******************************************************************************************** If you have read the comprehensive solution description and still need support, best to use the SKK Mods Discord channel? https://discord.gg/tgKNT77DC8 ********************************************************************************************
Hi, this is a great mod for a feral ghoul hater like me. Recently, I have been encountering some random ferals even with this mod enabled and also when I fast travel (one time I fast travel in a group of them). Perhaps the mod didnt catch to convert them on time or did I not activate something from the mod? Hope you could help since no one is posting the same problem. Thanks!
Hi SKK, thanks for replying! I have attached the screenshot on the mod that perhaps you could look into. And also knowing there are actually ambush ferals that cannot be replaced in the game? Gulp! https://imgur.com/a/4ATkQ9G
Will try that soon on the continuum of my playthrough, good sir! I am not exaggerating when I say you are my hero. Hopefully now I can finally finish the game with less or no at all (hopefully) feral ghouls :D
Would it be possible to add ferals as an option for replaced actors, meaning this plugin and its additions would add more options like on the grounds of an injector adding more content instead of replacement?
No that would need fixed spawn points added to the world which SKK mods doesnt do, its dynamic scripted content only. Other dyanamic feral adds are combat stalkers (feral only mode), feral nights.
There are mods which add more hostile spawn points which can be configured for ferals; endless warfare, feral infestations and such.
I'm currently on good terms with the Operators, who replaced the Vault 88 ghouls. Valerie is waiting for me to build her desk ( DLC06MQ03 is stage 200), yelling out "oh no, this is terrible! Julian, stop it!" every now and then. I have built the desk, but she seems to be stuck in that loop.
I forced the stage to 300, and it advanced to 400 as the recruitment beacon was turned on as I was trying to find an end to her looping.
I'm going to try exploring etc to see if that helps. It's no big deal, but I thought someone else might come across the same issue.
The applicants arrived but she was still unmoving. I used "moveto player" to put her in front of them and her scene began. Got up to the point of outfitting clem and the game ctd. Ugh. Might try later to see if that was a one off or if I need to force past this point.
Yes, the ferals in vault-88 were replaced by Operators from the dlc. They are used as quest triggers, which is why she keeps repeating "Julian, stop it!" because even though the quest stage has advanced, something in the coding still hasn't flagged off the death of the ghouls.
I loaded an earlier save, found the "Julian" looping continued, but this time I could equip Clem and advance the quests. She seems to have stopped looping her dialogue.
Is there a way (xedit or something) to make it replace SuperMutants in addition to Ferals? Or even just SuperMutants. I'm trying to get a more "traditional", less Marvel style postapocalyptic world...
"(6) Can this mod replace other actors ? Technically anything can be replaced with anything, but is it practical and does the experience deliver lasting interest ? Replacing Deathclaws with Sofas is amusing for 60 seconds on 01 April but that would take a week of engineering for a quality solution to wrap affected quests. How do you kill the sofa that pops up in Concord to progress When Freedom Calls ? Not worth it. Replacing bugs or creatures is a frequent ask, but there is no common identifier to find them, so it is slow, and any number of quest dependencies need tracking down and handling which is weeks or possibly months of work. Not worth it. "
Replace any Actor with Any Actor will do that, but you take the risk breaking related quests.
(6) Can this mod replace other actors ? Technically anything can be replaced with anything, but is it practical and does the experience deliver lasting interest ? Replacing Deathclaws with Sofas is amusing for 60 seconds on 01 April but that would take a week of engineering for a quality solution to wrap affected quests. How do you kill the sofa that pops up in Concord to progress When Freedom Calls ? Not worth it. Replacing bugs or creatures is a frequent ask, but there is no common identifier to find them, so it is slow, and any number of quest dependencies need tracking down and handling which is weeks or possibly months of work. Not worth it.
I don't wanna turn a sofa into a deathclaw or vice versa that's fucking stupid. I do however want mirelurks roaming all over the place in replacement to ghouls.
******************************************************************************************** Define your own custom replacement actors in less than 5 minutes with xEDIT: https://www.nexusmods.com/fallout4/articles/1764 ********************************************************************************************
"(6) Can this mod replace other actors ? Technically anything can be replaced with anything, but is it practical and does the experience deliver lasting interest ? Replacing Deathclaws with Sofas is amusing for 60 seconds on 01 April but that would take a week of engineering for a quality solution to wrap affected quests."
So, if I wanted to replace Raiders with customized Raiders (so that say, the Corvega factory raiders, who are based on randomized base-game raider equipment profiles, were replaced with "Corvega Highwayman" with customized metal armor and arc welders and auto-axes), the scripts in this mod would do that, but I would then have to figure out how to avoid breaking all the quests associated with those raider spawn markers. Accurate?
