Fallout 4-76 transforms the Commonwealth into an open world with all areas unlocked and no human NPCs for a quest free land of scavenging opportunity. Repopulate with whatever actors you need to create your own narrative for another survive, scavenge and rebuild experience.
Version 040 and on are not backward compatible with versions before 040
(This is a significant rewrite to remove code that can not live with the nexus file retention TOS)
DO NOT UPGRADE
This solution started waaaaaay back in June 2018 as a Fallout 76 simulator that removes all human NPCs to add irritating griefers (aka players) and nukes to explore some of the possible game mechanics. It has evolved into an empty open world in which to build dynamic systems that deliver unpredictable experiences. When you have done every quest and NPC dialogue to death, but still want to spend time in the fa-bu-lus Fallout 4 world … survive and rebuild the Commonwealth with your own conditions.
Install this solution at any time in any game as it does absolutely nothing to your game until you use the [ Fallout 4-76 Open World Holotape ] given after V111 exit to select:
[ >>> ENABLE Fallout 4-76 Open World ]
Baseline Configuration
(1) All placed or persistent human, ghoul and synth NPC references in the Commonwealth exterior are removed within 3 minutes* of enabling the OpenWorld and replaced with actor spawn markers.
(*) this can take up to 10 minutes to process with all factions unlocked and 500 settlers on a potato.
Then as the player runs around the world, all human, ghoul and synth actors that are triggered to spawn are dynamically removed as they load (and replaced with actor spawn markers) to deliver a nearZeroNPC™ experience.
(2) All base game user facing quests are shutdown.
(3) Base game random encounters are disabled with new spawn points added;
180 RE Random Encounter
50 POI Point of Interest
220 BOSS Containers
(4) Most quest or key locked doors and elevators in the Commonwealth and internal spaces are unlocked or opened so you can access all areas without quests or NPC key holders. The Player is automatically granted ownership of any workshops when activated. Fast Travel (including Survival) to and from Institute, RailRoad, NukaWorld and Far Harbor enabled (if DLCs installed).
You can start a new game outside Vault 111 and go nearly anywhere in the Commonwealth without having to chitchat with anyone. Anything that is still closed or locked can be bypassed with Open Anything.
Dynamic Configuration Options (change as much as you like in a game)
(1) REPLACEMENT ACTORS
Choose the replacements to populate the spawn markers in a real time radius around the player during movement to ensure they level. Options for:
> Replacement actor [ *None, Feral, Synth, Raider, Custom, Random ] random includes the custom list if available
> Replace dead actors [ *Off | On ] the set dressing actors which start dead.
> Spawn chance [ 20% to *100% ]
> Gameday respawn [ Disabled to 16 game days ]
> Spawn near workshops [ *Off | On ]
> Spawn at random encounter RE markers [ Off | *On ] e.g. you want to use Random Encounter Manger
> Spawn at POI/BOSS markers [ Off | *On ]
Random replacement actors may or may not attack each other for extra amusement and ambiance depending on their base faction relations.
If you are on an Xbox or potato PC that struggles downtown, avoid Custom/Random actors and disable the RE and POI marker spawns. BOSS markers are mostly in interiors.
(2) GRIEFERS
[ enable | *disable ] an irregular team spawn to stalk the player anywhere (interiors, settlements … they don’t care). If you dont like being followed, no problem don’t enable them, or disable when you have had enough.
> Griefer Actor [ *Feral, Synth, Mixed, Custom, Random ] random includes the custom list if available
> Realtime spawn frequency [ Disabled to 60 minutes ]
Random griefer faction actors will should not attack each other to focus their grief on the player.
(3) NUKES
[ enable | *disable ] occasional nukes to be launched at you (by griefers, a mad AI or your imagination) with 3 stage warnings [ Codes Released ] [ Target Selected ] [ Nukes Inbound ] for plenty of get-away time. Nukes leave dirty radiation areas, loot and some hostile actors which clean up on the respawn setting. They will never be launched at settlement or workshop locations. If you don’t like nukes being launched at you, no problem don’t enable them, or disable when you have had enough.
