******************************************************************************************** If you have read the comprehensive solution description and articles but still need support, best to use the SKK Mods Discord channel? discord://discord.gg/tgKNT77DC8 ******************************************************************************************** Please do READ THE COMPREHENSIVE DESCRIPTION before posting zero effort questions. If you totally can't be arsed to do that, this solution doesn't want you as a user. ******************************************************************************************** If your game has issues, check if this mod is the root cause EZ in 5 minutes by: (a) disable all mods. (b) disable cancerous loose files [ bInvalidateOlderFiles=0 ] (c) start a new game with Fast Start New Game and COD only, then run the holotape. ********************************************************************************************
******************************************************************************************** COMPATIBILITY OBSERVATIONS FROM REAL USERS (unvalidated by SKK)
FallEvil - Mega Zombie PackWORKS beautifully well with without the behaviour module. FGEP - Feral Ghouls Expansion PackWORKS just use the leveled list injection option. Nurses to replace ghoulsWORKS ******************************************************************************************** Zombie Walkers CONFLICTS Whispering Hillsread JPSRose posts below ... ******************************************************************************************** Sim Settlements 1WORKSrun COD/476 conversion after prebuild completes. Sim Settlements 1 ConquerorCONFLICTS ********************************************************************************************
I don't think this is doable because as far as I can tell from my many attempts (read failed attempts) at getting several mods to mesh with this; I don't think it can be done. All I want is the world overrun by ferals with isolated pockets of gunners/raiders etc fighting back in the streets. Problem is the are fighting alongside the ghouls to kill me, not against them. Short of somehow changing the faction alignment which is beyond me, I think my dream must die and I will settle for either custom populated world vs me or ghouls vs me. Endless Warfare (the updated fixed version from 2022( fails because I think they get eaten by this mod and turned into ghoulss (metaphorically). I'll hear gun shots and come running and see some firing but by the time I get there, ghouls.
Spawned replacements are configured to be friends with all other spawned replacements (regardless of the base game faction) so they don't fight each other. Otherwise they would just leave piles of corpses across the Commonwealth and the player with nothing to do which would be pointless.
Which is fine. I respect and love your mods too much because well, all I can do is edit things in CK and xedit. Coding despite my degree has never been my strong suite. I just liked the idea of coming upon a fight and seeing who wins, watching the ferals overrun the gunners or the raider obliterate the ghouls and then see you've been watching and head for you. That sort of thing. I'll just have to live with it of course. Your mod, your vision. I'm just a player. You are modding legend.
Hi. I really enjoyed my CoD play but this faction thing also came up unexpected for me. I was used to the Raiders and Gunners also fighting for survival too as well as wanting the Minutemen and Me dead/captured. I did read this on the front page but did not expect it would affect manually placed or spawned enemies. Only the ones being spawned by the created Spawn Markers.
Spawned replacements are configured to be friends with all other spawned replacements (regardless of the base game faction) so they don't fight each other. Otherwise they would just leave piles of corpses across the Commonwealth and the player with nothing to do which would be pointless.
In any case you can get a similar CoD 'feeling' with keeping modded F4 with these mods: - These blend in very well and work with just about any plugins list. Very much a staple. Great for long campaigns and life sim. - I kind of wish CoD was set up more in line with below. SKK makes solid mods though and I understand the SKK CoD premise.
The bold are the names of the mods here on Nexus. - Adjusted Encounter Zones :: This will make all the Commonwealth more challenging without actually doing much. Amazing. Careful when adventuring! You need to pay attention and scout. - More Enemies :: Very stable cloning mod. You can really push F4 to crazy spawn/clone levels. A lot of options on what can get cloned. - Worldwide Ghouls :: Just an ESL with manually placed Ghouls. You can simply duplicate the ESL to have larger hordes. Just suffix the ESLs with A,B,C... or 1,2,3... etc. *Note: These do not get cloned from More Enemies but the locations where More Enemies clones Ghouls have these too. - Flashy(Joer) - Feral Infestations :: Stable and works. I have never had a glitched mission and you can set how fast the infestations grow.
And that is it. Amazing what those 4 together do. I hope that helps. It does me. - You can add a couple other bonus mods to the above like NPCs Travel and a couple others to bring more life into the Commonweath. Some of the factions will go after each other too. Some are friendly to us and some are hunting us.
