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About this mod

The Commonwealth is an open world infested with ferals and decay. Clean them out before being over-run.

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Do you enjoy wasteland survival scavenging ?

Are you looking for difficult challenges ?

Could you headshot 1,000 ferals if they moved a bit slower ?

If you said yes, yes, and yes then THIS IS FOR YOU!

Inspired by State-of-Decay NIGHTMARE! mode, the mission is to clear infestations from the Commonwealth workshops before being totally over-run by respawning ferals.

The Commonwealth is an open world with all areas unlocked and no base game quests.
All ~600 base game human race NPCs replaced with ferals.
~500 additional feral group spawn points.
~500 recruitable robot and human survivors.
6 new feral spawning systems.
Everyone is mortal.
Ferals can't run in daytime, one tap to the head kills them.
Workshop noise and unsuppressed player shooting attracts ferals.
Deadly decay infection from feral contact. 
Resources are 25% base with no respawn.

The Commonwealth of Decay experience is built on the Fallout 4-76 Open World platform (which removes all humans and quests from the Commonwealth), adding 10 new game systems and tightly integrating 4 other dependent mods.  The normal Fallout 4-76 Open World game mode is still totally available in this version if your looking to build your own narrative, use different/custom replacement actors or use an active save game. Compare Open World & Commonwealth of Decay features


For the full Commonwealth of Decay NIGHTMARE! experience:

(1) Fallout 4 base game or later. Best is without DLCs as many of those quests are not handled to neatly shut down or complete, but the game will work with them loaded.

(2) This is the latest version of SKK476OpenWorld.esp. It overwrites older file versions and is NOT backwards compatible with version 040 or earler.

(3) Load other game systems. These are not absolutely required, but the experience was crafted to use them (no DLC or script extenders are needed):

SKKFeralNights.esp (v004 or later)
SKKDynamicLootReduction.esp (v002 or later)
SKKMultiracialWorkshopActors.esp (v008 or later)
SKKHackProtectronSettlers.esp (v003 or later)

(4) SURVIVAL game mode, It will work in any mode, only missing some difficulty mechanics.

(5) Fresh, clean FAST START or VAULT EXIT savegame where the player owns no registered workshops. Owning registered workshops (like CC content) will skew safety calculations and make the game start less engaging, so there is a validation option to disown them.

The basic OpenWorld game mode is far less demanding, it can be installed and activated at any game stage with any or none of the other game systems. If you will be using this mode it would be best to read the original 476 OpenWorld solution page to understand the basics first. Its simply too much words to try and also include here with the COD specific content.


Use the MISC: [ .SKK OpenWorld Holotape ] that is given after Vault 111 exit to switch [ Commonwealth of Decay ] mode and [ ENABLE ]. This can be done from any starting point in the world after clearing Vault 111 new game sequence. 

The solution validates your game configuration to identify any gross issues with a warning message. If you continue with issues Commonwealth of Decay will still run, but your experience will suffer.

World prep takes 3 to 5 minutes and finishes with a modal messagebox that stops the world, so you can go do other stuff whilst it runs. Infact best to not be doing much in game whilst prep is running as it has a lot to do opening the world up.

All of the OpenWorld holotape settings are available *before* enabling Commonwealth of Decay mode, then most are hidden/locked and the original [ .SKK OpenWorld holotape ] is replaced with a [ Commonwealth of Decay holotape


All spawned hostiles are feral, configured to not sprint during the daytime and die with one hit to the head (unless otherwise noted). 

Replacement Actors

All base game human actors (ActorTypeNPC) that are removed from the game are replaced with spawn markers which spawn 1:1 outside of workshop locations. There are 500 additional point of interest spawn markers which spawn groups of 2 to 8.

The initial spawn chance is ~90% at all markers. The respawn interval is 8 game days after death, respawn chance starts at 90%  reducing with the number of owned workshops.

Spawned replacements are configured to be friends with all other spawned replacements (regardless of the base game faction) so they don't fight each other. Otherwise they would just leave piles of corpses across the Commonwelth and the player with nothing to do which would be pointless. 

