Article:  Fallout 4-76 console configuration and actor lists 040 to 049 LEGACY
Mod Name: Fallout 4-76 Open World
Mod File: SKK476OpenWorld.ESP
Source:   https://www.nexusmods.com/fallout4/mods/59082
Platform: Fallout 4 (PC, XBOX)
Author:   [email protected]
Date:     March 2022
Version:  040 to 049

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This article is only relevant for the Fallout 4-76 generation 040 to 049.


For Fallout 4-76 OpenWorld & Commonwealth of Decay version 050 (May 2022) ONWARD  refer to Fallout 4-76 console configuration and actor lists 050 ONWARD.

For Fallout 4-76 OpenWorld version 040 (March 2022) to 049 (unpublished) refer to Fallout 4-76 console configuration and actor lists 040 to 049 LEGACY.

For Fallout 4-76 OpenWorld version 007 (June 2018) to 038 (March 2022) refer to the article Fallout 4-76 console configuration 007 to 038 LEGACY.


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Global Variables that can be set with the console, Papyrus remote script properties via GetFormFromFile, or MCM if you want to write a json thing.

To set global variables with the game console use [set VARIABLE to VALUE]

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SKK_476Enabled
[ *0 | 1 ] A one time switch to enable the open world transformation.
Call function ONCE ONLY to activate [ cqf SKK_476MainQuest “SKK_476MainQuestScript.Fallout476Enable” ]


REPLACEMENT ACTORS ------------------------------------------------------------


SKK_476ReplaceNPC
The actor to spawn at ActorReplacement, RandomEncounter, PointOfInterest and BOSSChest spawn markers.

-1 is none, replacements disabled
0 is random pick from list SKK_476ReplacementFeral
1 is random pick from list SKK_476ReplacementSynth 
2 is random pick from list SKK_476ReplacementRaider
3 is random pick from list SKK_476UserAddedActorList
99 is random pick from all available lists

ActorReplacement markers spawn 1 actor
Exterior RE/POI/BOSS markers spawn 2 to 6 actors
Interior RE/POI/BOSS markers spawn 2 to 3 actors


SKK_476ReplaceDeadActors
[ *0 | 1 ] Generate actor spawn markers at original corpses. Once a corpse is ignored it will never be marked.


SKK_476SpawnChance
[ 1 to *100 ] The chance for a marker to spawn actors in that respawn period. DO NOT SET TO ZERO.


SKK_476RespawnGameDays
The interval after the last actor associated with that spawn marker dies before it will respawn OnLoad. 
[0 to 32768] 0 is off, 0.0416 is one game hour, 1 is one game day, default is 8 days.


SKK_476SpawnNearWorkshops
[*0 | 1 ] Spawn in LocTypeWorkshop tagged locations, similar to but not the same as build areas.


SKK_476SpawnREMarkers
[ 0 | *1 ] Spawn at ~180 Random Encounter trigger replacement markers. Disable if using someting like Random  Encounter manager to avoid actor overload and contention.


SKK_476SpawnPOIMarkers
[ 0 | *1 ] Spawn at ~50 Point of Interest markers.


SKK_476SpawnBOSSMarkers
[ 0 | *1 ] Spawn at ~220 Boss loot chest markers.


GRIEFER ACTORS ----------------------------------------------------------------


SKK_476GrieferNPC
The actors to spawn in Griefer teams.

*0 is random pick from list SKK_476GrieferFeralNN
1 is random pick from list SKK_476GrieferSynthNN
2 is random pick from list SKK_476GrieferMixedNN
3 is random pick from list SKK_476UserAddedActorList
99 is random pick from all available lists

The greifer team size is:

Player level < 10 = 2
Player level < 20 = 2 to 4
Player level > 20 = 2 to 6
Plus 1 for each player follower
Plus 1 for every 6 points of local workshop defense


SKK_476GrieferTimerSeed
Real time minutes seed a random timer floor [random N to N*2] between griefer teams dying/unloading and new spawns. 
[0:32768] 0 is default which disables griefers, 10 is 10 to 20 real time minutes.
Call function to switch: cqf SKK_476MainQuest “SKK_476MainQuestScript.SwitchGriefer”


EDITING ACTOR LISTS -----------------------------------------------------------


Most of the actor lists can be saved in a seperate xEdit over-ride file to add or remove Non-Player Character (Actor) NPC_ records.
 
SKK_476ReplacementFeral (used by SKK_476ReplaceNPC value) OK to over-ride.
SKK_476ReplacementSynth (used by SKK_476ReplaceNPC value) OK to over-ride.
SKK_476ReplacementRaider (used by SKK_476ReplaceNPC value) OK to over-ride.

