I'll list mods that people ask about here, along with their patch status.
Compatible Mods: The mods listed below are already compatible with Random Encounter Framework, and thus do not need patching. This is typically because they either implement their own spawning or NPC handling (like SKK Combat Stalkers), or place NPCs or encounters directly into the world rather than using random encounters.
That depends. If you want to allow Integrated Addons (or Integrated Automatron) to dynamically adjust the encounter rate, then do not use that patch and instead ensure Integrated Addons loads after Rust Devil Tweaks. If you prefer to have the hardcoded encounter rate changes from Rust Devil Tweaks, use the patch and ensure it loads after Integrated Addons.
If I have the Decrease Automatron Encounter Bullshit and Rust Devil Tweaks AND Game Configuration Menu, which should I overwrite because both say they need to overwrite other patches, or are they not compatible with one another?
They're not compatible with each other, and I can't actually make them compatible with each other. Both patches do the exact same thing, which is adjust the rarity of Automatron encounters. You should pick one or the other:
The Rust Devil Tweaks patch sets them to a fixed rate based on the encounter type, which is what Rust Devil Tweaks does and is an approach that is incompatible with GCM's options related to Automatron random encounters.
The Game Configuration Menu patch restores the original rarity check against the global variables that Game Configuration Menu allows you to modify.
That's the optional file named "The Fens Sheriff's Department - Random Encounters Patch v2.41", which adds FSD-themed random encounters to the game. The base mod does not need a patch because it doesn't have any random encounters.
Now this is nice! Does SKK Combat Stalkers , Gun for Hire and True Storms (ghoul encounters from it to be presice) require patching? Not quite sure if these mods actually utilize random encounters though, just saw that they touch spawn marks somehow. Cheers!
Both True Storms and SKK Combat Stalkers have their own systems to spawn and manage encounters rather than using the random encounter system, and thus they are compatible by default.
Gun for Hire, however, definitely needed a patch. I've made and uploaded it, but the nexus CDN may take a while to show it in downloads. I've also updated the compatibility post with this info.
Before this patch was available, I made my own patch for REN + GFH that included the 2 encounters from GFH that conflicted. Your patch instead deletes them. Is this really neccessary?
None of my patches delete the encounters added by patched mods. I remove them from the base game encounter pool (which is a source of conflicts) and add them to new encounter pools that won't conflict with other mods.
Should it be necessary? No, absolutely not. Adding things to story manager quest nodes should merge the changes at runtime, which is exactly what Skyrim Legendary Edition does, and Fallout 4 appears to have done when it launched in 2015.
But some time after that, both Fallout 4 and Skyrim Special Edition stopped merging those at runtime, which means that the last mod to change a story manager quest node is the only mod that successfully changes it. Thus, while it shouldn't be necessary, it is necessary in order to handle compatibility patches for new random encounters in a way that does not require building custom, load-order specific combination patches.
Ermmmm I'm a bit lost with the fens sheriff department patch here. So I need both the Random Encounter Patch from the original mod and the patch for that patch from this mod right? Like a patch's patch?
It's a bit confusing, yeah. So FSD doesn't actually add any random encounters in the main mod, because MunkySpunk recognized that it would be a huge source of conflicts. Instead, MunkySpunk made an optional file that adds FSD-themed random encounters to the game so that people could go with or without them.
My patch adjusts that addon so that it uses Random Encounter Framework, in order to deal with the incompatibilities it would have with the framework and other mods that add their own encounters. So if you want to use the random encounters patch and you're using random encounter framework, you'll need the patch here as well. If you don't want it, you can skip both of them.
Hey there love your mod, I'm just curious if Whispering Hills works with this mod or will ever work. I don't see it here which is why I'm asking, perfectly fine if it's not or will not. Just was curious.
Whispering Hills is already compatible with the framework, so I've gone ahead and added it to the first section in my compatibility post. Like most mods in that section, Whispering Hills works by directly placing the NPCs and enemies in the game world.
128 comments
I'll list mods that people ask about here, along with their patch status.
Compatible Mods:
The mods listed below are already compatible with Random Encounter Framework, and thus do not need patching. This is typically because they either implement their own spawning or NPC handling (like SKK Combat Stalkers), or place NPCs or encounters directly into the world rather than using random encounters.
- 4estGimp - More Feral Ghouls Expansion Pack
- Attack of the Lobotomites
- Capital Wasteland Centaurs
- Capital Wasteland Robot Pack
- Chinese Remnants
- Fallout 4 - Point Lookout
- FGEP - Feral Ghouls Expansion Pack
- Galac Tac Mercs and Music
- Galac Tac Retribution
- Institute Centaurs
- Lamprey Floaters
- Mojave Bighorners
- Mojave Cazadores
- Mojave Geckos
- Mojave Mantises
- More Feral Ghouls. A Zombie Mod
- Mutant Menagerie - Backwater Beasts
- Mutant Menagerie - Big Game Hunting
- Mutant Menagerie - Horrors of the Deep Fog
- Mutant Menagerie - Life Finds A Way
- Mutant Menagerie - Nuclear Safari
- NPCs Travel
- Power Armor to the People (Power Armored Enemies - Legendary Power Armor)
- Project Mojave
- Project Zeta
- Random Encounter Manager by SKK
- Recruit Clinton and Charlie as Settlers
- Sim Settlements 2: The same is also true of Sim Settlements 2 - Chapter 2 and Sim Settlements 2 - Chapter 3.
- Simple Bounties
- SKK Combat Stalkers (nexus edition)
- The Fens Sheriff's Department - Bleachers 2
- True Storms - Wasteland Edition (Thunder-Rain-Weather Redone)
- Unique NPCs - Creatures and Monsters of the Commonwealth
- Whispering Hills - a Silent Hill Horror overhaul for Fallout 4
- Worldwide Ghouls
- Zetans - Alien invaders in the Commonwealth
Patched Mods:
- America Rising - A Tale of the Enclave
- America Rising 2 - Legacy of the Enclave
- Capital Wasteland Auto Axe
- Commonwealth Hit Squads
- Crime And Punishment
- Decreased Automatron Bullshit Encounters and Minor Rust Devil Tweaks
- Enclave Remnants
- Feral Infestations
- FNAF - Animatronic Apocalypse
- Game Configuration Menu
- Gun For Hire - Commonwealth Mercenary Jobs
- Gunner Hit Squad (Stand Alone)
- IceStormNG's Combat Drones
- Less Vertibird Encounters
- Private Contract - Talon Company Mercenaries
- Sector Five - Rise and Fall
- The Fens Sheriff's Department - Random Encounters Patch
If you're curious about a mod not listed here, feel free to ask and I can look into it.
WAIT NO IM DUMB!
Gun for Hire, however, definitely needed a patch. I've made and uploaded it, but the nexus CDN may take a while to show it in downloads. I've also updated the compatibility post with this info.
Should it be necessary? No, absolutely not. Adding things to story manager quest nodes should merge the changes at runtime, which is exactly what Skyrim Legendary Edition does, and Fallout 4 appears to have done when it launched in 2015.
But some time after that, both Fallout 4 and Skyrim Special Edition stopped merging those at runtime, which means that the last mod to change a story manager quest node is the only mod that successfully changes it. Thus, while it shouldn't be necessary, it is necessary in order to handle compatibility patches for new random encounters in a way that does not require building custom, load-order specific combination patches.
My patch adjusts that addon so that it uses Random Encounter Framework, in order to deal with the incompatibilities it would have with the framework and other mods that add their own encounters. So if you want to use the random encounters patch and you're using random encounter framework, you'll need the patch here as well. If you don't want it, you can skip both of them.