Some internal areas have ghouls which have not turned fully feral so can use melee and ranged weapons, their aim may improve with player level. 

Hunters (discount combat stalkers)

Randomly every game day during daytime a pack of 2 to 16 ferals will spawn and chase the player when they are not at a safe owned workshop. These hunter ferals are able to sprint regardles of the sprint supression setting so they can actually catch a running player.

Wandering Horde

After several game days to get setup, a Wandering Horde of 8 to 32 ferals regularly spawns to wander between unowned workshops. It is map marked, best to save ammo and just avoid them.

Workshop Infestations

Unowned workshops are infested by packs of 8 to 32 ferals. The radiating spawn object near the workshop must be destroyed and workshop ownership asserted by activating with the workshop menu to stop them regenerating and respawning. If you try and kite hostiles away and the workshop/spawner unloads, the infestation will respawn when it loads again.

Update 052 onwards: Unregistered/standalone and interior workshops (e.g. Homeplate, Vault 88) are automatically excluded.

Update 053 onwards: Other exterior WorkshopParent registered workshops that should not be infested, then add keyword SKK_476NoInfestation to the red WorkshopWorkbench object (typically LocationWorkshopREF) before running COD conversion.

Infection Bloaters (new v051)

Larger glowing ferals randomly spawn with groups, explode on death releasing a cloud of infection gas so stand well back. Spawn probability and gas range increases with level. To stop the player simply mowing down feral packs in a smashwagon. This is the only new feral actor added.

Workshop Defense Enforcement

There is a minimum workshop safe value which increases with owned registered workshops. A Workshop Safety Scanner (Build Special:Quest) will show detail local values and a summary of all workshops. It is important to use this to record workshop defense values because the base game design is total ass at recording and reporting workshop values.
Missing defence is checked every night at unattended workshops. The missing value is the probability that the player will loose ownership and a new infestation will spawn.  Do not take ownership of a workshop without the turret/population resources to get it to the current safe defense value before nightfall (20:00 to 06:00).

Sanctuary is safe from loss until the player owns 3 workshops. Unregistered/standalone and interior workshops (e.g. Homeplate, Vault 88) are excluded from v052 onwards. Remember Safe Defense INCREASES as you add workshops so you need to keep upgrading them all, that IS a core gameplay loop.

Workshop Attraction

When the player is on site, the amount of noise generated is regularly checked, the Workshop Safety Scanner (Build Special:Quest) will show local values.  Excess noise is the probability of attracting an attack of 8 to 32 ferals.

Turret defense makes noise, guard posts do not. If you do not pay attention you will either get attacked in the day because defense noise or loose the workshop at night due to lack of defense. Sanctuary is safe from attraction attacks until the player owns 3 workshops. Unregistered/standalone and interior workshops (e.g. Homeplate, Vault 88) are excluded from v052 onwards.

Hostile Alerting

When the player fires an unsuppressed weapon, nearby ferals (~4000 game units) may be attracted to the noise for a while, regardless of game detection settings. Melee avoids this and is totally viable with the PlayerPerk damage modification. Using the Institute elevator and opening up with an unsuppressed weapon will attract 50 to 100 hostiles. YOU HAVE BEEN WARNED. 

Commonwealth of Decay Infection

Every time the player is hit by a feral unarmed attack there is a chance of infection, which will usually happen after ~ 20 hits. Or a bloater gas cloud. When infected a modal warning pops [ You have contracted Commonwealth Decay ] and have 12 game hours to find a cure.  Actually the warning waits to pop once the player is out of combat by design (no, not script lag). The Pipboy status updates [ Death from decay in NN hours ] plus on screen icon and sound and reminder notification every hour. Each time combat infection triggers whilst ALREADY infected, it intensifies and hour is removed from the death timer.

The cure can be bought from Robodocs on chance (stock up when you see 'em) , or crafted at chemlab from Corpse Fluids which drop from ~2% of ferals needing INT2 Medic1 perk (so get that early).

