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.
The Fens Sheriff's Department's random encounter patch needs a Random encounter framework patch of its own. I'm dead lmao. Thought for sure I was misreading it. Thanks for the patch's patch
You are such a gigachad. Not only did you make 290 random encounters, and a entire framework for other people to use. you go out of your way to make sure other mods are compatible with it.
The only conflicting nodes you should see when multiple patches are installed are forwarded from Random Encounter Framework. All I did with most patches in this hub is excise the new encounters into their own nodes, followed by updating the node the patched mod edited to reflect how Random Encounter Framework set it up.
The exceptions are mods that made actual mechanical changes to existing story manager nodes, and those patches are clearly labeled with instructions to load them last. For that grouping of patches, there are actual conflicts and I can provide combined patches upon request.
As luck would have it I'm running both Deacreased Automatron BS and GCM. That win will probably get handled by load order in favor or the Automatron BS mod.
FSD, and Sector V have new quests within Nodes RETravelQuests and REChokepointQuests. Sector V adds one Quest to node REAssaultQuests, RETravelQuestsUrban, and REChokepointQuestUrban Sector V and Rust Devils both add a Quest to REAssaultQuestUrban FSD has some similar things happening.
I see those Nodes get a new <RE....Parent>. However, the new Quests mentioned above are not used in the REPatches. That's the part I don't understand. Would those additional quests need to be manually merged?
I just redownloaded both mods and double-checked the patches to be sure, and at this point I have no idea what you're seeing. Both mods add new random encounter quests to the existing story manager nodes. I moved those quests to new story manager nodes and reverted the original nodes to match REF. Because the new nodes are parented to REF, they will be picked at random when random encounters are needed.
This makes a lot more sense when you're looking at the story manager in the Creation Kit rather than in xedit:
That said, I will admit that I missed a wild edit in one of the FSD updates and have updated the patch to fix its ITM conflict with the checkpoint init node. As for GCM versus Rust Devils Redux, sadly that looks like one of the rare cases where a patch is impossible to make at the conceptual level. So you either get to pick the ability to personally adjust the rarity, or you get to pick hand-adjusted rarity (which I re-adjusted to match REF's changes).
Yep. xEdit does not give that kind of view at all. TY for the explanations. I'll just drop the GCM patch in favor of the No Automatron BS patch. The remaining patches I use are good to go.
Thanks for a year of work on this mod and a stupid number of patches.
Im glad this is/has been discussed. So tl;dr - these xedit conflicts are addressed by the framework's story manager quest nodes & all therefore can occur? If I have my xedit hat on & wanted all to occur ingame I'd forward all to a patch so we're saying this isn't necessary?
Correct. The purpose of the patches in this repository is to alter mods that used the story manager as it was so that they instead use random encounter framework. This allows them to be patched individually rather than requiring a custom patch for every combination of mods that adds random encounters. Part of that process is reverting any changes made to story manager quest nodes that are also edited by Random Encounter Framework, so that Random Encounter Framework can continue doing what it was designed to do.
Hi a new series of faction overhauls from Warsaw2135 Improved Hostile Factions just came up lately and it's also implementing some encounters does this need a patch from REF?
Hi, could you have a look at the mod FNAF: Animatronic Apocalypse https://www.nexusmods.com/fallout4/mods/76764, if you have the time? I look at it using F04Edit and believe it would need a patch to work with this framework.
It's worth noting that, while that global variable is a flat percent chance to see automatron encounters in the base game, the changes made by Random Encounter Framework mean that the actual chance of seeing the encounters will be significantly less than the value set by that global. I wrote up a more detailed explanation here.
I'm pretty sure Random Encounter Manager by SKK has a variable adjustment for automatron encounters as well should be left as the default valve then? or have I miss understood.
I would have to check, but there's a good chance that it would use the same variable, and would follow the same rules if it does. I know for a fact that SKK's manager doesn't add any new variables, so if it has a controller like that then the same patch will work for both.
So, with your Random Encounter Framework now included in the new FATE fix/gameplay mod, I'm assuming these will be obsolete/not usable until a similar patch hub referencing FATE gets made?
The short version is that the only thing merging this framework into FATE accomplishes is create a competing standard. For a framework centered around making things more compatible, creating an alternative master that is also broadly incompatible not only defeats the purpose, but is going in the opposite direction instead.
I have multiple mods in the works that use this framework. I will not be converting them to use FATE, because the conversion process is not a simple change in master file name and FATE is not a mod I would personally use.
