Fallout 4

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SKKmods

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SKKmods

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  1. SKKmods
    SKKmods
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    ********************************************************************************************
    If you have read the comprehensive solution description and still need support,
    use the SKK Mods Discord channel? https://discord.gg/tgKNT77DC8
    ********************************************************************************************
  2. hiro80
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    This dude, SKK50, just rocks.

    From the intention of developing to actual construction of massive mod set,
    especially about settlement(or larger, whole open world) combat. they just hits the spot precisely.
    Not only that tho, many things that lame vanilla system lacks, and I always wanted.
    And as far as I experienced, his works are tidy and neat like a pro, I mean, works fluently and hardly causes problem.
    I understand a bit his(or her) cool attitude on post comments, like 'you did it wrong' or 'did u read description?' 

    With combination of his mods and some other that reasonably raise the difficulty, FO4 is still enjoyable!!
    My case, The Deadly Commonwealth, rather obscure one, is nice combo. And lil bit of other fine tuning about damage in/out(like Arbitration)
    and general AI enhance...tension's kept and fed-up period is pleasantly put off.
  3. vvk78
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    Excellent, this mod seem useful, I will try it once I am have a few settlements ready (I am a noob at this game)
  4. FooBar6000
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    I have "Protect Unique Actors" enabled and found that my provisioners can still be killed by other NPCs if they are a regular settler recruited into that role. Named (unique) NPC, such as Blake Abernathy, will not die in a provisioner role. Is this a bug, or a mod conflict?
    1. SKKmods
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      It is working EXACTLY as described.

      Unique actors are actors whos actorbase form that they are created from is unique.

      The provisioner role is not "unique" and can not retrospectivley make a normal actor's base form unique, thats simply not how the game could possibly work.

      As its not a bug or conflict it is probably just ignorance.
  5. molaar
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    I have 60 settlements, so there's somewhere upwards of a 1000 settlers total running around, but I don't think this mod knows and changes them until I actually travel to each settlement and hit the  [Find, recover ... ] button. Is that right?

    Also, I notice that there is a strange selectable menu entry that looks like this:
    [--------------------------------------------------------------------------------]
    It's under Settings. And it appears again after you do the  [Find, recover ... ] thing. Seems like an error. You can select it, and it seems like nothing happens, but I worry that something is happening -- like a light switch on the wall that does nothing but you worry that someone in Germany is very annoyed that you keep flicking it on and off. Is it an error?

    Thanks for the mod and all the SKK mods -- they're very reliable, and they're keeping the game fun.
    1. SKKmods
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      It is correct that changes are only applied to actors in the loaded area around the player.

      Trying to update all actors in the world at once would be a rather bad design decision as it would generate a massive amount of script function calls for an extended period of time, lagging or even hanging the srcript system for 60+ seconds on every change.
  6. flameod2
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    Ill admit I cant be certain its this mod. But random settlers are around places where they normally wouldnt be holding invisible guns.
    1. SKKmods
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      There is no way a script can make weapons invisible, and this doesnt call any settler AI packages or idles that would cause an actor to raw weapon so its hard to see HOW it couldbe doing it.
  7. smbailey1994
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    Works OK with SS2. The problem is they spawn in settlements with absurdly high health, but have dismal SPECIAL, with their highest special stat being 3, and most being 1. Unfortunately, it seems like the behavior of Combat Settlers gets overridden by SS2, meaning combat settlers don't get back up after raids/assaults. Also, converting a settlement to outpost/command post breaks the workshop button. It seems to work fine in vassals/capital city.
  8. BryanBreynolds
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    I've been using this neat mod for a long while and combined with your other mod Settlement Attack System and Move Workshop markers, makes the lame attack mechanics ever more lame.
    The quick (?) command for trading, the "R" key I think stopped working  and I only have the default trade option.
    1. SKKmods
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      An object can only have one additional "AddActivate" command item for the [R] button. If there are multiple AddActivates then NOTHING IS SHOWN. As it is not possible to detect if something is already using that space like quick trade, make follower, lock or rename, its up to you to choose which activate mod menu to enable.

