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SKK50

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SKK50

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About this mod

Fallout 4-76 transforms the Commonwealth into an open world with all areas unlocked and no human NPCs for a quest free land of scavenging opportunity. Options to replace all humans with nothing/ferals/synths, rescue new settlers, spawn stalkers to grief you, dodge loot coughing nukes randomly launched at you.

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Fallout 4-76 transforms the Commonwealth into an open world with all areas unlocked and no human NPCs for a quest free land of scavenging opportunity. Options to replace all humans with nothing/ferals/synths, rescue new settlers, spawn stalkers to grief you, dodge loot coughing nukes randomly launched at you. 


Choose a narrative (or your imagination) for a survive, scavenge and rebuild experience:


EMPTY WORLD: a human extinction event has occurred. I am alone.


FERAL WORLD: the t-virus has crossed franchises, mutating irradiated human DNA into feral. I AM LEGEND.


SYNTH WORLD: skynet** controls old model hunter/killer synths to exterminate all humans. I am John Connor.


This mod started as a greifing simulator to explore some of the likely Fallout 76 game play mechanics, evolving into an empty open world to build dynamic systems that deliver unpredictable experiences. Just like 76 should do with real people. When you have done every quest and NPC dialogue to death, but still want to spend time in the Fallout 4 world ... try to survive and rebuild the Commonwealth whilst I AM LEGEND feral hunting.


The mod makes ZERO changes to any base game scripts, items, actors, stats so should be safe to use with overhauls that do hack stats, perks and stuff around.

Install this mod at any time in any game stage, from a new game start to main quest completion with any faction, and you are given a [ Fallout 4-76 Open World Holotape ] in MISC inventory. It does nothing to your game  (remember, zero changes) until you are ready to select:

[ >>> ENABLE Fallout 4-76 Open World  ]


Baseline Configuration (one time changes)

(1) All human, ghoul and synth NPC references in the Commonwealth exterior are removed within 3 minutes* of enabling the OpenWorld for a nearZeroNPC™ experience. Human, ghoul and synth actors that are triggered to spawn in the game are dynamically removed when their cell loads. 

(*) Can take up to 10 minutes to process with all factions unlocked and 30 fully developed settlements.

(2) Most quest or key locked doors in the Commonwealth and internal spaces are unlocked or opened so you can access all areas without quests or NPC key holders. The Player is automatically granted ownership of any workshops as they are discovered. Fast Travel to Institute, RailRoad, NukaWorld and Far Harbor enabled (if DLCs installed). You can start a new game from Vault 111 and go nearly anywhere in the Commonwealth without having to chitchat with anyone. 


Configuration Options (change as you like) 

(3) EMPTY WORLD  |  FERAL WORLD  |  SYNTH WORLD replaces all human NPCs with your choice. Populated in a radius around the player during movement to ensure they level. Options for timed respawns [1 to 64 game days] and headshot kills only. Replacements  will not spawn in owned workshop locations to spoil your arts and crafts. If you can’t handle Replacements, no problem change the setting at any time. Or populate the world with something slower like Zombie Walkers, or both.

(4) GRIEFERS [ enables | disables ] a random spawn of human or replacement griefers to stalk you anywhere (interiors,  settlements ... they don't care). Levelling ensures this combat experience can start from the Vault 111 exit with a fresh player, growing with your ability. Configure different levels of hostile notification from silent, through warning message to map markers for comfort. If you don’t like these hostiles, no problem don’t enable them, or disable when you have had enough. Combine or replace with your preferred hostile spawn mods, such as SKK Combat Stalkers.

(5) NUKES  [ enables | disables ] occasional nukes to be launched at you (by griefers, a mad AI or your imagination) with 3 stage warnings [ Codes Released, Target Selected, Nukes Inbound ] for plenty of get-away time. Nukes leave legendary chance loot, dirty radiation areas and ferals (if enabled) behind. They will never be launched at settlement or workshop locations. If you don’t like nukes being launched at you, no problem don’t enable them, or disable when you have had enough.

(6) GriefProof PlayerUndead™  [ enables | disables ] respawning the player on death at a random owned settlement. You keep your full inventory for a tax free continuation, but may feel weary with the grief of your inadequacy for a while. As this works by making the player Essential (unkillable like a companion) Stimpaks also heal rads, no way to have one without the other. 

(7) ROBOT VENDORS  [ enables | disables ] 7 new trade counter replacements for consumers who have to shop for stuff, rather than traditional scavenging and crafting. They may not all offer 24 hour service, but they do stock legendary items 'cos if you must shop, then do it properly. There is one centrally located doctor to cure your survival itches and scratches when you're out of antibiotics.

(8) SURVIVOR RESCUE  [ enables | disables ] radiant missions to rescue extinction event survivors from random locations around the Commonwealth to your nearest workshop. If you don't like the location just disable/enable to re-roll. Survivors need Stimpaks, if stuck bleeding out talk to trade them. If you use map fast travel whilst they are following you, there is a % chance they will get lost on the way so you need to go back and find them for the joy of foot travel.  On safe arrival at the target workshop, the survivor becomes a settler ready to work for you (no population cap). The missions can run back to back when your establishing settlement populations, make random after 1~2 real hours if your scavving, or stop them if you are busy surviving and don't like open jobs in the log.

(9) SETTLER RECRUITMENT if you are too lazy to do the survivor missions, or want to customise boring vanilla settlers, build a 4-76 Settler Recruitment Radio [ Workshop Resources > Miscellaneous ] which will bring one standard (protected from 4-76 removal obviously) WorkshopNPC settler per game day. Your game Timescale setting will affect the real time this takes.

