SKK Combat Stalkers brings the UNCERTAINTY, FEAR and EXCITEMENT to you, randomly spawning small groups of properly leveled hostiles around you who hide and ambush, stalk, or chase depending on your actions.
[ Hostiles are stalking you ]
… anxiety intensifies …
Wandering the wasteland for an hour without any action from the same old encounter zones or cleared areas is rather dull. Messing with game setting respawn timers is tedious, as are spawning mod induced CTDs.
SKK Combat Stalkers spawns small groups of hostiles at totally random points with no fixed locations around you, configurable lockouts for settlements and interiors. This avoids the inconvenience of being attacked when you are building, in dialogue, sleeping, or already in combat. Configurable notifications let you know stalkers are active if you do start any of those activities.
TO BE CLEAR Fallout 4 is mostly a passive world in which you wander around to find hostiles and initiate engagements. With this mod THE HOSTILES HUNT AND ENGAGE YOU. If you do not enjoy anxiety then enable hostile map markers for comfort and assurance, but lets be super clear that if you want a predictable player never dies RPG storybook experience, don’t use this UNCERTAINTY, FEAR and EXCITEMENT combat mod.
Install this mod at any point in any game and the player is automatically given an [ .SKK Combat Stalkers Holotape ] in MISC inventory after Vault 111 exit. The mod starts with settings disabled, so you must actively enable them to bring the fear:
> Hostile stalkers [enabled – *disabled ]
> Hostile patrols [ enabled – *disabled ]
> Vertibird hostile overwatch [ enabled – *disabled ]
> Hostile difficulty level indexed to player level [ 50%, 75%, *100%. 125%, 150% ]
> Number of hostiles [ *1-2, 2-4, 3-6, 8, Random ]
> Min & max real time spawn interval minutes [ 1-2, *5-10, 10-20, 20-40, 30-60 ]
> Hostile notification [ silent, *warning, number & direction, map markers ]
> Enable Stalker attacks in settlements & interiors [ enabled – *disabled ]
> Spawn only after player movement [ *enabled – disabled ]
> Protect innocent neutral actors from stalker attacks [ *enabled – disabled ]
> Headshot kills only for stalkers & patrols [ enabled – *disabled ]
Features and product specs (RTFM)
Spawn difficulty and numbers are balanced to be survivable starting with a fresh new player at vault 111 exit and scales with level. At 100% player difficulty in survival, you should be able to manage 2 or 3 hostiles with care. If you want the vanity volumes and are not playing OP, reduce the difficulty. The random option spawns 2 to 8 plus one per follower.
By default spawns don’t pop until both the timer dings and the player moves between two locations that are not interiors or marked as settlements (options to change that). The spawn location is totally random and dynamic, it doesn’t use any external fixed points for maximum surprise, unlike rocking up to the same old fixed markers and random encounter points for the thousandth time.
To avoid loading the game engine with stacked CTD inducing spawns, only one hostile spawn is active (stalker + patrol). The spawn timer does not reset until the current active spawn can clean itself up because:
a) all the existing hostiles are killed, or
b) you run far enough away that all live hostiles 3d unloads, or
c) you fast travel, or
d) you use the Holotape to reset.
A Spawn Patrol can be generated alone or with Stalkers. Whilst stalkers are drawn to the player, the patrol provides hostile area cover around the player for the traditional engage or avoid options. When you leave the patrol area they don’t follow, but disband for the next spawn.
Vertibird hostile overwatch will join if enabled, the player difficulty adjusted level is above 10 and a vertibird capable faction ground force spawns. Put on Psy-War-Op. Make It Loud. The vertibird team is health levelled and hardened to the player. Once all ground forces are killed or unloaded, if it is not in combat the vertibird will depart. If you run short spawn cycles, the next ground force may spawn without air support before the active vertibird has left the map.
Protect innocent neutral actors from being attacked by Stalkers setting will ensure that spawned hostiles do not trash any base game settlement like DC, Bunker, GoodN or Covenant whilst you are shopping there, or attack vendor NPCs to preserve your supply. If you are running mods that multiply spawns or mess with actor factions and find that stalkers are fighting themselves, disable the innocent protection setting and accept that those indiscriminate mods are putting the innocent at risk.
This mod tunes the Stalker pre-combat movement packages to be more real world, they speed up when falling behind and slow down to sneak when closing in. At hard and v.hard difficulty when one Stalker is in combat, the whole team will run to engage. Sounds minor, but can make mob engagements really hard, much like feral ghoul packs.
