Settlement turns hostile
Randomly generate enemies in an ownerless settlement workshop, switching ownership from crafting missions to OpenWorld shooting and looting.
Screenshots 5 screenshots
About this mod Machine translation
Randomly generate enemies in an ownerless settlement workshop, switching ownership from crafting missions to OpenWorld shooting and looting.
Install this mod at any time in any game and players will have access to a never-ending [.SKK Workshops Start Hostile menu ] vault post-freeze awakening auxiliary items (replacements made in chemlab) configuration:
Hostile Spawn [ *On | Off ]
Kill settlers [on |*off]
Automatic Studio Ownership [*On |Off]
Match local hostility [*on |off]
Include internal [ *on | off ]
Hostile [ 2 | 4 |*6 |8 |10 ]
show statistics [go]
Included/excluded workshops
==============================
This only manages unowned resource production "settlement" workshops registered with the WorkshopParent, and does not include standalone "player home" or moveably deployable workshops. New DLC and workshops adding mods are detected every time the game loads.
If there are specific settlement workshops that you want to exclude from processing, use the console [ WorkshopRef.AddKeyword SKK_WSHIgnoreWorkshop ] or add the workshop reference to the form list SKK_WSHWorkshopsToIgnoreList that is read every time the game is loaded. This must be done before the workshop is loaded into the active area, otherwise it will be ready.
Include internal settlement workshops (e.g. Vault 88, Mechanic) to exclude changes in menus or console [set to SKK_WSHIncludeInteriorWorkshops 0 ]
If SKKRedRocketWorkshopsFaction.esp is installed, these workshops are automatically excluded.
Build preparation
===========
If spawning is enabled, when it loads into the player
When surrounding an active area, an unowned settlement is prepared for hostile spawning:
Any local unrecruited companions (e.g. Codsworth, Dog) companions, turrets and animals (e.g. cows, cats, dogs) and settlers will be guarded for recovery when hostiles are killed.
If you don't want poor whiner settlers hanging around, change the menu or console [set SKK_WSHKillSettlers to 1] before spawning enemies to avoid -20 happiness* every time a settler dies. This will of course prevent the Minutemen's Memories and Seminar side quests (Return Favor, Into the Fire, Troubled Waters) if you're still doing it.
Any local Hostiles are made up of spawned Hostiles, so the player must do the work. This isn't 100% effective due to some underlying factionalism.
Enemy spawn
===============
Defaults to between 6 and 12 hostile characters, change to spawn between N and 2*N characters in the menu or using the console [ Set SKK_WSHSpawnBaseCount to N ]. Spawning is capped at 64/128, if you try to set SKK_WSHSpawnBaseCount higher than 64, only 64 will be used because the game engine cannot manage more characters in simultaneous combat. If that's what you really want, just use [ WorkshopRef.PlaceAtMe ].
If the base game or DLC places hostile objects in or near the Workshop area, they will be matched by default. If you want more unpredictability, disable [set SKK_WSHMatchExistingHostiles to 0] in the menu or console.
Airport LvlBoSSoldier_CombatArmor_Semi
CroupManor lvlFeralGhoul
EchoLake lvlFeralGhoul
FarHarbor DLC03lvlTrapper*
FinchFarm lvlForged
HangmansAlley lvlRaider
JamaicaPlain lvlFeralGhoul
KingsportLighthouse lvlChildrenOfAtom
MechanistLair DLC01LvlBotRaider
NordhagenBeach LvlSupermutantAllRanged
NukaWorld DLC04_LvlGang_* (if hostile to player)
SanctuaryHills lvlRaider
SommervillPlace lvlGunner
SunshineTidings lvlFeralGhoul
Vault88 lvlFeralGhoul
Zimonja lvlRaider
Otherwise, it is a randomly selected rom base game actor from formlist SKK_WSHHostileList. In xEdit, you can modify the list at will, as there are no scripted faction affiliation or membership checks:
lvlChildrenOfAtom
lvlForged
lvlGunner
lvlRaider
lvlSupermutantAllRanged
lvlSynth
lvlTriggerman
A mission objective [Clear enemies in N studios] pops up to remind you that there are enemies to deal with.
Enemies are configured to not follow/chasing players out of their area, so if they're too hard right now...run away. The Actor …
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.