    2. BryanBreynolds
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      Apologies, not saying it's the mod.
      I had the quick trade on a test character the other day and I obviously messed something up on my current character.
  9. supermegawaffle
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    The Setting the settlers to cowards doesn't seem to be working. they're still rushing out to fight whatever raiders enters their vision
    1. SKKmods
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      Pick on settler in the console and enter [ getvalue aggression ] or [ getvalue 000002bc ] what value is returned ?

      0 Unaggressive - Will not initiate combat.
      1 Aggressive - Will attack Enemies on sight.
      2 Very Aggressive - Will attack Enemies and Neutrals on sight.
    2. supermegawaffle
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      0
    3. SKKmods
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      0 Unaggressive - Will not initiate combat is the best that the game engine AI can do. 

      If that does not meet your needs you would need to contact bethesda.
  10. Refermaned
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    Is this compatible with Settlement Ambush Kit from Creation Club? Asking since it adds a settler morale mechanic based on how many get downed in raids.
    1. SKKmods
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      No one has reported it working or not working.

      If you dont use the [ 7. AGGRESSION ] setting that will obviously not conflict, BUT the  Settlement Ambush Kit probably does a bunch of other settler configuration.
  11. Kione94
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    How do I use the CUSTOM setting for managing armor? I don't see it in the settings holotape anywhere
    1. SKKmods
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      Holotape: Settings: Manage settlers armor ...[switch]

      or read the article https://www.nexusmods.com/fallout4/articles/1352 on how to set SKK_CSETManageArmor with the console.

    2. Kione94
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      I turned on combat settlers, and have set a custom outfit but a new settler just had heavy armor for the current level instead of custom. even with the holotape set to custom. do I have to make them a combat settler somehow? I opened the menu using R and did not see an option for that
    3. SKKmods
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      In the console:

      [ show SKK_CSETManageArmor ] what value do you get ?

      Click on the settler 

      [  HasKeyword SKK_CSETSettler ] what value do you get ?
    4. Kione94
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      value = 2.0000

      and 

      on the settler

      HasKeyword >> 1.00
    5. SKKmods
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      Then there is no reason the custom outfit would not apply unless there is an issue with your edits in SKK_CSETOutfitCustom & its Level Lists (I do not provide xEdit or level list editing support). 
    6. Kione94
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      I put the outfit and equipment I wanted into the leveled list entries for the custom stuff in fo4edit. Into leveled list entries (sorted). Pretty sure I did it correctly unless it has a problem with using items from other mods. I added the mods as masters for your plug in to be able to include those items so I'm not sure why It's not working. 
    7. SKKmods
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      In fault finding always start simple. Add some unusual items from the base game. Does that work ?
    8. Kione94
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      sadly not. tried putting the railroad coat in there. the outfits just spawn as if nothings changed them at all. normal game settler stuff. 
    9. SKKmods
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      Are these base game WorkshopNPC actors or custom actor forms ?
    10. Kione94
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      normal settlers. am I supposed to spawn in my own from the mod for the custom setting to work?

      I just tried spawning in my own from this mod, still same result. strange
    11. SKKmods
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      No tricks involved it just works. Why not build a spawn button and try that. If the actor does not have your defined outfit and your sure your outfit edits are all OK then it is just broken is a way I cant replicate (so cant fix).
    12. Kione94
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      I tried re-installing the mod, reversing the edits and it seems that manage armor and weapons are not working in my game at all. But I have no mods that effect settlers, so not really sure why these two aspects aren't working. I have it turned on ofcourse. I didn't see any level list conflicts in fo4edit so Im at a loss on what to do. 
    13. SKKmods
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      Just loaded a clean vault exit save with ONLY combat settlers enabled. Switch custom armor enabled. Run to Sanctuary activate workshop, build spawn button, spawn settlers and they all turn up with the default custom MIB black suit & fedora outfit. Validated still working in less than 3 minutes just for you.