Fallout 4

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About this mod

THE NIGHTS ARE DARK AND FULL OF FERALS. If the player is not safe at a defended workshop during the night, large packs of feral ghoul hunters will chase the player from dusk 'till dawn.

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If the player is not safe at a defended workshop during the night, large packs of feral ghoul hunters will chase the player from dusk 'till dawn. 


During the 10 hours of darkness between 8 pm to 6 am, if the player is not in owned workshop build area that has a defense rating, there is an increasing chance throughout the night that a large pack of feral ghouls will chase the player. 

The player is given an [.SKK Feral Nights Holotape] anytime after Vault 111 exit to adjust settings and start the timers. Craft missing or spares at Chemlab/Utility.

Spawning [ Enabled | *Disabled

Test for spawn every [ 1, 2, 3, 4, 5, *Random ] game hours at night.

Spawn base chance [ 25%, 50%, 75%, 100%, *Random ] for the first test.

Spawn chance increments [ 0%, 5%, *10%, 15%, 20%, 25%, *Random ] after every failed test.

Spawn [ 8, 16, 24, 32, *Random ] feral hunters.

Live actors loaded cap [ 64, *96, 128 ] use 64 on Xbox, 96 on PC, 128 if your brave downtown.

Feral hunters are [ 50%:Easy, 75%:Medium, *100%:Normal, 125%:Hard, 150%:Boss ] relative to player.

Spawn in interiors [ *On | Off ] excludes small interiors.

Spawn in worldspaces [ *On | Off ] to protect Diamond City, GoodNeighbor, Nuka Market traders.

Innocent actor protection [ Off | *On ] so feral hunters ignore everyone except the player and team mates.

Daylight despawn  [ Off | *On ] to force cleanup any active actors at dawn (just after 06:00 am).

Warnings [ Off | *On ] to show or hide day/night reminders and a spawn warning beep.

Workshop safe defense rating [ 5, *10, 20, 40, 80 ]

Workshop max build area safe radius [ 1024, 2048, *4096, 8192 ] game units.

If the holotape does not offer the specific values you need, use the console to set any value you want. 

An optional [ Feral Boss Proximity Detector ] can be crafted at Chemlab/Utility. Equip in the grenade slot for audible range warning on an active pack boss. If you are travelling at night with difficult settings you really Really REALLY want one of these equipped.

By default ferals spawn regardless if the player is in an interior, scene, combat, crafting, sleeping, waiting. ANYWHERE. Except at a safe workshop, in small interiors or flying in a Vertibird. It is supposed to be punishing, like snakes on a 'plane.

Detail Operator Notes



This can be installed at any time in any game, it does not need a new game if your save is stable (ho, ho, ho).

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.

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

Ghoul related content that users have reported it works with: True Storms, Zombie Walkers, Night of the Creeps, Feral After Dark, Fallout 4-76 Feral World.

Known Issues

(1) DO NOT USE THIS if you are using a solution that replaces ferals, such as SKK Feral Replacement System or Replace Any Actor. That would be beyond stupid.

(2) FGEP can cause ferals to teleport direct to the player (More Feral Ghouls does not do this).

Nexus PC manual installation & disable

Copy SKKFeralNights.esp and  SKKFeralNights – Main.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. When the mod is disabled in the holotape and the detector is unequipped it is totally inactive with no scripts running. Only remove mods if you are happy to accept potential conflicts from load order changes in a save game.

Nexus FAQ

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

(2) Is this just a dumbed down Combat Stalkers that just renames ferals to hunters at night ? No totally not. Combat Stalkers is a scalpel that delivers an elegant combat experience with a maximum of 8 ~ 16 actors (whilst consuming the minimum script time possible). Feral nights is supposed to be blunt trauma kick in the head with 32 ferals chasing the player at top speed (whilst consuming the minimum script time possible).

(3) Is this compatible with X, Y or Z ? If its an SKK mod that does not replace ferals then YES, else I have no idea. As it makes no changes to anything it should not conflict, but if you have concerns then you need to test them.

Console Settings

set SKK_FeralNightsSpawningEnabled to 1
; [0|1] to disable/enable spawning.

set SKK_FeralNightsSpawnTimerGameHours to 3
; [-1 | 0.1 to 9] how often to check for ferals at night. -1 is random, over 9 hours will never complete during the night.

set SKK_FeralNightsSpawnChanceBase to 50
; [-1 | 1 to 100] as a percent value. -1 is reandom. Do not set zero.

set SKK_FeralNightsSpawnChanceIncrement to 10
; [-1 | 0 to 100] as a percent value added to the base for every failed random roll on timer. -1 is random.

set SKK_FeralNightsSpawnCount to 16
; [-1 | 1 to 32] -1 is random.

set SKK_FeralNightsLiveActorCap to 96
; [32 to 128] limits the feral spawn so the TOTAL number of live actors in the active area does not crash the game. Setting less than 32 or more than 128 has no effect as they are the hard hard limits. The base game has up to 118 live actors in the active area downtown which helps to bugger your frame rates. Fallout4.exe will not load games with more than ~300 actors in the ctive area.

set SKK_FeralNightsSpawnDifficulty to 4
; [0|1|2|3|4] Actor health 0:Easy, 1:Medium, 2:Hard, 3:Boss, 4:PlayerLevel

set SKK_FeralNightsSpawnInInterior to 1
; [0|1] disable/enable spawning in interior cells larger than 3000 game units (minimum smapn distance).

set SKK_FeralNightsSpawnInWorldspace to 1
; [0|1] disable/enable spawning in DiamondCity, Goodneighbor, NukaMarket. 

set SKK_FeralNightsInnocentProtection to 1
; [0|1] disable/enable feral hunters ignoring everyone except the player and team mates.

set SKK_FeralNightsDaylightDespawn to 1
; [0|1] disable/enable despawning of active feral hunters just after 06:00 dawn. BE AWARE that this is the key cleanup trigger to reset stuck spawns (bad navmesh, on rooftops & etc). If you disable it a stuck spawn will never reset until you manually switch SKK_FeralNightsSpawningEnabled enable/disable/enable to force a cleanup.

set SKKFeralNightsWarningsEnabled to 1 
; [0|1] disabled/enable day/nign reminders and spawn warning beep.

set SKK_FeralNightsWorkshopSafeDefense to 10
; [0 to 999] minimum value to qualify an owned workshop as safe from ferals.

set SKK_FeralNightsWorkshopSafeRadius to 4096
; [0 to 10240] maximum game units distance from a qualifying workshop to be safe in larger build areas. 

set SKK_FeralNightsDisableLegendary to 1
; [0|1] disable/enable legendary actor spawns (not 100% effective, so call it reduce).

To reset the spawn chance and timer to current settings or cleanup spawns, call function
cqf SKK_FeralNightsQuest "SKK_FeralNightsQuestScript.SwitchEnabled"

This solution was inspired by 1ae0bfb8 sharing quality observations using Fallout 4-76 feral world as the base platform for an Omega Man survival run. Just add snappable junk fences and recruitable workshop Protectrons.

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