> Nuke launch realtime frequency [ *Disabled to 60 minutes]
(4) SURVIVOR RESCUE MISSIONS
[ enable | disable ] radiant missions to rescue extinction event survivors from random locations around the Commonwealth.
> Frequency [ *Disabled | Constant | Random ] random is 30 to 90 real time minutes.
> Survivor Health [ *Protected | Recovers | Needs healing | Mortal ]
If rescue quests are enabled and the player does not own a WorkshopParent registered settlement workshop, Sanctuary is automatically set owned to provide a recruitment target. Whilst the target workshop is usually nearest to the player when the quest starts, if any (registered) workshop is activated with a survivor following, they will use that as the destination. The survivor becomes a full workshop settler on completion.
(5) ROBOT VENDORS
[ *enables | disables ] 7 new trade counter replacements for consumers who have to shop for stuff, rather than traditional scavenging and crafting. They should all offer 24 hour service and stock legendary items ‘cos if you must shop, then do it properly. DocBots can be found at Drumlin Diner and in Diamond City.
(6) GENERAL OPTIONS
> Headshots to kill [ enables | *disables ] for 476 replacements and griefers (no other actors). This can be time sensitive during busy combat so don’t enable if you have other script intensive Workshop/Combat solutions running. Actors that wont die are a clue.
> Actor death tags [ *enables | disables ] collectable tags if you enjoy that sort of thing.
> Hostile Warnings [ *disabled | text notification | text and mapmarker ] for Griefers and nukes.
> Protect companions [ None | *Current | Base Game ] will apply the SKK_476NoDisable keyword to relevant companions before the conversion starts so they are not removed from the world. It does not make quest locked base game companions available tho, use Unlock All Companions to do that properly.
Other Features
(7) VERTIBIRD FAST TRAVEL
If vertibird travel is not already enabled, after every survivor rescue there is a chance that a vertibird pilot survivor will turn up and ask for help. If you say (No) they will never return, (Later) defers them to another rescue, there is no time limit to complete (Yes). If you give up searching for landed vertibirds (quitter) and didn’t ask the pilot to mark them on your map, you can always return and ask again.
(8) SETTLER RECRUITMENT
if you are too lazy to do the survivor missions, or want to customise boring vanilla settlers, build a 4-76 Settler Recruitment Radio [ Workshop Resources > Miscellaneous ] which can instantly spawn a 476 protected settler, or recruits one per game day up to the number of beds in that settlement. Your game Timescale setting will affect the real time this takes. You can also use the following 4-76 protected settler recrutment services: Combat Settlers spawn button, Workshop Ownership Utilities population manager, Multiracial Workshop Actors recruitment radio & beacon.
Considerations & FAQ
(1) When the world is first converted with replacements active, they are not populated in the active cells around the player for safety. As you start wandering around the world they will appear over a minimum distance, but entering an uncleared interior space can get hectic. If you change the replacement actor setting after the conversion, it only takes effect on movement when cells load and unload the actors in a 10K radius around the player.
(2) If spawn chance is less than 100% and a marker fails the spawn chance test when it loads, it is not checked again until it loads after the [ Gameday respawn ] time elapses.
(3) THIS REMOVES EXISTING BASE GAME HUMAN SETTLERS (not DLC01 robots). You will need to rescue or recruit new 4-76 compatible actors for your settlements, or use Combat Settlers mod which can protect all existing settlers before the 4-76 conversion.
(4) If you want to protect any other actors, use the PC console to select a survivor and enter [ AddKeyword SKK_476NoDisable ]. Spawning mods will need to implement the keyword on actors, or in script to avoid their product being automatically disabled (and replaced). The article Fallout 4-76 protect NPC actors from removal provides players and mod authors with all the info.
(5) If you want to use custom actors for replacements and/or griefers, the easy method is to save SKK_476UserAddedActorList as an xEdit over-ride file and add Non-Player Character (Actor) NPC_ records to it. Learn more in the article Fallout 4-76 console configuration and actor lists.
