Fallout 4

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  1. SKK50
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    ****************************************************************************************************************
    Define your own custom replacement actors for Fallout 4-76 in less than 5 minutes with xEDIT:
    https://www.nexusmods.com/fallout4/articles/1760
    ****************************************************************************************************************
  2. SKK50
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    ********************************************************************************************
    If you did not receive the holotape automatically (because you are using a dumb-ass alt
    start mod) and have to craft a holotape manually, you will never be able to update this
    mod in place as your dumb ass alt-start mod will be blocking registrations. Your choice.
    ********************************************************************************************
  3. BacteriophageBS
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    My game keeps spawning huge numbers of ferals.  Anywhere there's an existing ghoul, if I leave it alive and return to that area, it has multiplied.  This includes loading saved games.  For example, I loaded a save game outside Concord with four ghouls left alive in the town, and there were now over 40 of them, including 10 on a rooftop.  I saved, quit, and restarted FO4 and when I loaded the new save, there were over 100 ghouls, 30 of them on that rooftop.
    After reading the description for SKK Replace Any Actor, I suspect that it's something to do with the "respawn created actors" thing.  It happens even with respawns completely disabled in the 4-76 holotape.

    The problem began when I built a new, much faster PC.  It might be because I had to re-download the mod and maybe it was a version change, but it *might* have something to do with the new machine running scripts much faster, I don't know.  I know when I first used the mod back in 2018-2019 it had no issues.

    For now, I'll try using SKK Replace Any Actor, but I thought I'd let you all know.
    1. SKK50
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      Is Fallout 476 the only actor spawning or multiplying solution running in that game ?

      This has a crap tone of automatic respawn limiters built in to avoid exactly that condition, which has never been reproduced in testing or reported by over 50,000 uniqe PC & xbox users.

      What you are describing is an actor/spawn multiplier in action.
    2. BacteriophageBS
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      I use War of the Commonwealth, but that's not a multiplier and it worked with 4-76 before without any issue. 
      But now that I think about it, 4-76 didn't replace gunners and raiders spawned by WotC before, but it seems to be doing that now, as I haven't seen any human enemies.  It must be a version change that maybe makes 4-76 work better, but makes it no longer play nice with WotC, or maybe a load order difference or something.
      I'll look into it.  Thanks!

      Edit: Yep, WotC has to load after 4-76 for them to work together.  Vortex just kept putting WotC first, so I had to manually change it.  Works perfectly now!
  4. Caramelhun
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    What can be wrong? I addthe addkeyword skk_476 nodisable to Curie and Nick Valentine but the holotape disables them!
    1. Caramelhun
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      And I have them as active companion because I use multiple companions mod!
    2. magitek369
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      https://www.nexusmods.com/fallout4/mods/34935
    3. Caramelhun
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      It is not working! I installed the mod you suggested, I set the protection on I applied the changes I activated the open world and Curie still disapears!

      Edit: It did work in a way! Curie was deleted, but I just moved her to me with the companion unlocker holotape and she is my companion!
  5. Major303
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    After installing the mod some enemies glitch while having 1 health, and it takes multiple shots to kill them (even with shotgun from 1 meter away).
    Is it a known issue with known fix, or my game is heavily glitched?
    1. SKK50
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      That is not something which has been seen or reported before.

      Do you have "headshot to kill" enabled with this or any mod ?

      They use a deferredkill state which keeps the actor "dead" at 1 health until the deferredkill state is cleared in script, typically detecing a headshot. When your script system is overloaded or just running low FPS those events can be missed.
    2. Major303
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      Yeah, noticed that its glitched while 1 shot headshot is enabled, when its disabled its working fine. I'm not using any other mods, and I don't really have bad PC.
    3. SKK50
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      It has little to do with the PC hardware, you can kill the Fallout scripting system on a $10,000 PC with 2 bad mods.

      Learn more actual facts here under "Just too many Papyrus script function calls ..."
    4. Major303
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      I have installed Better Locational Damage and their headshot system works. I'm not implying that yours is bad (they are probably different), just saying I did not found solution, mostly because i wanted BLD anyway.

      One more thing - have you considered making slightly different version of your mod? Still replacing every NPC, except Diamond City, to create a single hub in the game with respawning random quests (simple fetch quests etc, don't even need voiced dialogues, if there is no way to get them from existing dialogues) to create relatively infinite replayability.

      I don't know how hard it will be, just throwing random idea that sounds nice to me.
    5. SKK50
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      BLD doesnt use the DeferredKill event, it tracks each actor hit so careful with full auto weapons, the scripts may not keep up.

      No I have not considered trying to preserve some quests, just too complicated a dependency network and doomed to perpetual problems.
    6. Major303
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      Shame, but also understandable.
      Also, it's probably on purpose, but certain robots are hostile to enemies, but not to you, which I find weird, because idea of this mod is to be on your own.
    7. Harp68
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      With regard to questing, the mod description lists Missions Committee as having NPCs that work for this mod, and it's all about quests. I haven't tried it yet but expect I'll add it once I get some more settlements set up.
    8. Major303
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      This mod is really good, but I just feel like it could use optional version, that simply removes all quests and most of the settlements, while keeping Diamond City as main hub with NPCs, traders, and random fetch quests (find X of specific item etc).

