Fallout 4

File information

Last updated

Original upload

Created by

SKKmods

Uploaded by

SKKmods

Virus scan

Safe to use

162 comments

  1. SKKmods
    SKKmods
    • premium
    • 1,261 kudos
    Locked
    Sticky
    ********************************************************************************************
    If you have read the comprehensive solution description and still need support,
    use the SKK Mods Discord channel? https://discord.gg/tgKNT77DC8
    ********************************************************************************************
  2. SKKmods
    SKKmods
    • premium
    • 1,261 kudos
    Locked
    Sticky
    Please ensure you have actually [ >>> SUBMITTED ] changes in holotape before complaining about stuff not working.
    Because 99.9999% of the time thats the actual operator issue. 

  3. M3AGVR
    M3AGVR
    • member
    • 0 kudos
    Is there a way to make this mod to work in FO4 VR version? 

    Cheers
    1. killemloud
      killemloud
      • member
      • 1 kudos
      It does work , you probably need to install vcheck patcher is my guess off the top of my head. 
    2. SKKmods
      SKKmods
      • premium
      • 1,261 kudos
      All SKK solutions should work with Fallout 4 VR if the ESP file headers are modified from 1.0 to 0.95 with xEdit.
  4. killemloud
    killemloud
    • member
    • 1 kudos
    Great mod! Great work! Was curious if there was any way in xedit to make it so the ferals never spawn in the institute no matter the settings? 
  5. OmGoodMan
    OmGoodMan
    • member
    • 0 kudos
    This is a really great mod that makes you love survival...Like all mods, you are super!
    I have a question, at first I played with the More Feral Ghouls mod. A Zombie Mod, then I installed yours and saw that the raging zombies were almost all spitting infection... is it possible to somehow remove the spitter or diversify the spawn?
    Thanks for your hard work!
    1. SKKmods
      SKKmods
      • premium
      • 1,261 kudos
      This spawns two standard base game actors: LvlFeralGhoulGlowingOne boss and LvlFeralGhoul followers.

      I have zero knowledge of how other peoples mods work, it would be best to ask them how they modify those base game actors.
  6. evilbahamut
    evilbahamut
    • member
    • 0 kudos
    hello everyone, i got a question here.... i have this and FGEP.  i am 1000% sure that the this is loaded after all the FGEP, and i am sure both mods working too, since i am seeing the custom ghouls in world map normally. but the thing is, whenever the feral ghouls are spawned by the feral night mods, none of the customs ghouls are in the bunch. is there something extra needed? thank you (hope it's fine to post this here)
    1. SKKmods
      SKKmods
      • premium
      • 1,261 kudos
      Feral actors are standard base game LvlFeralGhoulGlowingOne boss and LvlFeralGhoul followers. They can be swapped out for other actors by xEditing FormList SKK_FeralNightsActors.

      You need to check what actor records that other mod is modifying.
    2. evilbahamut
      evilbahamut
      • member
      • 0 kudos
      sorry, i'm just a mod user, not a modder, so i dunno much . 
      is it checking and editing it using this? 

      https://www.nexusmods.com/fallout4/mods/42954

      thanks :)
    3. SKKmods
      SKKmods
      • premium
      • 1,261 kudos
      If you are going to use mods that edit/hack base game or shared content you will need to learn how to detect and patch conflicts to manage your choices. 

      I have zero patience for managing conflicts, none of my mods edit/hack base game or shared content so I am not familiar in the handling of conflict detection and patching. Best get support from a modding community that does support conflict patching, the collective modding discord may be useful: https://discord.gg/pF9U5FmD6w
    4. evilbahamut
      evilbahamut
      • member
      • 0 kudos
      ok, i will. thanks a lot :)
  7. nobodybutran
    nobodybutran
    • supporter
    • 1 kudos
    The killed ghouls are still inside diamond city, bodies doesn't seem to go away even over a week of time spent in interior the dead bodies are still there.
  8. chimpoforevah
    chimpoforevah
    • premium
    • 43 kudos
    SKK50, just want to say I'm one of your biggest fans. I have all your mods, and your scripting ability is amazing. The stability of your scripts is a pleasure to work with. Thank you.
  9. BacteriophageBS
    BacteriophageBS
    • premium
    • 19 kudos
    I ran into an experience-breaking problem.  Ghouls spawn right on top of me while I sleep.
    I'm doing an Omega Man type game, all alone in Sanctuary.  I have a house with a lockable door.  I expected to wake up either to a waiting horde outside or nothing, depending on despawns, but instead, I awoke to about 10 ghouls crammed into my bedroom--on the bed, on the furniture, just packed in.
    The first night it worked fine.  I went outside to find six ghouls hanging out down the street and fought them, but since then, it's always been packing them into my room.
    1. SKKmods
      SKKmods
      • premium
      • 1,261 kudos
      They never ever spawn "right on top of the player", that is not possible as there is a 3000 game unit minimum radius.