If you manage to become infected before acquiring cures the player will die. That risk is the whole point of a hard core survival game. If you do not like that risk, best not enable the Commonwealth of Decay game mode and stay with the RPG oriented Open World.

Nuke Launches

Randomly every 2 to 4 days a nuke is launched at the player by a feral defense AI, but never in a workshop build area. There are 3 stages of getaway warning over 60 seconds for plenty of reaction time. You are clear of the MiniNuke+ blast zone when you can't hear the warning tone. The nuke generates radiation hazard, boss and loot which cleans up after a day. This is switchable in holotape/systems for folks who can't cope (but let's call it 'mershun).

Feral Nights integration

If the player is not at an owned workshop with the minimum safety/defense value during the night (20:00 to 06:00), a pack of 8 to 32 ferals *will* eventually spawn and actively hunt the player sprinting at full speed. Plan to craft, build and sleep at a protected workshop during the nights, venturing out after dark will be punished. This is a remote configuration of  SKKFeralNights.esp, if you use the Feral Nights holotape to change options, the WorkshopSafeDefense value will then be dynamically updated by COD as workshop ownership changes. 


All frends/allies are mortal, they do not ignore friendly hits.

Survivor Rescue recruitment

This is mostly a signpost to help direct players that need direction to ~100 map objectives. Humans are good for quiet defense but have the usual happiness needs and base game low happiness workshop loss remains, so can be an overhead compared to robots. Since settlers are mortal the significant (-20) workshop happiness kicker for each death is suppressed.

Talk to rescue them. DO NOT USE ANY OTHER 3RD PARTY RECRUITMENT TOOL. When on the road talk to make them "wait here" if you are clearing the path. The (Holotape:Settings) [ Actor Command Menu ]  will trade, check health and heal them. They can be dropped at any workshop, not only the quest marked one just by activating it.

The frequency of recruitment opportunities can be switched in holotape/missions page. If you dont like a particular target use holotape/missions [ Survivor rescue SKIP DESTINATION ]  to permanently avoid or disable that mission and move to another workshop then enable rescues to pick an unused location close to that workshop.

Any settlers recruited using systems that are not aware of the SKK_476NoDisable keyword (like the base game beacons) will of course be removed. You should totally not need to use any additinal workshop recruiting methods because: 


Help other Teams

Other teams may call on the radio for assitance dealing with infestations as signposting to help keep you on mission. They can be invited to join the mission as meat-shields (since they are mortal and unlikely to survive), although they can be healed with the [ Actor Command Menu ] and a Stimpak. As they will automatically join the workshop on completion for free defense it is best to go alone so they survive.

Vertibird Fast Travel

After rescuing a couple of survivors there is a mission to unlock vertibird fast travel. The pilot will provide map marks if asked. If the pilot dies in an attack before completing the mission, another will be along after more rescues. Use vertibirds rather than fast travel  as teleporting stresses the actor detection and replacement system. To avoind quest tedium, for instantgratification use Vertibird World Travel for fast 'mursive on map and interworld travel which replaces this vertibird unlock quest. 

POI Robot recruitment

Workshop recruitable robots (Handy, Protectron, Gutsy) are randomly spawned at ~150 Commonwealth points of interest (plus DLC), map marked as MISC objectives. To recruit just talk to them or use the (Holotape:Settings) [ Actor Command Menu ] . DO NOT USE ANY OTHER 3RD PARTY RECRUITMENT TOOL.

They path back to the selected workshop on their own using roads rather than straight line and as they are mortal MAKE SURE THE PATH IS CLEAR. If you run ahead to the target workshop and use a (Build:Special:Quest) Summoning Speaker you can teleport them home to avoid loaded area aggro. These are good for quiet defense. This is a remote configuration of SKKMultiracialWorkshopActors.esp at startup. Use the MWA menu item if you want to chnage health values after startup.

If you are already an MWA user you will notice that recruiting radios and beacons can not be constructed. That is by design to make finding and keeping allies alive harder. If you want EZ recruitment, construction can be enabled with the Console Configuration and actor lists article.