(6) DLCs – whilst this mod makes Mechanist, Nukaworld and Far Harbor world spaces accessible if installed, it does not neatly shut down all of the DLC quests and open doors as it does for the base game, to avoid DLC dependencies. Use a combination of SKK Vertibird World Travel and SKK Open Anything toget there and make stuff accessible.
(7) This changes zero existing content, makes no hard edits to the world so clearly breaks no precombines. There are no static placed adds, its all dynamically scripted. The only change in making some objects persistent (so Story Manager and scripts can find them) is the cell PreVis serial. This is only noticed in GeneralAtomicsFactory01 if running DLC01 Automatron, use the optional SKK476DLC01Patch file to fix the interior PreVis conflict.
(8) If you find any access doors key locked, blocked or inaccessible, use SKK Open Anything and post/PM the DLC/Worldspace and 8 digit object ID (open the console and click on the item) to include it if missed. They are easy updates to publish for the Commonwealth, difficult for DLC worldspaces.
(9) If you are desperate to know all the differences between 038 and 040 you will have to figure that out for yourself. It’s nearly everything on this page and the actorpick/marker/spawn logic is explained in the article Fallout 4-76 console configuration and actor lists. Read it again.
(10) If you need to run the previous generation in an existing save, version 038 for PC is still available on skkmods.com
Known Issues
(1) Loading an EXIT SAVE with an active rescue quest can (10% of the time) corrupt that quest so it just stops, you will be notified to restart it with the holotape. FULL SAVES do not have this problem which is why you really need a survival solution.
PC manual download installation
Copy SKK476OpenWorld.esp, SKK476OpenWorld – Main.BA2 and SKK476OpenWorld – Textures.BA2 to your …\Fallout 4\Data directory, edit Plugins. or enable in the Bethesda mod menu, mod manger or whatever.
Compatibility & disable
The mod makes ZERO changes to any base game scripts, items, actors, stats so should be safe to use with overhauls that do hack items, actors and stats around (not scripts, never ever use hacked scripts).
The mod has no dependencies on extenders or DLCs. It’s 100% pure new Creation Kit forms and wrapper scripts. As it performs major surgery to actors and quests the running world, unlike most elegantly engineered SKK mods it is a one way conversion and CAN NOT BE DISABLED OR REMOVED FROM A SAVEGAME.
As this is published after November 2019 it requires Fallout4.exe 1.10.162.0 (or later) or equivalent workarounds.
(a) This mod is 100% compatible with any and all SKK mods unless an SKK mod states specific issues, so READ FULL MOD DESCRIPTIONS.
(b) This mod is 0% compatible with any 3rd party solution that introduces human actors into the world, unless that mod specifically states it is compatible as the author has invested in compatibility work.
Fallout 4-76 Configuration Articles
Fallout 4-76 Console configuration and actor lists
Fallout 4-76 Import custom actors
Fallout 4-76 Protect NPC actors from removal
Associated mods developed from or for this solution
Open Anything to bypass any locked door, terminal, container, elevator or animation.
PlayerUndead death recovery to keep on living.
Vertibird World Travel to travel between worldspaces without the quests.
Dynamic Loot Reduction switch loot to what you want the wasteland to offer.
Unlock all Companions protects and makes available any/all base game companions.
Human actor spawning mods known to be compatible
Missions Committee
Combat Stalkers
Instant Battleground
Multiracial Workshop Actors
Random Encounter Manager
Red Rocket Scavver faction
Settlement Attack System
Warlike
Change Log
Version 040
UPDATE NOTE: Version 040 is not backward compatible with versions before 040 DO NOT UPGRADE. Requires Fallout4.exe 1.10.162.0 (or later) or equivalent workarounds.
Change: Complete rewrite to a new baseline so RTFM description and associated articles.
UPGRADE BOUNDARY do not upgrade a save game past this point.
Version 039
UNRELEASED
Version 038
UPDATE NOTE: All updates are totally transparent, can be installed in any savegame at any time. Requires Fallout4.exe 1.10.162.0 (or later).
Fix: Code error that can cause constant respawning.