      If the workshop does not have whatever minimum defense rating you configured they will spawn and travel to the player.

      If they spawned whilst the player is not at a defended workshop then they will travel to the player.

      They travel and path to the player whilst the player is sleeping.

      Locked doors do not stop AI pathing.

      TL:DR this is supposed to happen by design if you sleep with an active spawn or undefended, THAT IS THE FUNDAMENTAL  OBJECTIVE OF THIS SOLUTION.
    2. louisthird
      louisthird
      • member
      • 19 kudos
      I use the No Place Is Safe mod and it does the same thing.  If you're short on resources then build walls around you while sleeping overnight in a tiny space just big enough for the smallest bed and I have never had them enter that safe space.
    3. xpretrogamer
      xpretrogamer
      • member
      • 0 kudos
      im so sorry to necro this.

      but i have the same issue, i think im doing something very wrong.

      im roleplaying  whenever my character has to sleep i sleep 8hrs(im on survival) so if my character wakes up at 2am so be it, ill go questing at night.

      the problem is that even in a town if i sleep inside a room , they spawn next to me when i wake up and i get almost one hit killed .

      i did change the defense setting to something higher on the mod so they have high chance to spawn and attack my settlements. (maybe im doing it wrong?)
    4. SKKmods
      SKKmods
      • premium
      • 1,261 kudos
      If you sleep with an active spawn (use boss detector before bed) or in a workshop area with insufficient defense they will travel to you whilst you sleep an kill you by (a) design and (b) thats how bethesda AI travel packages work.

      The rule is simple: do not sleep in areas with insufficient defense at night. In several thousand hours I have never had a problem following that simple rule.
    5. delukard
      delukard
      • member
      • 0 kudos
      i found the culprit.

      i type this in case someone also gets this "bug"

      its the FGEP mod that causes 2 things with your mod.

      first it makes some feral extremely slow and have animation problems and the second they warp to you if you sleep once they are spawned .

      removing this mod stops this.

      the mod "more feral ghouls doesn't have this problem
  10. xpretrogamer
    xpretrogamer
    • member
    • 0 kudos
    i play on survival, with a mod that makes enemies do 2x times damage and 1 1x damage.

    do the mobs added by mods respect this rule or do they keep the survival damage modifier.

    ty vm
    1. SKKmods
      SKKmods
      • premium
      • 1,261 kudos
      There is no need for "respect " as this spawns base game actor forms without modifying them or their damage in any way:

      Feral actors are standard base game LvlFeralGhoulGlowingOne boss and LvlFeralGhoul followers. They can be swapped out for other actors by xEditing FormList SKK_FeralNightsActors. Index 0 is the boss which is spawned once, index 1 is for all other followers that make up the numbers. Do not add more actors.

      Plus game damage multipliers will always overlay any actor damage settings because maths.
    2. xpretrogamer
      xpretrogamer
      • member
      • 0 kudos
      ty vm for your time and reply.

  11. foxhound525
    foxhound525
    • premium
    • 8 kudos
    Great mod dude, been using this in VR with More Enemies & PANPC and it works flawlessly
  12. Teddyanthem
    Teddyanthem
    • member
    • 0 kudos
    This mod it's awesome, but can u make feral not spawn inside city?
    1. SKKmods
      SKKmods
      • premium
      • 1,261 kudos
      No as there is no sensible way to detect when the player is "in city". Which is why it counts existing actors first (learn more here).

      Well it may infact be technicially possible to detect when the player is "in city" using MASSIVE cell lookup tables, but that would slow the scripts down to be unusable.
    2. Teddyanthem
      Teddyanthem
      • member
      • 0 kudos
      Can feral keep exist (till 06.00 am), so I can clean feral by myself?
    3. SKKmods
      SKKmods
      • premium
      • 1,261 kudos
      It is not clear what your actual question is, but taking a best guess the setting you may be interested in is: 
      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.