Fallout 4

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SKK50

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SKK50

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A communist bioweapon that has lain dormant since 2077 has somehow been activated in the Commonwealth. Experience the leadership pressures of pandemic management by balancing economic productivity, travel limitations, a whining population and investments in PPE.

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A communist bioweapon that has lain dormant since 2077 has somehow been activated in the Commonwealth. Experience the leadership pressures of pandemic management by balancing economic productivity, travel limitations, a whining population and investments in PPE. 


[ Change must come though the barrel of COVID ] 



Install this non intrusive solution at any time in any game, it makes no static changes to your game at all. Nothing happens until there is sufficient workshop population in the Commonwealth for the COVID77 virus to be acvtivated and spread. Maybe from eating too many uncooked pangolin iguana bits ?
  
For an instant challenge install into an existing game with a network of well recruited workshops. If you start a new game it will take a while to reach the default starting conditions of 10 workshops with 5 or more non robot population. If you can't handle the anticipation, craft a [ COVID77 Configuration ] item at Chemlab to change conditions or force COVID to trigger with just one workshop. You can grab Sanctuary straight out of Vault 111 and get infected, although the pandemic will probably only run for 24 hours.

If you enjoy unfolding surprises and challenges don't read the spoiler section. The experience is fully signposted in game and has been tested doable by average Americans without any more info. Read the spoiler section if your are not average, American, need to understand the detail or are deperate to post a list of "does it do X, Y and Z" questions that are all probably covered.


Read this if you really need to know how it works.


Spoiler:  
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Known Issues & considerations

(1) If you run a timescale slower than the default 20:1 and/or start with a small population, the new infection rate will be slow. At 1:1 you may be able to run round and mask up all workshops and develop the cure before infection updates can create a pandemic. Even after several hundred test runs it has not been possible to establish a perfect model for (timescale x starting population x infection rates) to deliver a fantastic experience under all conditions. You can tune the infection rates with the configuration menu or console to account for your specific conditions.

(2) When approaching a workshop the scripts have to collect all actor states, build the infection vector model and then update actors. To ensure all workshop resources are loaded, this starts after base game reset workshop has completed and the player is less than 5,000 game units from the workshop and then takes around 5 seconds to update 10 actors.  You may see live actors in the workshop area disappear when they are picked for incapacitation and sent to bed without dinner. Its a balance of visual user experience over accuracy of numbers.

(3) The automatic equip facemasks workshop function can sometimes cause actors to reset to their default outfit. Its a bug in the scripted EquipItem() base game function and there is no workaround except to not use the function. Infected actors with a base game surgical mask in inventory will automatically equip them OnLoad if they are suffering this reset.

(4) The workshop actor incapacitation-unassign-and-send-to-bed function may upset solutions that depend on specific actors assigned to specific jobs, or that use workshop assigned actors for quests without releasing from the workshop. 

SimSettlements2 actors Aiden, Jake, Paul who do this are automatically excluded. Before COVID activates you can add SKK_COVIDNeverInfectKeyword to actors:

(4.1) For new games add the keyword to __NPC ActorBase forms using CK or xEdit

(4.2) Use xEdit to add the in game ObjectReferences to FormList SKK_COVIDNeverInfectList to automatically add the keyword on game load.

(4.3) Use the PC console to pick an actor and [ AddKeyword SKK_COVIDNeverInfectKeyword 

(5) The infected actor vaccination perk will conflict with other solutions that add activate menu choices to human actors (quick trade, follower menu, settler menus & such) so no menu options end up showing. If disabled in the [ COVID77 Report ] menu, there is backup vaccination dialog or use actor trade which can trigger vaccination.
 
(6) If you have other solutions that depend on specific equipped headgear which do not use the covered mouth detection keywords:  AnimHelmetCoversMouth, ClothingDogmeat, dn_PowerArmor_Helmet you will have problems limiting the spread.


Compatibility Considerations

The mod has no dependencies on extenders or DLCs and does not change any existing base game scripts, assets or objects. It is 100% pure new Creation Kit forms and scripts which means that it has no load order dependencies.

(1) If running with Fallout 4-76, update that to version 037 (or later) and disable replacement of dead humans so quest targets are not removed. 

As this mod was published after November 2019 it depends on Fallout4.exe 1.10.162.0 (or later).


Nexus PC manual installation & disable

Copy SKKCovid77.esp and  SKKCovid77 - Main.BA2 and SKKCovid77 - Textures.BA2 to your...\Fallout 4\Data directory and add to Plugins.txt, or enable in the Bethesda mod menu, use a mod manger or however you organise. 

As this adds new actor attributes and meshed objects to the game which can be in the world or inventories, once the quest starts do not remove this from a savegame unless you are totally mad and accept all consequences up to and including bodily injury or death.


Nexus FAQ

(1) Why is the infection limited to human settlers and followers ? Because this is art imitating life and there is no robust method to vaccinate any arbitrary actor in the game without generating a tonne of potential dialog/activate menu conflicts.

(2) Why do infections only happen when the player is around ? Most actors are "non persistent" so cant be found to query for stats like "are you human race ?" unless they are 3d loaded which means in the active uGrids around the player. Its how the game platform is designed and part of the reason why workshop stats are always wrong.

(3) Why is there no ESL version ? Because life already contains sufficient hassle maintaining 50 scripted ESP solutions. 

(4) Is this controversial or insensitive ? The whole Fallout franchise is based on the premise that China nuked America in a fictional 2077 reality. This is a simulation of China also planning to infect America with a Bioweapon in that fictional conflict. But ignorance can always find something to be angry or outraged about so just start shouting.

(5) How long did this take to produce ? Around 160 hours total effort, of which a third was core development and code testing. Two thirds were UX flow and infection rate testing. That's ~ 60 hours of pure testing to generate over 500 data sets for the infection models, but it's really just an amateur-hour game mod !


Console Configuration default settings

To adjust the infection and incpacitation rates without popping the config menu:


Spoiler:  
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SKK mods for Fallout4 will no longer be maintained on nexusmods.com from July 2021
 
If you have read the comprehensive solution description and still need support, use the SKK Mods Discord channel https://discord.gg/tgKNT77DC8

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