Do you sometimes want a fight right here, right now ? No matter where you are in the Fallout 4 exterior world, SKK Instant battleground will spawn up to 64 hostiles who will fight you, your allies and each other for instant gratification. Generate leveled teams of allies, hostiles and turrets to stop building and get shooting.
[ >>> FIGHT NOW ]
Using a [.SKK] holotape which appears in your MISC inventory (or crafted at a chemistry workbench) you can configure an instant battle with:
1) An optional ally team randomly populated by ranged friendly leveled factions: mm, settlers, dc guards, scavvers, bos, rr …
2) Hostile teams of 2, 4, 6 or 8 randomly populated ranged hostile leveled factions: raiders, triggermen, scavvers, superm, synths, forged, atom, gunners, aliens …
3) Teams can be made up of 2, 4, 6, 8 NPCs each.
4) Hostile teams can be selected from:
> Random Faction teams with the same faction members.
> Teams made of random faction members.
> Alien swarm
> Raider riot
> Gunner attack
> Institute takeover (if player is hostile to faction)
> BOS Invasion (if player is hostile to faction)
> SuperMutant stupidity
> Feral Ghoul frenzy
5) Hostile team relations to each other: all friends (you have to kill them), some enemies will fight each other (easy 30% to v.hard 10%), all enemies will fight each other (sit back and enjoy the show).
6) Turrets can be generated at the spawn points.
7) Hostile team spawn distance DANGER CLOSE! (~2K units), near (~5K units) medium (~10K units) or far (~15K units).
WARNING: DANGER CLOSE! includes a final protective fire (Broken Arrow) nuclear airstrike on the soon to be over-run center position, so clear that area fast.
8) Hostile difficulty can be modified to your level: easy (50%), medium (75%), player (100%) hard (125%) v.hard (150%).
9) Map/Compass marker display options to either track hostiles, only show the hostile spawn points for direction, or show nothing for hardcore. Player killed lootable bodies are always marked after the battle.
Most of the options can be randomised if you enjoy surprises.
When you start the battle through the holotape menu, a crate of basic leveled weapons is spawned next to you with your optional team of allies. Your allies are followers rather than companions, so will follow and support you in combat but are not commandable. If a unique weapon is spawned in your crate, your allies will loot it out to use if you leave it for too long.
Within 30 seconds of closing your weapons crate (your get-away time), the hostile teams spawn in a circle around the crate at the configured range. They head for your crate as the battleground center marker looking for trouble, and may fight each other on the way. Once they reach the crate, the surviving hostiles will track you and follow you to the death. If you run too far away (over 10K units*, no numbers showing on the compass markers) hostiles may freeze and wait for you to come back, or despawn if they are stuck. If you hide in an inaccessible place by blocking entrances or dive into an interior cell, the hostiles may freeze or warp into your space. Surprise !
64 hostiles rampaging in Diamond City
ARE YOU NOT ENTERTAINED ?
A regular counter [ Hostiles Remaining ] message is shown when you are not in combat and a [ Nearest Hostile Distance and Bearing ] message is shown if they are stuck in ambush and not closing.
The holotape can be used to stop the battle at any time. This will also clean all the spawned assets (live, dead, crates, turrets) ready for another battle, so you can fight as many times as you want. The mod has zero performance or resource overhead on your system when a battle is stopped and cleaned up.
If you like free stuff, loot the bodies and hostile spawn site crates before they disappear in the cleanup. Note that this is a combat mod not a loot fest, apart from the player crate and legendary enemies, don’t expect heaps of good stuff.
Start battle conditions:
1. You must be outside, else the start battle menu option is hidden.
2. You must be more than the selected spawn distance from the edge of the map else you will be warned to move or reduce the distance.
Compatibility: The mod has no dependencies on extenders or DLCs and does not change any base game assets or objects, its 100% pure new Creation Kit forms and scripts.
Installation and removal
Copy SKKBattleground.esp and SKKBattleground – Main.BA2 to your …\Fallout 4\Data directory, enable in the Bethesda mod menu, mod manger or whatever.
The mod can be disabled if there is no active battle and the Stop & Cleanup function has been run. Only remove mods if you are happy to accept potential conflicts from load order changes in a save game.
FAQ & Known Issues (RTFM)
(a) If [.SKK Battleground holotape] is missing from MISC inventory, it can be crafted under utility at a chemistry workbench.
(b) Swimming is enabled for hostile travel, so robots may be stalking you … underwater.
(c) Settlement build areas can prevent some hostile crates and turrets from appearing, hostile NPCs spawn ok.
(d) If multi-level freeways are within the spawn distance, hostile NPCs may spawn and become stuck on a middle level. Sanctuary house roof tops also.
(e) Combat aliens have custom blaster weapons and ammo that disappear on death as they are unplayable for loot.
(f) The game engine automatically cleans up dead bodies (iRemoveExcessDeadCount & etc) , so you may not find all hostiles to loot.
(g) If you are over 10K distance units from a hostile NPC it may freeze until you get closer (a reminder notification is shown) or despawn.
Faction selection SuperMutant added
Faction selection FeralGhoul added
Upgraded un-stick NPC technology for distant spawns where 3D is unloaded
Select specific faction to spawn menu option (Aliens, raider, Gunner, Institute, BOS)
Institute synths do not spawn if a member of that faction
Aliens removed from standard random level lists
Battle completion quest XP reduced to minimum for the quest results to register and record
adds 100% hostile:hostile spectator mode
PC: support for spawning up to 11 uGridsToLoad
PC & XBox: chemistry workbench craftable holotape
Customised hostile combat aliens
Alien swarm setting
Many performance improvements++
Hostile teams mix weapons and combat styles
Battle completion XP is based on player kills
Player kills are marked after a battle to simplify finding and looting
Number of turrets & airstrikes factored for difficulty
Spawned ally turrets no longer attack settlers or neutral NPCs
Now with the option of Turrets at spawn points.
balance difficulty setting & player level
DANGER CLOSE! spawn distance with a Broken Arrow airstrike.
Option for hostile teams to be made of mixed NPCs.
Spawn locations avoid water, roofs and freeways.
Unique modded sniper rifles spawn in adjusted level crates.
align with bethesda.net release
Option to display no markers with additional # hostiles remaining update messages
Hostile level list & relations updates