Hack Protectrons

Craft a Protectron Hacking transmitter at ChemLab:Utility to recruit any of the ~100 base game Commonwealth (plus DLC) protectrons you find. 

They path back to the selected workshop on their own using roads rather than straight line and as they are mortal MAKE SURE THE PATH IS CLEAR. If you run ahead to the target workshop and use a (Build:Special:Quest) Summoning Speaker  you can teleport them home to avoid loaded area aggro. These are good for quiet defense. This is a remote configuration of SKKHackProtectronSettlers.esp at startup, the hack protectron health configuration menu is locked. 

Settlement Robots

Codsworth, Deezer, Dr Goodfeel are recruitable if you talk to them (eventually) or using the (Holotape:Settings) [ Actor Command Menu ]. Graygarden robots (including workers) are fully assignable. Use Idle Handy Farmers  to help keep Handys in place and producing rather than floating around the larger sandbox areas and getting killed. 

Connecting Workshops

As provisioners can be mortal, using them is not recommended. There is a switchable setting to automatically connect owned workshops to share resources with invisible supply lines (like DLC04 raider outposts do). There is also a switchable workshop menu perk that adds a [ Consolidate ] activation option to workshops which collects all owned workshops inventory (yes everything) to the local workshop (like a manual Global Stash). To include standlone/isolated workshops like Homeplate, run consolidate ON them so they are detected and included in the consolidate list.


These are only visible in menus once OpenWorld or Commonwealth of Decay is enabled. 

Build/Special/Quest: Workshop Safety Scanner (will you be attacked or loose any workshops overnight).

Build/Special/Quest: Summoning Speaker (get new recruits or reassigned settlers onsite faster, highlight unassigned actors, cleanup onsite corpses).

Craft/Chemlab/Utility: Protectron Hack Transmitter (recruit more quiet defense). 

Craft/Chemlab/Utility: Feral BOSS Detector (equip if brave and scavving at night). 

Craft/Chemlab/Utility: Turret Dissasembly Tool (transport UNPOWERED turrets between workshops or deploy in the wilderness).

Craft/Chemlab/Utility: Workbench Dissasembly Tool (disassemble and transport workbenches anywhere to deploy).

Craft/Chemlab/Utility: Grenade Molotov mocktail (the cheaper alternative for discount crowd control).


These can be switched in realtime anytime in a game or set via the console.

Feral Ghoul Sprint: To help land the headshots, stop feral ghouls sprinting [ off | *during the day | 24 hours ]. Default is daytime slowdown to make nights more NIGHTMARE! Note that feral hunters can always sprint, else they can't catch you. This affects all base game ferals that have not been messed with by other mods. 

Headshots DO Kill: To make up for the feral volumes one shot to the head will kill any of them. If that is too easy, just switch it off and burn ammo sponging their health the traditional way. Disable using anther headshot/damage system.  This affects all base game ferals that have not been messed with by other mods. 

Headshots TO Kill: To balance the lack of sprint ferals can only be killed with a headshot. This is switchable in the holotape settings, read KNOWN ISSUES. Disable if using another headshot/damage system. This affects all base game ferals that have not been messed with by other mods. 

Robot Vendors:  Enables Drumlin, Covenant, Diamond, GoodN, Institute and a couple of the wasteland traders. Docbots for healing and meds at Drumlin and Diamond.

Actor death tags:  Cosmetic fluff to collect and count.

Hostile Warnings:  Without any warnings there is no trigger for incipient fear of threat, so best leave it on.

Protect human companions from removal:  Companions are mortal and a total liability, they die instantly in combat. Keep 'em around if you must, but don't get attached. If your first question is "can I protect mah waifus ?" THIS IS NOT A GAME MODE FOR YOU, use the RPG friendly OpenWorld mode. To protect other humn actors read article Fallout 4-76 Protect NPC actors from removal.
Player Perk: Switches player damage IN between [ OFF | 100% | *200% | 200% | 400% ] factoring the actual game mode damage. As its a multiply it will stack and work with any other damage modifications. Also increases player jump height by 50% so you can actually jump over and onto things.