Poet includes a select few of the patches from this hub as an optional file for FATE, and deliberately ignored the rest. That means that anyone who wants the other patches would need a third party to convert or make new patches for FATE, and those patches would not be inter-compatible with patches made for Random Encounter Framework. Similarly, mods that utilize the framework will not be compatible with FATE unless converted (via esp replacer, no less), and mods that utilize the framework merged into FATE are incompatible with the standalone framework.
Every other one of my mods that got included, I've already updated the relevant compatibility posts to mention that they are redundant with FATE installed. Random Encounter Framework is not redundant with FATE installed, and for technical reasons involved with being a master, it never will be.
I snorted when I saw your/XKCD standards meme... true. I need a suitable Aaaaaaaaaaaarrrrrrrrrrrggh! meme for response.
Tho your feelings don't seem all that mixed, to me.
I guess I don't understand Poet's motivation, purpose or design intent... why try to roll up REF into something that's gonna invalidate all the existing REF work product & infrastructure?
... and wish I understood this particular implication b4 I went thru the tedious process of installing FATE and removing all the stuff I had that conflicted/was redundant (but, Im an idiot, so par for the course). I really need that arrgh meme now.
Ah, my feelings aren't mixed because of the result. They're mixed because I deliberately left the permissions for this mod wide open, with no stipulations on use or modification. I won't change those permissions either, since that is important for a framework like this. However, leaving the permissions like that is what allows a mod like this to be entirely subsumed into a larger mod, even if it runs counter to the goal.
77 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
- 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 - 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
- Simple Bounties
- SKK Combat Stalkers (nexus edition)
- The Fens Sheriff's Department - Bleachers 2
- True Storms - Wasteland Edition (Thunder-Rain-Weather Redone)
- 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.
The exceptions are mods that made actual mechanical changes to existing story manager nodes, and those patches are clearly labeled with instructions to load them last. For that grouping of patches, there are actual conflicts and I can provide combined patches upon request.
FSD, and Sector V have new quests within Nodes RETravelQuests and REChokepointQuests.
Sector V adds one Quest to node REAssaultQuests, RETravelQuestsUrban, and REChokepointQuestUrban
Sector V and Rust Devils both add a Quest to REAssaultQuestUrban
FSD has some similar things happening.
I see those Nodes get a new <RE....Parent>. However, the new Quests mentioned above are not used in the REPatches. That's the part I don't understand. Would those additional quests need to be manually merged?
This makes a lot more sense when you're looking at the story manager in the Creation Kit rather than in xedit:
That said, I will admit that I missed a wild edit in one of the FSD updates and have updated the patch to fix its ITM conflict with the checkpoint init node. As for GCM versus Rust Devils Redux, sadly that looks like one of the rare cases where a patch is impossible to make at the conceptual level. So you either get to pick the ability to personally adjust the rarity, or you get to pick hand-adjusted rarity (which I re-adjusted to match REF's changes).
Thanks for a year of work on this mod and a stupid number of patches.
example here.
I look at it using F04Edit and believe it would need a patch to work with this framework.
Thankyou.
Thanks!
*more fervent hat-tipping activity*
The short version is that the only thing merging this framework into FATE accomplishes is create a competing standard. For a framework centered around making things more compatible, creating an alternative master that is also broadly incompatible not only defeats the purpose, but is going in the opposite direction instead.
I have multiple mods in the works that use this framework. I will not be converting them to use FATE, because the conversion process is not a simple change in master file name and FATE is not a mod I would personally use.
Poet includes a select few of the patches from this hub as an optional file for FATE, and deliberately ignored the rest. That means that anyone who wants the other patches would need a third party to convert or make new patches for FATE, and those patches would not be inter-compatible with patches made for Random Encounter Framework. Similarly, mods that utilize the framework will not be compatible with FATE unless converted (via esp replacer, no less), and mods that utilize the framework merged into FATE are incompatible with the standalone framework.
Every other one of my mods that got included, I've already updated the relevant compatibility posts to mention that they are redundant with FATE installed. Random Encounter Framework is not redundant with FATE installed, and for technical reasons involved with being a master, it never will be.
I need a suitable Aaaaaaaaaaaarrrrrrrrrrrggh! meme for response.
Tho your feelings don't seem all that mixed, to me.
I guess I don't understand Poet's motivation, purpose or design intent... why try to roll up REF into something that's gonna invalidate all the existing REF work product & infrastructure?
... and wish I understood this particular implication b4 I went thru the tedious process of installing FATE and removing all the stuff I had that conflicted/was redundant (but, Im an idiot, so par for the course).
I really need that arrgh meme now.