SKK Outpost Attack Manager
By SKKmods
Community Rating
Build an outpost attack terminal to configure outpost attacks as YOU want them, on demand or triggered by a random timer. Hire mercs and unlock more turrets to help. This does not touch the base game attack system.
Like Fallout 4 Settlement Attack System (without Synths or Vertibirds).
Install this at any time in any game to build [ Outpost Attack Terminal ] at any Outposts you want to be attacked, then configure global settings:
Human Attackers [ *Enabled | Disabled ] random pick at random player level +/- 150% from list:
SKK_OAHumanAttackersList LvlHumanHostile_Assault [NPC_:00375AA4] LvlSpacer_Assault [NPC_:0027BB8F] LvlCrimsonFleet_Assault [NPC_:00054327] LvlEcliptic_Assault [NPC_:0026FF67] LvlTheFirst_Assault [NPC_:0026FB3E] LvlVaruun [NPC_:00278716]
Creature Attackers [ *Enabled | Disabled ] random pick at random player level +/- 150% from list:
SKK_OACreatureAttackersList LvlAceles "Aceles" [NPC_:001EA2C3] LvlOctopedeABlisterCrab [NPC_:002BF32D] LvlOctopedeAExocrawler [NPC_:002BF649] LvlOctopedeAGallopingBeetle [NPC_:002BF64A] LvlOctopedeAHornedCrab [NPC_:002BF64B] LvlOctopedeALonghornBeetle [NPC_:002BF64C] LvlOctopedeAMaggotCrab "Maggot Crab" [NPC_:002BF64D] LvlOctopedeARockCrab [NPC_:002BF64F] LvlTerrormorph [NPC_:002B2293]
Custom Attackers [ Enabled | *Disabled ] random pick at random player level +/- 150% from list: Spoiler: Show
Number of attacking groups [ *1 | 2 | 3 | 4 | Random 1/4 ]
Number of attackers per group [ *2/4 | 4/8 | 6/12 | 8/16 | Random 4/16 ]
Timed Attacks [ *Off | 20/40 min | 40/80 min | Random 20/80 min ] real time (not game minutes).
Turret Build Limit [ *6 | 18 ] global, affects all outposts.
Stop Attack on Unload [ *No | Yes ] if any attacking actors run away over 300/400 meters and 3d unloads they are removed. If the player runs away or teleports from the outpost during an attack and 3d unloads the attack is closed down.
Map Mark Attacks [ Off | *Mark Outpost | Mark Attackers ] can be switched in real time during an attack. If Outpost is selected the last TWO attackers are automatically map marked incase they are hiding or clipped into the landscape.
REMOVE CORPSES when an attack is not running finds human and creature corpses in the build area, opens each inventory for EZloot then removes the corpse.
HIRE MERCENARY base cost is 100 caps + 100 caps for each hire up to 8 at each outpost.
SKK_OAMercenaryList LvlMarine_Assault [NPC_:00056F09] LvlSecurity_Assault [NPC_:0025C5E5] LvlSecurity_Freestar [NPC_:0026FB62] LvlSecurity_Neon [NPC_:00247D45] LvlSecurity_TrackersAlliance [NPC_:0007F891] LvlVanguard [NPC_:00096546]
[ >>> ATTACK NOW | >>> CANCEL ATTACK ]
Function Descriptions
Terminal: Only one can be built at each external outpost (not player homes). Removing a terminal stops an Outpost from being an attack target but also releases any local mercenaries. No refunds.
Attack Now: You can run as many concurrent attack now requests as you like, but read the spawning education section on the nexusmods page first.
Timed Attacks: When the timer pops the script starts checking the players current planet/orbit for a local Outpost with an attack terminal. When found its marked and notified as [ Outpost is threatened. ] regardless of map mark settings so you know to investigate. Once you get within 25 meters of the outpost the attack will start. Only one timed attack can be queued or active at a time.
Cancelling an Attack: If you dont like the target access a terminal [ >>> CANCEL ATTACK ] if you are in trouble with 64 Terrormorphs and cant get to the local terminal. If [ Stop Attack on Unload ] is set you are safe to run away, otherwise use a terminal at another outpost.
Mercenaries: If the terminal or outpost a mercenary has been hired against is removed/destroyed they are released to sandbox in place and clean up when they 3d unload. They are recruitable using Starfield Stalkers and Followers , and if you want to manage your Merc hire inventory and healing, use the [ R ] actor command menu from Starfield Stalkers and Followers which is designed to work with any friendly NPC.
Attackers: spawn at totally random points around the Outpost between 100 and 300 meters range. Over that distance their 3d is unloaded which causes unpredicable AI pathing and freezes. If there are tall (100m) mountains in that radius of your Outpost there can be issues finding usable spawn points due to navmesh and slant-range maths, so you will sometimes be notified that an attack has been abandoned.
KNOWN ISSUES
(1) On Xbox if nothing happens exiting the terminal (hire merc, attack now), apparently opening and closing the map triggers activity. Odd, but verified by multiple players.
For detail information on performance and technical operations refer to the main mod publishing page at https://www.nexusmods.com/starfield/mods/6671
For support, use either:
The mod home page https://www.nexusmods.com/starfield/mods/6671?tab=posts
SKK Mods Discord channel discord://discord.gg/tgKNT77DC8
Additional Screenshots Available
This mod has 12 additional screenshots available on the official Bethesda.net page.
View All Screenshots on Bethesda.netYouTube Videos
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Mod Information
- Published
- Jun 15, 2024
- Last Updated
- Jun 20, 2024
- Platforms
- WINDOWS, XBOXONE, XBOXSERIESX
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