Fallout 4

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  1. SKKmods
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    ********************************************************************************************
    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
    ********************************************************************************************
    Please do READ THE COMPREHENSIVE DESCRIPTION before posting zero effort questions.
    If you totally can't be arsed to do that, this solution doesn't want you as a user.
    ********************************************************************************************
    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, then run the holotape.
    ********************************************************************************************
  2. SKKmods
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    ********************************************************************************************
    COMPATIBILITY OBSERVATIONS FROM REAL USERS (unvalidated by SKK)

    FallEvil - Mega Zombie Pack WORKS beautifully well with without the behaviour module.
    FGEP - Feral Ghouls Expansion Pack WORKS just use the leveled list injection option.
    Nurses to replace ghouls WORKS 
    ********************************************************************************************
    Zombie Walkers CONFLICTS
    Whispering Hills read JPSRose posts below ...
    ********************************************************************************************
    Sim Settlements 1 WORKS run COD/476 conversion after prebuild completes.
    Sim Settlements 1 Conqueror CONFLICTS 
    ********************************************************************************************
  3. NitkoHarte
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    Here's another mod that could make things interesting: Black Summer https://www.nexusmods.com/fallout4/mods/53765
    1. SKKmods
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      Looks like that is taking the piss:

      I can't run any of SKK's mods due to papyrus lag, 
    2. NitkoHarte
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      Bummer
  4. NitkoHarte
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       I have a serious problem. I am using the Ammo Display and Armory along with the Better Armory Mod. In there I had mannequins to display some outfits. Went out and came back. The mannequins had been turned into ghouls.  AAARRRGGGHHH!  To say the least.
       I have a mannequin replacement mod (https://www.nexusmods.com/fallout4/mods/32553 which, unfortunately says ''This mod is temporarily unavailable while the mod author updates the mod page information.'' ) and a display mod: Functional Displays (https://www.nexusmods.com/fallout4/mods/5080) along with Human Armor Racks (https://www.nexusmods.com/fallout4/mods/59259) and Mannequins (https://www.nexusmods.com/fallout4/mods/41837).
       Experiment #1: I decided to check to see which one of them would NOT change. I made 3 from each mannequin mod and left the Armory, Returned. No such luck. They ALL had changed into ghouls. 
       Experiment #2: I removed all of said Mannequin Mods and made 3 Vanilla mannequins and left the armory. Immediately returned and all 3 of them had, also, turned into ghouls.
      Experiment #3: Out of curiosity I duplicated #1 OUTSIDE. I had cleared the ghouls, and fixed-up the house where the workshop is, in Jamaica Plain. Put a line of mannequins out front. Fast travelled out and back, and the mannequins were all turned. Except the dog and the Super Mutant.
  5. ErockSmiles
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    Curious, been thinking about trying out this mod sometime cuz I use some of your mods and really love them. But I just read your changelog. The new next gen update implemented a new type of archive file? So, if I'm understanding this correctly, I take it your new mod update uses this newer archive and it won't be compatible with older versions of FO4?

    The reason I ask is because if mod authors are now using this new version of archive, then I think I'm screwed. Bethesda basically is completely ignoring us VR players... F@#king Bethesda.
    1. SKKmods
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      Yes. I have already hand packed the BA2 archive with a 3rd party tool for another mod I created and published with the new CK.
    2. SKKmods
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      Good news is that the xEdit 4.1.5f BSArchPro tool can now OPEN the new format and SAVE to the old format so converting new to old is an EZ drag and drop. Which I just did and validated for this mod:

      > Download the correct BA2 archive format file for your Fallout4.exe version.
      > Update 061 see changelog. New BA2 archive format - use this if you have updated Fallout4.exe Apr 2024 1.10.980
      > Update 061 see changelog. Old BA2 archive format - use this if you are stuck on Fallout4.exe Nov 2019 1.10.162
    3. ErockSmiles
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      Awesome!!! Thanks for the heads up! I guess it's finally time to update my version of xEdit. I wasn't aware there was an archive tool with it.
  6. Vulcaruss013
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    Is there a way to White List certain Cells from Spawning Ghouls? I've got Ghouls spawning in the Underground Hideout mod (https://www.nexusmods.com/fallout4/mods/4756) Where they shouldn't be spawning at all due to it being a safe location.
    1. SKKmods
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      No cell based operations are totally impractical in Creation Engine. The key question is WHY are they spawning ?

      (a) Replacing ActorTypeNPC humans  = use the optional download SKK476SpawnMarkerConfigure_001 to disable actor replacement spawn markers in specific areas you may not want replacement actors to spawn. README in the archive.

