фоллаут 4 моды на рейдерское поселение
ЗАВОЕВАТЕЛЬ
ВНИМАНИЕ!
Если выходят обновления, пожалуйсто пишите мне в ЛС. Сейчас я за ними не слежу
Обновление 4.2.9 а
— багфиксы
Весь список изменений
Третий официальный пакет расширения для мода Sim Settlements.
Пришло время вывести поселения на войну.
Это альтернативная ветка прохождения, за рейдеров.
Можно использовать в сочетании SS+Conqueror или 3in1+Conqueror.
ПРЕДУПРЕЖДЕНИЕ: В квестовых диалогах присутствует ненормативная лексика!
• Включает в себя:
— Возможность предварительно запустить игру с заранее построенными поселениями, управляемыми NPC, чтобы вы могли их исследовать и завоевывать.
— Квестовая линия, чтобы играть за рейдера и организовать свою банду, чтобы управлять Содружеством.
— Новый контент Sim Settlements: строительные планы, скины для построек и многое другое.
• Добавляет возможность предварительно строить все поселения как города, управляемые NPC, которые вы можете исследовать, защищать или завоевывать.
• Включает в себя линию квестов за рейднров, которая открывает новые перки, строительные планы и лидеров (будет расширяться в течение этого года!)
• Расширение Завоеватель толкает Sim Settlements в новые направления, позволяя вам исследовать и завоевывать или строить и уничтожать (или всё вышеперечисленное сразу). Начало игры с предварительно созданными городами, открывает совершенно новый взгляд на Fallout 4, и массу новых возможностей для игрового процесса.
• Предпочитаете все строить самостоятельно? Вы все еще можете сделать это, система Conqueror будет расширяться за пределы квестовой линии рейдера в предстоящих патчах, так что вы можете использовать ее, чтобы преобразовать некоторые из ваших поселений в военные форпосты для управления армией Содружества!
• На первый взгляд это расширение полностью связано с рейдерами. Эстетически, это определенно так. Мы решили полностью охватить визуальный и даже игровой процесс рейдеров. Хотя функционально это расширение добавит массу возможностей и преимуществ всем игрокам Sim Settlements.
• Conqueror предлагает новые способы игры, как в начале новой игры, через предварительно построенные поселения и линию рейдерских квестов, так и в конце, предлагая вам способ преобразовать ваши поселения в подобие военных аванпостов.
• Как и предыдущие расширения, в обозримом будущем Conqueror будет получать обновления каждые две недели, чтобы улучшать и расширять игровой процесс на основе отзывов сообщества.
Fallout 4 версии 1.9.4.0 или выше
Sim Settlements последней версии • скачать с GM
Workshop Framework последней версии • скачать с GM
Please log in or register
To enjoy the benefits of Nexus Mods, please log in or register a new account
Settlement Raiding Mod
File information
Last updated
Original upload
Created by
Uploaded by
Virus scan
Tags for this mod
About this mod
New version of the Settlement Raiding mod, no more batch files. Give you the ability to spawn custom raids using a new terminal.
This mod does not have any known dependencies other than the base game.
Author’s instructions
File credits
This author has not credited anyone else in this file
Donation Points system
This mod is not opted-in to receive Donation Points
Version 2.9
1.0
* First version: a Bat file which will allow you to force a raid consisting of Legendary raiders which spawn at different locations around Sanctuary (only 1 settlement at the moment)
1.1
* Added special ghoul raid.
1.2
* Made NMM Installer!
* Added Super mutants raids
1.21
* Change ghouls bat to be more. interesting!
1.22
* Small fix and slight changes
1.3
* Added BoS raids!
1.4
* Added Institute raids!
1.6
* Added Settlement Raiding Mod ESP. (This contains the active NPC’s per zone fix)
* Added two optional plugins (0 Hour Corpses and 6 Hour Corpses, Pick only one)
* Added Gunners Raid
* Added Robots Raid (Insane difficulty is exactly that!)
1.7
* Castle Raids Added!
* Raiders
* Mutants
* Gunners
* Robots
(More to come in next update)
* Change Sanctuary Deathclaw raid to be more like Ghoul raid (Save game before starting!)
1.8
* Added Institute raids to the Castle!
1.9
* Added BoS raids to the Castle!
2.0
* Added Special raids to the Castle!
2.1
* First attempt at removing faction flags (Just BoS for now) please let me know if this has worked!
* Added a boss to Raiders, only shows up in Hard or insane difficulty. (You will know who he is when you see/hear him) 😉
2.2
* Fixed the issue (Well found the issue) with the raiders boss not showing up! it was to do with the plugin order! Read/Reread installing notes!
