Please read the main description page, as it contains all of the relevant information needed for the mod, which is really very simple to set up and use. The mod also includes feral-based random encounters, SoD2's Bloaters as well as a version of Blood Plague.
If you enjoy the mod, please be sure to Endorse it. Thanks
There was a condition check missing in the Bloater Gas Effect script that was causing people to get feral plague even when the feature was disabled. This update fixes that. Nothing more.
The 1.1.5.1 update fixes an issue that happened from being awake for 20 hours and accidentally saving the main.ba2 file as the ESP file. [shdm] Sorry to the folks who downloaded the v1.1.5.0 update and found it was broken. Mental note, don't rush out an update to a mod on no sleep.
Is there a fix for when a horde is supposed to attack a settlement but doesn’t show up? I tried sleeping and waiting, and when I fast travel away and back it says failed.
I had an infestation pop up and I ignored it for 72 hours. Nothing seemed to happen. I still have an objective that says go to the location and deal with it, but I thought it should've attacked by now. (I have that setting set to 1 day).
So now I tried clearing the infestations with the debug tool in the holotape and nothing happened. They didn't clear. So I tried disabling the mod from the holotape Disable function and even though it says disabled, the infestations are still showing in my quests, and the MCM says the mod is still running.
It seems to mostly work except ignoring an infestation for 72 hours did nothing. It never got worse and never attacked a settlement (and I have that setting set to 1 day).
Anyone else notice the settings in the MCM don't match the settings in the holotape? I wonder which is the one the mod is using? I see in the MCM difficulty as "Very Hard" but in holotape it's "Medium".
Bonjour j aimerai beaucoup utiliser votre mod seulement même en l activant avec la hollobande je n'ai aucun message d infestation.. j ai pourtant régler ce paramètre au maximum ( 10%) merci. (PS j ai que zombi Walker comme autre mod et bien sûr je lance mon jeu via fals)
J ai finalement réussi en installant McM et en mettant le paramètre chance sur 100% . Je pense que sans MCM le paramètre chance de 10% est vraiment faible. Sinon c'est un excellent mod qui manque cruellement au jeu de base.
Really cool mod! I have one question. Is there a value in xEdit with which I can increase the number of ferals in the wandering hordes? 15 are a bit too few for me :D
Not true. You can increase the number of AI your system can handle by two game settings. Copy/Add these to your coordination ESP. Everyone should have one of these for all sorts of game setting adjustments. Skyrim also has this. I have had these numbers for a long time now and work well. I saw no difference increasing the 60 to 100 so I left it at 60. Huge hordes and massive fights are no issue if your system can handle it. =)
Fun mod, have you ever thought of doing a super mutant horde/hive version of this mod as well? There's a story comment early on in the game commenting on how the Minute Men once saved Diamond City from a super mutant horde/hive attack. Hearing about reports of a super mutant horde/hive (paladin dance has spoken of large super mutant groups being a hive) build up seems like it would be fitting.
I have "Allow Bloaters" enabled and while they do spawn, they also seem to ignore npcs.
One spawned in front of the workhouse in concorde and just ignored and got ignored by all the raiders running around. Here's one chilling with Doc Anderson lol
Is this intended or is there some conflict I need to check?
The Feral Plague mechanic doesn't seem to be working neither for npcs or the player, the infection level increases, you get the 15 min warning but no messages counting the minutes and even after 15 mins no death occurs, also tested with npcs, they get hammered by ferals, their infections shows 100% but they dont die or have the "warning" glow
Other than that everything else seems to be working fine in the Next-Gen, the infestations are really fun to clear/defend
You need to have a mod installed that makes those NPCs mortal. Settlers and companions are not mortal by default.
https://www.nexusmods.com/fallout4/mods/3483 <--- this one will do it for your settlers.
https://www.nexusmods.com/fallout4/mods/12204 <-- this one will make base game companions mortal. Does not alter mod-added companions.
Note, these two mods should be at the bottom of your load order, as they alter base game records and there may be conflicts if you have other mods that alter the NPC records these two mods alter - may require patching on your part.
Thanks for the reply, I use Skk Combat Settlers to make them mortal, so theoretically the plague should have been able to kill them, but sadly it doesnt but certainly what bugs me the most is that the plague is not working for the player, kinda killing the whole urgency thing and having to be more careful around hordes, as I reported I get infected up to 100% , the message pops up, I get only the 14 minutes left warning but that is it, no more warning messages afterwards and the player death doesnt occur even after way more than 15 mins. But hey it is not that big of a deal since the main part of the mod works perfectly so I just disabled the plague for now, if in the future you have time to check this issue and update the mod that would be appreciated! Thanks for your attention and your hard work put into this mod :)
There's gotta be a mod conflict in there somewhere. This was rigorously tested against the player and I died every time. Granted, I have a small load order, so that mod dev doesn't make for dependencies and the like, so it could be that Im not accounting for other mods' functionality there. I'll check again when next in FO4 (its been about a year since I last launched it according to Steam, lol).
425 comments
Please read the main description page, as it contains all of the relevant information needed for the mod, which is really very simple to set up and use. The mod also includes feral-based random encounters, SoD2's Bloaters as well as a version of Blood Plague.
If you enjoy the mod, please be sure to Endorse it. Thanks
v1.1.5.1 - Feral Plague Fix
There was a condition check missing in the Bloater Gas Effect script that was causing people to get feral plague even when the feature was disabled. This update fixes that. Nothing more.
The 1.1.5.1 update fixes an issue that happened from being awake for 20 hours and accidentally saving the main.ba2 file as the ESP file. [shdm] Sorry to the folks who downloaded the v1.1.5.0 update and found it was broken. Mental note, don't rush out an update to a mod on no sleep.
I see in the MCM difficulty as "Very Hard" but in holotape it's "Medium".
iNumberActorsAllowedToFollowPlayer = 30
iNumberActorsInCombatPlayer = 60
One spawned in front of the workhouse in concorde and just ignored and got ignored by all the raiders running around. Here's one chilling with Doc Anderson lol
Is this intended or is there some conflict I need to check?
Other than that everything else seems to be working fine in the Next-Gen, the infestations are really fun to clear/defend
https://www.nexusmods.com/fallout4/mods/3483 <--- this one will do it for your settlers.
https://www.nexusmods.com/fallout4/mods/12204 <-- this one will make base game companions mortal. Does not alter mod-added companions.
Note, these two mods should be at the bottom of your load order, as they alter base game records and there may be conflicts if you have other mods that alter the NPC records these two mods alter - may require patching on your part.