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>>> Questions related to enemy spawns in settlements <<<


Superjoint89

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Hi community

 

Two questions:

 

 

1) I have chosen my preferred settlement to build in. I have also located the exact spawn locations for the enemies. Now, suppose I wish to build something on top of that spawn point; something that makes sense, lets say flat pier by the beach, which I then mean for the enemies to spawn on top of. My question is this: Will the enemies spawn 'inside' the pier construction (getting stuck), or will they spawn on top of the pier?

 

2) Once enemies spawn, do they have any goals? Do they only move away from the spawn point when enemy settlers are detected, or will they start discovering in case there's no one in sight? My fear is that, building too far away from the spawn points, will result in passive enemies lurking continuously near the same spot where they spawned?

 

I find that these two aspects are vital for the layout of my settlement!

 

Thanks in advance!

 

SJ

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As far as I know spawns of npc's go on the highest available area. But this is not guaranteed. So you may have them spawn on top of it, but you may also have them spawn underneath it.

 

Enemies spawned target destructable objects such as power generators and hostile npc's

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I have had spawned actors stuck/clipped into objects, best to use Move Workshop Markers to move the spawn points to where you want them.

Ooooo..... Now that sounds promising. Being able to move spawn points OUTSIDE my fortifications would make them far more useful..... :D

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I have had spawned actors stuck/clipped into objects, best to use Move Workshop Markers to move the spawn points to where you want them.

Ooooo..... Now that sounds promising. Being able to move spawn points OUTSIDE my fortifications would make them far more useful..... :D

 

Actually. The spawn points are only there as a reference from where the enemies spawn. When you fast travel to an area that is under attack a few things happen. It first calculates whether you have time between spawn and the time you arive. If not it spawn the enemies and then proceeds to calculate how much time there is between you ariving and the spawn. That moves enemies towards the center area regardless of fortifications and defenses. You will almost always end up with enemies inside your base. THAT's the frustrating part. I've seen vids on people placing defenses right in front of spawn points. Even though that is good to do, it isn't a guarantee that the enemy will be there.

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I have had spawned actors stuck/clipped into objects, best to use Move Workshop Markers to move the spawn points to where you want them.

Ooooo..... Now that sounds promising. Being able to move spawn points OUTSIDE my fortifications would make them far more useful..... :D

 

Actually. The spawn points are only there as a reference from where the enemies spawn. When you fast travel to an area that is under attack a few things happen. It first calculates whether you have time between spawn and the time you arive. If not it spawn the enemies and then proceeds to calculate how much time there is between you ariving and the spawn. That moves enemies towards the center area regardless of fortifications and defenses. You will almost always end up with enemies inside your base. THAT's the frustrating part. I've seen vids on people placing defenses right in front of spawn points. Even though that is good to do, it isn't a guarantee that the enemy will be there.

 

is that hard coded into the game? Or is it a script that can be modified?

 

I have always had issues with settlement attacks in any event, as if I am on the other side of the freakin' map, or in Far Harbor, any attack should be resolved LONG before I can get there........ But, it doesn't work like that, the enemies kindly wait until I show up, or, at least am on my way, and very close......

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Hi community

 

Two questions:

 

 

1) I have chosen my preferred settlement to build in. I have also located the exact spawn locations for the enemies. Now, suppose I wish to build something on top of that spawn point; something that makes sense, lets say flat pier by the beach, which I then mean for the enemies to spawn on top of. My question is this: Will the enemies spawn 'inside' the pier construction (getting stuck), or will they spawn on top of the pier?

 

2) Once enemies spawn, do they have any goals? Do they only move away from the spawn point when enemy settlers are detected, or will they start discovering in case there's no one in sight? My fear is that, building too far away from the spawn points, will result in passive enemies lurking continuously near the same spot where they spawned?

 

I find that these two aspects are vital for the layout of my settlement!

 

Thanks in advance!

 

SJ

Heyas SJ

I have known enemies to do both. As stay stationary, and approach towards targets.

They kinda share something in common with companions in that they will try to get closer, if it will increase their chances to hit, based on the weapons that they have. But, if it's something like a bug attack, they'll just buzz around and let whatever is shooting at them drop as much ammo as they can.

Now granted, this won't work for anything that's a bug, or can fly or is a synth. But, if you don't want them wandering around, you might try moving your spawn point to a small platform. That is 4 stories tall. Most things can't wander on crippled legs :wink:

(I don't know if that would actually work, but I'd love to find out)

Edited by StormWolf01
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There is some incomprehension here.

 

The base game WorkshopAttack quests spawn at the winner of LocationEdgeMarker and WorkshopLinkAttackMarker alias fills, which are typically the same objects if workshops are setup to base game standards. The WorkshopAttackScript does refer to an ExtraAttackMarkers alias but that property is blank on all the scrips.

 

Form Name LocationRefType Keyword LinkedRefTarget
------------------------- --------------------- ------------------------- --------------------------- ---------------
XmarkerHeading OutOfSightMarker00 LocationEdgeMarker WorkshopLinkAttackMarker LocationCenterMarker

 

If you are seeing hostiles teleporting past barriers its because their path to the LocationCenterMarker AI package destination datum is blocked. This is described in my Settlement Attack System mod, if you care to learn more:

 

********************************************************************************************
FAQ: I am still getting attacks inside my settlement.

There are a number of different base game and DLC attack systems which use different
quest triggers and marker conditions. The standard workshop attacks are called
WorkshopAAAAAttackNN. There are others from Minutemen radiant quests, DLCs
and all sorts of different stuff that can generate workshop/settlement attacks.

Some attacks use a location reference fill based on LocationEdgeMarker, some use a Linked
reference fill based on WorkshopLinkAttackMarker some use WorkshopLinkSpawn and some
use WorkshopLinkCenter. Some base game workshops don't have some of the markers
(Airport, Bunker, Spectacle) so either use alternates or don't get some types of attacks.

Most attacks configure actors AI packages for travel to the LocationCenterMarker (which
you can find with Move Workshop Markers). If access is blocked so they can’t path, your
defences will force them to teleport into your settlement.

You need to be specific about which particular attack system is spawning based on the quest
prompts, or console [sqo] to see what attack quests are running and then [sqv QuestID] to
see what markers it is using.

The Workshop Keyword Checklist in https://www.nexusmods.com/fallout4/articles/1023
provides a full list of base game workshop markers and links.
********************************************************************************************

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