Fallout 4

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About this mod

Full featured MCM Settings Menu for Commonwealth of Decay by SKK50. Configure the nearly hundred settings comfortable in the well aligned MCM menu. Including description, help texts and default values for every setting! Start your CoD experience in either the Open World or the Commonwealth of Decay mode.

Requirements
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Changelogs
Commonwealth of Decay - MCM Settings Menu

Full featured MCM settings menu for Commonwealth of Decay (Open World survival) by SKK50.

This mod allows you to configure Commonwealth of Decay with MCM. You can comfortably select all mod settings within the MCM menu.

Includes all holotape settings as well as all hidden console configuration settings in a well aligned structured menu. All settings have descriptions and help texts written by the CoD mod author SKK50 directly available in the MCM menu.

Configure the general game mode as well as all hostile systems, like the actor replacements, hunter, wandering hordes, worshop infestations, bloaters, and many many more.
Too much hostility? There are also friendly systems available, like the random generated survivor quests, missions to help other survivers, get some stolen supplies back or investigate emergency radio calls from an Eyebot.
Also contains many settings for actors, like if headshots kills, or are needed to kill, how mortal your companions are and many more.

Also this mod makes all Commonwealth of Decay settings available for MCM Settings Manager - so you can save, load and transfer your settings between savegames!
(Note: If you save the settings "Start conversion = ON" in your preset, then the conversion will start in an unconverted world! This can be very helpful or unwanted, so watch out for that special setting!)

Installation
  • Simply install with any mod manager

MCM Settings
Spoiler:  
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Mode: CoD or Open World

    • 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.
    • Features  Open World  Commonwealth of Decay
      Game difficulty   Any   Best in Survival
      DLC   Any   Best with none
      Dependency mods   None   Feral Nights, Multiracial Workshop Actors,
                                                      Dynamic Loot Reduction,Hack Protectron Settlers
      Game Start   Any save game any stage   Fresh clean vault exit
      Replacement actors   Any   Ferals
      Hostile Systems   All switchable   All locked enabled
      Friendly Systems   All switchable   Some switchable
      Settings   All switchable   All switchable
  • Game mode
    • Open World (Action)
    • Commonwealth of Decay (Action)
    • Open World (Action)
    • Commonwealth of Decay (Action)
    • Game mode (Dropdown: [ Open World, Commonwealth of ...)

Hostile Systems

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

      Configure the hostile systems on the sub pages.

Replacement Actors

    • All removed base game human actors are replaced with spawn markers which spawn 1:1 outside of workshops. 500 additional POI spawn markers will spawn groups of 2 to 8.
      The initial spawn chance is ~90% at all markers. The respawn interval is 8 game days, respawn chance starts at 90% reducing with the number of owned workshops.
      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.
    • Commonwealth of Decay is enabled and will use the CoD settings. (Action)
    • Spawn chance (Slider from 1 to 100)
    • Respawn chance (Slider from 1 to 100)
    • Replace humans (Dropdown: [ Disabled, Ferals, Synths, Ra...)
    • Replace humans (Slider from -1 to 99)
    • Replace dead actors (On/Off)
    • Replacement respawn (Slider from 0 to 365)
    • Spawn near workshops (Dropdown: [ Disabled, All, Unowned ])
    • Spawn at RE markers (On/Off)
    • Spawn at POI markers (On/Off)
    • Spawn at BOSS markers (On/Off)

Hunters

    • Randomly every game day during daytime a pack of 2 to 16 ferals will spawn and chase the player when they are not at an owned workshop. These hunter ferals are able to sprint regardless of the sprint suppression setting so they can actually catch a running player.
    • Commonwealth of Decay is enabled and will use the CoD settings. (Action)
    • Hunters enabled (On/Off)
    • Hunter spawn type (Dropdown: [ Ferals, Synths, Raiders, Cus...)
    • Hunter spawn type (Slider from 0 to 99)
    • Hunter spawn time (Slider from 0 to 600)

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.
    • Commonwealth of Decay is enabled and will use the CoD settings. (Action)
    • Wandering horde enabled (On/Off)
    • Horde chance (Slider from 0 to 100)

Workshop Infestation

    • 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. Unregistered/standalone and interior workshops (e.g. Homeplate, Vault 88) are excluded from v052 onwards.
    • Commonwealth of Decay is enabled and will use the CoD settings. (Action)
    • Workshop infestation (On/Off)

Bloaters

    • 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.
    • Bloaters enabled (On/Off)
    • Bloaters spawn base chance (Slider from 0 to 100)
    • Bloaters spawn chance (Slider from 0 to 100)

