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That applies only if we do one or more of the following.
1) Include the enemy spawn points inside the wall (for example the one at graygarden that pops them in right at the building).
2) expect a completely walled off settlement to be secure from entry (the npc teleport if target not reached in x mechanic still bypasses walls etc.)
3) Fail to put up defenses that can deal with attackers during that x time countdown.
The biggest flaw with using walls in defense of course is if we do not respond to the attack then that formula takes over that does not care about such constructions.
I was standing on an awning by the caravan camping spot when I saw Gunners approaching, and 3 of them spawned inside the walls by my crops, which were obliterated by my rocket launcher turrets, along with the Gunners. I thought at first a couple of my settlers had gone Synth and started attacking from the inside, but the bits and pieces were named "Gunner" this and that.
Now, I can see how, in real life, if you had an unwalled settlement and were of the Super Mutant Raider Gunnar persuasion, you'd see it from some distance and say "Hmm, easy pickins".
However, if there are such patrols near your settlement in the game, they were placed there, and are being directed to your settlement, whether it's walled or not. LOS has zero bearing here.
Walls don't stop, and that is what walls are supposed to do: stop, not merely delay. If the game is forcing enemies past the defenses in order to achieve an end, then there's something wrong with the game. It's not about calculations and whether or not you're there to see it. I WAS there, I DID see it, the game teleported/spawned/warped/placed hostile enemies inside the walls of my settlement because they had no chance of getting past my turrets.
It's a threat evasion protocol in the Creation Engine, because a similar thing happened in Skyrim.
I made a mod that placed NPCs who were hostile to the Thalmor patrols. The game moved those patrols further along the road so they wouldn't encounter my Thalmor Hunters.
Eventually, I wound up placing about 15 different outposts to intercept them, because the game kept spawning them further out, in the marshes, and/or redirecting their routes across the open plains of Whiterun Hold to get to Rorikstead and avoid my outposts.
Same thing is happening here: if you've got an impenetrable turret system and walls with only one opening, the game spawns them inside your defenses.
If you use only ballistic turrets (machinegun), the game will spawn armored enemies who are resistant to ballistics. If you use only laser turrets, you get enemies wearing energy-resistant armor (usually Gunners). If you use only Rocket Launchers, you get only Super Mutants.
It is in the system to defeat your attempts.
Rather than trying to evade threats, the game is assuming they've gotten stuck and is trying to fix it.
I can't say I've seen that; I use machinegun turrets almost everywhere, and it doesn't seem to make a difference to who turns up, just who get killed fastest. I don't see many ghouls, but other than that it tends to be a pretty solid mix.
It also seems dubious since the game generally doesn't keep a good track of the details of a settlement when it isn't actively loaded. I suppose it's more possible if it only selects the attack type when you visit the area, but I'd want to see a script that handles it making a distinction to consider it credible.
When the AI decides a settlement is going to be attacked it picks the exact time and type of attacker.
Attacker types do not change if you go defend and die, reload and try again. Although you can trigger the attack by visiting earlier than the attack time.
When I was going for an attack on my synth-only settlement, I think I did arrive pre-attack trigger, and I don't remember fending off any synth attacks. I can't say I tested it extensively, however, since that was a very limited case.
Try the mod Place Everywhere. You'll need F4SE though.
I suggest that mod so it would be possible for you to move the wall before the curved wall back so that it will fit into the next one
It's not that I could not make it fit if I wanted to.. the confusion is that the walls of this mod somehow won't fit themselves, if you don't match them up in the correct way
You need to recheck your walls because you may have clipped some of them to cause it not to match up. Even if a mod changed the lengths it should still square up unless you placed something wrong.
You may need to read the entire post/discussion :) it's not a problem I have everywhere, and with any mod
That is my guess and why I said make sure because square is square. The cement walls easily connect clipped into each other (which is a great asset.)
For example, when lining up with a Floor piece, a Concrete Wall can be placed "in the square of the floor" or "just outside the square of the floor"; the latter 'hanging' off the edge of the Floor piece, exactly one width 'in the air'.
While helpful for variety or spacing, this 'behaviour' seems specific to Concrete...
Perhaps this 'issue' has occurred here, where one piece 'somewhere along the way' is 'hanging outside the floor', so to speak. This can also affect Walls and their placement (being "inside the Floors" or "just outside the Floors"). Just an idea [or something to check].
Edit:
I made a quick example of the two ways that Concrete can 'snap' to Floor pieces (this may not be the issue above, but it is something to keep in mind perhaps)
https://steamcommunity.com/sharedfiles/filedetails/?id=1764457935
Just my two caps
This is why when I wall in my settlements I do nothing but foundations first. The walls come later.
https://steamcommunity.com/sharedfiles/filedetails/?id=1272938453
This way it becomes far more apparent where my walls match up.
However, County Crossing is a field, not a residential area like Sanctuary, so there's nothing to align with that is also aligned with the building boundary. Except maybe the road. Even then, it's outside the boundary.
Concrete Wall items have 2 attach points at each side/corner, and yes, it's easy to snap to the wrong one, causing the starting wall and the ending wall to not line up, because those two points are right next to each other..