Change: Fallout 76 mutation option removed which standalone mod “Nuclear Winter Mobility Mutations” delivers using more robust perks.
Version 037
UPDATE NOTE: All updates are totally transparent, can be installed in any savegame at any time. Requires Fallout4.exe 1.10.162.0 (or later).
Fix: a regression in 036 where the human NPC detection system gets stuck leaving non peristent humans in the world. If things are still stuck after updating, use the holotape [ Show spawn stats ] option which also resets the detection process.
New: Fallout 76 mutations holotape option adds SpeedDemon (120% movement speed) and FrogsLegs (4x jump height) abilities for feral farming.
New: Holotape option to ignore human corpses for that original “everybodys dead Dave” Fallout 76 vibe [ set SKK_476ReplaceDeadActors to 0 ]. Other original game defects are not included.
Version 036
Update 036 should be transparent for existing games. Best not have an active Rescue quest running as that may be reset. May trigger small change (-45) in companion affinity. Requires Fallout4.exe 1.10.162.0 (or later).
New: Holotape option to switch spawned actor death tags or console [ set SKK_476DeathItemEnabled to 0 ]
Fix: Vault 81 access cards not spawning in overseer desk
Change: Enable any disabled RETriggers, use REEnabled global value to stop base game encounters.
Change: Higher percent of replacement synths use ranged weapons and combat style as player level increases (10% at L10 50% at L50)
Change: PlayerUndead function is disabled (if active) and removed, use the standalone mod PlayerUndead death recovery by SKK which is improved and maintained.
Change: Vertibird World travel activators removed, use the standalone mod Vertibird World Travel by SKK which is improved and maintained.
Version 035
UPDATE NOTE: All updates are totally transparent, can be installed in any savegame at any time.
Workshop Recruitment radio will not recruit more settlers than number of beds.
Raider replacements will not use grenades, missiles or power armor (Griefers still do)
Version 034
UPDATE NOTES: this update disables any nuke and griefer spawns, if you run them you need to re-set the holotape spawn times.
New: Option to replace all humans with … RAIDERS >ta-daa< (combined with SKK Feral replacement with corpse replacement enabled, it gets frisky).
New: Immersive vertibird fast travel direct between DLC worldspaces (Commonwealth <> Nuka <> Coast <> Commonwealth)
New: Nukes have an audible warning during codes released & launch that fades from target so you know when clear of the blast radius.
Version 033
UPDATE NOTE: All updates are totally transparent, can be installed in any savegame at any time.
Change: 15% of replacement synths will have ranged weapons above player level 5
New: Handy Doc Drumlin (will only appear in new 476 game conversions)
Version 032
UPDATE NOTES: Do not update whilst a survivor rescue quest is in progress.
Fix: removed a path for the holotape to be given to the player in Vault 111 as it MUST not be run until vault exit.
Change: Human griefer names retired, they will now use standard base actor nomenclature.
Change: Rescued survivors and radio recruits are no longer health managed once assigned to a workshop settlement, use SKK Combat Settlers (v015 or later) to manage them
Fix: Giving a bleedout survivor trade menu/inventory stimpak sometimes triggers pickpocket hostility. Replaced with a Stimpak menu option.
Version 031
New: DiamondCityPlayerHouseMapMarker enabled
New: Detects SKK476CustomActor.esp loads ActorBase at 0x00000800 as CUSTOM replacement menu option.
Change: 476FeralDeathTag and 476SynthDeathTag consolidated into a single 476DeathTag on new spawns for improved stats tracking.
Version 030
New: Survival Fast Travel to and from DLC Worldspace map markers enabled (CBA to poke the monorail and boat activation scripts).
Fix: Pilot dialogue option to request vertibird locations whilst searching if didn’t ask to be marked up front.
Fix: Unlocked companions are not renamed 476Settler when dismissed to a workshop.
Version 029
Fix: RescueNPC configured to use stimpaks can get stuck in “TakeStimpaks” package when no inventory during the rescue.
New: Mission to unlock survivor vertibird fast travel, and normal Vertibird fast Travel is protected if already unlocked.