Actor Command Menu: Enables an activation option on all friendly actors to Trade, Heal, Recruit, Dismiss. This will conflict with any other mod that uses menu AddActivate on those actors so nothing will be shown. Actors with base game keyword PlayerCanStimpak  (e.g. companions) will conflict, so to disable the command menu on specific actors give them a [ Actor Command Menu STOP Note ] from a Chemlab or Summoning Speaker. Or remove the conflicting keyword/mod.

Workshop Menus: Adds activation option to [ Take Ownership ] of any unowned workshop, switches to a [ Consolidate ] activation option which collects all owned workshops inventory to the local workshop (like a manual Global Stash). This is useful as provisioners can be mortal and die.

Link Workshop Resources: automatically connect owned workshops to share building and crafting resources without provisioners, just like DLC04 raider outposts.

Legendary Chance:  is fixed at 2% as the normal range (5% to 20% based on player level plus survival multiplier) vomits up excessive volumes of legendaries due to the number of actors you will be killing. Can be switched between [ 0%  | 1% | 2% | 5% | Normal ].

Weather Override:  Some radiation generating objects force a weather change to CommonwealthGSRadstorm whilst they are loaded and release when unloaded.  Disable if running a weather overhaul that dynamically manages weather and cant cope with other systems. Or you just dont like radstorms.

Track Workshop Actors: since silent workshop defense depends on recruits and there are a limited number, each npc life matters. Tracking ON will ensure that they never disappear when reassigned/transferred between workshops and the summoning speaker can fast travel them to their destination. Additional option to pop a notification on each death so you are not left wondering WTF happend to them.

Eveyone is mortal: is NOT switchable in COD mode. This only applies to friendly actors created by 476/COD it does not apply to actors you keep with SKK_476NoDisable or add thougm mods. Headshots Kill any Actor can help cover them.

DLC Considerations

This was designed to open up the Commonwealth as a blank canvas for new game modes. Whilst it makes DLC spaces accessible, it does not handle all of the quests, so removing human dependencies WILL affect them. You must choose between a smooth  Commonwealth experience or clunky DLC happenings.

DLC01 Automatron: Robots switch from Stimpaks to Robot repair kits to heal. Construction of the robot workbench is unlocked, although building OP Automatron robots totally spoils the COD game mode. ADA is available as a companion near Watz (if not already killed by ferals). Update 052 enables the first Unknown Device in the Robco sales center to be activated, and unlocks the back garage door, either of which will fully open up the Mechanist Lair for workshop ownership. The interior workshop is ignored by COD  hostile systems.

DLC03 FarHabah: To/from map markers are added to maps and the boat ride is enabled in both directions, but Vertibird World Travel is the better option for access. If protect all companions was enabled Longfellow is available as a companion at his cabin (if not already killed by ferals). You can get there, but with all humans removed quests will have problems so many areas will NOT be unlocked. The exterior workshops are included in COD hostile systems. Some DLC ferals don't know about the no sprinting and headshot options. 

DLC04 Nuka World: To/from map markers are added to maps and the monorail is enabled in both directions bypassing the tedious cutscene and gauntlet, but Vertibird World Travel is the better option for access. If protect all companons was enabled Gage is available as a companion near the park enterance (if not already killed by ferals). You can get there, but with all humans removed quests will have problems so many areas will NOT be unlocked. The exterior workshop is included in COD hostile systems.

DLC06 Vault 88 Update 052 automatically opens up Vault 88 with workshop ownership on the first visit. The interior workshop is ignored by COD hostile systems. Some DLC ferals don't know about the no sprinting and headshot options. 


Every single game option is switchable in the console, refer to the separate Console Configuration and actor lists article for all of them.