      (b) There is a location referenced BOSS chest; disable Spawn at BOSS markers in holotape settings.

      (c)  There is a POI (unowned or workshop associated) workbench; disable Spawn at POI markers in holotape settings.

      or some other spawning system.
    2. Vulcaruss013
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      Now that I think about it, they seem to be spawning in locations in the bunker that have armor mannequins, the Atrium, and the large Armor Display hallway in the back. The ones from the Atrium seem to bleed into the main living area which is just above the Atrium a bit. That and the Mannequin displays are empty.... Is it replacing the Mannequins?
    3. SKKmods
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      I have never used them. Click on one in the console and enter [ HasKeyword ActorTypeNPC ] if it returns yes or 1 then thats why thery are being replaced.
    4. Vulcaruss013
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      Well I downloaded and installed the file from the optional section you suggested and used it, they seem to have stopped spawning. The armor mannequins behind the glass displays this mod has have completely disappeared so I'm not sure I could use your check command if I wanted to cause there is nothing to click on. But I've filled the place with Laser Turrets so if they do come back, should be a self solving problem.... If only this mod came with it's own Settlement workbench and I didn't have to add one from another mod.....

      Unrelated, I found your Institute teleporter, thought that Pulowski shelter looked fishy, plus the elevator music, and comically sped up institute elevator gets a thumbs up from me.
    5. SKKmods
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      Cheezie elevator muzak is the epitomie of Fallout culture. I have enjoyed (?) what must be HUNDRED of hours in the Whitespring mall, and am happy that appreciation is widely shared.

      ps Mobile Workshop is my lightweight Workshop anywhere solution.
    6. Vulcaruss013
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      I have your Mobile Workshop installed as well, along with two other workshop placing mods. Conquest which I've had the longest and only use in locations I want permanent bases cause trying to pick the shops back up causes a CTD for me. The other one is called Fallout 76 C.A.M.P. and is the one I'm using to place a shop down in this bunker I also can't pick it backup but it was designed that way.

      I do like yours the most though but I noticed if I try to place down a second toolbox somewhere else it removes the one I placed before. So I just use yours as a combination portable storage/base/weapon-armor bench while on the go. The biggest issue with yours I have and I'm not sure if it's exclusive to my 500+ Plugin Load Order is if I put it outside it sometimes tells me there is already a workshop present in the Overworld Cell and Prevents me from putting down one again even if I removed the toolbox, so I've stopped using it outside and only within interiors.....
    7. SKKmods
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      That "already a workshop" protection is to help you not corrupt your save and/or CTD.

      Even though there may not *appear* to be a workshop build area to YOU, the game thinks there is one and its the game which will crash when you  use mods that DONT test for the condition.  Its like Workshop framework detecting corrupt workshop arrays, when it reports its findings to users they think IT caused the corruptions. Oh well. 
    8. Vulcaruss013
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      Well, I get that it's a failsafe. Though that doesn't help me understand how to prevent, or fix it, and judging on the emphasis you used on certain words I get the feeling you've had to explain and repeat that a number of times now prior.

      As for saves, I honestly consider them to be expendable now. I can't tell you how many times I've just restarted a new game cause something went wrong or I messed up a load order or smash patch. My Skyrim is in the 800+ plugin count now I think, so larger than Fallout... Surprisingly more stable though... But I digress.

      I just personally don't know what I'm doing wrong when I get the Overworld Workshop Error. I place it, build a few things tear it down, then it just stops working... Hence why I just don't use it in the open anymore.
  7. cluxdyxox
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    For some reason this mod caused a CTD for me when I enabled it, said I failed quests I hadn't started and had completed quests I hadn't started then crashed
    1. SKKmods
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      (a) you do understand from the description those quest messages are expected

      The Commonwealth of Decay experience is built on the Fallout 4-76 Open World platform (which removes all humans and quests from the Commonwealth)

      (b) you probably have a mod that has added a corrupt ActorTypeNPC that is trying to be removed.
  8. Salensis
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    For whatever reason, this is still replacing dead bodies despite that option being disabled. 
    I've a whole room full of dead synths, for instance.
    Any chance someone could point me in the right direction to figuring this out?
    1. SKKmods
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      Console [ show SKK_476ReplaceDeadActors ] what value do you get ?
    2. Salensis
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      Returns 0.
      Noticed it's only doing it with some corpses. Not sure yet what they have in common aside from being humanoid.
    3. SKKmods
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      If SKK_476ReplaceDeadActors is 0 then the only way the script logic allows base game actors to be removed is if the game is returning IsDead() == false.