Version 028
Minutemen random workshop quests (hostage, defense) disabled
Survivors configured to use stimpak on bleedout will restock from local workshop or global workshop storage.
Any base game companion that has been unlocked available is protected at conversion.
Survivor health levels with player +5hp/level
Key added to workshop survivors so SKK Combat Settlers will not duplicate health management
CIT Ruins Mapmarker forced for Survival teleport from Institute
RailRoad HQ interior cell fast travel OUT enabled
Version 027
Replacement Synths XP award updated
Version 026
Survivor NPC missing voice files packed in BA2 archive.
Version 025
Vendor aspirational item containers moved to SKK holding cell to avoid synth thefts
SYNTH WORLD human replacement option. Stats and behaviour of these synths have been specifically tuned to be playable.
Version 024
The big dig route unblocked, Ashmaker placed
WorkshopQuest is restartable if Error 2 is detected.
Startup error detection only shows a warning message ONCE for each error if the player decides to continue.
Version 023
Arcjet in quest configuration for access to engine core and elevators.
Deezer is workshop assignable
All 221 boss containers are protected by feral spawn points
Codsworth doesn’t block Sanctuary workbench ownership
Airport keycard and password added to workshop
If 4-76 is enabled after the Prydwen arrives it is not removed.
OnPlayerLoadGame quest error detection and warning https://www.nexusmods.com/fallout4/articles/1237
Version 022
Survivor follow fast travel fail trapped for DC and GoodN worldspaces.
Survivor will ignore friendly hits as its just too irritating otherwise.
Survivor rescue missions menu option has random timer option: Constant (every 3 mins) – Random (30 to 90 mins) – Disabled.
Stop survivor settlers handing out MM radiant quests at owned workshops (MinRecruitmentAllowRandomAfterPlayerOwned = FALSE)
Griefer team size increased if travelling with Survivor/Companion or in settlement with defense rating.
WASTELAND SCAVVER dynamic loot and junk container reduction options.
Griefer dynamics: spawn marker selection more random, speed varies with distance, hold if player is in scene or workbench.
Switching survivor stimpak use will clear any stuck in bleedout
Version 021
Survivor Recruitment Radio spawns one standard WorkshopNPC settler per game day (Workshop Resources>Miscellaneous)
World Updates: MS09 Cabot & Parsons totally unlocked (18 doors/terminals + 4 elevator scripts). USS Constitution elevator & hatch.
Existing workshop assigned NPCs are removed from their workshops when disabled to clean resource counts.
Survivor NPC can talk while following to trade stuff or wait
Survivors use Stimpaks. If stuck bleeding out, talk to trade them.
Disables Random Encounter zone trigger boxes to stop the RE system spawning inVisiSynths
Version 020
Does not stop dialogue quests that cause base game robot vendors not talking (this may not fix 019 savegames).
Does not stop random encounter quests that may be causing inVisiSynths (this may not fix 019 savegames).
Version 019
Base game Random Encounter (RE) zones populated with ferals if replacement is enabled.
Rescue quests will pick local sites below Level 10, will not re-use a location until they run out.
World updates: Fort Strong elevator, Sentinel boss room & secret stuff
Griefer taunt option removed for performance (U R frozen TV dinner)
Griefers modified to match player level (less OP at higher levels).
Automatic workshop ownership granted at 500 distance not 5000 to avoid them becoming rescue quest destinations
Survivor NPC essential during rescue, follow package allowed to swim, protected as a settler to avoid upsetting the workshop script.
This update will stop/reset the active rescue quest, so finish it first (or lose it).
Version 018
Radiant quests to rescue survivors who can become settlers (if you must).
Stop all MS* quests to release quest items (like shroud costume) from inventory
Feral replacement spawn lockout if the marker is less than a reasonable distance from the player to avoid magic door mobbing.
Version 017
All robot vendors will trade H24
Hagen fully operational, BOS Prydwen arrival & airport conversion suppressed
Institute tunnel access, old robotics, central elevator, reactor fully opened as a great combat zone
Vertibirds are dynamically removed if the mod is enabled after the Prydwen arrives.