The pre-combat hostile ambush, sneak, walk, run dynamic has worked well with the in-combat PackAttack NPC edition behaviors which modify many of the base game leveled NPCs this mod uses.
Compatibility
This solution has no dependencies on extenders or DLCs and does not change any existing base game scripts, assets or objects. It is 100% pure new Creation Kit forms and scripts which means that it works on PC , Xbox and GamePass. As it does not touch any other stuff in your save-game, there should be no load order issues or mod conflicts.
Unless you run stuff that modifies base game scrips/assets or tries to mess with the product of this mod, I have zero patience for that sort of stuff.
This works with any other SKK mod including combat spawning solutions.
TL;DR: This mod will not initiate conflict with any other mods as it doesn’t change any existing stuff in the game, and it won’t CTD because it cleans up spawns as it goes.
Known Issues
(1) Spawn times are real-time to allow for the range of different game Timescales that players are configuring from the default 20:1. This means that the timer does not tick for player wait or sleep durations.
(2) When Stalkers are configured to spawn in interiors “Spawn only after player movement” is automatically DISABLED as many interiors are not big enough to trigger the movement distance check.
(3) Recommend you install SKK Dynamic Workshop Time (even if you leave time at default) which notifies this mod if the player is building or crafting so any active hostiles are put on hold whilst you can’t take action.
(4) If the player sprints off or spawned hostiles become stuck and fall so far behind the player that their 3D unloads (around 15,000 game units managed by your Fallout4Prefs.ini uGridsToLoad setting), the spawn is cleaned up and reset. If messages are enabled you will see a [ Hostile stalkers no longer a threat ] message, or map markers disappear, even though you didn’t kill any.
(5) If you use spawn multipliers or extenders, the extra spawns will likely attack Combat Stalkers and innocent neutral actors as the full scripted actor configuration is unlikely to be duplicated. Try changing the [ Protect Innocents ] holotape setting which they will know nothing about. If you have made the choice to use spawn multipliers and have problems they can not be “fixed”.
PC FAQ
(1) What about an ESL version ? SKK mods will not be published in ESL format because life contains sufficient hassle.
(2) What about MCM ? No, because 90% of SKK mod users shoot stuff on Xbox. If MCM is vital to your long life and happiness, you can write an MCM json thing using the settings thoughtfully published in the SKK Combat Stalkers Console Configuration article.
(3) Can I change the spawned actor selection ? Yes you can add and remove actors following this article SKK Combat Stalkers add and remove hostiles.
PC manual download installation
Unpack the downloaded ZIP archive, copy SKKCombatStalkers.esp and SKKCombatStalkers – Main.BA2 to your…\Fallout 4\Data directory, then enable in the Bethesda mod menu, Plugins.txt, mod manger or whatever.
The mod can be disabled if a spawn is not active, best to run the Holotape, set [ Spawn Hostiles Disabled >>> Submit ] to clear any active stuff. Only remove mods if you are happy to accept potential conflicts from load order changes in a save game.
Change Log
Version 026
UPDATE NOTES: this update is transparent, can install in an active savegame. Requires Fallout4.exe 1.10.162.0 (or later) or equivalent workarounds.
New: GlobalVariable SKK_CSUseFactionRelationActors to disable adding actors from scripted factions (Institute, BOS, RailRoad) to hostile form lists.
Version 025
UPDATE NOTES: no updates since 008 affect the game, so fine to update in place at any time. Updates may reset active spawns. Requires Fallout4.exe 1.10.162.0 (or later)
Change: Random hostile team size option 2 to 8 (SKK_CSTeamSize -1)
Change: Reduce the number of hostiles added for player followers (1 per follower rather than a multiple).
Change: Does not spawn Deathclaw in interiors, any other player added large actors will not be detected as there is no standard “I am a large actor” keyword.
Fix: Headshot to kill is not always excluding races without heads like HandyRace which become unkillable.
Version 024
Change: on player sleep or wait, active spawn is not cleaned up but movement packages are put on hold.
Change: Hostile lists updated to reduce legendary actors.
Change: hostile numbers are increased for the number of player followers.
Change: Spawns are not automatically enabled when the mod is installed or in a new game to avoid looping recursions OnPlayerLoadGame. Spawning must be enabled using the holotape or console.
Change: Default settings holotape option only configures the settings to recover out of bounds console settings. It does not automatically apply the settings so needs manual SUBMIT.