SKK_476GrieferFeralNN (used by SKK_476GrieferNPC value) OK to over-ride.
SKK_476GrieferSynthNN (used by SKK_476GrieferNPC value) OK to over-ride.
SKK_476GrieferMixedNN (used by SKK_476GrieferNPC value) OK to over-ride.

SKK_476UserAddedActorList (used by SKK_476ReplaceNPC and SKK_476GrieferNPC values) OK to over-ride.

To add actors from DLC or other mods they must become masters to the over-ride file.

List content can be changed in an active savegame as long as the actor source ESM/ESP/ESL is still active in the load order to service already spawned actors.

DO NOT EDIT SKK_476CustomActorList it is a scripted consolidation of the new SKK_476UserAddedActorList and the legacy SKK476CustomActor.esp method which is refreshed at every save game load.

The original/legacy SKK476CustomActor.esp method can still be used for complex linked actors. Read the article Fallout 4-76 Import Custom Actors.


OTHER SYSTEMS -----------------------------------------------------------------


SKK_476RadiantRescueQuestEnabled
*0 Disabled
1 Continious starts 3 real minutes after last quest stops.
2 Random starts 30 to 90 real minutes after last quest stops. 
Call function to switch: cqf SKK_476MainQuest “SKK_476MainQuestScript.SwitchRadiantRescueQuest”


SKK_476SurvivorRecovery 
Survivor damage/health recovery
*0 Protected can take damage from anyone, auto recovers health, only the player can kill.
1 Essential can take damage from anyone, auto recovers health, no one can kill.
2 Essential can take damage from anyone, needs stimpack to heal, on one can kill.
3 Mortal can take damage from anyone, needs stimpack to heal, anyone can kill
Call function to switch: cqf SKK_476RadiantRescueQuest “SKK_476RadianRescueQuestScript.SwitchSurvivorRecovery”

SKK_476NukeTimerSeed
[0:32768] (Holotape 0:5:10:20:30) Real time Minutes between nuke strikes [random N to N*2] 0 disabled is default setting.
Call function to switch: cqf SKK_476MainQuest “SKK_476RadiantRescueQuestScript.SwitchNuke”


SKK_476EnableRobotVendors
[0|*1] As it says.
Call function switch: cqf SKK_476MainQuest “SKK_476MainQuestScript.SwitchRobotVendors”


GENERAL OPTIONS  --------------------------------------------------------------


SKK_476DeathItemEnabled
[ 0 | *1 ] Add a collectable death tag to spawned actors.


SKK_476HeadshotKills
[0|*1] Replacement actors and Griefers are only killed with a headshot.
Call function to switch: cqf SKK_476MainQuest “SKK_476MainQuestScript.SwitchHeadshotKills”


SKK_476ShowHostileNotification
0 Show no warnings
*1 Show a warning message for Griefers and Nukes.
2 Show a warning message and map markers for Griefers and Nukes.


SKK_476ProtectCompanions
This is a one time setting that only has an effect at the point of conversion. After that it does nothing as unprotected human companions will/should be offed already. This can not protect mods using non standard mechanisms that the game can not detect with Game.GetPlayerFollowers(). 
0 Do not protect any human/synth companions or followers.
1 Add SKK_476NoDisable keyword to current companion and current followers (they are different things folks)
2 Add SKK_476NoDisable keyword to current companion, current followers and all base/dlc companions.


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Console bat file to set defaults and start the conversion:

set SKK_476ReplaceNPC to -1
set SKK_476ReplaceDeadActors to 0
set SKK_476SpawnChance to 100
set SKK_476RespawnGameDays to 8
set SKK_476SpawnNearWorkshops to 0
set SKK_476SpawnREMarkers to 1
set SKK_476SpawnPOIMarkers to 1
set SKK_476SpawnBOSSMarkers to 1
set SKK_476GrieferNPC to 0
set SKK_476GrieferTimerSeed to 0
set SKK_476RadiantRescueQuestEnabled to 0
set SKK_476SurvivorRecovery to 1
set SKK_476NukeTimerSeed to 0
set SKK_476EnableRobotVendors to 1
set SKK_476DeathItemEnabled to 1
set SKK_476HeadshotKills to 0
set SKK_476ShowHostileNotification to 1
set SKK_476ProtectCompanions to 1
cqf SKK_476MainQuest “SKK_476MainQuestScript.Fallout476Enable”

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