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- *****************************************************************
- FALLOUT 4
- EXTENDED RAIDS
- Version 1.0.0
- *****************************************************************
- Index:
- 1. Description
- 2. Manual Installation
- 3. Configuration
- 4. Change List
- 5. F.A.Q.
- *****************************************************************
- 1. Description
- *****************************************************************
- Make raids more unpredictable, choose which settlements get raided, manually trigger raids and adds new
- types of settlement attacks.
- Key Features:
- * Dynamic Spawn Point: The main feature of Extended Raids is the ability to make settlement attackers spawn
- from a randomly chosen location outside the perimeter of a settlement, rather than from a fixed spot.
- You can use the MCM to increase the minimum and maximum distance if you want to see incoming raids track
- towards a settlement from far away.
- * Choose Who Gets Raided: Use the MCM to determine which settlements get raided. You can also use Extended
- Raids to turn off settlement raids altogether if it's not your thing, or just enable them for a couple
- settlements of your choosing.
- * Manually Trigger Raids: Test out your defenses by manually triggering a raid on a specified settlement.
- Use the MCM to choose the attackers, the settlement, and the raid strength, then press 'Generate Raid' to
- start. A 'Stop All Raids' button has also been included to force stop all manually started raids.
- You can also use the MCM to toggle the protected status of settlers to heighten the stakes of proper settlement
- defense, or add quest markers over the heads of the raiders to track them as they approach a settlement.
- *****************************************************************
- 2. Manual Installation
- *****************************************************************
- 1. Unzip the contents of Extended Raids.zip to your Fallout 4 Data folder.
- D:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data
- 2. Confirm you have the following files in your Fallout 4 Data folder:
- Extended Raids.esp
- Extended Raids - Main.ba2
- MCM\Config\Extended Raids\config.json
- 3. Add *Extended Raids.esp to your plugins.txt file located in the following directory:
- %userprofile%\AppData\Local\Fallout4
- 4. Start the game.
- *****************************************************************
- 3. Configuration
- *****************************************************************
- Extended Raids includes an MCM that allows you to toggle the various mod features.
- You will need F4SE (https://f4se.silverlock.org/) and MCM (https://www.nexusmods.com/fallout4/mods/21497) in
- order to use the MCM menu that this mod comes with.
- Settings
- Toggle Extended Raids:
- Controls whether the mod is on or off. If this is set to Disabled, the game will just use the default Story
- Manager nodes when generating raids like it normally would without the mod installed. Change this if you only
- want to be able to set which settlements get raided and nothing more. By default this is set to Enabled.
- Distant Spawn Settings:
- Randomizes the spawn location for raiders. By default this is set to Enabled. Basically when a raid starts
- it moves the settlement's EdgeMarkers to a random spot around the CenterMarker based on the Min and Max
- Spawn Distances. The raiders are then moved to that newly chosen spot before the raid system enables them
- and moves them towards the settlement. This means raiders can attack from any direction and you'll be able
- to see them coming.
- Min. Spawn Distance:
- The closest distance that raiders can spawn from a settlement. This is based on distance to the settlement's
- CenterMarker. By default this is set to 10000. If you think raiders are spawning too close to a settlement,
- try increasing this value first. Maximum value is 20000.
- Max. Spawn Distance:
- The furthest distance that raiders can spawn from a settlement. This is based on distance to the settlement's
- CenterMarker. By default this is set to 12000. I would recommend not setting this too high as their AI may
- have problems getting them to the settlement if they spawn in too far away. Maximum value is 20000.
- New Raids:
- Experience a wider variety of settlement raids with this enabled. Basically it adds new raids from different
- kinds of wildlife. By default this is set to Enabled. Currently it's mostly new wildlife raids, like radroach
- infestations, hungry wild mongrels, and so on. If you have any suggestions for new raids let me know in the
- Posts section on Nexusmods.
- Track Raiders:
- Adds a quest marker over the heads of incoming raiders. Useful if you have trouble locating incoming raiders
- when you're spawning them in from *really* far away. By default this is set to Disabled since it gives away
- their location.
- Disable Settler Protection:
- Turn this option on to make Settlers killable by raiders. By default this option is set to Disabled. Enable
- this if you want to heighten the stakes of settlement defense. This affects both settlers from the base game
- and the Far Harbor variant. If you enable this, give your settlers Stimpaks and adequate armor.
- Debug:
- Toggle debug notifications. By default this is set to Disabled.