Any idea where I could go to start learning how to "wrap" quests? I would really like to figure out how to make customized raider gangs at particular locations, who have their own names, armor, and weapons.
Thanks in advance for your time and consideration. I really appreciate your creativity, hard work, and perfectionism on your mods.
Elegantly wrapping quests without hacking base game assets is an art that has taken around 2,000 hours to master. I am aware of one person active in that space (me). There are no educational materials, it's knowledge & experience. You start on small outcomes and work up. Something like how to spawn actors, manage their life-cycle and clean them up. And understanding the impact of not doing that. Unpack base game systems and mods that do something similar to your objective.
"The mod has no dependencies on extenders or DLCs and does not change any existing base game scripts, assets or objects. As with 99% of SKK mods, its 100% pure new Creation Kit forms and scripts."
Around the first time i installed this mod, i used it to change the ferals to Gunners inside the Poseidon Reservoir factory. And also unwittingly used the change the corpses to "none" option. Now every time single time i visit the interior again, there are no enemies and no corpses whatsoever. Is there any way to change it back to the original ghoul and corpses scenario? I am dreading the fact that it is also possible that some other locations that i haven't yet realised, are in a similar state of complete and utter barrenness. If so, i truly hope this can be quite straightforwardly remedied. Please help.
Any placed actors and corpses will respawn on cell reset if they are configured to respawn. Look up how to force cell reset. In Involves the console command [ PCB ]
I have used GCM (Game Configuration Menu) to set CellRespawn and CellRespawnCleared to 84 and 120 hours respectively. Then i have waited (using sleep) that amount of time on the other end of the map. Typed PCB into console even, then revisited Poseidon Reservoir. Items, such as Fans etc which i had taken on the previous visit, are respawning. But there are no actors or corpses appearing. Other than GCM, i am using no other mods other than SKK Feral Replacement and SKK Random Encounter that should even touch on affecting these factors. I am at a loss as to what to do further.
"(5) This is a one time replacer which does not support respawning as it MOVES the original actor to a hidden holding cell to AVOID respawning. If you perfer static actors to respawn, this may not be suitable."
What exactly does this mean please? Does this mean that once this mod is activated/used in a location, then the original actors will no longer ever respawn? If so, then that would explain the absence of the ghouls. Which would surely mean i would have to go back to a save before i installed and first used this mod to ever encounter any enemies there again. And unfortunately i have put in a very lot of hours since then. At least 24 realtime hours, if not probably a lot more even.
Ah OK I have not looked at this mod for over a year. As this moves the original actors/corpses to a hidden holding location for performance and specifically to avoid them respawning, is is not possible to regenerate them once they have been removed.
There is a version of this that does support respawning of replacement actors (not the original) but the performance is less good.
Well after a preliminary testing of a much earlier save - before i had visited Poseidon Reservoir interior + before i actually used Feral Replacement. Then clearing the interior and moving to another faraway location and waiting to cells respawn etc. It seems that Poseidon Reservoir doesn't actually respawn at all after it has been "Cleared". Not that i was putting the blame on you anyway, SKK. It would've been my own idiocy for not originally taking better note of your Point [5] explanation anyway. Although then again, for other idiots like me in the future, it might be better to preface that particular point with a very clear and bold "WARNING:". Lol!
Anyway, thanks for taking the time to respond and trying to help. Much appreciated!
No problems. There is a heap of complexity in the game systems, its not always easy to figure out what is going to happen now + in the future when messing with them. As I tend to play with no reset + no respawn for static stuff I dont really think about "the future".
Rather than respawn static actors, consider Combat Stalkers and/or Random Encounter Manager which are designed to generate dynamic actor surprise content in perpetuity.
ps got me thinking when I have a moment I may have another look at optimising the replacement actor respawn code. It works fine in my original Fallout 4-76 replacer mod (because it controls the world), I should be able to do something with this.
To be honest now that i know, i don't think i'll probably be utilising Feral Replacement in its current form. So i will indeed keep my eye out for any additions you might make along the lines of reintroducing some replacement actor code in the future. Anyway besides that, along with quite a number of your other mods as well, i do very much value and use Combat Stalkers and Random Encounter Manager. I genuinely don't think that Fallout 4 would hold quite the longevity it does without your mods. In fact, would go as far as to say that i couldn't imagine continuing to play Fallout 4 nowadays without installing those mods of yours that i use. And also several mods by DankRafft - whose work i also think, just like your own, is very sadly somewhat underappreciated here on Nexus with regards to how very useful, efficient, and excellent they actually are.
Using the randomized feature of the mod so I get a variety of enemies. However, sometimes Super Mutants, Gunners, and Raiders spawn but they don't interact or fight. Are they all in the same faction? Is there a way to have them battling (for spice)?
