your mod.
Sorry about the trouble. I found out this unlocked all settlements from the start and possibly causing supply systems not working: https://www.nexusmods.com/fallout4/mods/37658?tab=description and I also realized you created a mod that does the same thing but probably with superior coding so I'll be using that instead.
Just had a look. The way that mod works will corrupt the workshop system. Total madness. Over 4000 users have corrupted their games using that. For. Fucks. Sake.
Technical: that mod works by forcing the default WorkshopScript variable OwnedbyPlayer = true on the WorkshopWorkbench base form. That does not run the SetOwnedByPlayer function which manges other settings. Even though the f***ing script description even states not to do this:
bool Property OwnedByPlayer = false Auto Conditional { all workshops start "unowned" - activate after location is cleared to "own"} Your problems may or may not be caused by that, but you have fucked your workshop system by using it.
Hi, love this mod. I've been using it probably since the same year it released and always worked as advertised. I am on a new playthrough with 5 settlements with a total of about 30 settlers and I haven't gotten one settlement attack yet. Any idea what could cause this? (It's definitely Enabled in the holotape)
Edit: I tried turning it off and then on again. (IT Crowd joke)
Hi, thanks for your quick reply. I was often selecting "refresh workshop states" and there wasn't a message of any sort after. I knew the mod was working in some ways though. I had settlement patrols walking around with pop-up messages about the patrols and when I selected "Attack Now" I'd get an attack. However the attacks where not happening on their own. I've used this mod on a couple of playthroughs before with no issue so I thought maybe this time through my game was bugged.
Somehow, a couple of hours after I posted my question to you all of a sudden I get a pop-up that Hangman's Ally will be attacked. Then, not too long after, I get a pop-up that Tenpines will be attacked. So now the attacks are magically working. I have no idea what the issue was because I tried selecting every setting in the holotape and then "SUBMIT" after to still have no attacks being randomly generated.
Sorry this is so long. The two attacks I had were epic though. I don't want to have to play this game without using about 14 of your mods. I guess I can consider this issue resolved though I don't know why the attacks took so long in-game to start.
Thank you very much for all of the mods you make that bring utility and joy to this game.
I think I've found a conflict with this mod's settlement patrols and WATM. The patrols keep leaving minuteman power armor around my settlements when they despawn. The suits are not owned by me, and when I got in one a settlement patrol took offense and opened fire, but my regular settlers didn't care. I exited the suit and ran away, and when I came back of course the settlement patrol had despawned. In one settlement they left four suits of minuteman power armor. Several other settlements had multiple suits.
My main faction is minutemen, and the power armor suits are coming from WATM. But it appears the settlement patrols (which are using that faction) are spawning with them, and then despawning without them. I'm scrapping the suits and turning off settlement patrols, so I'll be able to confirm this.
This just uses whatever the game coughs up as base game LvlMinuteman actors to spawn, travel, sanbox and despawn. It knows nothing of power armor which is an actor association.
It could be that WATM depends on custom power armor linked AI packages to keep the actors in their power armor that spawning solutions cant possibly know about. Dunno just guessing. Best if you ask the WATM people how they have configured their actors to stay in their PA or what conditions cause them to hop out.
Skk!!! I am new on NEXUS and dont know if I should post here. But I have been using your mods for a very long time from the MODs List inside the game interface. Now I am using NESUX. I aways wanted for the opportunit to thank you for all your great work. Man serious, I love you and I am a great fan of your work. Sorry if I cant endorse your mods cause my life is a true mess, but you have turned my favorite game much more funny. I just want to thank you for you great work man. You are amazing serious!
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The author has locked this comment topic for the time beingIf you have read the comprehensive solution description and still need support,
use the SKK Mods Discord channel https://discord.gg/tgKNT77DC8
********************************************************************************************
To be an attack candidate a workshop needs:
(1) To be owned by the player.
(2) To be in the same worldspace as the player (Commonwealth, Nuka, Haba).
(3) Have a defense rating greater than 6 (or whatever you have set SKK_SASDefensePerAttacker).
(4) Not in an interior (or interior attacks set enabled).
(5) Have WorkshopLinkCenter and WorkshopLinkAttackMarker markers (use Move Workshop Markers to validate your workshops).
Run the holotape [ Refresh Workshop States ] function, if it cant find any workshops that meet those conditions you will see the message.
Am i missing something?
It is either a completely corrupt game, mod manger or RTFM:
As this mod was published after November 2019 it depends on Fallout4.exe 1.10.162.0 (or later).
just one thing is missing:
the ability to attack the settlement where the player currently located.
regardless settlement condition, defense, resources etc, just one button to send the enemies to where the player located.
what i mean is the current settlement attacked immediately just send configurable enemies to the settlement where player standing.
this one is good already, combined with oher skk mods would make replaying fo4 interesting.
One of the 5 listed considerations is not being met.
It works fine for over 150,000 unique PC and xbox users.
It is not broken, your bug report is deleted.
If you cant figure it out yourself, best to uninstall rather then become frustrated.
and I also realized you created a mod that does the same thing but probably with superior coding so I'll be using that instead.
Technical: that mod works by forcing the default WorkshopScript variable OwnedbyPlayer = true on the WorkshopWorkbench base form. That does not run the SetOwnedByPlayer function which manges other settings. Even though the f***ing script description even states not to do this:
bool Property OwnedByPlayer = false Auto Conditional
{ all workshops start "unowned" - activate after location is cleared to "own"}
Your problems may or may not be caused by that, but you have fucked your workshop system by using it.
i didnt have any holotape at all
Edit: I tried turning it off and then on again. (IT Crowd joke)
(2) Be at an owned workshop, in the holotape select [ Attack Now ], what happens ?
Somehow, a couple of hours after I posted my question to you all of a sudden I get a pop-up that Hangman's Ally will be attacked. Then, not too long after, I get a pop-up that Tenpines will be attacked. So now the attacks are magically working. I have no idea what the issue was because I tried selecting every setting in the holotape and then "SUBMIT" after to still have no attacks being randomly generated.
Sorry this is so long. The two attacks I had were epic though. I don't want to have to play this game without using about 14 of your mods. I guess I can consider this issue resolved though I don't know why the attacks took so long in-game to start.
Thank you very much for all of the mods you make that bring utility and joy to this game.
My main faction is minutemen, and the power armor suits are coming from WATM. But it appears the settlement patrols (which are using that faction) are spawning with them, and then despawning without them. I'm scrapping the suits and turning off settlement patrols, so I'll be able to confirm this.
Have you heard of this happening?
It could be that WATM depends on custom power armor linked AI packages to keep the actors in their power armor that spawning solutions cant possibly know about. Dunno just guessing. Best if you ask the WATM people how they have configured their actors to stay in their PA or what conditions cause them to hop out.
Skk!!! I am new on NEXUS and dont know if I should post here. But I have been using your mods for a very long time from the MODs List inside the game interface. Now I am using NESUX. I aways wanted for the opportunit to thank you for all your great work. Man serious, I love you and I am a great fan of your work. Sorry if I cant endorse your mods cause my life is a true mess, but you have turned my favorite game much more funny. I just want to thank you for you great work man. You are amazing serious!
Thank you for all!