- Raided Settlements:
- Here you can define which settlements are subjected to periodic raids. By default most should be set to
- 'Enabled' though they won't experience raids until they're unlocked. This includes most settlements from the
- base game, Far Harbor, Vault-Tec Workshop, and Nuka World DLC. Boston Airport, Home Plate, and The Castle
- aren't included in the list since they aren't meant to receive normal raids. Same goes for The Mechanist's
- Lair from Automatron. Settlements added by mods won't appear in this list and will require a patch.
- Manual Raid Settings
- Raid Settlement:
- This is the settlement to generate a raid for. Note: Due to how the raid system works, we can't generate a
- raid for the settlement that the player is currently standing in. Maybe in a future update that kind of
- functionality will be included but right now I'd rather not touch the raid system scripting itself to try
- to keep the Extended Raids compatible with mods that change aspects of the raid system.
- Raid Type:
- This is the raid type that will attack the chosen settlement. The labeling is based on the internal quest
- naming scheme. For example, the game by default has 3 separate flavours of raider raids. Note: If you trigger
- a raid by a faction you're not actually hostile with, such as Minutemen, they will show up and just wander
- around without attacking. You'll need to manually stop the raid by using the 'Stop All Raids' button.
- Raid Strength:
- Sets the strength of the raid. '0' means auto-calc raid strength based on resources and population. The
- default raid strength is 0. '100' may not necessarily generate an overwhelming raid. This raid strength
- value comes from the base game raid system. I'm just exposing this setting in the MCM in case anyone wants to
- play around with it.
- Generate Raid:
- Generates a raid on the selected settlement by the selected raid type. Note: You cannot trigger more than one
- manual raid on a settlement at once nor can you trigger the same raid on multiple settlements at once.
- Stop All Raids:
- Stops all manually initiated raids. Does not affect raids that were not manually initated.
- *****************************************************************
- 4. Change List
- *****************************************************************
- 1.0.0 - Initial Release.
- *****************************************************************
- 5. F.A.Q.
- *****************************************************************
- Q. Is this ESL flagged?
- A. Yes.
- Q. What version of the Creation Kit was the mod made in?
- A. 1.10.982.3 (Next-Gen Patch).
- Q. I don't see an MCM menu!
- A. Ensure you've installed F4SE and MCM and have put the config.json file under
- Data\MCM\Config\Extended Raids.
- Q. Why is Boston Airport, Home Plate, The Castle or The Mechanist's Lair not listed as a raid location?
- A. These locations are normally not supposed to receive standard raids and I don't want to risk causing any
- problems by letting players toggle raids for these locations. Maybe someone with more experience can chime
- in and let me know whether it's confirmed safe to enable raids at some of these locations?
- Q. Is this compatible with UFO4P or other mods that affect the raid system?
- A. The only changes this mod makes are to the following Story Manager nodes: WorkshopAttackNode,
- DLC01WorkshopAttacks, DLC04WorkshopAttackBranch. None of the original raids were affected in any way so
- there shouldn't be any conflicts with UFO4P. The raid system itself is untouched by this mod.
- Q. Why can't I generate raids for the settlement I'm currently in?
- A. Making this work for any currently loaded settlements would require changes to be made to the raid system
- itself. I think. Without the warning message the raid just doesn't initiate, no raiders appear, and the
- raid would need to be terminated using the 'Stop All Raids' button. I opted to not modify the raid system
- to avoid compatibility issues with mods that do. The only workaround for now is to stand outside the
- settlement, trigger the raid, then return. e.g.: For Sanctuary I normally just stand on the bridge.
- Q. Why are the raiders in my settlement when I arrive? Aren't they supposed to spawn far away?
- A. If a raid is triggered on a settlement that's currently not loaded and you fast travel to that settlement,
- the AI on the raiders may place them within the settlement since that's their goal.
- Q. A raid isn't ending. What's going on?
- A. The raid system may split up the population of raiders and place them at a different EdgeMarker, so there
- may still be another group inbound. If this becomes a problem, reduce the Max Spawn Distance in the MCM
- first.
- Q. I set Raid Strength to 100 but I'm hardly getting any more raiders than usual.
- A. Depending on settlement resources you're likely to get a bigger raid with a Raid Strength of '0' which
- tells the raid system to auto-calc based on resources and population. Extended Raids uses the base game
- raid system and I'm just exposing this option in the MCM for players to experiment with.
- Q. I ticked 'Track Raiders' but I don't see any map markers.
- A. First, ensure the 'Help defend #' miscellaneous quest objective is enabled in your Pip-Boy. If you don't see
- it the raid system may not have advanced the active raid quest to stage 20 yet. If a raid starts with this
- option enabled you should see the objective in your Pip-Boy as soon as the raid initializes.
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