Fallout 4
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sowerjuice

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sowerjuice

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About this mod

A collection of patches to integrate SKK mods into Horizon

Requirements
Permissions and credits
Changelogs

General


SKK's mods are extremely well made and natively compatible with Horizon. Technically speaking none of these patches are required to use any of the mods below with Horizon. However, these mods lack Horizon balance, items, and name tags for inventory sorting.

These patches remedy the situation by doing the following:

  1. Add icon/sorting tags to new items
  2. Move constructible items to either the Tech Lab or Weapons Lab to declutter the Chem Station
  3. Adjust crafting recipes to match Horizon's standards
  4. Adjust new food/drink/junk items to match Horizon's standards (effects/values/junk components)
  5. Adjust Leveled Lists to include Horizon items and appropriate amounts of items
  6. Adjust Armor / Clothing to fit Horizon's standards including lining and utility slots

More detailed change logs available in the spoiler below the mod name.

For your convenience all patch plugins are tagged as light (ESL flag). They will not count towards the plugin limit.

If you are looking for my general Horizon patch collection you can find it HERE

Note: Just because all these mods have been patched does NOT mean I recommend using all of them together. For example, SKK Fast Start New Game should not be used with SKK Synthetic Player. Please read the original mod pages for compatibility notes

If you have problems with SKK's mods AFTER installing a patch please contact me first so I can confirm if it is my patch breaking something.

Installation / Load order

All of these patches require SKK's original mod and Horizon v1.8. They do not include any of the quests, scripts, or other assets necessary for the mods to function.
Once you have installed SKK's mod, Horizon v1.8, and a patch the load order should be as follows:
---
SKKMod.esp
---
Z_Horizon.esp
---
Z_Horizon_SKK_Mod.esp

Patched Mods
  • Note: It is recommended to use the most recent version of SKK's mods unless indicated otherwise

SKK Combat Settlers
Spoiler:  
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SKK Combat Stalkers (Nexus Edition)
Spoiler:  
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SKK Fast Start Location
  • v002 update - Starting resources now include enough scrap to build tech lab and weapons lab along with previous items
Spoiler:  
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SKK Fast Start New Game
All items in Vault 111 are given to the player. Vault 111 is now empty except for the Cryolator, rad roaches and the Spouse's wedding ring
  • v002 update - Field Kit and Weapon Kit now included in the items the player recieves after exiting Vault 111
Spoiler:  
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Feral Nights By SKK
Spoiler:  
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Hostile Workshops By SKK
Spoiler:  
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Preston Is Killable By SKK
Spoiler:  
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Move Workshop Markers By SKK
Spoiler:  
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Multiracial Workshop Actors From SKK
Spoiler:  
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Nuclear Winter Mobility Mutations
Spoiler:  
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Quick Player Respec By SKK
  • v002 update - Add/Remove perks to list according to Horizon's perk list (Thanks Tugatoga)
Spoiler:  
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Scavver Faction RedRocket Workshops By SKK
Spoiler:  
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Random Encounter Manager By SKK
Spoiler:  
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SKK Script Lag Latency Detector
Spoiler:  
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SKK Settlement Attack System
Spoiler:  
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SKK Survival Utilities
Spoiler:  
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Synthetic Player
  • v002 update - "Starting Equipment" option now includes Horizon Settings Holotape, Architect Options, Field Kit, and Weapon Kit
Spoiler:  
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Unlimited Combat Followers By SKK
Spoiler:  
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SKK Unlock All Companions
Spoiler:  
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SKK Workshop Ownership Utilities
Spoiler:  
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Other Recommended Horizon Patch Repositories:

Chrislor2882 - Armor patches and Weapon patches
Greb651 - General patches
Starguard (gpthree) - General patches
sushicid3 - Weapon patches
The Illusion (ThePrinceOfHell) - General patches

Credits

Special thanks to:

SKK50 - For all the wonderful mods they've made for us

Zawinul - For making Horizon

Tugatoga - For letting me analyze and forward some things from patches they made previously

Greb, Starguardace, and PiningForTheFjords for their help and feedback in creating these patches (and for keeping me sane)