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.