For those of you who installed this mod, make sure you exit the pip-boy. Otherwise, your going to be stuck in the pip-boy interface and the only solution is to reload to a previous save and redo the COD setup again. This is only a minor inconvenience as it gives you the chance to maybe reconsider any options that you probably didn't research thoroughly or maybe you forgot to add a mod to help you defeat hordes of ferals.
On another note, make sure to open the vault door before initializing the COD process as well because I ran into an issue where I was stuck inside Vault 111 but I was able to get out using the Cheat Menu mod.
Last but not least, hide somewhere where you can't to seen because this mod requires you to activate Feral Nights before selecting COD game mode. If you are setting up COD during night time, your probably going to die before COD can finish the setup process.
Now, if you want more feral ghouls in your game, install Worldwide Ghouls mod x 2 (2 copies) and place after this mod. This will add 800 Ghouls scattered throughout the Commonwealth. Also, install Combat Stalkers as well. All these mods put together make for a great Fallout experience.
Overall, this is a great mod and I love it. Thanks SKK!
Yea, I didn't 100% read that part of the page (my mistake) but I had another mod to solve the problem though now I need to remove some mods since there isn't a whole lot of humans in the game which make certain mods I use useless. Like, Crime and Punishment, that mod is useless with COD enabled. Some faction mods since again there aren't a whole lot of humans in the game world.
I even did some editing to fix some things that made no sense to me regarding Ghouls and I'm going to be making even more edits today adapting Ferals After Dark mod settings to all the Ghoul mods I use to make Ferals even more deadly. I could send you the edited .esp if you want it. I only adjusted the Ghoul race itself, nothing else.
Hello there. I'm trying this mod for the first time.
I spend some minute to charge the Open World configuration, but when it's done with the final message, my character is stuck into a strange pose (head looking up) and I can't move or do anything. By the sound, it seems that the Pip boy or some similar menu is open in interface but nothing appear. I can't save (greyed) and can"'t fast travel.
Would there be a way to prevent Faction NPCs from disappearing as a whole? Or is it only through SKK_476NoDisable keyword?
Like, would there be an option to join any faction you want after the conversion? There are many Faction NPCs that give radiant quests that would fit right in, like Pest Control from Institute, Jackpot from Railroad or Quartermastery from BoS.
Or, even better - there won't be any Institute HQ, Prydwen or Railroad HQ. There could be radiant quests like "Locate and save lost BoS soldiers" or "Locate and save lost Institute Scientists" type of quests where the saved NPCs could become settlers.
Or is it too complicated for such mod? Just asking.
so i got this to work for gunners, you need to make an ini file and put in the data folder, i put it in two locations: under mydocuments/fallout4/data and steam/steamapps/common/fallout4/data the ini file i labeled as: SKK_476NoDisableGunnerFaction_DISTR.ini with this line in the file: Keyword = SKK_476NoDisable||GunnerFaction save it and it worked. i'm sure you can do the same with raiders or any faction
I got a little problem here. Basically, I wanted to add Creation Club Enclave NPCs into SKK_476UserAddedActorList using xEdit. However, it's just doesn't allow me to do that.
To be more informative by your request in the sticky:
After adding CC Remnants as Masters (by instructions), whenever I tried to put some NPC_ like ccOTMFO4001_LvlEnclaveSoldier_Auto or ccOTMFO4001_EncEnclaveHellfireTrooper01 "Enclave Hellfire trooper" into FormIDs section, instead of said NPC_ I got one single message: <Warning: Could not be resolved, but is possibly hardcoded in the engine>. Assuming that was just a xEdit bug, I tried to put the names of NPC_ again, but I got the same message. And when I tried to put multiple NPC_, I get the same message, plus something like PlayerRef [PLYR:00000014], MultiBoundMarker [STAT:00000015] or DefaultObjectManager [DOBJ:00000031]. And when I save - deploy - open xEdit again, the situation doesn't get any better.
I assumed the worst, but then I tried to put Nuka World Raiders or Far Harbor NPCs into FormIDs, and it actually worked. Does COD doesn't support the NG content in this type of thing or I'm doing something wrong?
