******************************************************************************************** If you have read the comprehensive solution description and still need support, use the SKK Mods Discord channel? https://discord.gg/tgKNT77DC8 ********************************************************************************************
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.
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!
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)
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
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.
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.
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.
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.
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?)
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.
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.
162 comments
If you have read the comprehensive solution description and still need support,
use the SKK Mods Discord channel? https://discord.gg/tgKNT77DC8
********************************************************************************************
Because 99.9999% of the time thats the actual operator issue.
Cheers
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!
I have zero knowledge of how other peoples mods work, it would be best to ask them how they modify those base game actors.
You need to check what actor records that other mod is modifying.
is it checking and editing it using this?
https://www.nexusmods.com/fallout4/mods/42954
thanks :)
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
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.
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.
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?)
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.
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
do the mobs added by mods respect this rule or do they keep the survival damage modifier.
ty vm
Plus game damage multipliers will always overlay any actor damage settings because maths.
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.