* Completely redone all BoS Raids, (new NPC’s used) everything about them is now BoS apart from their faction flag (They used to be raiders dressed as BoS lol)
* Completely redone institute raids and again everything about them is institute (Clothing, equipment, bodies ect) except faction flags!
* Added bosses to BoS & Institute raids (Hard and Insane difficulty only)
2.3
* Completely redone most raids from scratch! The balance on easy and medium is much better now, The raid changes include:
Raiders (All difficulties)
Mutants (All difficulties)
Gunners (All difficulties)
Ghoul
Deathclaw
*The enemy groups now make more sense and have a clear commander as well as specialized enemies (Missiles troops to take out your sentry guns!)
* All NPC’s used are now Settlement raiding mod unique!
* for all easy and medium raids, the enemy NPC’s no longer have grenades! (They do on hard and insane)
* The mod no longer needs to be placed in any particular place in NMM plugin manager.
* Fixed the institute castle raid (Was referencing wrong)
* Removed the kill all command from the Ghoul and Deathclaw Raids.
* The weather in the Ghoul and Deathclaw raid is no longer instant and gradually changes instead.
2.7
* All settlements now supported! (may not seem like much of a change but believe me it is lol (694 Bat files)
2.9
* Fixed TenPines Bluff and Taffington Boathouse raids: Mixed up their bat files, sorry about that
* Fixed hopefully this time the issue with BoS and Institute raiders trying to be your friend
* Fixed the spawn point in sanctuary which caused NPCs to be stuck on an island (If there are any more like this please let me know)
* Removed BoS Vertibirds from raiding start. They will now throw reinforcement grenades to call them in (Very experimental and needs more work)
Side note: Hardcore mode still in development will be released with 3.0
Straight donations accepted
(No longer batch files)
2. Raiding Group Features
* Suggestions or balance issue please send them to the comments *
2. Raiding Group Features (Just the one for now)
Raiders :
Group breakdown: Mixture of rifles, missiles and melee units
Combat style: Rush in and attack with full force
Drops: Chems and Alcohol
Strategy: Take out their missile troops and bosses before you loose your turrets!
0 / 6 Hour Corpses Plugin
Removes corpses after the chosen option (must travel out the area to take affect) this affect is game wide. This does not mean you cannot plunder the dead NPCs it only takes affect if you leave the area completely.
No Weapon Drop
Stops dead NPCs dropping their weapons when the die, this effect is game wide. You will still be able to pick up the NPCs weapon through the corpse. Highly recommended when using Corpse Plugin as once the corpses disappear their weapons remain behind.
* Any requests for additional plugins please post in comments section *
4. Installing Notes
How to enable modding
Open (or create, if missing) Fallout4Custom.ini with your favourite text editor (we use Notepad++).
Add the following lines to your Fallout4Custom.ini
[Archive]
bInvalidateOlderFiles=1
sResourceDataDirsFinal=
(THERE SHOULD BE A BLANK SPACE AFTER THE sResourceDataDirsFinal= )
Save and close Fallout4Custom.ini
Once this is done
NMM Installer
Click download with NMM and install the mod as usual.
5. Future Plans
* Add more raiding groups (Highest priority)
* Address balance issues (if reported)
* This is not nearly as much as I want to do and will update this section soon *
6. Change Log
Beta 1.0
* Initial release *
The Settlement raiding mod is a set of batch files you can use to force settlement raids, with Bethesda’s underwhelming attempt at the raids I thought id make them more interesting 😉 please be aware that this is just to test public opinion to see if settlement raids need improving and if so when the appropriate tools come out this mod will be extensively expanded and improved to be more organic and fun (Further details at the bottom)
1. General Features
2. Raiding Group Features
3. Installation Notes
4. List of Commands
Zombies Fast:
Group breakdown: All Ghouls!
Combat style: Fast with moderate damage and low health
Drops: Random meats and bones
Strategy: use an automatic weapon and take out their legs before they overwhelm you
Zombies Slow:
Group breakdown: All Ghouls!
Combat style: Very slow moving (needs work) but devastating damage and high health
Drops: Random meats and bones
Strategy: Keep well back and do not get trapped into a corner or you will pay the price!
DeathClaws:
Group breakdown: All Deathclaws!
Combat style: Rush in and rip face from skull
Drops: Random meats and bones
Strategy: Have plenty of backup and keep moving!
Robot Raiders:
Group breakdown: Mixture or melee, machinegun and missile launchers!