The mod ESP makes the following hard coded hacks to the Fallout4.esm base game:



(1) Headshots TO kill relies on prompt script processing to detect OnCripple and switch the deferred kill state on actors. This works fine if you do not have too many REAL TIME scripts, so if you run a load of other REAL TIME scripted mods that call heaps of functions during high volume actor combat there will be problems when CRIPPLE events are missed. There simply is not enough REAL TIME between frames for script functions to queue and execute, the ONLY solution is to reduce script function calls by switching stuff off. LEARN MORE HERE. Actors that are stuck in deferred kill can be killed by (a) crippling another limb or (b) automatc cleanup when they 3d unload, so just run away. 

(2) If you add workshops that have a local population which the base OpenWorld engine does not remove, add a  SKK_476NoInfestation keyword to the workshop to avoid the feral infestation kiling them. Scavver faction RedRocket workshops are protected.

(3) An ongoing issue with Creation Kit can cause settings holotape to  mix up script fragments preventing settings being switched like the Actor Command Menu. Workaround is to use console commands, all documented here.

(4) Spawned radiation hazards attached to barrels sometimes persist after the barrel is destroyed. They can be removed using the constructable Summoning Speaker menu and they clear when the cell unloads, so just run away uGridsToLoad and return.


This was designed as a complete packaged experience with a fundamental game loop based on a scarce non respawning supply of ammo + friendly actors  + turret crafting components to keep workshops safe. When the world runs out, it's run out.

(1) Any mod that messes with base game feral ghoul actor forms will derail this experience if they are lower in the load order. Limited ammo = headshots + sprint disable. If they are higher in the load order the outcome depends on exactly what they do and what it is you are looking to achieve. Only you know that.

(2) Any actors you add that are not mortal are therefore invincible, making the experience rather pointless. If you want your persistent good bois, waifus and husbandos best use the basic OpenWorld mode.

(3) Fast Travel to anything other than cleared/owned correctly tagged Workshops will prevent full actor detection / removal / replacement in cells the player teleports into. This game experience SUCKS with fast travel which is why Vertibird fast travel is unlocked early and grenades are cheap to craft. If you must fast travel, Workshop Ownership Utilities and Vertibird World Travel have a "fast travel only to owned workshops" function.

(4)  Too many resources for building workshop safety/defense turrets will make the workshop clear and maintain loop EZ and rather pointless, as will things that mess about with workshop defense/safety ratings of turrets (5) and guard posts (2) or spawning more workshop allies.

(5) Installing too many WorkshopParent registered settlement workshops will make this harder not easier. Do not install Workshops after activating this mod, they will cause all manner of safety and defense accounting issues which are baselined when the game mode is enabled. Of course never REMOVE a registered workshop from a game ever as that corrupts script arrays. Fact.

(6) With extended build borders, building any safety/defense objects further than ~ 5000 game units from the workshop may not be detected by the game to count towards defence, so you will loose your workshops.  It is not this mod that is a problem, it is the Creation Engine based on a limited 3d uGridsToLoad active area around the player in which non persistent objects can be detected. Read this article to understand WHY before casting shade.


(1) Any mod that messes with base game feral ghoul actor forms will derail this experience if they are lower in the load order. If they are higher in the load order the outcome depends on exactly what they do and what it is you are looking to achieve. Only you know that.

(2) If you do not get a [ .SKK OpenWorld Holotape ] after installation either (a) the mod is not actually installed or (b) you have used a bad alternative start mod that does not configure the world state properly. Test (a) by trying to craft a holotape in the chemlab, no recipe = mod not installed (fact). Test (b) with consonsole [ SQV MQ102 ] if the CurrentStage value is less then 10 thats your problem, craft at the chemlab.

(3) If your game has issues, check if this mod is the root cause EZ in 5 minutes by: (a) disable all mods, (b) disable cancerous loose files [ bInvalidateOlderFiles=0 ] (c) start a new game with Fast Start New Game and COD only, run the holotape.


Copy SKK476OpenWorld.esp and SKK476OpenWorld – Main.BA2 and SKK476OpenWorld - Textures.BA2 to your...\Fallout 4\Data directory, enable in the Bethesda mod menu, Plugins.txt, mod manger or whatever. DO NOT REMOVE THIS MOD FROM A SAVEGAME. For the full Commonwealth of Decay experience, also install the other dependent mods by placing their ESP and BA2 files in the \Data directory. 

