Sorry, haven't been modding lately but they were working my last go-around -- are you running multiple patches? If so they need to be merged via XEdit/Bash/etc as patches add creature formID's to formlists used by SKK's mods (specifically those three on the desc) or the last patch loaded will take precedence.
If you don't mind XEdit all you have to do is load the patches and drag the formlist entries (pretty much the only thing in these patches tweak the three formlists mentioned in the desc; they'll all be flagged as conflicting if running multiple so easy to spot) to the patch loading last to forward them (/end of LO patch/wrye bash/whatever one uses in place), accept any new masters, and save.
Should be at max three formlists, with the last mod entry for each containing all patched creatures you're using.
Hi! Playing with this mod has been really fun and pretty overwhelming , It's great! Thank you for this.
Sorry if this is an obvious question but I'm having trouble working out how to get Daleks and Cybermen to appear in the commonwealth. The base mods work fine as there are lots of Daleks in the glowing sea and the Cybermen do spawn along with Synths, but I don't find them anywhere else. I just want lots of Daleks everywhere, not just the glowing sea.
Do I need to activate them with the Random Encounter Manager holotape or something?
Sorry, haven't been modding(/FO4) lately but if you wanted to increase the spawn rates the best thing to do would be to load my patches in FO4Edit and add them to more of the spawn formlists probably -- though that'd mainly affect the levels you see them at IIRC.
That said if you're runnning multiple patches you'll want to forward all the formlist entries (so the last loading has everything) into whatever patch(es) for your LO you have (or just use a bash patch from Wrye) as the last manual edit to each formlist would be what wins without patching (IE the retired all in one, which I discontinued due to not always having every mod DL'ed to update it).
I haven't used that mod, but these patches just integrate new mod entities -- that looks like it's just hand placed vanilla creatures so I think they'd work together?
please Alylovelace can you reccomend a good mod to scale or at least raise the level of zones? The enemies from skk mods and mutant menagerie are on point and remain a challenge even on higher levels but all the vanilla enemies/bosses are a joke... Even on far harbor they are low level. It seems for some reason only the super mutant warlord/variants scale all raiders/trappers/vanilla monsters stay low level..
I see a lot of mods here that do something about it but they are old and I'm not sure how compatible they are, so if you or someone else use or knonw about it please tell me. Ty
I think you need something like this mod for zones to be recalc'ed after you enter them. Been a bit since I modded though so don't have an active setup to give (Scourge + AN76 + CS/REM is usually what I build around pure gameplay wise).
Is there a fix for the overlapping random encounter objects? I currently have a pile of burning tires, a van, a trading stall, and radioactive barrels just on top of each other in 2 of the random encounter spawn points near concord.
I'm not sure that's caused by REM (haven't played in a long while but can't recall that being an issue) but if so it'd be something SKK would have to fix.
Hi maybe the attack of the lobotomies patch? They are very cool, not sure what the logic could be for them to roam around but still I think it can be fun to have apear on encounters.
As for Cybermen QAC claims ~215 itms (Identical to Master records) on my end though I tend to manual clean when building actual installs (was checking rq since I haven't been actively modding much lately). If they don't conflict with anything/load before technically they shouldn't cause an issue but in general I would recommend usually cleaning itm records unless the MA has a specific reason for including them etc.
I'll give it a look next week (need to add ESL flags to the last couple patches anyhow) and see how well it integrates (off the top of my head SKK spawns won't utilize MM's ecosystem stuff so out of place animals may be an issue?).
Patch adding support for some of the creatures from MM (Full) is up now, let me know if any of them are too out of place with spawns (IE Wendigo or the like). Also ESL flagged the Mechanist Omega patch while I was at it.
I can give it a look and see if it'll integrate smoothly, if so I'll throw together a patch this weekend (if not it'll go on the eternal backburner until I get Bannerlord running smoothly).
Kept putting it off but Combat Stalker and Random Encounter patches for Mechanist Omega are up now, though they aren't ESL flagged (yet). X-Edit won't let me ESL flag anything right now so the big update mighta broke my modding setup?
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If it's not addressed in the description, drop a comment and I'll look into it.
Should be at max three formlists, with the last mod entry for each containing all patched creatures you're using.
Can you make patch for these?
Remnants - Secrets of the Enclave
M's Abominations
Not long uploaded, but this is good mod too!
Reign of the Tyrants
Sorry if this is an obvious question but I'm having trouble working out how to get Daleks and Cybermen to appear in the commonwealth. The base mods work fine as there are lots of Daleks in the glowing sea and the Cybermen do spawn along with Synths, but I don't find them anywhere else. I just want lots of Daleks everywhere, not just the glowing sea.
Do I need to activate them with the Random Encounter Manager holotape or something?
That said if you're runnning multiple patches you'll want to forward all the formlist entries (so the last loading has everything) into whatever patch(es) for your LO you have (or just use a bash patch from Wrye) as the last manual edit to each formlist would be what wins without patching (IE the retired all in one, which I discontinued due to not always having every mod DL'ed to update it).
A patch for the creatures from "in the flesh?
I see a lot of mods here that do something about it but they are old and I'm not sure how compatible they are, so if you or someone else use or knonw about it please tell me. Ty
https://www.nexusmods.com/fallout4/mods/45674?tab=posts
CS patch will be uploaded shortlyE: Up'ed).As for Cybermen QAC claims ~215 itms (Identical to Master records) on my end though I tend to manual clean when building actual installs (was checking rq since I haven't been actively modding much lately). If they don't conflict with anything/load before technically they shouldn't cause an issue but in general I would recommend usually cleaning itm records unless the MA has a specific reason for including them etc.
If you are taking requests would it be possible to patch Mechanist Omega - An antagonist Quest Mod?
Regardless thanks for these and the combat stalker patches. They are awesome!
eternalbackburner until I get Bannerlord running smoothly).X-Edit won't let me ESL flag anything right now so the big update mighta broke my modding setup?Sorry about the wait!
Thanks very much!