Combat style: Tanks hold back and attack from a distance, melee units rush in to keep you busy
Drops: Random useful scrap
Strategy: take out their missile launchers first or you will loose turrets quickly, but keep on eye on melee units as they are quick!
3. Installing Notes
NMM Installer (Only)
Click download with NMM and install the mod as usual.
*Then type in the console: Bat XX X X (replacing the X’s with the relevant letters, don’t worry I have made it super easy to use and remember)
The first two XX refer to what settlement you are in
For example if you were in S anctuary H ill, then the first two XX ‘s would be SH
If you were in T he C astle the first two XX would be TC
For a full list of settlements scroll down
The third X refers two the type of Raiders you want to attack your settlement
for example if I wanted G unners I would replace the third X with: G
If I wanted the B oS to attack I would replace the third X with: B
For a full list of raiding groups scroll below settlements
Example so far: Bat SH G X
The last X refers to the difficulty you would like
For example if I wanted Easy I would replace the last X with: E
if I wanted H ard I would replace the X with: H
For a full list of difficulties scroll below raiding groups
Full example: Bat SH G E
So this would create a raid in S anctuary H ill, the G unners would be the raiding group and the difficulty would be E asy
Full example: Bat TC B H
This example would create a raid in T he C astle, The B rotherhood would be the raiding group and the difficulty would be H ard
See very simple and easy to remember 😉
Once input the type of raid you would like press enter and the raid will begin, It may take up to 1 minute for it to start depending on you computer hardware, this is because some raids have 60+ NPC enemies which all have to load and be given scripts to attack you. Please be patient they will come!
4. List of Commands
Settlements
S anctuary H ill:———————> SH
R ed R ocket Truck Stop:———> RR
C oas T al C ottage:——————> CT
C roup M anor:———————> CM
H angman’s A lley:——————> HA
J amaica P lain:———————> JP
K ingsport L ighthouse:————> KL
M urkwater C onstruction Site:-> MC
O utpose Z imonja:—————-> OZ
S pectacle I sland:——————> SI
S tarlight D rive-In:—————-> SD
S unshine T idings Co-Op:———> ST
T affington B oathouse:————> TB
T he C astle:————————> TC
A bernathy F arm:——————> AF
B oston A irport:——————-> BA
B unker H ill:————————> BH
C o V enant:————————-> CV
G ray G arden:———————-> GG
C ounty C rossing:——————> CC
G reentop N ursery:—————> GN
N ordhagen B each:—————-> NB
O berland S tation:——————> OS
S omerville P lace:——————> SP
T en P ines Bluff:———————> TP
T he S log:—————————-> TS
W arwick H omestead:————-> WH
E gret T ours Marina:—————> ET
Raiding Groups
R aiders:——> R
M utants:—-> M
G unners:—-> G
B oS:———-> B
I nstitute:—-> I
Difficulties
E asy:——-> E
M edium:—> M
H ard:——> H
I nsane:—-> I
Example 2: Bat SD RR
The would spawn at Starlight Drive-In Raiding Robots
*The reason the instruction are like this is because the are 694 different bat files and to list them all would be insane lol, but don’t worry this is not how the mod will always be, once equipped with the CK I will make this mod run without bat files!*
Mercenary Plugin
The Mercenary Plugin is an option part of the mod which will allow you to spawn mercenaries (Settlers) to permanently add to your settlement count, They are basically just normal settlers that have been slightly pumped up to be more badass, They do not in anyway effect how you normally receive settlers so it will not conflict with any settler mods.
Each Mercenary is equipped with full combat gear such as military fatigues and combat body armor (Full). They do not use any ammunition with their default weapon, They all have Quick hands for fast mag changes, Adamantium Skeleton for less injuries, Life giver and Medic to heal themselves and less stagger. They have also been given a slight health boost but nothing outrageous. The soldiers are also more intelligent and will not just go running off into a hail of bullets! they will hold back and use cover. They come in two forms: Mortal (Can be killed by you or any other NPC) or Immortal (Can only be killed by you but can still be ‘Knocked Out’)
The Current Types Are:
Striker Mercenary
Armor: Heavy
Weapons: Melee
Combat Style: Smash faces
Addition Equipment: Stimpacks and Grenades
Gunner Mercenary
Armor: Medium
Weapons: Automatic Ranged weapons
Combat Style: Hold back and use cover
Addition Equipment: Stimpacks and Grenades
Sniper Mercenary
Armor: Light
Weapons: Long ranged weapons
Combat Style: Stay well back and use cover
Addition Equipment: Stimpacks and Grenades
Heavy Gunner Mercenary
Armor: Power Armor
Weapons: Heavy automatic weapons
Combat Style: Push forward and cut them down
Addition Equipment: Stimpacks and Grenades
* Go to any settlement you own and open the workshop menu (just for ease)
* Type one of the following commands in the console
For one of each type in all T1 Armor: Player.placeatme 00999AA1
For one of each type in all T2 Armor: Player.placeatme 00999AA2
For one of each type in all T3 Armor: Player.placeatme 00999AA3
Will add individual spawn IDs on next update.