(10) WASTELAND SCAVVER dynamic loot and junk reduction. Options to reduce the amount of stuff in containers from 100% standard to 75%, 50%, 25% or Zero. Does *NOT* affect locked containers, Boss chests, Vendor stock, NPC actor inventory, or Scrounger/Fortune Finder perks. Also removes Gluey Glue and Screwy Screw items placed in the world by the same amount to make every desk fan and hot plate find exciting again (steady !). This is a dynamic setting that takes effect at first cell load or respawn time, change it as much as you like as you wander the world.  At 0% you will need a plan to craft or buy Stimpaks and Adhesive.


Known Issues, considerations & FAQ

(0) This mod is constantly evolving to deliver interesting new player experiences. It is probably not a good platform for highly invested player development or elaborate settlement builds.

(1) If you have a human companion that uses the standard companion slot, they will be protected when the conversion is enabled, otherwise human companions are cleared. Non human companions such as Codsworth and dog are always available. If you want to protect any actors, use the PC console to select a survivor and enter [ addkeyword skk_476nodisable ] or refer to the article Fallout 4-76 protect other NPC mods.

(2) THIS MOD REMOVES EXISTING SETTLERS (except DLC01 robots). You will need to rescue or recruit new 4-76 compatible actors for your settlements, or run the Settlers need Stimpaks mod before enabling 4-76, or manually [ addkeyword skk_476nodisable ] to each of them.

(3) Spawning mods will need to implement the [ skk_476nodisable ] keyword to avoid their product being automatically disabled (and replaced) in this open world. Naturally SKK Combat Stalkers and Instant Battleground do this, refer other mod authors to the article Fallout 4-76 protect other NPC mods

(4) When you first convert the world with replacements active, they are not populated in the active cells around you for safety. As you start wandering around the world they will appear over a minimum distance, but entering an uncleared interior space can get hectic. If you change the feral setting [ on or off ] after the conversion, it only takes effect on movement when cells load and unload the actors in a 10K radius around the player. 


(5) With { replacements + headshots + respawn + griefers + all your other mods } framerates will suffer in busy spaces like College Square and outside Diamond City. That’s simply the compute load it takes to manage that number of angry actors. There are no fixes except to reduce or disable something, even dead bodies are an overhead. I use a shoot & scoot technique to draw some of the hostiles out which can reduce the render count in a cell.

(6) Headshot kills only apply to Fallout 4-76 generated replacement ferals or synths, not base game or other mods.

(7) Synths are 95% melee to be playable, but they may pick up and use ranged weapons/ammo that's lying about which can get sporty.

(8) After PlayerUndead™ recovery and stimpak to fix broken limbs, the player can still be stuck crouching. Switch between 1st and 3rd person views then draw/holster weapon to pop out.

(9) Base game Container_Loot*  level lists have been modified to add a ChanceNone global variable to manage loot spawning. If a mod later in your load order modifies those level lists and over-writes, the loot reduction setting will clearly not work. This is the first time an SKK mod could not script a workaround and had to change base game forms, feel my shame.

(10) If you find any access doors key locked, blocked or inaccessible, post or PM me the DLC/Worldspace and 8 digit object ID [console click PRID] to include it if missed. They are easy updates to publish.

(11) Can humans be replaced with something other than ferals or synths ? YES they can be replaced with anything, like Sofas or Deathclaws but the game will be either stupid or unplayable. The dynamic method of detecting and replacing actors means that they can not be replaced with other actors based on human DNA like Raiders, Gunners, BOS or Atoms. 


Compatibility & disable

The mod has no dependencies on extenders or DLCs and does not change any base game scripts, assets or objects (ahem, except those Container_Loot* level lists). It's 100% pure new Creation Kit forms and wrapper scripts. As it performs major surgery to actors and quests the running world, unlike most elegantly engineered SKK mods it is a one way conversion and CAN NOT BE DISABLED OR REMOVED FROM A SAVEGAME.



Relevant & associated mods 

(1) If you enable feral replacements you will probably need to scrap and craft scarce ammo, Craft weapons and Scrap ammo by SKK does the job with no new workbench overheads.

(2) For the ultimate Feral apocalypse new game start suggestion: SKK FastStart new game (in 2 minutes) + SKK FastStart Settlement (pick a start location, the airport is great) + Fallout 4-76 OpenWorld feral edition (replace humans with ferals) + Zombie Walkers (more slow undead) + True Storms (more feral spawns).


Bethesda.net users

Disregard PC manual install and any console commands. I use this same description text on nexusmods.com and bethesda.net for PC & XBOX as I CBA to maintain multiple edits. Always check the master change log on https://www.nexusmods.com/fallout4/mods/32599?tab=logs
 

Nexus PC manual download installation

Copy SKK476OpenWorld.esp, SKK476OpenWorld – Main.BA2 and SKK476OpenWorld – Textures.BA2 to your ...\Fallout 4\Data directory, enable in the Bethesda mod menu, mod manger or whatever.


With thanks to  RetroFuture design guru RedRocketTV for new visual assets.


THANK-YOU FOR HELPING RATE THIS A JUNE 2018 NEXUS HOT MOD WITH A SIGNIFICANT 10% APPROVAL RATING (nexus hot mod average is 3%)




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


(**) Skynet infection vector to Institute systems most probably via 1996 Bethesda XnGine code archives
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