(3) Base game random encounters are disabled with new spawn points added (2) All base game user facing quests are shutdown. 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. (*) this can take up to 10 minutes to process with all factions unlocked and 500 settlers on a potato. (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. Install this solution at any time in any game as it does absolutely nothing to your game until you use the given after V111 exit to select: 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. It has evolved into an empty open world in which to build dynamic systems that deliver unpredictable experiences. 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. (This is a significant rewrite to remove code that can not live with the nexus file retention TOS) Version 040 and on are not backward compatible with versions before 040
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