Now assign them to guard duty and spawn some raids to put your new soldiers to the test!
6. Future Plans
* More settlement locations. (First up will be The Castle, the starlight drive in, the rest on request!)
*Make it more organic (may need to wait for modding tools)
Once equipped with modding tools there will be several options to how this mod will work, first will be an option to just increase vanilla raids. another option will be to increase raids and use the enemy groups from this mod, another option will allow you to build a distress/attract beacon similar to the recruiting beacon, once hook up to a terminal it will allow you to send out radio transmissions to spawn you own raids, and of course you will be able to mix and match options to suit you!
Possible transmissions (any suggestions would be very welcome!)
this way you can lure them to your settlement then kill them for their gear/caps/xp.
*There will also be a ‘tower defense’ mode where you will face waves of enemies with increasing difficulty!*
If this seems like something you would like added to the game please endorse and show your support, which will tell me to continue adding to it while we wait for modding tools. Thank you for reading!
7. Change Log
1.0
* First version: a Bat file which will allow you to force a raid consisting of Legendary raiders which spawn at different locations around Sanctuary (only 1 settlement at the moment)
1.1
* Added special ghoul raid.
1.2
* Made NMM Installer!
* Added Super mutants raids
1.21
* Change ghouls bat to be more. interesting!
1.22
* Small fix and slight changes
1.3
* Added BoS raids!
1.4
* Added Institute raids!
1.8
* Added Institute raids to the Castle!
1.9
* Added BoS raids to the Castle!
2.0
* Added Special raids to the Castle!
2.1
* First attempt at removing faction flags (Just BoS for now) please let me know if this has worked!
* Added a boss to Raiders, only shows up in Hard or insane difficulty. (You will know who he is when you see/hear him) 😉
2.2
* Fixed the issue (Well found the issue) with the raiders boss not showing up! it was to do with the plugin order! Read/Reread installing notes!
* Completely redone all BoS Raids, (new NPC’s used) everything about them is now BoS apart from their faction flag (They used to be raiders dressed as BoS lol)
* Completely redone institute raids and again everything about them is institute (Clothing, equipment, bodies ect) except faction flags!
* Added bosses to BoS & Institute raids (Hard and Insane difficulty only)
2.3
* Completely redone most raids from scratch! The balance on easy and medium is much better now, The raid changes include:
Raiders (All difficulties)
Mutants (All difficulties)
Gunners (All difficulties)
Ghoul
Deathclaw
*The enemy groups now make more sense and have a clear commander as well as specialized enemies (Missiles troops to take out your sentry guns!)
* All NPC’s used are now Settlement raiding mod unique!
* for all easy and medium raids, the enemy NPC’s no longer have grenades! (They do on hard and insane)
* The mod no longer needs to be placed in any particular place in NMM plugin manager.
* Fixed the institute castle raid (Was referencing wrong)
* Removed the kill all command from the Ghoul and Deathclaw Raids.
* The weather in the Ghoul and Deathclaw raid is no longer instant and gradually changes instead.
2.7
* All settlements now supported! (may not seem like much of a change but believe me it is lol (694 Bat files)
2.9
* Fixed T en P ines Bluff and T affington B oathouse raids: Mixed up their bat files, sorry about that
* Fixed hopefully this time the issue with BoS and Institute raiders trying to be your friend
* Fixed the spawn point in sanctuary which caused NPCs to be stuck on an island (If there are any more like this please let me know)
* Removed BoS Vertibirds from raiding start. They will now throw reinforcement grenades to call them in (Very experimental and needs more work)
Side note: Hardcore mode still in development will be released with 3.0
3.1
* Added Shooters and Missile Launcher NPCs to Mutants (Still melee heavy raiding group)
* Added Attack dogs to Gunners
* Added Guardsmen to BoS
Rebalanced the number of NPCs of Mutants, Gunners and BoS to make room for new units
* Removed Vertibird support from the BoS as they where spamming them, they will be reintegrated once I can get them working correctly