******************************************************************************************** If you have read the comprehensive solution description and articles but still need support, best to use the SKK Mods Discord channel? discord://discord.gg/tgKNT77DC8 ********************************************************************************************
Question / request. I don't think this is possible with this current mod but is there a way to install it twice and run it twice or three times to replace two different sets of actors?? Or if this could be updated to include multiple different sets?
My want is to create a more survival zombies and raiders type play and replace out super mutants, synths, deathclaws, radscorpions, and triggermen with disciples, operators, and ghouls.
It may be possible to fudge the system into sortof working with multiple copies, maybe renamed or something, but it would hbe prone to crashing and your script system will fall ovver regularly as it runs out of processing time. Its not something that can be fixed, the script system ls limited in the number of functions it can execute per display frame and SKK solutions are tuned as best they can to call the minimum functions to deliver an experience. Read my Script Lag Detector page to learn more.
I replaced animals, bugs to some raiders and gunners. It's no big deal cuz if I disable the mod in pipboy before entering that dialogue it won't crash.
What is the console command for acquiring your holotape. I can't get this one and the respawn system manager. I don't know what I did, it's the first time this happening.
Hi SKK, Great works again, thanks a lot for sharing. And thanks also for being a responsible modder or learning from experience over time and not replacing everything with large brush replacements, but going to the trouble of explaining how it works and teaching use, so respect for the game engine and how much we stress it out with fruit salad of stuff. Was using MTR and anti phobia mods before - this is the best spawn replacer I've looked at so far not just what said above but also in the diversity and add flavor that can be added with a simple choice - I have ghouls replacing insects and mirelurks and 'zombie walkers mod' to have them slowly spread the infection over time (really cool effect).
(Ment for users looking for the ultimate replacer solution - this the closest I've found in my experience and tried almost all.) For any who have issues with the idea that the replacer is not perfect - and your playing immersively - put exceptions down to over Hunting or Culling and there only a few left. If you're a phobia person & any leftovers can get 'knobbled' by other stuff and save you the job or use Companions mod like 'AFT' and run around with a team of 5 in Power Armor :D
P.S Just want to check there are 2 mirelurks that pop out of 'Costal Cottage', is that normal 'For this mod'? tested with basic replace settings and quest + workshop but it did not catch them? anything else I can do? Np if not just like make the effort to test and understand for me before baking it into P.T and then discovering '?' which much harder for you to answer. P.S x2 am happy to return your favor of sharing by helping to playtest any of your mods your working on if that of any help :)
There is an issue with ambush actors like those mirelurks at cottage, ferals and molerats as they can not be detected when in ambush (actually sleep/dead) state and only appear when in trigger range of the player which is too close for this to detect and chnage. Its the same for scripted spawns which happen close to the player.
Thanks for your reply and clearing that up - good to know and explains the nonscripted 'straight Replacers' like MRT & Antiphobia can replace 'Ambush enemys' but not replace Radom encounters' where I guess you can give that it replaces instantly it detects tagged actor. So the best combo, in theory, would be a Straight replacer base and yours on top doing the randomizing, to help mix up the encounters, does that sound ok in your experience building and test this? (not asking for a guaranty just trying to track with your basic explanation of avoiding problems that can build up over time 'multi-actor stack up and jam up', as it about to get busy with BOS arriving and all the increased combat stuff - this is a major carefully built playthrough over 2 years invested so far and still learning :) P.S can I marry your mods? lol
Multiple non conflicting static actor change mods plus once dynamic scripted replacer would be fine. Its when multiple static or multiple dynamic solutions run and conflict thats the problem.
Example I had one user with Fallout 4-76 to shutdown all quests and replace all actors in the world with Ferals, then using Feral Replacement System trying to replace those ferals with random actors. Yikes !
My solutions are available for romance with the right affinity and affluence ;)
LOL Endorsed :D Thanks for the Advice again :) My intention is to Keyword All that the static Replacers do, and replace actors -ghouls and synths only- in case that wasn't clear and has bearing on the previous convo. Regarding nonscripted replacers - what the best method of refreshing the spawns/cells that you can recommend or signpost?
P.S - Lots of Hats off with your other mods, it really nice to have up-to-date solutions to basic game annoyances with so much customization and mod author description and support, also look forward to trying out the Settlement attack system soon :D
P.S x 2 Are you ok with respectful suggestions for extra bits that might work with your mods in general? E.g like pos looking into adding options to your 'Ulitity's mod' to have F.T to workshop dependent on Supply lines like the (Journey Mod).
