PossiblyJonx0r

Extended Raids Readme

Oct 24th, 2024 (edited)
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  1. *****************************************************************
  2.  
  3.  
  4. FALLOUT 4
  5. EXTENDED RAIDS
  6. Version 1.0.0
  7.  
  8.  
  9. *****************************************************************
  10.  
  11. Index:
  12. 1. Description
  13. 2. Manual Installation
  14. 3. Configuration
  15. 4. Change List
  16. 5. F.A.Q.
  17.  
  18.  
  19. *****************************************************************
  20.  
  21. 1. Description
  22.  
  23. *****************************************************************
  24.  
  25. Make raids more unpredictable, choose which settlements get raided, manually trigger raids and adds new
  26. types of settlement attacks.
  27.  
  28. Key Features:
  29.  
  30. * Dynamic Spawn Point: The main feature of Extended Raids is the ability to make settlement attackers spawn
  31. from a randomly chosen location outside the perimeter of a settlement, rather than from a fixed spot.
  32. You can use the MCM to increase the minimum and maximum distance if you want to see incoming raids track
  33. towards a settlement from far away.
  34.  
  35. * Choose Who Gets Raided: Use the MCM to determine which settlements get raided. You can also use Extended
  36. Raids to turn off settlement raids altogether if it's not your thing, or just enable them for a couple
  37. settlements of your choosing.
  38.  
  39. * Manually Trigger Raids: Test out your defenses by manually triggering a raid on a specified settlement.
  40. Use the MCM to choose the attackers, the settlement, and the raid strength, then press 'Generate Raid' to
  41. start. A 'Stop All Raids' button has also been included to force stop all manually started raids.
  42.  
  43. You can also use the MCM to toggle the protected status of settlers to heighten the stakes of proper settlement
  44. defense, or add quest markers over the heads of the raiders to track them as they approach a settlement.
  45.  
  46.  
  47. *****************************************************************
  48.  
  49. 2. Manual Installation
  50.  
  51. *****************************************************************
  52.  
  53. 1. Unzip the contents of Extended Raids.zip to your Fallout 4 Data folder.
  54.  
  55. D:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data
  56.  
  57. 2. Confirm you have the following files in your Fallout 4 Data folder:
  58.  
  59. Extended Raids.esp
  60. Extended Raids - Main.ba2
  61. MCM\Config\Extended Raids\config.json
  62.  
  63. 3. Add *Extended Raids.esp to your plugins.txt file located in the following directory:
  64.  
  65. %userprofile%\AppData\Local\Fallout4
  66.  
  67. 4. Start the game.
  68.  
  69.  
  70. *****************************************************************
  71.  
  72. 3. Configuration
  73.  
  74. *****************************************************************
  75.  
  76. Extended Raids includes an MCM that allows you to toggle the various mod features.
  77. You will need F4SE (https://f4se.silverlock.org/) and MCM (https://www.nexusmods.com/fallout4/mods/21497) in
  78. order to use the MCM menu that this mod comes with.
  79.  
  80. Settings
  81.  
  82. Toggle Extended Raids:
  83. Controls whether the mod is on or off. If this is set to Disabled, the game will just use the default Story
  84. Manager nodes when generating raids like it normally would without the mod installed. Change this if you only
  85. want to be able to set which settlements get raided and nothing more. By default this is set to Enabled.
  86.  
  87. Distant Spawn Settings:
  88. Randomizes the spawn location for raiders. By default this is set to Enabled. Basically when a raid starts
  89. it moves the settlement's EdgeMarkers to a random spot around the CenterMarker based on the Min and Max
  90. Spawn Distances. The raiders are then moved to that newly chosen spot before the raid system enables them
  91. and moves them towards the settlement. This means raiders can attack from any direction and you'll be able
  92. to see them coming.
  93.  
  94. Min. Spawn Distance:
  95. The closest distance that raiders can spawn from a settlement. This is based on distance to the settlement's
  96. CenterMarker. By default this is set to 10000. If you think raiders are spawning too close to a settlement,
  97. try increasing this value first. Maximum value is 20000.
  98.  
  99. Max. Spawn Distance:
  100. The furthest distance that raiders can spawn from a settlement. This is based on distance to the settlement's
  101. CenterMarker. By default this is set to 12000. I would recommend not setting this too high as their AI may
  102. have problems getting them to the settlement if they spawn in too far away. Maximum value is 20000.
  103.  
  104. New Raids:
  105. Experience a wider variety of settlement raids with this enabled. Basically it adds new raids from different
  106. kinds of wildlife. By default this is set to Enabled. Currently it's mostly new wildlife raids, like radroach
  107. infestations, hungry wild mongrels, and so on. If you have any suggestions for new raids let me know in the
  108. Posts section on Nexusmods.
  109.  
  110. Track Raiders:
  111. Adds a quest marker over the heads of incoming raiders. Useful if you have trouble locating incoming raiders
  112. when you're spawning them in from *really* far away. By default this is set to Disabled since it gives away
  113. their location.
  114.  
  115. Disable Settler Protection:
  116. Turn this option on to make Settlers killable by raiders. By default this option is set to Disabled. Enable
  117. this if you want to heighten the stakes of settlement defense. This affects both settlers from the base game
  118. and the Far Harbor variant. If you enable this, give your settlers Stimpaks and adequate armor.
  119.  
  120. Debug:
  121. Toggle debug notifications. By default this is set to Disabled.
  122.  