"(3) If random replacements are configured, some mob packs can be converted to a mix of different faction actors as they may be detected in different sweeps. Replacement actors are configured to be pals and not fight each other to ensure the player gets to do that work, so no bitching that Gunners are being chummy with mutants."
(6) Can this mod replace other actors ? Technically anything can be replaced with anything, but is it practical and does the experience deliver lasting interest ? Replacing Deathclaws with Sofas is amusing for 60 seconds on 01 April but that would take a week of engineering for a quality solution to wrap affected quests. How do you kill the sofa that pops up in Concord to progress When Freedom Calls ? Not worth it. Replacing bugs or creatures is a frequent ask, but there is no common identifier to find them, so it is slow, and any number of quest dependencies need tracking down and handling which is weeks or possibly months of work. Not worth it.
102 comments
If you have read the comprehensive solution description and still need support,
best to use the SKK Mods Discord channel? https://discord.gg/tgKNT77DC8
********************************************************************************************
One issue is that ambush ferals actually start dead so are not detected until they "hatch" which can be right next to the player.
There are mods which add more hostile spawn points which can be configured for ferals; endless warfare, feral infestations and such.
I forced the stage to 300, and it advanced to 400 as the recruitment beacon was turned on as I was trying to find an end to her looping.
I'm going to try exploring etc to see if that helps. It's no big deal, but I thought someone else might come across the same issue.
The applicants arrived but she was still unmoving. I used "moveto player" to put her in front of them and her scene began. Got up to the point of outfitting clem and the game ctd. Ugh. Might try later to see if that was a one off or if I need to force past this point.
I loaded an earlier save, found the "Julian" looping continued, but this time I could equip Clem and advance the quests. She seems to have stopped looping her dialogue.
"(6) Can this mod replace other actors ? Technically anything can be replaced with anything, but is it practical and does the experience deliver lasting interest ? Replacing Deathclaws with Sofas is amusing for 60 seconds on 01 April but that would take a week of engineering for a quality solution to wrap affected quests. How do you kill the sofa that pops up in Concord to progress When Freedom Calls ? Not worth it. Replacing bugs or creatures is a frequent ask, but there is no common identifier to find them, so it is slow, and any number of quest dependencies need tracking down and handling which is weeks or possibly months of work. Not worth it. "
Replace any Actor with Any Actor will do that, but you take the risk breaking related quests.
(6) Can this mod replace other actors ? Technically anything can be replaced with anything, but is it practical and does the experience deliver lasting interest ? Replacing Deathclaws with Sofas is amusing for 60 seconds on 01 April but that would take a week of engineering for a quality solution to wrap affected quests. How do you kill the sofa that pops up in Concord to progress When Freedom Calls ? Not worth it. Replacing bugs or creatures is a frequent ask, but there is no common identifier to find them, so it is slow, and any number of quest dependencies need tracking down and handling which is weeks or possibly months of work. Not worth it.
Define your own custom replacement actors in less than 5 minutes with xEDIT:
https://www.nexusmods.com/fallout4/articles/1764
********************************************************************************************
So, if I wanted to replace Raiders with customized Raiders (so that say, the Corvega factory raiders, who are based on randomized base-game raider equipment profiles, were replaced with "Corvega Highwayman" with customized metal armor and arc welders and auto-axes), the scripts in this mod would do that, but I would then have to figure out how to avoid breaking all the quests associated with those raider spawn markers. Accurate?
Any idea where I could go to start learning how to "wrap" quests? I would really like to figure out how to make customized raider gangs at particular locations, who have their own names, armor, and weapons.
Thanks in advance for your time and consideration. I really appreciate your creativity, hard work, and perfectionism on your mods.
AVOID respawning. If you perfer static actors to respawn, this may not
be suitable."
What exactly does this mean please? Does this mean that once this mod is activated/used in a location, then the original actors will no longer ever respawn? If so, then that would explain the absence of the ghouls. Which would surely mean i would have to go back to a save before i installed and first used this mod to ever encounter any enemies there again. And unfortunately i have put in a very lot of hours since then. At least 24 realtime hours, if not probably a lot more even.
There is a version of this that does support respawning of replacement actors (not the original) but the performance is less good.
Anyway, thanks for taking the time to respond and trying to help. Much appreciated!
Rather than respawn static actors, consider Combat Stalkers and/or Random Encounter Manager which are designed to generate dynamic actor surprise content in perpetuity.
ps got me thinking when I have a moment I may have another look at optimising the replacement actor respawn code. It works fine in my original Fallout 4-76 replacer mod (because it controls the world), I should be able to do something with this.
If you want Actor on Actor combat use Random Encounter Manager.
Any way you would consider replacing those horrible bugs the same way?
Thanks for your work, Im using at least 4 of your mods.