Always interested in suggestions for enchancements if they are in line with the intent of the solution.
I dont refresh static spawns or loot because done is done and I generally run iHoursToRespawnCell at 99999 to avoid that same old stuff popping back up. Unpredictable player levelled spawns keep my games fresh over time.
KK - end up doing the same plus help to keep track of where you've been. I've got the replacement stuff sorted out now, the combo should now catch all between them - Statics replacers catch the ambushes and yours gets the insects to Ghouls and 'zombie walkers' replacing on top for its unique 'walking dead effects' not too crazy and does everything without breaking stuff. Thanks for your time :)
P.S Hopefully I've been a good enough grasshopper to start courting soon lol
hello skk50 how can i disable the replacement and just use the multiplier? for just more enemies vanilla style sorry for my english its not my native language
Been a big fan of your 76 Replacement mod. Almost always played Fallout 4 with it because of bland repetition. So that being said, I missed this mod and only found it by reading through the comments chain on Open World 76.
After reading this, I wanna make sure I got this straight: you said on the other mod page the tech for Open World 76 has been superseded by this mod. That's incredible, and after reading the description I'm under the impression I can do exactly that the title of the mod says.
Okay, enough redundancy, In your last mod, replaced humans (either by Synth or by Ghoul or by Custom) would just stand around in groups until the Player Character walked by to aggro them. This was my experience when encountering the replaced npcs.
If I were to do the same from this mod -> replace all humans/children with feral ghouls -> would the NPC behavior be the same?
TL;DR in case I sounds like a buffoon: Basically - spawned sandboxing. I saw nothing of the sort in the description. Example being, the Ghouls in lexington or cambridge wander around and sit and such. The ghouls from the 76 replacement mod stood still at spawn. I'm wondering if that's still the case with this mod
The actors have sandbox AI packages attached amd some use them, some do not. It's totally unpredictable. If you want preditability you need to find another soluton.
SKK50, you are an amazing modder that I both admire, appreciate and... you just wow me. Your mods are both technically impressive and clean; something that a script kiddie like myself could only dream of emulating.
You have a fantastic personality, you're shockingly patient and responsive, and your posts are honestly funny too mate.
I also think you breath endless amounts of wonderful life into Fallout 4.
This tiny excerpt is the least amount of appreciation I could show honestly. I wish I could buy you a beer and give you a hug, but a keyboard only does so much.
I appreiciate your post, really. It can take a lot of energy to remain positive when constantly dealing with lazy (didnt bovva to read description) ignorance (it broke mah game bruh).
I am trying to replace "Creatures" with Raiders, but no effect in game. Any idea what could conflict, and cause replacement not to work? Can it be load order?.. I tried everything.
88 comments
Comments locked
The author has locked this comment topic for the time beingIf you have read the comprehensive solution description and articles but still need support,
best to use the SKK Mods Discord channel? discord://discord.gg/tgKNT77DC8
********************************************************************************************
Whereas adults will of course read the full description to learn how to set whatever multiplier they would like to take responsibiltiy for.
My want is to create a more survival zombies and raiders type play and replace out super mutants, synths, deathclaws, radscorpions, and triggermen with disciples, operators, and ghouls.
Crashed around when Gage started speaking on PA.
It's no big deal cuz if I disable the mod in pipboy before entering that dialogue it won't crash.
Thats the chances you take with unbounded solutions like this.
The only workaround is to turn off the mod in pipboy.
Just posting "cases CTDs in X" is unhelpful to everyone.
Need the specific conditions.
And thanks also for being a responsible modder or learning from experience over time and not replacing everything with large brush replacements, but going to the trouble of explaining how it works and teaching use, so respect for the game engine and how much we stress it out with fruit salad of stuff.
Was using MTR and anti phobia mods before - this is the best spawn replacer I've looked at so far not just what said above but also in the diversity and add flavor that can be added with a simple choice - I have ghouls replacing insects and mirelurks and 'zombie walkers mod' to have them slowly spread the infection over time (really cool effect).
(Ment for users looking for the ultimate replacer solution - this the closest I've found in my experience and tried almost all.)
For any who have issues with the idea that the replacer is not perfect - and your playing immersively - put exceptions down to over Hunting or Culling and there only a few left.
