shatsnazzle Posted February 15, 2018 Share Posted February 15, 2018 Hello! I'm trying to get More Settlement Attacks to work: https://www.nexusmods.com/fallout4/mods/16625 I downloaded the .rar (the unofficial fo4 patch compatibility version) and installed it with NMM. It put 2 files into my FO4 directory: workshopscript.psc in Fallout 4\Data\scripts\Source\User and workshopscript.pex in Fallout 4\Data\scripts I started the game and went to sleep in sanctuary for many days without a settlement attack. I have 16 settlers, 16 food, 16 water, and 22 defense. According to the mod page and the .psc source: ; attack chance formulafloat attackChanceBase = 0.05 constfloat attackChanceResourceMult = 0.05 constfloat attackChanceSafetyMult = 0.01 constfloat attackChancePopulationMult = 0.02 constfloat minDaysSinceLastAttack = 1.0 const ; minimum days before another attack can be rolled for .05+.05*(16+16)-.01*(22)-16*(.02) = 1.11 so I should theoretically have a 100% chance of getting a raid each day So my questions so far are: did I simply install it wrong? Do the files just need to be moved somewhere else or is there maybe a .ini edit I'm forgetting somewhere to enable this? I did notice that there is already a workshopscript.psc in Fallout 4\Data\scripts\Source\Base. I tried replacing this \Base one with the modded one (I have a backup) and that didn't help it work. If this workshopscript.pex started running in sanctuary long ago when i first got the workshop, is it now impossible to change it? Do I need to either start a new game or just find a new workbench somewhere? Any help would be greatly appreciated thank you for your time guys and girls! Link to comment Share on other sites More sharing options...
SKKmods Posted February 15, 2018 Share Posted February 15, 2018 (edited) Ignore the .psc editor files, the game reads the compiled .PEX files at runtime which can be in the load order of: \Data\scripts\workshopscript.pex\Data\ModName - Main.BA2\workshopscript.pex So if another mod has workshopscript.pex in its Main.BA2 archive that *MAY BE* winning over the "loose" file you copied in. Edited February 15, 2018 by SKK50 Link to comment Share on other sites More sharing options...
Perraine Posted February 15, 2018 Share Posted February 15, 2018 You also don't need a mod to increase settlement attacks, just put heaps of food and/or water in the workshop and lower your static defences = constant f****ing attacks that you will spend hours trying to get too, and thousands of caps and resources recovering from. Link to comment Share on other sites More sharing options...
shatsnazzle Posted February 15, 2018 Author Share Posted February 15, 2018 Ignore the .psc editor files, the game reads the compiled .PEX files at runtime in the load order of: \Data\scripts\workshopscript.pex\Data\ModName - Main.BA2\workshopscript.pex So if another mod has workshopscript.pex in its Main.BA2 archive that will be winning over the "loose" file you copied in. Wow that is some excellent information thank you so much I'm gonna go open some files and make some backups. I'm gonna assume unofficial fallout 4 patch is the culprit You also don't need a mod to increase settlement attacks, just put heaps of food and/or water in the workshop and lower your static defences = constant f****ing attacks that you will spend hours trying to get too, and thousands of caps and resources recovering from. Yeah I considered that possibility, it's solid advice I just feel like I want to be able to pump up my defenses and then have the satisfaction of seeing a group of greedy raiders get mowed down by my peeps. Maybe I'll tone down the numbers instead of daily attacks or decrease the probability by 1/2, thank you for your warning and thank you both for the help I'll post back if it works out/doesn't. Link to comment Share on other sites More sharing options...
shatsnazzle Posted February 15, 2018 Author Share Posted February 15, 2018 (edited) Ok I extracted "unofficial fallout 4 patch - main.bs2," replaced its workshopscript.pex with the one from the settlement attack mod author, repackaged the whole thing to .bs2 and used this new .bs2 it to overwrite Fallout 4\Data\unofficial fallout 4 patch - main.bs2. Still no luck after waiting many days for an attack :sad: I extracted all my other mods and searched "workshopscript," UOF4 patch is the only one with workshopscript.pex in it. Any ideas on what I should try from here? Thank you again for your help! Edit: I also tried just editing the UOF4 patch workshopscript.psc with the parameters in my first post but got some compiling errors in Creation Kit and failed to compile. Edited February 15, 2018 by shatsnazzle Link to comment Share on other sites More sharing options...
wim95 Posted February 15, 2018 Share Posted February 15, 2018 So if another mod has workshopscript.pex in its Main.BA2 archive that will be winning over the "loose" file you copied in. It completely destroys my understanding of the world. Prior to that, the Main rule was: "loose" file always win Link to comment Share on other sites More sharing options...
SKKmods Posted February 15, 2018 Share Posted February 15, 2018 (edited) Yes that was what I understood until I tried some tests on pWorkshopAttackScript.attackDelayGameTime and found my last load order BA2 was winning over the base file I had compiled loose in scripts. May be a glitch on my system, but symptoms sounded similar. Updated original language to "may be" to avoid precedent & why I avoid editing base game assets. Edited February 15, 2018 by SKK50 Link to comment Share on other sites More sharing options...
Perraine Posted February 15, 2018 Share Posted February 15, 2018 The whole settlement attack thing was broken from the start, the code wasn't actually implemented correctly in the base game, and wasn't actually "fixed" until Far Harbour ( or was it Nuka World? ) came out, which actually totally screwed things up, because the code was written incorrectly from the beginning. There is a post about it over at the UFO4 Patch website. There are actually several files involved, and the script contradicts itself in several places. I don't pretend to even partially understand all that was posted on that thread, but the upshot was, excess food/water = s**t tonnes of attacks. Also you can have a defence of 9999999 and you cab still "fail" the quest and still have to repair things. It's just a stoopid idee orla getha. Link to comment Share on other sites More sharing options...
shatsnazzle Posted February 15, 2018 Author Share Posted February 15, 2018 I'm ok with spamming water to boost the probability, but how about the frequency of attacks? Any ideas on how to increase that or am I out of luck if I can't get the mod to work? Thanks again all Link to comment Share on other sites More sharing options...
wim95 Posted February 16, 2018 Share Posted February 16, 2018 Try start attack manually Trigger Attack Button Read the description carefully (especially about red color immediately) Link to comment Share on other sites More sharing options...
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