Fallout 4

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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. MrLightless
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    Gunners, Children of Atom and 3 Mirelurk queens fighting each other next to Hangman's Alley - is that normal with this mod or its because I have my encounter zones level limit raised?
    1. SKKmods
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      This does max 2 teams only, so the third group is coming from somewhere else.
    2. MrLightless
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      Weird, It seems like Im getting new encounters on top of vanilla ones. Standard vanilla road blocked by gunners, and then rad scorpions and trappers show up.
    3. SKKmods
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      Yes that can happen and is documented so it should not be a surprise.
  3. anengineerresides
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    Hi SKK, thanks for your great mods.

    Is there any way I can get this to work with VR? REManager works well on the pancake version but I don't even see the holotape or its crafting option in the VR version (I'm assuming it's due to VR not being updated for the last two years).
    1. SKKmods
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      It is likely to be this limitation:

      >Update 004 This and all further updates requires Fallout4.exe 1.10.162.0 (or later). Use 003 in old files if stuck on an older platform.
  4. overlaps
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    Is this need dlc??

    I mean I want spawn random gator claw in far harbor.. or in common wealth??

    Thx
    1. SKKmods
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      No it does not depend on DLCs, but it will use some DLC actors if they are installed, but only humans (Trappers and something else).
  5. overlaps
    overlaps
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    Is this need dlc??

    I mean I want spawn random gator claw in far harbor.. or in common wealth??

    I have dlc tho

    Thx
  6. Th3RubyBlad3
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    Does this increase encounters in Far Harbor? 
    Idk if this is related to respawn timers but Far Harbor is so less populated with enemies than the Commonwealth.
    1. SKKmods
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      Yes both Nuka and Harbor use the same base game random encounter triggers, so this will find and use them. 

      Nuka has a good distribution of triggers around the edge of the map, but harbor is rather sparse so I amp up the CombatStalkers spawning when there.
    2. Th3RubyBlad3
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      Are mods that add custom spawn points like War Of The Commonwealth always script heavy?
      I was thinking of using that mod but afraid it would impact performance too much.
      As for Combat Stalkers it usually adds hostile human NPCs whereas I wanna get more DLC monster encounters(like Fog Crawlers).
    3. SKKmods
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      They do not have to be. Unfortunatley many are because the authors either did not understand what they were doing to the game, or didn't care. When you read spawning mod descriptions, pay careful attention to how they limit actor proliferation and clean up after themselves as that shows the author may understand what they are doing and has thought things through. If they do not disclose this sort of stuff and you care about your games, run away.

      Read this SKK Script Lag latency detector page to lean more about the issues and considerations.
  7. lewisxm
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    This mod has been an essential part of my load order for quite a while now. It absolutely transforms the game , so thank you SKK50 for your wonderful work here.

    I recently tried Fallout 4-76 with it - I love the idea - but I notice that all the spawn trigger markers turn red after 4-76 has prepared the open world. My additional spawns never appear, even when chance is set to 100%. I did configure a trigger to switch on but I don't really want to do this for every marker in the game. If this is expected behaviour then apologies for my reading for comprehension failure. If not then I guess it is a mod conflict. I have never had problems with REM until 4-76. Does anyone have any advice?
    1. SKKmods
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      Hi this is not the first report, and it looks like there is some legacy code in 476 that is unhappy with the latest Randome Encounter Manager update as it disables all the RE trigger points :(

      I have an update for 476 that will fix the problem and update existing games which I will publish in the next day or so, standby caller.
    2. lewisxm
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      Thank you for your fast response SKK50 and I'm really looking forward to the 4-76 update! Again thanks for the wonderful mods. Great work.
    3. screaminglake
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      Hey SKK, any news on when this 4-76 update might be rolling out?
    4. SKKmods
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      The 476 update 036/037 which enables disabled triggers was published two weeks ago. 
  8. sioloc
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    Hi SKK, do you have a donation page or something? I really love your mods - and your sense of humour ? would like to contribute something back to you ?
    1. SKKmods
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      Always appreciate the cat snax, see PM.
  9. aleksandr12300
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    Thank you very much for such a usefull and extremely lighweight and bugfree mod!
    I'm sorry for asking here, but is it possible to change max random team size? (i mean an advice how to do it) For example from 2-8 to, let say 2-5?
    I tried poking around in CK and console commands, but i guess i'm just too stupid to figure it out myself, thank you.
    1. SKKmods
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      The console commands to do that are already on the description page, at the bottom under the "Console Commands" heading.