      You may (dunno) be able to test that with the console function [ ObjectReference.GetDead ] 
    4. Salensis
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      It appears now that everything being removed is mod added.
      I wonder if the "Starts Dead" flag wasn't ticked.
      Edit: Nope, it was set correctly.
  9. mrsmyle
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    Hey, really enjoying the mod. Personal screw up: my settlement is producing more noise than it should. I removed a turret mod and continued playing for a while, hoping i don't have to go back a bunch of saves. Is there any way to set the "noise value" of a settlement through console commands or otherwise. Thank you for any help !
    1. SKKmods
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      Use the Workshop Safety Scanner (Build Special:Quest) to refresh/update the value but it is calculated by script dynamically when the Workshop Locads and Unloads so difficult to game.

      Would be easier to reduce the target value e.g. [ set SKK_476WorkshopSafeDefense to 1 ] but that is updated every time you own/lose a workshop so have to update again.
    2. mrsmyle
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      Thank you for the response! Really appreciate the help
  10. RoseInValley
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    Greetings, I read the mod description and I just finished reading all the comments here, forgive me if I somehow missed an answer. This mod doesn't touch precombines, and it removes all human npcs, even those added by other mods. With this in mind, would you consider it safe to add New Worldspace/Dungeon mods such as The Forest, Marshlands, Vault 120 and other cave/dungeon mods?

    I understand that I'll have to go and protect NPCs that are added by the mod if there's any but it looks like everything would work fine unless I'm mistaken.
    1. SKKmods
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      As it doesnt touch any scenery objects, there is no isse adding new worldspaces.

      The only issue would be if areas of the worldspace are unlocked by human actor driven quests or dialog and those human actors are removed.

    2. RoseInValley
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      Sounds good man, thank you for the reply
  11. seraphic9
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    I'm using this in conjunction with your Fast Start Location mod but I was wondering if there's any issues with me going to a location before enabling CoD? I wanted to enable CoD first, but the location popup comes before I get the chance to enable it.

    Thank you for your mods!
    1. SKKmods
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      No problem starting the conversion from anywhere, just try not to own workshops before converting to keep it difficult.
  12. ThePersyn
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    I'm trying to track down a mod conflict. What changes does this mod make to ammo placed in the game world? While this mod is active (CoD mode), the game crashes when AutoLoot tries to collect ammo. This doesn't happen before this mod is activated, nor does it happen with non-ammo or any other time/gamestart. Is there a script added by this mod that's running/monitoring the ammo boxes? How do I stop/fix it? I've tested with everything else disabled, and this mod is definitely the source. I just need to know which script is the problem and I can rewrite it myself. Thanks in advance.
    1. SKKmods
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      It makes zero changes to ammo placed in the game world. Just adds DLC ammo to some LevelLists and boss containers using SKK_476BossContainersAliasScript.

      Dynamic Loot Reduction does make changes to ammo it finds in the game world, if you are using that.
       
    2. ThePersyn
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      Load order:
      base game
      all dlcs
      SKKFastStartNewGame.esp
      Auto Loot.esp
      SKK476OpenWorld.esp

      TEST PROCESS:
      new fast start at Vault 111
      enable either COD or open world using pipboy
      wait for setup to complete
      walk over trailer with 10mm ammo box
      enable all auto loot filters except "ammo"
      exit pipboy
      no crash
      open pipboy and enable ammo filter
      exit pipboy
      CTD

      other tests:
      different load order - crashes
      don't enable COD or open world - no crashes
      with or without SKKDynamicLootReduction.esp - crashes

      SKK476OpenWorld.esp is definitely doing something to ammo placed in the game world.
      Fusion Cells in front of Concord Museum - crash.
      Ammo in containers - no crash
      .45 ammo on shelf in root cellar - crash
      Fusion Core in Mole Rat Den - crash
      Loose 10mm rounds in Mole Rat Den - crash
      Ammo dropped on ground by player - crash

      Any other possibilities?
    3. SKKmods
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      Does it crash without autoloot ?
    4. ThePersyn
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      I found the problem. Looting mods have to use NPCs as temporary containers before transferring items to the player because of object ownership. Auto Loot has a dummy interior cell where it stores 16 NPCs, each named after an Item Type (ammo, drinks, food, etc). Since the NPCs are Ghouls, when the COD setup runs, the ghouls are removed from the cell. When the Auto Loot script runs, it can't find the Ammo "container" and crashes. Technically, it should be crashing with every item, but it only crashes with Ammo. The Lootman mod avoids this problem because it uses a cat as the temporary container and COD setup doesn't remove cats. The solution was to create a patch to add the keyword SKK_476NoDisable to each of the NPCs and now it works fine. Thanks for your time!