Fallout 4

More patches will be added as I have time, check back regularly to see if anything new has been added.

I've taken an interest in running SKK's Commonwealth of Decay (Open World Survival) mod.  I don't run the CoD mode, but use the Open World mode to turn Fo4 into a sandbox for settlement building, zombie fests, etc.  With his mod and other mods such as Feral Nights, Feral Infestations, and Zombie Walkers, I've been able to create a world similar to The Walking Dead Tv series.

SKK's Commonwealth of Decay (Open World Survival) mod essentially removes all human npcs and replaces them with your choice of Feral, Synth, Raider....  The downside of removing the human npcs is that it breaks many other mods that I like to run in my game.  So I created several patch mods that allow the mods I run to work with the SKK mod.  I plan to share some of these patches on this page.  These patch mod can be found in Miscellaneous files.  The supported mods along with install considerations will be documented below in this article.

I take no credit for any of the original mods, they remain the exclusive work of their respective author.  I'm simply providing a patch mod that adds a specific SKK CoD keyword that protects select human NPC's from being removed by the SKK mod.  Should any author request that a patch be removed, I will remove it.

Important Considerations:

  • The patch file makes the SKK mod a master to the respective mod being patched.
  • The patch file overrides specific NPC records and adds the SKK_476NoDisable keyword.
  • The supported mod and patch must be installed and active BEFORE enabling the CoD or OpenWorld modes in Commonwealth of Decay (Open World Survival) ,
  • This is a brute force approach, any other mods that modify the same record will conflict.
  • The use of some mods will not play logically into games given human npcs are being replaced, but at least the mods should work.
  • i.e. a lone human NPC might be surrounded by hostile ferals.

Patch Descriptions (the following files are located in Miscellaneous files here))

  • F76VanillaSettlers - for the base game,  tags many vanilla NPCs (i.e. settlers, city residents, vault residents etc) so they will not be removed.  I wanted the normal settlers and city residents to be retained in my games.  I probably missed some of the lesser know NPCs that I could not attribute to existing settlements / cities.
  • WorkshopSynthProduction_Reconfig_F76_Patch - protects the G3 Synth Settlers added by the WorkshopSynthProduction_Reconfig mod from removal.  See the Workshop Synth Production - Reconfig article for more information.
  • Commonwealth Captives_F76_Patch - protects the captives in Commonwealth Captives mod (loverslab) from removal.
  • EndlessWarfare_F76_Patch - Protects NPCs spawned by Endless Warfare mod from removal
  • Diamond City Enhanced Security_F76_Patch - Protects the NPCs added by Diamond City Enhanced Security mod from removal
  • ImmersiveTeleportation_F76_Patch - Protects the quest NPC body in Immersive Teleportation 2 mod from removal
  • ToggleStealthBoyV 1.4.1_F76_Patch - Protects the quest NPC body in Toggle Stealth Boy mod from removal
  • ccc_EnclaveX02PowerArmor_F76_Patch - Protects the quest NPC bodies in the Creation Club's Enclave X-02 Black Devil Power Armor mod from removal
  • AQUILA_LaserRifle_F76_Patch - Protects the quest NPC's for the Aquila Laser Rifle mod from removal
  • ccc_SolarCannon_F76_Patch - Protects the quest NPC bodies for the Creation Club's Solar Cannon mod from removal
  • ccc_CRL74Rifle_F76_Patch - Protects the quest NPCs / bodies for the Creation Club's CR-74L Combat Rifle mod from removal
  • ccc_AntiMaterialRifle_F76_Patch - Protects the quest NPCs / bodies for the Creation Club's Antimaterial Rifle mod from removal

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rlbaxter

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