Settlement attack system for SKK (updated)
Replaces the annoying base game settlement attacks with a properly configured combat attack system based on SKK combat tracker generation technology and user experience. Now features optional Vertibird combat and settlement patrols.
Screenshots 8 screenshots
About this mod Machine translation
Original address:
Updated on December 1st:
Version 017
Update instructions: The current archive can be updated. Uses the original BA2 archive format compatible with all Fallout4.exe versions (1.10.16x, 1.10.98x and 1.11.13x)
Fix: Don't reset the attack if the game exits/loads waiting for a LessThanEvent from the target workbench.
Updated on November 19th:
Version 016
Update instructions: The current archive can be updated. Uses the original BA2 archive format compatible with all Fallout4.exe versions (1.10.16x, 1.10.98x and 1.11.13x)
Fix: OnPlayerLoadGame resets attack timer
NEW: Diagnostic features include timer runtime with real-time seconds accuracy to +/- 180 seconds, derived from continuous GameDay counter transitions.
Updated on November 8th:
Version 015
Update instructions: Can be updated in existing archives. Uses the original BA2 archive format compatible with all Fallout4.exe versions (1.10.16x and 1.10.98x)
New: Refreshing workshop status and verifying workshop messages will also show running timers to help identify issues.
Updated on August 29th:
Version 014
Update Notes: Activity saves can be updated. Uses the original BA2 archive format compatible with all Fallout4.exe versions (1.10.16x and 1.10.98x)
Changed: Holotape option to use base game attack LocationEdgeMarkers to generate markers (SKK_SASUseEdgeMarkers) that may be in the build area.
New holotape function for reporting local workshop status or console [cqf SKK_SAS "SKK_SASScript.ValidateLocalWorkshop"]
On December 2, the Chinese address of Station B was updated to:
The N network Chinese address will be updated on September 3. If you are interested, you can try:
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Replaces the annoying base game settlement attacks with a properly configured combat attack system based on SKK combat tracker generation technology and user experience. Now features optional Vertibird combat and settlement patrols.
[This is a combat mod, not an RPG storybook lore mod]
Configuration settings
By installing this mod at any time in any game, players will automatically receive the [.SKK Settlement Attack System Holotape] to be configured in the MISC inventory after exiting Vault 111:
Main menu
Settlement attack system [*enabled - *disabled]
Attack real-time interval [constant 15 minutes 30 minutes *1 hour 2 hours 4 hours random]
Attack power [50% *100% 150% 200%]
Attack difficulty [50% 75% *100% 125% 150%]
Use build tags [single|*multiple]
Settlement Patrol [Enabled - *Disabled]
[Attack Immediately] My settlement.
Settings menu
Assign workshop faction [Menu: *This workshop |All workshops]
Attacker map markers [enabled - *disabled]
Patrol map markers [enabled - *disabled]
Internal or isolated shop attacks [enabled - *disabled]
Stop attack on uninstall or timer [*enable - disable]
Workshop automatic repair (charged) [Enabled - *Disabled]
Exciting base game attacks [*enabled] - disabled]
Faction menu
Faction Relations [ignore - *respect]
For each faction [Enable - Disable - Lock]
BOS, COA, Deathclaw, Disciple, Savage, Gunner, Militia, Operator, Backpack, Predator, Rust Demon, Super Mutant, Synth, Triggerhand, SKK_SASUserAddActorsList, Vertical Bird
What it does and how it works (RTFM)
During a configurable real-time interval, owned external studios with defense levels in the player's world space are selected for attack. If the player is near a suitable workshop, that workshop will be selected. To be a candidate workshop for attack, a workshop needs to:
(1) Owned by the player.
(2) Be in the same world space (Commonwealth, Nuka, Haba) as the player.
(3) Defense score greater than 6 (or whatever value you set SKK_SASDefensePerAttacker).
(4) Not on the inside (or enabling insider attacks).
(5) Have the correct tag (use the mobile workshop tag to verify the workshop added by the Mod)
The holotape menu will inform "There are no valid workshops in this world space" as you may have an undefended workshop. If conditions ha …
Install & use Install: follow the bundled instructions
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- There is no universal mod manager for this game: some mods replace game files directly, some go into a game-specific Mods folder, and some need a game-specific community loader or tool first — follow the bundled readme.
- Place the files exactly as the readme says; mods with listed dependencies need those installed too.
- Launch the game to confirm it loaded; some games require enabling mods in settings or an in-game mod menu.
Install locations vary a lot between games and mods — the bundled readme is the most reliable guide.