If you're a phobia person & any leftovers can get 'knobbled' by other stuff and save you the job or use Companions mod like 'AFT' and run around with a team of 5 in Power Armor :D
P.S
Just want to check there are 2 mirelurks that pop out of 'Costal Cottage', is that normal 'For this mod'?
tested with basic replace settings and quest + workshop but it did not catch them? anything else I can do?
Np if not just like make the effort to test and understand for me before baking it into P.T and then discovering '?' which much harder for you to answer.
P.S x2 am happy to return your favor of sharing by helping to playtest any of your mods your working on if that of any help :)
There is an issue with ambush actors like those mirelurks at cottage, ferals and molerats as they can not be detected when in ambush (actually sleep/dead) state and only appear when in trigger range of the player which is too close for this to detect and chnage. Its the same for scripted spawns which happen close to the player.
So the best combo, in theory, would be a Straight replacer base and yours on top doing the randomizing, to help mix up the encounters, does that sound ok in your experience building and test this?
(not asking for a guaranty just trying to track with your basic explanation of avoiding problems that can build up over time 'multi-actor stack up and jam up', as it about to get busy with BOS arriving and all the increased combat stuff - this is a major carefully built playthrough over 2 years invested so far and still learning :)
P.S can I marry your mods? lol
Example I had one user with Fallout 4-76 to shutdown all quests and replace all actors in the world with Ferals, then using Feral Replacement System trying to replace those ferals with random actors. Yikes !
My solutions are available for romance with the right affinity and affluence ;)
Endorsed :D
Thanks for the Advice again :)
My intention is to Keyword All that the static Replacers do, and replace actors -ghouls and synths only- in case that wasn't clear and has bearing on the previous convo.
Regarding nonscripted replacers - what the best method of refreshing the spawns/cells that you can recommend or signpost?
P.S - Lots of Hats off with your other mods, it really nice to have up-to-date solutions to basic game annoyances with so much customization and mod author description and support, also look forward to trying out the Settlement attack system soon :D
P.S x 2 Are you ok with respectful suggestions for extra bits that might work with your mods in general?
E.g like pos looking into adding options to your 'Ulitity's mod' to have F.T to workshop dependent on Supply lines like the (Journey Mod).
I dont refresh static spawns or loot because done is done and I generally run iHoursToRespawnCell at 99999 to avoid that same old stuff popping back up. Unpredictable player levelled spawns keep my games fresh over time.
I've got the replacement stuff sorted out now, the combo should now catch all between them -
Statics replacers catch the ambushes and yours gets the insects to Ghouls and 'zombie walkers' replacing on top for its unique 'walking dead effects' not too crazy and does everything without breaking stuff.
Thanks for your time :)
P.S Hopefully I've been a good enough grasshopper to start courting soon lol
how can i disable the replacement and just use the multiplier?
for just more enemies vanilla style
sorry for my english its not my native language
After reading this, I wanna make sure I got this straight: you said on the other mod page the tech for Open World 76 has been superseded by this mod. That's incredible, and after reading the description I'm under the impression I can do exactly that the title of the mod says.
Okay, enough redundancy, In your last mod, replaced humans (either by Synth or by Ghoul or by Custom) would just stand around in groups until the Player Character walked by to aggro them. This was my experience when encountering the replaced npcs.
If I were to do the same from this mod -> replace all humans/children with feral ghouls -> would the NPC behavior be the same?
TL;DR in case I sounds like a buffoon:
Basically - spawned sandboxing. I saw nothing of the sort in the description. Example being, the Ghouls in lexington or cambridge wander around and sit and such. The ghouls from the 76 replacement mod stood still at spawn. I'm wondering if that's still the case with this mod
You have a fantastic personality, you're shockingly patient and responsive, and your posts are honestly funny too mate.
I also think you breath endless amounts of wonderful life into Fallout 4.
This tiny excerpt is the least amount of appreciation I could show honestly. I wish I could buy you a beer and give you a hug, but a keyboard only does so much.
Cheers SKK50, and thank you.
ps I like beer and tacos.
What are the specific settings you have configured ?
Going to start new game now, and will try again. What would be correct settings, if I want to replace "creatures" with raiders?..
Find actor keywords Menu: ActorTypeCreature [ Selected ]
Replacement actors Menu: Raider [ Enabled ]