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SKK50

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SKK50

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About this mod

SKK Combat Stalkers brings the FEAR, UNCERTAINTY and EXCITEMENT to you, randomly spawning small groups of properly levelled hostiles around you who hide and ambush, stalk, or chase depending on your actions.

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SKK Combat Stalkers brings the FEAR, UNCERTAINTY and EXCITEMENT to you, randomly spawning small groups of properly levelled hostiles around you who hide and ambush, stalk, or chase depending on your actions.


Wandering the wasteland for an hour without any action from the same old encounter zones or cleared areas is rather dull. Messing with game setting respawn timers is tedious, as are spawning mod induced CTDs. 
 
 
SKK Combat Stalkers spawns small groups of hostiles at totally random points (no fixed locations) around you, but only when you are moving. This avoids the inconvenience of being attacked when you are building, in dialogue, sleeping, or already in combat. Configurable notifications let you know stalkers are active if you do start any of those activities.  

TO BE CLEAR Fallout 4 is mostly a passive world in which you wander around to find hostiles and initiate engagements. With this mod THE HOSTILES HUNT AND ENGAGE YOU. If you do not enjoy that incipient fear and uncertainty, you can enable hostile map markers for comfort and assurance.
 
 
The mod starts with *default settings that you can tune with (sorry, yet another) automatically generated MISC inventory [.SKK Combat Stalkers Holotape] to configure;
 
>  Stalker spawns [ *enabled - disabled ]
>  Spawn patrols [ *enabled - disabled ]
>  Hostile difficulty level indexed to player level [ 50%, 75%, *100%. 125%, 150% ]
>  Number of hostiles [ *1-2, 2-4, 3-6, 8 ] 
>  Min & max real time spawn interval minutes [ 1-2, *5-10, 10-20, 20-40, 30-60 ] 
>  Hostile notification [ silent, *warning, number & direction, map markers ] 
>  Enable Stalker attacks in settlements & interiors [ enabled - *disabled ]  
>  Spawn only after player movement  [ *enabled - disabled ]    
>  Protect innocent NPCs from being attacked by Stalkers [ *enabled - disabled ] 
Headshot kills only for stalkers & patrols [ enabled - *disabled ]


Features  and product specs (RTFM)

Spawn difficulty and numbers are balanced to be survivable starting with a fresh new player at vault 111 exit in survival (try SKK Fast Start new game) and will scale with level. At 100% player difficulty in survival, you should be able to manage 3 hostiles with care. If you want the vanity volumes and are not playing OP, reduce the difficulty.

By default spawns don’t pop until both the timer dings and the player moves between two locations that are not interiors or marked as settlements (options to change). The spawn location is totally random and dynamic, it doesn't use any outside fixed points for surprise, unlike rocking up to the same old fixed markers and encounter zones for the thousandth time. 

To avoid loading the game engine with stacked CTD inducing spawns, only one hostile spawn is active (stalker + patrol). The spawn timer does not reset until the current active spawn can clean itself up because:

  • all the existing hostiles are killed, or
  • you run far enough away that the live hostiles 3d unloads, or
  • you fast travel/sleep, or
  • or you use the Holotape to reset. 

Protect innocent NPCs from being attacked by Stalkers setting will ensure that spawned hostiles do not trash any base game settlement like DC,Bunker, GoodN or Covenant whilst you are shopping there, or attack vendor NPCs to preserve your supply.  If you are running mods that multiply spawns or mess with NPC factions and find that stalkers are fighting themselves, disable the setting and accept that those mods are putting the innocent at risk.

This mod tunes the Stalker pre-combat movement packages to be more real world, they speed up when falling behind and slow down to sneak when closing in. At hard and v.hard difficulty when one Stalker is in combat, the whole team will run to engage. Sounds minor, but can make mob engagements really hard, much like feral ghoul packs.

The pre-combat hostile ambush, sneak, walk, run dynamic has worked well with the in-combat PackAttack NPC edition behaviors which modify many of the levelled NPCs this mod uses.

A Spawn Patrol can be generated alone or with Stalkers. Whilst stalkers are drawn to the player, the patrol provides hostile area cover around the player for the traditional engage or avoid options. When you leave the patrol area they don't follow, but disband for the next spawn.


Compatibility

The mod has no dependencies on extenders or DLCs and does not change any existing base game scripts, assets or objects. As with 99% of SKK mods, its 100% pure new Creation Kit forms and scripts. As it does not touch any other stuff in your save-game, you can install and disable (in between spawns, best to disable in the Holotape first) with impunity. 

TL;DR: This mod will not conflict with any other mods as it doesn't change any existing stuff in the game, and it won't CTD because it cleans up spawns as it goes.

 
Known Issues 

(1) Spawn times are real-time to allow for the range of different game Timescales that players are configuring from the default 20:1. This means that the timer does not tick for player wait or sleep durations.

(2) For stalkers to spawn in interiors configure "Spawn in Settlements & interiors" ENABLED and "Spawn only after player movement"  DISABLED as many interiors are not big enough to trigger the movement distance check.

(3) Recommend you install SKK Dynamic Workshop Time (even if you leave time at default) which notifies this mod if the player is building or crafting so any active hostiles are put on hold whilst you cant take action.  
 
(4) If the player sprints off or spawned hostiles become stuck and fall so far behind the player that their 3D unloads (around 20,000 game units managed by your Fallout4Prefs.ini uGridsToLoad setting), the spawn is cleaned up and reset. If messages are enabled you will see a [ Hostile stalkers no longer a threat ] message, or map markers disappear, even though you didn’t kill any.

(5) If you use spawn multipliers or extenders, the extra spawns will likely attack Combat Stalkers as this mod closely manages faction relations to protect the rest of your game. Try disabling the Protect innocent NPCs from being attacked by Stalkers setting and/or refer mod authors to this article: SKK Combat Stalkers hostiles attacking each other and spawn multiplier mods. FFS stop asking me to take responsibility for the other inconsiderate or thoughtless mods you choose to run.


Bethesda.net users: Disregard PC manual install, removal and console sections. I use this same description text on nexusmods.com and bethesda.net for PC & XBOX as I CBA to maintain multiple edits.

 
Nexus PC manual download installation: Copy SKKCombatStalkers.esp and  SKKCombatStalkers – Main.BA2 to your...\Fallout 4\Data directory, enable in the Bethesda mod menu, mod manger or whatever. 
 
 
Nexus PC manual disable: The mod can be disabled if a spawn is not active, best to run the Holotape, set [ Spawn Hostiles Disabled >>> Submit ] to clear any active stuff. Only remove mods if you are happy to accept potential conflicts from load order changes in a save game.  


Nexus PC FAQ

(1) What about an ESL version ? SKK mods will not be published in ESL format because life contains sufficient hassle.

(2) What about MCM ? SKK mods have zero external dependencies (such as F4SE that MCM depends on) to support both PC and Xbox platforms.  If MCM is vital to your long life and happiness, you can write an MCM json thing using the settings thoughtfully published in the Console Configuration article.
 
 
*** THANK YOU FOR HELPING RATE THIS A MARCH 2018 NEXUS HOT MOD ***




Props to: DarkTi for DLC03 Cost actors and lasse1001 for DLC01 Robot + DLC04 Nuka Actors (so I can avoid loading dirty DLCs on my dev system).


Platforms:
PC nexusmods.com or bethesda.net
XBOX bethesda.net
PlayStation® can not be supported due to Sony Corp. scripted content restrictions.
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