  123. Raided Settlements:
  124. Here you can define which settlements are subjected to periodic raids. By default most should be set to
  125. 'Enabled' though they won't experience raids until they're unlocked. This includes most settlements from the
  126. base game, Far Harbor, Vault-Tec Workshop, and Nuka World DLC. Boston Airport, Home Plate, and The Castle
  127. aren't included in the list since they aren't meant to receive normal raids. Same goes for The Mechanist's
  128. Lair from Automatron. Settlements added by mods won't appear in this list and will require a patch.
  129.  
  130. Manual Raid Settings
  131.  
  132. Raid Settlement:
  133. This is the settlement to generate a raid for. Note: Due to how the raid system works, we can't generate a
  134. raid for the settlement that the player is currently standing in. Maybe in a future update that kind of
  135. functionality will be included but right now I'd rather not touch the raid system scripting itself to try
  136. to keep the Extended Raids compatible with mods that change aspects of the raid system.
  137.  
  138. Raid Type:
  139. This is the raid type that will attack the chosen settlement. The labeling is based on the internal quest
  140. naming scheme. For example, the game by default has 3 separate flavours of raider raids. Note: If you trigger
  141. a raid by a faction you're not actually hostile with, such as Minutemen, they will show up and just wander
  142. around without attacking. You'll need to manually stop the raid by using the 'Stop All Raids' button.
  143.  
  144. Raid Strength:
  145. Sets the strength of the raid. '0' means auto-calc raid strength based on resources and population. The
  146. default raid strength is 0. '100' may not necessarily generate an overwhelming raid. This raid strength
  147. value comes from the base game raid system. I'm just exposing this setting in the MCM in case anyone wants to
  148. play around with it.
  149.  
  150. Generate Raid:
  151. Generates a raid on the selected settlement by the selected raid type. Note: You cannot trigger more than one
  152. manual raid on a settlement at once nor can you trigger the same raid on multiple settlements at once.
  153.  
  154. Stop All Raids:
  155. Stops all manually initiated raids. Does not affect raids that were not manually initated.
  156.  
  157.  
  158. *****************************************************************
  159.  
  160. 4. Change List
  161.  
  162. *****************************************************************
  163.  
  164. 1.0.0 - Initial Release.
  165.  
  166.  
  167. *****************************************************************
  168.  
  169. 5. F.A.Q.
  170.  
  171. *****************************************************************
  172.  
  173. Q. Is this ESL flagged?
  174. A. Yes.
  175.  
  176. Q. What version of the Creation Kit was the mod made in?
  177. A. 1.10.982.3 (Next-Gen Patch).
  178.  
  179. Q. I don't see an MCM menu!
  180. A. Ensure you've installed F4SE and MCM and have put the config.json file under
  181. Data\MCM\Config\Extended Raids.
  182.  
  183. Q. Why is Boston Airport, Home Plate, The Castle or The Mechanist's Lair not listed as a raid location?
  184. A. These locations are normally not supposed to receive standard raids and I don't want to risk causing any
  185. problems by letting players toggle raids for these locations. Maybe someone with more experience can chime
  186. in and let me know whether it's confirmed safe to enable raids at some of these locations?
  187.  
  188. Q. Is this compatible with UFO4P or other mods that affect the raid system?
  189. A. The only changes this mod makes are to the following Story Manager nodes: WorkshopAttackNode,
  190. DLC01WorkshopAttacks, DLC04WorkshopAttackBranch. None of the original raids were affected in any way so
  191. there shouldn't be any conflicts with UFO4P. The raid system itself is untouched by this mod.
  192.  
  193. Q. Why can't I generate raids for the settlement I'm currently in?
  194. A. Making this work for any currently loaded settlements would require changes to be made to the raid system
  195. itself. I think. Without the warning message the raid just doesn't initiate, no raiders appear, and the
  196. raid would need to be terminated using the 'Stop All Raids' button. I opted to not modify the raid system
  197. to avoid compatibility issues with mods that do. The only workaround for now is to stand outside the
  198. settlement, trigger the raid, then return. e.g.: For Sanctuary I normally just stand on the bridge.
  199.  
  200. Q. Why are the raiders in my settlement when I arrive? Aren't they supposed to spawn far away?
  201. A. If a raid is triggered on a settlement that's currently not loaded and you fast travel to that settlement,
  202. the AI on the raiders may place them within the settlement since that's their goal.
  203.  
  204. Q. A raid isn't ending. What's going on?
  205. A. The raid system may split up the population of raiders and place them at a different EdgeMarker, so there
  206. may still be another group inbound. If this becomes a problem, reduce the Max Spawn Distance in the MCM
  207. first.
  208.  
  209. Q. I set Raid Strength to 100 but I'm hardly getting any more raiders than usual.
  210. A. Depending on settlement resources you're likely to get a bigger raid with a Raid Strength of '0' which
  211. tells the raid system to auto-calc based on resources and population. Extended Raids uses the base game
  212. raid system and I'm just exposing this option in the MCM for players to experiment with.
  213.  
  214. Q. I ticked 'Track Raiders' but I don't see any map markers.
  215. A. First, ensure the 'Help defend #' miscellaneous quest objective is enabled in your Pip-Boy. If you don't see
  216. it the raid system may not have advanced the active raid quest to stage 20 yet. If a raid starts with this
  217. option enabled you should see the objective in your Pip-Boy as soon as the raid initializes.
  218.  
  219.  
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