Great mod, very big fan of it! I am experiencing an issue with it however. Shortly after starting the game I get the Help the Commonwealth Leader quest to help clear out Red Rocket. It works fine enough but once I clear out the workshop, open the workshop menu, and destroy the rad barrel I can't find any way for the game to register it as cleared. I've tried reloading, starting a new game, several combinations of doing it solo and with the group and talking to the leader, but nothing seems to work. I'm running a very light load order, just NAC X, some sound mods and other very small things, and this mod and its requirements, so I don't think it's any conflicts causing this. Help appreciated!
It's still on the objective "Clear out Red Rocket Truck Stop." I should also note that the Commonwealth of Decay quest DID update and decrease the number of infestations remaining when I claimed the truck stop, just not the Help the Commonwealth Leader quest
Best bet is to copy and paste this into the console: cqf SKK_476HelpQuest "SKK_476HelpQuestScript.Stage40" If that doesn't work then: cqf SKK_476HelpQuest "SKK_476HelpQuestScript.Cleanup"
Not really a report on anything but a general question, what the startup music that plays when you start the open world holographic startup id like to listen to it outside of starting the mod.
It was an instrumental I found on Youtube in 2018 when I was creating the original 476 OpenWorld and the author kindly allowed me to include it. Just looked and it no longer exists to play online. I can't send you the file but you may be able to extract SKK_476ThemeCountryRoadsInstrumental.xwm from the BA2 archive and convert it to wav or mp3 for personal use.
For some reason, I can't add Creation Club Enclave Soldiers into SKK_476UserAddedActorList. In FormIDs it says <Warning: Could not be resolved, but is possibly hardcoded in the engine>.
442 comments
If you have read the comprehensive solution description and articles but still need support,
best to use the SKK Mods Discord channel? discord://discord.gg/tgKNT77DC8
********************************************************************************************
Please do READ THE COMPREHENSIVE DESCRIPTION before posting zero effort questions.
If you totally can't be arsed to do that, this solution doesn't want you as a user.
********************************************************************************************
If your game has issues, check if this mod is the root cause EZ in 5 minutes by:
(a) disable all mods.
(b) disable cancerous loose files [ bInvalidateOlderFiles=0 ]
(c) start a new game with Fast Start New Game and COD only, then run the holotape.
********************************************************************************************
COMPATIBILITY OBSERVATIONS FROM REAL USERS (unvalidated by SKK)
FallEvil - Mega Zombie Pack WORKS beautifully well with without the behaviour module.
FGEP - Feral Ghouls Expansion Pack WORKS just use the leveled list injection option.
Nurses to replace ghouls WORKS
********************************************************************************************
Zombie Walkers CONFLICTS
Whispering Hills read JPSRose posts below ...
********************************************************************************************
Sim Settlements 1 WORKS run COD/476 conversion after prebuild completes.
Sim Settlements 1 Conqueror CONFLICTS
********************************************************************************************
You can recruit human settlers safely using Multiracial Workshop Actors, Combat Settlers, Workshop Ownership Utilities.
+1
RIP: The Dream.
Spawned replacements are configured to be friends with all other spawned replacements (regardless of the base game faction) so they don't fight each other. Otherwise they would just leave piles of corpses across the Commonwealth and the player with nothing to do which would be pointless.
In any case you can get a similar CoD 'feeling' with keeping modded F4 with these mods:
- These blend in very well and work with just about any plugins list. Very much a staple. Great for long campaigns and life sim.
- I kind of wish CoD was set up more in line with below. SKK makes solid mods though and I understand the SKK CoD premise.
The bold are the names of the mods here on Nexus.
- Adjusted Encounter Zones :: This will make all the Commonwealth more challenging without actually doing much. Amazing. Careful when adventuring! You need to pay attention and scout.
- More Enemies :: Very stable cloning mod. You can really push F4 to crazy spawn/clone levels. A lot of options on what can get cloned.
- Worldwide Ghouls :: Just an ESL with manually placed Ghouls. You can simply duplicate the ESL to have larger hordes. Just suffix the ESLs with A,B,C... or 1,2,3... etc.
*Note: These do not get cloned from More Enemies but the locations where More Enemies clones Ghouls have these too.