Some dangerous surprise triggers are baked in … you will know.
Ferals replacing dead bodies rotate to standing up (not half underground).
Feral respawn change from realtime hours to game days for stability.
Version 016
Performance optimisation when supressing respawns of original npcs.
Shutdown BOS100, DC and Shroud radios.
Version 015
Nuke loot and radiation clears if a respawn interval is set.
Griefers can be selected to spawn as human or feral
This is now a one-way savegame conversion, disable Fallout 4-76 conversion has been removed.
Robot vendors now stock aspirational and legendary items
Unique legendary items stashed to hunt with clues
Animated door areas opened: Vault 81, Molerat labs, Castle armory.
Feral (human replacement or griefer) only kill on headshot option
Mod files have changed name from SKK76Simulator* to SKK476OpenWorld* because it is important to me.
To use in an existing savegame, run the holotape disable function BEFORE installing the 015 upgrade.
Feral replacements will not spawn in a workshop location (but feral griefers will).
Feral replacement timed respawn interval options
Version 014
Legendary Loot Chance added to nuke strike radiation barrels
All locks at level 100 Master and 255 Requires Key (found on NPC) are opened.
Feral replacement of 100% dead bodies (e.g. College Square)
Version 013
Camper lockout on workshop ownership removed to avoid script race conditions.
PlayerUndead random workshop selection amended to avoid locking the workshop list.
Version 012
Align with bethesda.net version
Spawns (Ferals & Griefers) use a custom EncounterZone to ensure they level properly with the player (ignore base game zones).
Version 011
Human/Feral replacement 1:1 or 1:2 options
DLC04 Nuka Mapmarkers enabled, monorail powered up, exit elevator enabled for fast or slow travel access.
DLC03 FarHarbor Map marker & fast travel enabled
Version 010
Companion slot disabled startup glitch, set startup default to enabled.
Logic added to stop companion boot if in bleedout when PlayerUndead teleports,
Version 009
Unowned workshop campers are disabled when the griefer setting is disabled.
Institute cleared and fast travel teleport marker enabled
Option to clear or remove Griefer corpses for a ZeroLOOT™ experience
Option to replace disabled NPCs with Feral Ghouls. For science.
Human NPC disable in the Commonwealth at 99.9%
New unlocked doors: Museum of Freedom, Homeplate,
Collectable griefer tags with a special bounty award.
Version 008
Mod files have changed name from SKKFallout476.ESP to SKK76Simulator.ESP to work around a Bethesda mod manager loading issue. Uninstall the original 4-76 before updating.
Option to protect the current companion from being disabled.
UPGRADE BOUNDARY do not upgrade a save game past this point.
Version 007
No new Griefers or Nukes while sleeping
PlayerUndead re-life restores health to 10%, applies weariness debuffs for a random period
Chance unowned workshops have camping griefers
Update 007 will prompt you to clean your savegame with instructions.
Robot vendors DocDiamond, Percy, GunZnAmmo, KLE0, Eat Heavy
Enable note turns into a configuration holotape to adjust settings when enabled
Nuke strikes create radiation hazard zones and resource drops
99% of all Human NPCs are disabled (most enable state parents tracked down)
Version 006
GriefProof PlayerUndead respawns OnDeath at a random owned settlement with full inventory.
Version 005
+Performance (NPC detection, Nuke detection)
Version 004
Player to Griefer level matching system (n00b, scrub, l33t) supports a Vault 111 new player exit experience.
Nuke codes will not be released when in an owned workshop build area.
Version 003
Unlocks/Opens all main quest doors if closed (Diamond City, Kellogg, V114, Hagen) & Covenant
Gives player automatic ownership of workshops on entering their tagged location.
Version 002
Added more gr13fing taunts
Fixed faction issue with spawned BOS based gr1efers
Griefers have unique names (well, as unique as simple minds can manage)
Added occasional random network connection errors
More ++nukes spawn
Version 001
Public
Version 000
Private