Version 023
Fix: an internal script version number mismatch between 018 and 022 can stop spawning after an update.
Fix: Reset all holotape display conditions (Apply default settings not showing if console had set values out of range).
Version 022
Add: if spawned actors have the keyword HeavyKnocker (Deathclaw, Behmoth, Queen) the spawn count is halved to min 1 max 4
Fix: Spawns can become locked out with (No Spawns in Settlements) + (Spawn on Movement check disabled) as a loc test marker can be forever stuck in a settlement.
Version 021
Fix vertibird flight crew assignments
Add console command [ set SKK_CSUseDLCActors to 0 ] to not use DLC actors if they are available.
Version 020
Hostile Vertibird Patrol option
Version 019
Stalker exterior random navmesh spawn fail is backed up by an existing marker search to reduce urban spawn failures.
Settlement & interior attacks menu selections separated
Version 018
Fixes a faction conflict that sometimes generates passive spawns
Version 017
Allow settlement attacks also allows stalkers to spawn in interiors (not patrols)
Headshot kills only option for stalkers & patrols
Fixed a general spawn lockout when Spawn in settlements is set to disabled (IsWithinBuildableArea)
Version 016
Option to spawn on timer without player movement (good for settlement attacks).
Added NoDisable keyword support for SKK476OpenWorld v015
Version 015
Hostiles have collectable ID tags added to inventory
Notification messages doubled (Message plus quest objective) so they are not missed.
Additional lockout so a faction can’t be used for next 2 spawns (worst case 1-in-3 or 33% repetition)
Hostile names revert from generic to default base game factions
Version 014
Support for Fallout 4-76 name change (SKKFallout476.ESP > SKK76Simulator.ESP) to get the spawned NPC protection keyword
Version 013
Option to allow attacks in settlements holotape fixed (was stuck on disabled).
Version 012
Option to protect innocent NPCs from CS or support less well designed spawn multiplier mods
Option to allow attacks in settlements (default disabled)
Version 011
DLC01LvlBotRaider_FemaleBoss UNIQUE actor removed
Compatible with SKK Fallout 4-76 so stalkers and patrols are not removed by the NPC disable process.
Version 010
Lock spawns out of pre-war Sanctuary
Clean bogus dlc04 nuka master dependency record
Version 009
DLC04 Nuka raider factions only spawn if player hostile
Version 008
UPDATE NOTES: Version 008 is a major rewrite needing mod disable/save/enable for savegame cleanup. State detection and message provided.
SpawnPatrols option
Distance trigger replaces inconsistent OnLocationChange with a 5000 unit OnDistanceGreaterThan test.
DLC01 Robot, DLC03 Coast, DLC04 Nuka Hostile actors added with no DLC master dependency
Version 007
Cancel any active spawn on sleeping to avoid bedside surprises.
Additional is player crafting or building tests to hold active hostiles via SKKDynamicTimescale.esp
Version 006
Institute synth aggression adjusted at spawn so they don’t attack each other.
If SKKDynamicTimescale.esp is running, detect player in build./crafting flag to lock spawns when LocTypeWorkshop tag is missing.
Spawns have ImmuneToHoldupKeyword attached so Intimidation #3 perk doesn’t make them followers.
Version 005
If player is enemy of BOS faction they are added to the hostile spawn level lists
If player is enemy of RR faction they are added to the hostile spawn level lists
Suppress holotape generation on game load with GlobalVariable SKK_CSForceHolotape [0|1] must be changed with console or script.
If player is enemy of INSTITUTE faction they are added to the hostile spawn level lists (Synths removed from base spawn lists )
Version 004
NPC acceleration increased during distance increase to maintain contact and 3D
Spawn stage exposed by GlobalVariable SKK_CSSpawnStage (refer to documentation)
Spawning in or on settlement boundary exit avoided with 2 stage lock
Version 003
Hard & v.Hard team engagement speed increased.
Default notification set to Warning only for proper fear and anxiety
New game vault exit detection & upgrade status triggers improved. (props to Brandon007)
Version 002
Default notification set to Warning with number and direction (not map markers)
Medium & High list Forged boss replaced with Raider boss for DN121 quest hostility
Additional random enforcement: this faction can not be the same as last faction
Trap Package Evaluation edge condition where team leader is dead, but reference collection script has not fired to remove the ref.
V002 upgrade requires the mod to be removed from a save game – detection and on screen notification added
Version 001
Public release
Version 000
Private testing