- Flashy(Joer) - Feral Infestations :: Stable and works. I have never had a glitched mission and you can set how fast the infestations grow.
And that is it. Amazing what those 4 together do. I hope that helps. It does me.
- You can add a couple other bonus mods to the above like NPCs Travel and a couple others to bring more life into the Commonweath. Some of the factions will go after each other too. Some are friendly to us and some are hunting us.
On another note, make sure to open the vault door before initializing the COD process as well because I ran into an issue where I was stuck inside Vault 111 but I was able to get out using the Cheat Menu mod.
Last but not least, hide somewhere where you can't to seen because this mod requires you to activate Feral Nights before selecting COD game mode. If you are setting up COD during night time, your probably going to die before COD can finish the setup process.
Now, if you want more feral ghouls in your game, install Worldwide Ghouls mod x 2 (2 copies) and place after this mod. This will add 800 Ghouls scattered throughout the Commonwealth. Also, install Combat Stalkers as well. All these mods put together make for a great Fallout experience.
Overall, this is a great mod and I love it. Thanks SKK!
I even did some editing to fix some things that made no sense to me regarding Ghouls and I'm going to be making even more edits today adapting Ferals After Dark mod settings to all the Ghoul mods I use to make Ferals even more deadly. I could send you the edited .esp if you want it. I only adjusted the Ghoul race itself, nothing else.
I spend some minute to charge the Open World configuration, but when it's done with the final message, my character is stuck into a strange pose (head looking up) and I can't move or do anything. By the sound, it seems that the Pip boy or some similar menu is open in interface but nothing appear. I can't save (greyed) and can"'t fast travel.
It's the second try I made with the same result.
Any idea ? Is is a frequent problem ?
Thanks by advance.
Most likely a UI or animation mod issue.
Like, would there be an option to join any faction you want after the conversion? There are many Faction NPCs that give radiant quests that would fit right in, like Pest Control from Institute, Jackpot from Railroad or Quartermastery from BoS.
Or, even better - there won't be any Institute HQ, Prydwen or Railroad HQ. There could be radiant quests like "Locate and save lost BoS soldiers" or "Locate and save lost Institute Scientists" type of quests where the saved NPCs could become settlers.
Or is it too complicated for such mod? Just asking.
For the rest of it you would need to create the quests you want to support your own narratives.
I've read the articles of SPID, and it says I need to put it in .ini. But which one? The Fallout4.ini?
Best ask wherever the SPID solution has support.
so i got this to work for gunners, you need to make an ini file and put in the data folder, i put it in two locations:
under mydocuments/fallout4/data
and steam/steamapps/common/fallout4/data
the ini file i labeled as: SKK_476NoDisableGunnerFaction_DISTR.ini
with this line in the file: Keyword = SKK_476NoDisable||GunnerFaction
save it and it worked. i'm sure you can do the same with raiders or any faction
hope this helps!
To be more informative by your request in the sticky:
After adding CC Remnants as Masters (by instructions), whenever I tried to put some NPC_ like ccOTMFO4001_LvlEnclaveSoldier_Auto or ccOTMFO4001_EncEnclaveHellfireTrooper01 "Enclave Hellfire trooper" into FormIDs section, instead of said NPC_ I got one single message: <Warning: Could not be resolved, but is possibly hardcoded in the engine>. Assuming that was just a xEdit bug, I tried to put the names of NPC_ again, but I got the same message. And when I tried to put multiple NPC_, I get the same message, plus something like PlayerRef [PLYR:00000014], MultiBoundMarker [STAT:00000015] or DefaultObjectManager [DOBJ:00000031]. And when I save - deploy - open xEdit again, the situation doesn't get any better.
I assumed the worst, but then I tried to put Nuka World Raiders or Far Harbor NPCs into FormIDs, and it actually worked. Does COD doesn't support the NG content in this type of thing or I'm doing something wrong?
It may be something like "an ESL acting as master" issue, your best bet is to ask for help on the xEdit discord https://discord.gg/5t8RnNQ
cqf SKK_476HelpQuest "SKK_476HelpQuestScript.Stage40"
If that doesn't work then:
cqf SKK_476HelpQuest "SKK_476HelpQuestScript.Cleanup"
Did I messed up somewhere?