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lanwrath

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Everything posted by lanwrath

  1. Sounds like a plan... you are months ahead of me on this stuff. PM on the way. I really just want to make cool new content for the community so partnering up sounds like a way better option than floundering for months trying to figure out this stuff from scratch.
  2. Heads up wim95 has solved the fast travel glitch so I am just going to link to his solution and make my mod compatible with his work for now. I have spent weeks trying to solve it and am stumped... want to move on to creating the raid leaders. Attackers - Get Off My Buildzone by wim95
  3. I got some time today to sit down and tackle the fast travel glitch. All I have to say is WTF Bethesda... WTF. The bug is in the quest themselves and upon further investigation into every bloody quest that causes an attack on a workshop I found that they had already fixed the damn glitch, just had not put in the effort to apply the fix to the random workshop attacks. I hope to have it figured out and applied soon so I can pushing it out this weekend sometime than learn how to publish mods to the nexus and push it out.
  4. I like the idea of locking areas down, but point 2 in R2 was supposed to have a with unique bases and worldspaces at the end. I really want to expand the enemy faction system and have them raiding your settlements as well. There was so much that could have been done with the settlements that wasn't. If you look at the actual game map it is actually a pretty small area, some internet research puts the contiguous United states at 8,080,464 square kilometers and puts the commonwealth at a little under 10 square kilometers. That is a ton of room for all sorts of enemy factions to be just outside of the commonwealth, with the way that they developed Boston and DC it holds to reason that the other cities on the coast would be equally as well developed and have various factions that would eventually consolidate power and start branching out. If I can build water purifiers out of random scrap than I am pretty sure everybody else can as well. It would be cool to have the enemy raids come from stronger and stronger factions outside of the commonwealth. Places like Nuka world, or The Pitt getting their stuff together and sending real raiding parties out. I mean heck, if you look at the raiders in Concord than there were something like 50 raiders total in Lexington alone, and there is hardly a mention of them throughout the commonwealth. So other groups of 50 or more raiders should be commonplace. The Green Jewel should also have something more like 300+ people in it as well. I think some off map cities that have hundreds or even thousands of people would be very reasonable just based on the population of medieval Europe. 200 years is plenty of time for the population to have majorly grown.
  5. So I have been poking around the CK for a few months now and think I am ready to really begin work on my mod idea. I am an experienced Java/Python developer in RL so am pretty comfortable with Papyrus now. I have also been reverse engineering some other mods as well as going through Seddon4494's tutorials and haven't run into anything too difficult to wrap my head around. With that all being said I wanted to post my feature list here and get some feedback from the community on whether this stuff is already being done by other mods, if its even possible given the engine limitations, and most importantly some possible alternative methods to do what I am trying to accomplish. Goal: Fix Settlement attacks and make them realistic. With FOMOD optional features that tie in with Sim Settlements and its expansions. Planned Features:R1.1. Rewrite workshop attacks to fix fast travel glitch that allows them to walk through walls. Game can only start attack quest if cell is rendered and player is within x distance of workshop. Otherwise autoresolve if timer expires.2. Different composition/size of raids based on player level, settlement defenses, and Commercial/Advanced Industrial levels if Sim Settlements is also installed.3. Realistic Auto Resolution mechanics.4. If settlement wins auto battle generate loot and store in workshop.R2.1. Modify the settlement damage to only buildings that create defense if possible.2. Unique raider and gunner leaders with various needs/attack strategies. As well as worldspaces/bases of operations.3. Dialogue between leader of settlement, leader of raid, and main character who decides to fork over caps and/or supplies to make them go away, speech check to intimidate them, or fight them.4. Kill counter so once the remaining raiders drops too low than they run away to get more guys for the next raid.5. Super mutant raids: Offer settlers/brahmin as tribute to various unique super mutant masters and their minions.6. Unique Feral, Deathclaw, Radscorp, and Synth Raids.7. New Faction Raids such as RR, BOS, or Minutemen depending on main quest choices.8. Raids that wake the player from sleeping.Pipe Dreams/R3:1. Siege weapon that could disable walls, or replace them with rubble to create breaches. Possibly replace with Jetpacks, Ladders, Siege Towers, Vertibirds.2. Settlement experience meter that allows settlements to get stronger as they survive attacks. Looting enemy bodies for better equipment, using battle experience to gain levels, enhanced AI allowing use of small unit tactics as well as a command structure. The R1 stuff is going to require a changes to at least the vanilla scripts workshopScript and workshopParentScript. I will probably need to modify workshopAttackScript. Is this a really really bad idea for an experienced software developer or should I be able to pull it off without breaking the game or being incompatible with most other mods? Most of the R2 stuff will be done within the CK and will be creating quest and adding them to the workshopAttackNode within SM Event Node > Script Event > Workshop Script Events so I am not worried about that, of course I will be removing all the old quest from there. The stuff within release 3 is questionable in whether it is possible or not and if it is how much it could blow up the game(CTD or save corruption). I want this to be as compatible as possible and will try to avoid as many vanilla changes as possible but really don't see how I can overhaul the system without major changes happening to the 3 workshop scripts I listed.
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