      set SKK_REMTeamSizeMax to -1        ;; option [-1|2|4|6|8] (-1 is random) 

      Out of interest, because I often wonder if I should actually bother putting the effort into publishing comprehensive descriptions, did you read the description before poking the Creation Kit ?
    2. aleksandr12300
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      I'm sorry if I didn't understand the command correctly. Yes, i read everything i could find on a mod page.
      I thought that setting set SKK_REMTeamSizeMax to -1 enables random group size, (2-8 npcs max, assuming character level)
      and the option, for example set SKK_REMTeamSizeMax to 4 will set all groups to have 4 npcs... or is it always have random factor included and it will make it spawn groups of 2-4 npcs? I apologise if my question sounded as if i didnt bother reading the full description, those are always appreciated, it's just that, as you can see, I am not someone you can call blessed with intelligence. Thank you very much for answering.
    3. SKKmods
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      OK thats fine, the text assumes understaning of how Global Variables work.

      SKK_REMTeamSizeMax can only have one value. 

      The value is a maximum size not a fixed size, the actual teams that are spawned are random between 2 and that number.

      The usual maximum range is 2 to 8, as that volume of actors * multiple teams * multiuple active encounter triggers (total 64) will not crash a "normal" system, even downtown.

      If you want the maximum team size to be 16 console [ set SKK_REMTeamSizeMax to 16 ] teams will spawn between 2 and 16 actors.

      If you want to specify your own custom minimum and maxium team sizes, please look elsewhere. There are plenty of spawning mods that will spawn CTD volumes of actors.
  10. screaminglake
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    Hello SKK,

    After reading through the changelog and description I'm still confused by the new configure base game RE trigger setting.  Even with all the same settings that I had before while using this with 4-76 Open World it seems as though spawns are less frequent and humans no longer get spawned by it as they once did.  I could use some further clarification on what the new RE trigger configuration setting does and if there's anything I need to do with it for things to spawn at an expected rate or if interaction with that setting is purely optional.  TIA.
    1. SKKmods
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      The new factility is totally optional, doesn't do anything if you dont use it.

      Try running the Show Map Markers option from the main holotape, are they mostly set to Green enabled or red disabled ?
  11. Biscoitoso
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    Hello.

    This is my favorite mode of all. But I have a problem with it, some of the extra spawn points are very annoying. For example: everytime I encounter enemies at Trudy trade post...

    I dont know if it is inttentional or dont. Need more gameplay and testing to tell you more locations with this problem.

    Thank you.
    1. SKKmods
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      This uses the base game random encounter locations.

      Please dont bother testing and telling, it can not change them as SKK mods do not mess with base game assets.

      Dont like = dont use.
    2. Gothpunk4Christ
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      I have seen similar scenarios especially at Trudy's trading post.  A couple of mirelurk kings (or whatever they are called) will spawn and get stuck inside of the building, and no NPCs will fight them.  It seems really odd that they would not be attacked by any friendly NPCs when they're straight up hostile to mostly anything.  

      Thanks for this great mod. :)
    3. SKKmods
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      That happens by design for good reason, read the description about innocent protection.

      If you want your non respawning unique traders to be murdered by random spawns, you can switch innocent protection off in Combat Stalkers.
    4. Gothpunk4Christ
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      Ah, I see that now, thank you.  
    5. Destroyer5
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      You can, if you move the markers at Drumlin.  There are about 6 markers inside. Just move them outside of the diner.
    6. SKKmods
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      SKK solutions do not modify base game assets, even "just" moving markers, because the on cost of conflict/compatibiltiy issues. 

      The next update to this solution will either ignore the Drumlin Diner RE trigger or only populate friendly encounters there.
    7. Destroyer5
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      I got you.  Moving markers will only affect anyone starting a new game but once you have passed the initial contact at drumlin, moving the markers doesnt hurt the game.  However, there is one marker that initiates the first encounter which you can leave alone for new games and move the rest.

      If you have disabled the Drumlin markers, make sure you let people know it was disabled if they are starting a new game, or have not went to the Drumlin Diner, that the Drumlin encounter may not start.

      I had to move them and nothing is broken.  At times when you move a mark er far the creation Kit will tell you you moved it too far.  The markers must stay in the same sector.

      Great mod otherwise.