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advance defence system discussion ,question and recomended mod to improve

okamiamateru

New Member
Messages
19
so to start with me i'm a huge nerd for settlement building i spent roughly 88 hours (and i just bought fallout4 last week :v) just to build settlement , what i always do at every single one of them is get the defence system and wiring just right , and every defence system at my settlement are all centralize around the siren :umnik2

What i do is connect every single turret to the siren and when the siren is flipped it's open season for my settler against the poor scumbags that dare tread in my beautiful-arm-to-the-teeth-with-rockets-turret settlement . Fallout 4 may have some broken thing here and there with settler and stuff but when it comes to the siren settler loves the siren , they will jump at every opportunity to turn that on , i have seen them run on top of red rocket without the need of any floor tile on it's roof using just the stair i built when a single bloat fly came near red rocket :v what's your best set up so far and any idea to improve and make it more sophisticated :)smile

I recently came up with an idea but just can't seem to make it work, but first some context : i have a door (maybe from mod maybe not it's a wodden door) that require 1 power to run however when it's powerd it will remain open indefinately , i've been trying to intergrate it to the siren for a long time and can't seem to get it to work , what i've been trying to do is have the door connect to the main power grid and the siren through my logic gate and whenever the siren is flipped the power to the gate will be cut off and close the gate :)smile

My question of the day is this : does anyone know how to make that possible and/or is there any mod that allow me to build a more complex power grid through logic gates ? because honestly the vanilla logic gate suck
:good:good
 
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zodium

New Member
Messages
25
All my settlements are fully surrounded with a junk or metal wall with a single gate. The gate leads into a fenced off killbox with tower-type Military plots in front, and turrets placed somewhere they only enter LOS once an enemy runs into the killbox (so that they run in trying to find cover and end up turreted).

Somewhere between the killbox and the center of the settlement, also in LOS of the killbox, I put a two-story tower with the fast-travel marker on top. The first level will have beds for all settlers, two foundations fit up to 16 with decorations comfortably, the second level will have crafting stations, and towers in outposts have a third level for power armor storage. The roof level is a vertibirb landing pad slash sniper nest and will have my fast-travel marker (vertibirbs will try to land on your FT marker) so I can unload my personal guards and mash Squad Hold Position after, at least for this playthrough, raining down Minigun fire on approach. :>

I don't use logic gates or anything, pretty much just geometry. My question is: does anyone have good methods for keeping settlers inside the walls? Settlers rampaging past the defenses is the main cause of deaths in my settlement and feels very jarring. Like .. is there a duck and cover type of siren?
 

WeiseDrachenJaeger

Active Member
Messages
134
From the wiki:
The AND, OR and XOR gates can directly run live or uncharged wires from other components. However, the NAND, NOR, NOT and XNOR gates require at least one input that is coming from the output of another powered logic gate, even if that gate is not transmitting power due to its conditions not being met.
Source: Fallout Wiki
This is pretty unintuitive. I only found it when I got frustrated with my logic not working and decided to see if there was some sort of a bug with the logic gates. Maybe that, plus the other info on that page, will help you make the logic work?
 

okamiamateru

New Member
Messages
19
does anyone have good methods for keeping settlers inside the walls?
my answer to your question is build more walk way on your wall , i notice that whenever the settler can't get a good line of sight to the enemy they will run out of the wall so i build a floor tile on the wall and a stair leading to it and they will use that instead of running out , there will still be some that leave the safety of your walls around the settlement but with the walk way they won't all run out like idiots
 

zodium

New Member
Messages
25
Nah, it's just concrete floors and the fast travel marker. Vanilla birbs will work, but I do use the vertibirb from the excellent Private Vertibird mod because I just like to have a big helicopter that actually takes off standing in my base. I use only the birb itself and construct my own pads though, they're quite big and the pilot is really quite astoundingly good at landing on small spots. Essential flavor mod for a BOS or Gunner playthrough for me now. Few things to watch for:

* Companions will board correctly, but Personal Guards will try to follow you on foot and die, so make sure they hold position before take-off, and then summon them. You can make a .bat file with moveto player refid for each PG for settlement defenses.
* Finding the right fast travel marker/special destination locations can take some trial and error, so don't worry if the pilot crashes through a house the first few tries.
* The birb will not fly unless you tell it to, so if you land somewhere and forget about it, it'll stay there. Order it to fly home with the command item.
* Do NOT travel to the Prydwen on it, ever, it lands correctly, but when you come back out it'll have set itself back from the special docking animation, everything gets messed up and you'll probably CTD.

Good tip on the walkway, that makes sense. I'll put some of those neato wooden foundations down near my killbox and see how that works!
 

1ae0bfb8

Well-Known Member
Patreon Supporter
Messages
994
mr @Phil_T_Casual gave the best tip ever to stop settlers running out into friendly fire in these forums. bury a flat truck just below the surface where your gate is and the settlers won't pass it. i've done this everywhere and it works like a champ.
 

WeiseDrachenJaeger

Active Member
Messages
134
* Companions will board correctly, but Personal Guards will try to follow you on foot and die, so make sure they hold position before take-off, and then summon them. You can make a .bat file with moveto player refid for each PG for settlement defenses.
If I'm understanding correctly, wouldn't the Instant Rally option from the Squad Command Menu item have the same effect?

mr @Phil_T_Casual gave the best tip ever to stop settlers running out into friendly fire in these forums. bury a flat truck just below the surface where your gate is and the settlers won't pass it. i've done this everywhere and it works like a champ.
If that prevents the settlers from pathing out, won't it also prevent attackers from pathing in? Personally, because I'm designing cities to be raided, avoiding creating cities that only the player can access while also finding ways to avoid raids devolving into "hunt that one settler who fled" is important to me.
 
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Rites

Active Member
Messages
345
I only recently started playing again, and have started building with Sar Deliac's tips in mind. I probably butchered the name....

Anywho.... FO4 has a tendency to sometimes "teleport" attackers into the walls, so from my understanding of his tip. Create pathways in and out of your settlements that work as both a way to bottleneck attackers as well as allows your settlers a way out since they will always be trying to defend the settlement no matter how many turrets you have up.

In my limited experience using the above tip, my settlers usually handle themselves pretty well and I've basically been relegated to cleanup.

As far as logic gates.... The one you want is the one that will shut the gate if there is power coming from more than 1 source (power source + siren)
 
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zodium

New Member
Messages
25
If I'm understanding correctly, wouldn't the Instant Rally option from the Squad Command Menu item have the same effect?

It would, but for some reason it's disabled in combat, so you can't really use it to fake your vertibirb unloading on a settlement defense. It also suggests to me it's running a script, so I just prefer not to use it at all in favor of a nice, safe hotkeyed bat file, but that could just be superstition on my part. :3

Not sure if I like the buried pathing blocker idea, like someone said it seems it'd prevent attackers running in as well.
 
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zodium

New Member
Messages
25
So I did my first city plan using the "add walkways" trick and holy moly, it works so well. I shot a settler and ran outside to an attack marker, and every single settler got up on the walkway to shoot me instead of rushing out the door. No one ran outside!
 
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