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?
Has this update for some reason placed back Sea Claws? I've ran into 3 in and around Concord from Random Encounters spawns at the start of the game and its been really problematic
If an update removed Sea Claws as well I'd need to update the patch as I think it currently still includes them -- probably put out a new patch tonight/tomorrow.
E: If everything that was integrated has since been removed I might just archive the patch.
Overly late reply since I missed this, but UNPC doesn't need any integrations with CS/REM anymore it appears due to the removed creatures.
And all of these are integration patches unless stated otherwise -- creature mods shouldn't cause issues with SKK mods without patches, these just allow them to spawn using the mods' systems if they couldn't already.
Rolling out some new patches, formlists should be save safe updating wise. (Do note that doesn't apply to removing any of the mods I've patched into SKK's spawn systems -- if you try to remove a large mod like UNPCs mid-save expect issues.) I've also moved the patch details tothe article section because I wanted to keep the main page relatively organized. Radical - CoA Addon, Faction Reinforcements, and Zetans by RascalArt have all been patched.
The patches for Kobolds and Kudemborots (original versions) are in the old file section for those whom want them and require the original mods naturally.
Would it be possible to make to Mobile Artillery Unit an especially rare random encounter? Especially if you've angered the Minutemen like with Nuka World or Conqueror?
The only control over rarity (with REM/CS) is spawn pool formlist size IIRC, and as far as I know there's no "weighting" for formlist options (aside from maybe diluting a formlist, but that sounds like a slippery slope).
WhiskyTangoFawks UNPCs Creaturs and Monsters - AWKCR Free Version is linked as a required file but his version of the mod explicitly excludes squirrels yet your REM patch mentions to have squirrels starting lvl. 1 I'm confused. Either way thanks for these patches and your REM mod, never play without them :) PS.: Could you add a patch for WhiskyTangoFawks version of the Radspider Mod (Rad Spider Redux) or let me know if the patch you are providing does work already? https://www.nexusmods.com/fallout4/mods/73481
Might be a mistake on my end, I'll check it today (as well as the Redux for Radspiders) and push out an updated file/description as needs be tonight/tomorrow. Thanks for the heads up!
E: Radspider patch should be fine for either version (checked XEdit, record ID for the NPC entry I used hasn't changed); UNPC patch needs a brush over. E2: UNPC AWKCR Free mod updates seem to have removed a few creatures such as bleaters etc, patch needs to be reworked to only constitute seaclaws.
Which begs the question whether you're gonna make patches for that, too? Or port/modify these to work in the FATE version of SKK's mod? (if even feasible?) Or ???
¯\_(ツ)_/¯ Glitchfinder has a nice meme on the posts page of his framework mod that seems to apply here
While I've downloaded FATE I have yet to look it over and see if I want to utilize it for my LO (I have a bunch of said tweaks I use, some merged/patched in my LO already and have little reason to switch from a setup I've personally curated currently).
As far as I can see it doesn't include SKK's REM though (such is listed as fully compatible in the description and pg 3 of the readme?), but it'd be my next day off before I have energy to give the pdf more than a quick skim. If it fully includes REM theoretically tweaking said patches for the formlists (since editorID's would be diff) would be all that's required.
Yep, sorry, I misread something in my haste using ctrl-F to find things in Poet's doc. Wild goose chase, sorry bout that, mea culpa. (I should have thought a bit about whether SKK50 would permit such asset usage, and I've been a bit frenetic working my way thru all the things FATE touches)
Further edification says it should all work, as is, without any changes/patches.
Glad to hear (and I've made similar mistakes so all good XD), I thought so but wasn't sure (SKK's assets being used was what made moi check the PDF rq).
(But yeah, these patches mostly just add appropriate entries to formlists; if something were to include the mod and/or it's editorID's were to change one would just have to tweak which they're added to for much the same effect -- same with CS {as such amounts purely to switching the patch's master file}.)
Going to do a similar set of patches for Combat Stalkers, this took up most of my day and I have assignments so it might be a week or so before I get such done.
Also, if you only want certain creature mods, you can combine them yourself, or simply delete the entries from the all in one and clean masters. Not making an ESP for every possible combination.
48 comments
If it's not addressed in the description, drop a comment and I'll look into it.
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!
E: If everything that was integrated has since been removed I might just archive the patch.
Also, what do you mean by archiving the patch - Doesn't UNPC still need one for it to play nice with REM or is that not the case?
And all of these are integration patches unless stated otherwise -- creature mods shouldn't cause issues with SKK mods without patches, these just allow them to spawn using the mods' systems if they couldn't already.
Radical - CoA Addon, Faction Reinforcements, and Zetans by RascalArt have all been patched.
Very Zen Kobolds and Kudemborots patched.
The patches for Kobolds and Kudemborots (original versions) are in the old file section for those whom want them and require the original mods naturally.
his version of the mod explicitly excludes squirrels yet your REM patch mentions to have squirrels starting lvl. 1
I'm confused.
Either way thanks for these patches and your REM mod, never play without them :)
PS.: Could you add a patch for WhiskyTangoFawks version of the Radspider Mod (Rad Spider Redux)
or let me know if the patch you are providing does work already? https://www.nexusmods.com/fallout4/mods/73481
E: Radspider patch should be fine for either version (checked XEdit, record ID for the NPC entry I used hasn't changed); UNPC patch needs a brush over.
E2: UNPC AWKCR Free mod updates seem to have removed a few creatures such as bleaters etc, patch needs to be reworked to only constitute seaclaws.
FO4 Fixes And Technical Enhancements (FATE Patch) at Fallout 4 Nexus - Mods and community (nexusmods.com)
see, e.g., page 4 of the FATE Patch README.pdf
Which begs the question whether you're gonna make patches for that, too?
Or port/modify these to work in the FATE version of SKK's mod? (if even feasible?)
Or ???
¯\_(ツ)_/¯
Glitchfinder has a nice meme on the posts page of his framework mod that seems to apply here
As far as I can see it doesn't include SKK's REM though (such is listed as fully compatible in the description and pg 3 of the readme?), but it'd be my next day off before I have energy to give the pdf more than a quick skim. If it fully includes REM theoretically tweaking said patches for the formlists (since editorID's would be diff) would be all that's required.
(I should have thought a bit about whether SKK50 would permit such asset usage, and I've been a bit frenetic working my way thru all the things FATE touches)
Further edification says it should all work, as is, without any changes/patches.
(But yeah, these patches mostly just add appropriate entries to formlists; if something were to include the mod and/or it's editorID's were to change one would just have to tweak which they're added to for much the same effect -- same with CS {as such amounts purely to switching the patch's master file}.)
Zetans - Alien invaders in the Commonwealth at Fallout 4 Nexus - Mods and community (nexusmods.com)
It's not Mechanoids, or Monoids, or Krotons, Silurians, or any number of other villains I'm still hoping for, but it's still pretty cool.
https://www.nexusmods.com/fallout4/mods/64062/
Also, if you only want certain creature mods, you can combine them yourself, or simply delete the entries from the all in one and clean masters. Not making an ESP for every possible combination.
https://www.nexusmods.com/fallout4/mods/64025/
Descriptions are pretty much the same as patching the mods are nearly identical processes.