Fallout 4
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rlbaxter

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rlbaxter

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  • Compatibility Patches for SKK Commonwealth of Decay (Openworld Survival)

    More patches will be added as I have time, check back regularly to see if anything new has been added.

    I've taken an interest in running SKK's Commonwealth of Decay (Open World Survival) mod.  I don't run the CoD mode, but use the Open World mode to turn Fo4 into a sandbox for settlement building, zombie fests, etc.  With his mod and other mods such as Feral Nights, Feral Infestations, and Zombie Walkers, I've been able to create a world similar to The Walking Dead Tv series.

    SKK's Commonwealth of Decay (Open World Survival) mod essentially removes all human npcs and replaces them with your choice of Feral, Synth, Raider....  The downside of removing the human npcs is that it breaks many other mods that I like to run in my game.  So I created several patch m...

  • Workshop Synth Production - Reconfig

    UPDATED 4/7/2023 to version 2, see heading NEW...for the list of changes.
    Very important, version 2.x is not compatible with prior 1.x versions, use version 2 only in new games or in existing games where no prior version was installed.

    If this new version is installed as an update into an existing game you will lose all prior created synth NPCs.  You have been warned.

    Mod History and Rationale

    Firstly, I take no credit for the Workshop Synth Production mod, Kentington implemented some mod magic in getting this to work at all. 
    Secondly,my mod does not fix the issues with the original mod, it simply changes the way the original mod operates.

    This article documents my research into the issues with the mod and my reasoning for ...

  • Update History

    4/7/2024

    Uploaded Version 2.0  2.1 of my Workshop Synth Production - Reconfig mod.  This is a major re-write that adds new capability.

    Attention:  There was a bug in v 2.0 if you also run SKK Commonwealth of Decay.  This
    should be fixed in v 2.1.  The SKK mod was removing the synths before my
    mod was tagging them to prevent deletion.

    Version 2.x is not compatible with prior 1.x versions:  do not load the update into any in-progress game if you are running any
    1.x version.  Load only into new games or into existing games where my
    mod has never been installed. 

    3/2/2024 - Added an experimental patch file for Flyable Personal Vertibird and Endless Warfare.  I was having CTD which would diminish when  EW ...

  • Fix for Fallout 4 Hot Keys Weapon Bug

    Updated the script on 8/18/2023 to fix issues with adding activation items to the hotkeys.

    Important:
    When creating a hot key, be sure to clear any weapon selection on the player prior to clicking the item/weapon you wish to activate .  For some reason, the fix I implemented will pick up the equipped weapon rather than the item/weapon clicked for activation.  With no weapon selected, the mapping looks to work as intended.

    This seems to be a new issue that arose with the fix for the weapon issue described below. At the moment, I do not have a fix for this.  It seems to work fine with the caveat described above. 

    Also, for reasons unknown, the first assignment sometimes doesn't set correctly, nothing is set, or the enchantment is set vs the wea...

  • Configuring Commonwealth Captives

    Commonwealth Captives is an adult mod found on LoversLab.   The mod randomly spawns captives in different (configurable) stages of distress in raider and mutant camps.   It would normally offer adult animations when a captive is rescued.  However the mod can be installed to run in a non-adult fashion.

    Configuring Commonwealth Captives for no adult animations:
    AAF - Advanced Animation Framework is a hard requirement (even though this method will not use animations).  Ignore all the AAF requirements as they are not needed.  Just install AAF.
    Install Commonwealth Captives from Lovers Lab
    Captives will appear nude if running a nudity mod, or in underwear otherwise. 
    You can use my Commonwealth Captives - Clothed support mod (in optiona...

  • Move Away Settler

    I had been using Move (Get Out the Way) to help prevent settlers from blocking doors and stairs.  Since installing  Crime and Punishment and SKK Workshop Ownership Utilities this functionality looks to have stopped working.  So I created two add on mods (in optional files here), one for each of these fine mods.  The add on mods add a distance check to the settler dialogs and implement faster reaction time when a settler is bumped by the player.  If you are under 75 units from a settler, the respective C&P, SKK Workshop dialogs do not display.  I believe the dialog was holding the settler focus.  With the patch mods installed, the settlers now seem to  move (for the most part) when bumped.   This was never a perfect solution to begin with, but worked for the most part.
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