Workshop Defense Enforcement

    • There is a minimum workshop safe value which increases with workshops owned. 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.
      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 defense test (On/Off)
    • Workshop safe defense (Slider from 0 to 100)
    • Workshop safe noise (Slider from 0 to 100)
    • Sanctuary safe until X workshop. (Slider from 0 to 100)

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.
    • Workshop attraction enabled (On/Off)

Hostile Alert

    • 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 is enabled and will use the CoD settings. (Action)
    • Gunfire attracts hostiles (On/Off)
    • Hostile alert range (Slider from undefined to undefined)

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).
    • Infection enabled (On/Off)
    • Feral death item (Slider from undefined to undefined)
    • Cure in vendor stock (Slider from undefined to undefined)

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 for folks who can't cope (but let's call it 'mershun).
    • Nuke launch time (Slider from 0 to 100)

Missions
  • Missions
    • Configure the missions (friendly systems) on the sub pages.
  • Loot Systems
    • Dynamic loot chance (Slider from 0 to 100)
    • Ammo loot chance (Slider from 0 to 100)

Survivor Rescue
  • Quest: Survivor Rescue
    • 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 deaths 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 [ 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. If you don't like a particular target either use [ Survivor rescue SKIP DESTINATION ] to permanently avoid or disable that mission and move to another workshop then enable to pick an unused location close to that workshop.
    • Survivor rescue (Dropdown: [ Disabled, Constant, Daily ])
    • Survivor recovery (Dropdown: [ Mortal, Protected, Recovers ...)
    • [ Survivor rescue SKIP DESTINATION ] (Action)

Help Other Teams
  • Quest: Help other Teams
    • Other teams may call on the radio for assistance dealing with infestations as signposting to help keep you on mission. You have 24 game hours to progress or that team will get frustrated and disband. They can be invited to join the mission as meat-shields (since they are unlikely to survive), although they can be healed with the [ Actor Command Menu ] if you are long on Stimpaks (how ?).

      Requires Workshop Infestation enabled!
    • Help other Teams quest enabled (On/Off)

Stolen Supplies
  • Quest: Stolen Supplies
    • Generates a stolen supplies quest depending on the amount of owned workshop of the player.
    • Stolen supplies quest enabled (On/Off)
    • Minimum workshop (Slider from 1 to 30)
    • Supplies chance (Slider from 1 to 100)

Emergency radio
  • Quest: Emergency radio
    • Eyebot broadcasting Civil Defense Administration messages. Contains loot.
    • Emergency radio quest enabled (On/Off)
    • Time between broadcasts (Slider from 1 to 360)

Settings
  • Settings
    • Player perk (Dropdown: [ Disabled, 1x damage in NORMA...)
    • Player level gate (Slider from 1 to 100)
    • Hostile warnings (Dropdown: [ Disabled, Message, Message a...)
    • Legendary chance (Slider from 0 to 100)
    • Weather override (On/Off)
  • Settings - Workshops
    • Workshop menus (On/Off)
    • Link workshop resources (On/Off)
    • Store Turret (On/Off)

Actors
  • Settings - Actors
    • All actors mortal (On/Off)
    • Protect companions (Dropdown: [ No, Current, All ])
    • Scale actor health (Slider from 0 to 100)
    • Headshot TO kill (On/Off)
    • Headshot DO kill (On/Off)
    • Actor death tags (On/Off)
    • Actor command menu (On/Off)
    • Robot vendors (On/Off)
    • Feral sprint (Dropdown: [ Normal, Disabled, Daytime ])

Start Mod
  • Start Mod
    • Important: This is a ONE TIME switch. You can't revoke the open world transformation.
  • Game mode

    • Open World

    • Commonwealth of Decay
  • START CONVERSION
    • [ START CONVERSION ]
      (On/Off)
    • World is converted. (Action)
    • World is in conversion. Please be patient... (Action)
    • [ Show spawn stats [GO] ] (Action)
    • [ Show workshop safety [GO] ] (Action)


Public Service Announcement

Want more MCM Menus?
See my other MCM Settings Menu mods

Searching a better Fallout 4 interface with many Quality-of-Life features?
Check out The FallUI Series.

Credits
All credits for the main mod goes to SKK50 (Author of Commonwealth of Decay)
ScreamingLake (Idea for this MCM Settings Menu and testing)
The Collective Modding discord
The MCM team: registrator2000, Neanka and shadowslasher410 (for their awesome MCM menu)
Bethesda (Fallout 4)
The Nexus community