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Settlement Attacks

Plapete

Member
Messages
30
I know Settlement attacks were a thing in the Vanilla FO4 but with SS2 they are coming 1 or 2 every 24 in game hours!!!! Is there a way to turn them down?? Or keep them to one per day? Additionally the Gunners seemingly have Thousands of troops!!! How have they not overrun the CW???
 
there are a few mods that help with that, including warning you, even one that turns off attacks.
 
"Minutemen squads" Mod helps with up to three settlements. It lets you recruit/hire up to 3 squads of minutemen that respond to the 'settlement nees help' message. So you stay behind and play general. LOL. Sadly, sometimes a squad doesn't come home... and the mission fails.

This Settlement Does Not Need Your Help - BS Defense Redone works well. Sorry bout typeface... did cut n paste ... tired fingers.. lol

 
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I'm in the same boat.
I was in a chill playthrough where I just wander around looting without trying to fast travel and questing too much and figure ss2 might be cool mod to have.
The early parts were nice, pretty chill settlement sim, and boom! 20 high-end gunners raiding every damn day.
I'm truly tired of having to fast travel around to help the settlements everyday, and it could not be tuned down or turned off like the disease system.
I hate the raids!
 
That happening during SS2's questline is meant to give you "motivation" to continue the questline - the attacks stop again after a certain point.
The ones caused by SS2 specifically will ignore any other mods you have that disable the base game's attacks (and also don't care how well defended a settlement is), because they're technically running a separate system.

It does kind of bug me that the questline's otherwise "leave it alone and do it when you feel like it" EXCEPT for this part that very strongly pushes you to do it ASAP...
 
Ive turned it into a gear farming mechanism for my settlers. Ill turn on god mode, fast travel via a mod apc (mod turns off the threatened settlements discovery), kill da gunners, strip em, then distribute their gear to anyone who needs it, store the rest, then god off. Until the option to turn down the attacks arrives its dirty fatigues and combat armors all around!
 
I can't imagine there'll be a way to turn them off completely, since it's "part of the story" and all - and as I said, they do stop again after a few more quests into Jake's Questline.
Personally I wish the calculation for "where" they attack at least looked at the Defense Rating of the settlements and deliberately picked the easier targets, but that's just me. Perhaps even using how full the Defense Meter on the HUD is and if it's 100% your settlers automatically win the defense? I don't know how the code running all that actually works, I just know that the part of it that bugs me the most is that how well built your settlements are (yknow, the whole point of the mod) doesn't matter at all.
 
Agreed! Ive also noticed one spawn point in particular at Starlight Drive in. The base city plan has a 2 story plot on the spawn point and all 20 guys will bampf into the 2nd floor! Makes it easy to deal with and also funny as hell!
 
I haven't looked at how the particular quest that triggers the attacks looks, but I think it would be fairly easy for someone to make a QoL mod that just looked at the quest for the Gunner attacks and changed the hours until repeat to a higher number like 48 or 72 or maybe even 96.
 
I have no mod creation experience but if theres a list of improvements...id put that on the list. Its a borderline exploit as is. At least spaced out it would limit the ooodles of legendaries and top notch gear the gunners deliver.
 
As soon as you take HQ, the attacks stop. Do the main story quests up to that point and you're good.
 
A few things that I recall Kinggath saying in the past:
  • Unlike vanilla "Defend <settlement>" quests, these don't have an "auto-resolve after X amount of time" function
  • They're capped at 5 of these being active at once

Given the first point, you don't have to worry about them failing/suffering damage while you're away, so as long as you don't go to the settlement the quest will just sit there. Given the second point, you can just let them queue up and sit there. Once you take GNN you can go resolve those settlement attacks.

Note: the vanilla quests will still have the risk of auto-failing while you're away, so you'll still want to keep an eye on them.
 
They have failed on me! Im playing on hard and have had them fail, but i dont know what changes happened from a mechanics standpoint
 
As far as I've seen, the SS2 attacks do have a fail state; that being, if every settler at that location is 'downed' (in that 'sitting down due to running out of HP' state immortal NPCs go into) at the same time, the quest will fail. I've never found out if this is intentional or not. Even if it is, though, it should only be able to do that if you're close enough for the game to be rendering them as actual NPCs instead of just numbers in your pipboy...
 
As far as I've seen, the SS2 attacks do have a fail state; that being, if every settler at that location is 'downed' (in that 'sitting down due to running out of HP' state immortal NPCs go into) at the same time, the quest will fail. I've never found out if this is intentional or not. Even if it is, though, it should only be able to do that if you're close enough for the game to be rendering them as actual NPCs instead of just numbers in your pipboy...
I think "all butts on the ground" makes sense from a gameplay stanpoint. Luckily my farming efforts are <ahem> bearing fruit. Unless its a new new settlement im ignoring the attacks and so far they are surviving. My sanctuary has 45 people!!! I cant find how to transfer people to a different settlement.
 
I think "all butts on the ground" makes sense from a gameplay stanpoint. Luckily my farming efforts are <ahem> bearing fruit. Unless its a new new settlement im ignoring the attacks and so far they are surviving. My sanctuary has 45 people!!! I cant find how to transfer people to a different settlement.
If you go into 'build mode' and target a person you should have a "Move" command you can do to them, as passed-out Jun is demonstrating here.
move.jpg
Hitting that should bring up a list of all settlements you own and then you pick where they will move to. If names of settlements are greyed out, that settlement is at or above the 'population cap' (defaults to your Charisma + 10), you can switch that cap off in the Workshop Framework settings.
Note that if they are currently assigned to any plots when you issue the Move command, it can take a moment to process as it unassigns them from the plots first, so give it some time before you check if it worked
 
If you go into 'build mode' and target a person you should have a "Move" command you can do to them, as passed-out Jun is demonstrating here.
View attachment 21426
Hitting that should bring up a list of all settlements you own and then you pick where they will move to. If names of settlements are greyed out, that settlement is at or above the 'population cap' (defaults to your Charisma + 10), you can switch that cap off in the Workshop Framework settings.
Note that if they are currently assigned to any plots when you issue the Move command, it can take a moment to process as it unassigns them from the plots first, so give it some time before you check if it worked
Oooooh M Freaking G! Thank you so much. The Abernathy Family would like to get rid of about a third of their 53 houseguests!
 
Anyway yeah, they are a good "farming" source, real easy to get most of your settlers geared up with laser rifles and combat armor (or even better if your mod load order is anything like mine) if you churn through enough of the attacks, which is funny in a way - the Gunners think they're taking over the Commonwealth, but they're only making it harder for themselves with each failed attack...
 
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