      Basically turn it into sandbox, but with some purpose behind it.
  6. jz3515
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    as someone who likes to play with followers(dogmeat + "normal" follower; heather, vermillion, ellen, buttons, cait, danse, nick, etc), does this mod insta turn them into feral/synth if they are actively following you??
    1. SKK50
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      "(1) If you have a human companion that uses the standard companion slot, they will be protected, otherwise human companions may be cleared. Non human companions such as Codsworth and dog are always available. Use the SKK Unlock all companions? mod to enable and protect any/all base game companions before the 4-76 conversion. "
  7. Harp68
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    I'll start by saying I have an absurdly high tolerance for playing the same base game story over and over and over, with minor tweaks from other mods. But this mod has just turned my entire approach to the game on its head. I'm having an absolute blast dodging ferals and scrounging for meager scrap. I've taken the suggestion in the mod description to have a ghoul apocalypse and it's everything I wanted it to be and more. So many thanks.

    On to the question. I'm using both 4-76 griefers (humans) and SKK Combat Stalkers, and I've modified the latter to just spawn raiders and ghouls at all levels. Is there a way to limit the human factions spawned as 4-76 griefers? Seeing Triggermen, Gunners, and Minutemen kind of bumps me from the immersion, though I have to confess I do appreciate taking their shit. No worries either way, I can just disable the griefers and maximize the combat stalkers.
    1. SKK50
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      There is a 476 configuration holotape setting to set a specific griefer race: feral/synth/human/customactor
       
    2. Harp68
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      Thanks for the response. I've fooled around with it but ultimately decided I prefer the variety of the "human" griefers already in the mod. Thanks again for a great mod.

      Edit: OK, I've finally achieved the exact balance I wanted for a post-apocalyptic frozen wasteland Mad Max zombie apocalypse. I'm using this mod to replace all human and ghoul NPC's with raiders, have SKK Combat Stalkers set to almost exclusively raiders (and super mutants for variety), Endless Warfare set to only zombies and only at night, and Zombie Walkers. This is just an ultra stupid amount of fun. Many thanks for this mod.
  8. Bait4dragons
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    sure got me going really thought I found my A & W...
    but I was REALLY craving to be able to COMPLETELY block SPAWNING in any way shape or form of:
    ~ Deathclaws, including legendaries
    ~ Giant bears
    ~ Mutants, including Behemoths

    Thanks for already including removing Ghouls, Raiders..
    2nd most immersion BREAKING thing for me is the Mutants & Ghouls...
    1. SKK50
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      Look at Replace any Actor with Any Actor. That can do exactly what you want if you are OK to edit custom formlists in xEdit to replace whatever you want with whatever you want.
  9. AndyJP
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    Hey, I am curious if you would make a version that removes every living thing except for yourself, or if that is simply a lot more work? Reason: I don't care about anything but building settlements and wanting to keep that framerate alive as I go overboard with designing and decorating.
    1. SKK50
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      It is possible, but not something I would do as it would be better done with a static xEdit hack of the base game to disable/remove all actors (and to hell with any dependent quests) rather than the processing overhead of constant dynamic find and remove. 
    2. AndyJP
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      Oh ok thanks SKK 
  10. kij0te
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    Thanks for the mod, I was looking for something like that for a long time. I have a problem when I find a settler, I manage to recruit it and assign it to a settlement but then it disappears (settler) and I return to zero in my settlement, is it normal or do I have something wrong configured?
    1. SKK50
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      If the actor disappears and the workshop count shows zero then they are somehow being (a) unassigned and removed which involves a script or (b) killed. These are not 4-76 functions. Maybe use an on demand settler spawn radio from Multiracial Workshop Actors and see what happens to them.
    2. kij0te
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      Thanks I will try, this mod seems great to me, it is just what I was looking for, greetings a great job
    3. kij0te
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      I did the test, settlers disappear when I leave the cell where they are, uninstall other mod but I think I would have to start over to see if there is solution
    4. SKK50
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      Before doing anything drastic, recruit a settler. Open the console click on the actor and enter/paste

      [ HasKeyword SKK_476NoDisable ]

      if they have the keyword, then its not 476 doing this. If they do not have the keyword then 476 install may be broken.
    5. kij0te
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      It was a new game to test the mod, I started another game and installed the skk settlers mod with the option to protect the settlers and all good.
      starting from scratch makes it more interesting
    6. SKK50
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      OK right, when you originally said "I find a settler" I thought you meant you were running the 476 rescue missions to recuit protected settlers. Of course base game settlers will be automatically removed as it is explained in the description:

      "(2) THIS MOD REMOVES EXISTING BASE GAME SETTLERS (except DLC01 robots). You will need to rescue or recruit new 4-76 compatible actors for your settlements, or run SKK Combat Settlers mod which can protect all existing settlers before the 4-76 conversion."
  11. Blightywighty
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    Hello ! Is there an option to have settlement building and recruiting ? I saw this on MxR's and looks awesome  ouo
    1. SKK50
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      Why not read the comprehensive description to understand EVERYTHING this does ? 

      Be lovely to appreciate the time and effort invested in that.
  12. zoneofdarkness
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    I'm trying to apply the NPC protection script to "The Train" but I'm having trouble figuring out how. Is it something you can do in FO4Edit?
    1. SKK50
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      Totally depends on how that mod creates and manages actors. In most cases you should be able to make 4-76 a master and xEdit add the protection keyword to the base Non Player Character NPC_ form if you can find the right one.
    2. zoneofdarkness
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      I'll take a look at it. Do I have to do that for each actor? I have no problem going through the whole thing, just want to make sure I get it right.
    3. SKK50
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      I dont know, you really should be asking that mod author.

      All the info they need is published in the how to article, but they dont publish any actor info about their mods to work the other way around.
    4. zoneofdarkness
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      10/4. I gave it a try on all of the unique actors and it seems to have worked for some, and didn't work for others. It did enough that I finished the train quest though, and all I really wanted was access to the train settlement anyway so as far as I'm concerned your advice worked.