As this is published after November 2019 it requires Fallout4.exe (or later) or equivalent workarounds. 

Do not rename any SKK ESPs as they use GetFromFromFile lookups on fixed file names.


Fallout 476 OpenWorld Protect NPC actors from removal if you need to keep some human actors that are removed. 
Commonwealth of Decay console configuration and actor lists to avoid using the holotape and add custom replacement actors. 




All development testing has been run using these non dependent QOL solutions:

Fast Start New Game - clean vault exit new game in 2 minutes.  
Open Anything - open/animate anything that the OpenWorld has missed (mostly used to force locked containers open).
Store and Deploy any Workbench - collect workbenches and deploy wherever you want no CHR spend on LocalLeader.
Idle Handy Farmers - keep handys at their assigned guard post/flora resources, not wandering the sandbox to be killed. 
Survival Utilities - a big bag of survival QOL, different from Survival Options configurator.
Craftable Weapons and Ammo or Ammo-O-Matic to scrap and make ammo using base game components.
Natick Warehouse Settlement (Combat version) - a workshop location bottom left of the map.


Q: How long does it take to complete Commonwealth of Decay ?

A: Using only mods and systems in this solution it takes ~ 1 game day per workshop.  The limitation is mostly finding and recruiting actors to keep workshop defense ratings safe. For the 26 base game workshops thats 26 game days, at timescale 10:1 and removing 10 hours of night time sleeping (to avoid Feral Nights) is around 36 real life hours.

Q: Why is the mod file still called SKK476OpenWorld.esp ?

A: Because a significant number of other mods use a filename based script function to get and apply the OpenWorld actor removal protection keyword [ SKK_476NoDisable ] which would be a PITA for everyone to update and republish. Also it is likely that this will become the maintained version of SKK476OpenWorld.esp going forward as it contains so may new systems that can be used to create different narratives.

Q: Should I use this instead of Fallout 4-76 v040 for a basic OpenWorld platform ?

A: Yes this is a significant fork / rewrite / update of SKK476OpenWorld v040 and is likely to be the maintained platform going forward. All of the decay game systems can be disabled for the normal OpenWorld experience. This verison is NOT backwards compatible with v040 or earlier for existing save games tho.

Q: Can I use MCM rather than Holotapes and console ? Yes thanks to m8r98a4f2 there is Commonwealth of Decay - MCM Settings Menu.

Q: Can I use mods that add other actors ?

A: This automatically removes any actor with [ Keyword: ActorTypeNPC ] (which is all humans) if you add those actors they will be removed unless the safe keyword to stop removal is added by reading this article Protect NPC actors from removal. This is fine for the basic OpenWorld gamemode, but their speed/health/mortality may totally screw the decay game balance.

Q: Does this break precombines ?

A: No. This doesnt change anything in the base world to break display optimisation systems. It does make 168 static objects persistent so they can be found/opened/managed, but thats hardly an issue as the base game has 62,751 static persistent objects and the game engine limit is either 1 or 2 million persistent objects.

Q: How do I get into the Institute.

A: Look around the CIT ruins for something old and blue (not borrowed or new). 

Q: How do I get into DLC areas that this does not open up ?

A: Use Open Anything to open/animate anything that the OpenWorld has missed or excluded.

Q: Why so many Handys and Protectrons ? 

A: Because they dont need food/water/bed management, generate +6 defense and are a good balance of health/durability to keep alive when mortal. Building on demand OP Automatrons spoils the game.

Q: Can this work with something other than ferals ?

A: Yes, like the base OpenWorld all Commonwealth of Decay spawns are based on form list of actors which can be hacked, BUT, the balanced feral numbers / headshot / speed will be lost and spoil the game. Best to use the OpenWorld holotape game mode and read the associated article Commonwealth of Decay console configuration and actor lists to hack in new actors.

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