Fallout 3
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Martigen

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Mmmmmmm

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About this mod

Martigen\'s Mutant Mod -- Increased Spawns -------------------------------------------------------------- This is a mod to increase the number of creature and NPC spawns encountered in the game, adding more life and challenge to the Wasteland.

Permissions and credits
NOTE: This is the last standalone version of Increased Spawns. For the full MMMF3 mod, including an updated Increased Spawns and many more features, see Mart's Mutant Mod

If you like Increased Spawns, you'll love MMMF3 :)


Martigen's Mutant Mod -- Increased Spawns
--------------------------------------------------------------


This is a mod to increase the number of creature and NPC spawns encountered in the game, adding more life and challenge to the Wasteland.

Previously, almost every encounter (spawn point) spawns a single enemy -- with this mod a range of spawns can occur. Two versions of the mod are included:

1-3 spawns -- Increased Spawns.esp
2-5 spawns -- Increased Increased Spawns.esp

The default Increased Spawns should provide a good mix of extra life and challenge in the wastelands, while Increased Increased Spawns will make the game considerably more lively and harder. However, you can set the range to whatever you like by editing the MMM Increased Spawn global variables (see below).

The percentages are almost flat across the board, with these exceptions:

* Quest and special encounter spawns are untouched
* Behemoth, Yao Guai and Deathclaw spawns are untouched
* Enclave wasteland patrol and Radscorpion extra spawns are halved

Finally, note that using an increased spawn mod will make your game harder and will give you more XP, so a slower levelling mod is recommended.


Creating your own spawn range
---------------------------------------------


You can set the minimum and maximum spawns per point yourself by editing the following global variables:

MMMzIncreasedSpawnsMin
MMMzIncreasedSpawnsMax


To do this simply load up the mod in FO3Edit, expand the Increased Spawns.esp tree, and edit the values of the two global variables to whatever you want -- 1-4, 2-6, 5-10 and so on, it's up to you. Just be aware very high numbers will tax your machine (more creatures and NPCs on screen), make the game incredibly hard, and will probably freak the poor engine out (don't be surprised if it crashes and burns because you set Max to 100).


About the ranges
-------------------------


To ensure a better balance in the selection of spawns, the range is weighted towards the average. By way of example, the percentage chances for the following two ranges are as follows:

1-3 spawns

25% chance -- 1 enemy
50% chance -- 2 enemies
25% chance -- 3 enemies

Another way to look at this is as : 1, 2, 2, 3.

1-5 spawns

11% chance -- 1 enemy
22% chance -- 2 enemies
33% chance -- 3 enemies
22% chance -- 4 enemies
11% chance -- 5 enemies

Another way to look at this is as : 1, 2, 2, 3, 3, 3, 4, 4, 5.

If you add a Min value, the median range is calculated between the Min and Max.


Optional mod: Zones Respawn
-------------------------------------------


By default most areas, especially interiors, in Fallout 3 are marked as 'Never Resets' such that once you clear an area, it stays cleared. The Mart's Mutant Mod - Zones Respawn enables these areas to respawn.

All areas are now marked as respawnable, sans the Vaults and Project Purity. If you have any areas you think should or should not respawn, let me know and I can update it.

Note: This mod does not change or provide modules to change the amount of time before a cell 'resets', which defaults to 3 days. There are plenty of other mods to change this for you, or you can do it yourself by altering the iHoursToRespawnCell game setting.

Thanks go to ElminsterEU for FO3Edit, without which this mod wouldn't be possible.


Installation
----------------


1. Extract to your Data directory
2. Select to load Increased Spawns.esp or Increased Increased Spawns.esp in FOMM.
3. Go inside somewhere, save your game, and rest for 4 days.

This last step allows cells to reset and respawn, otherwise you won't see changes in any cells you've visited in the last 3 days.


Changelog
---------------


1.0
Initial release

1.1
Works this time :)

1.2
Fixed respawns before cell reset
Preserved cow-tipping in Brahmin script

1.3
Fixed respawns from live parents before reset

1.4
Added Outcast Wasteland Patrols for increased spawns
Added 3% chance for Behemoths to spawn with SuperMutants outside*
Adjusted GMSTs to increase the maximum corpses before the engine clears them

* Edit the MMMzBehemothChance global variable in the .esp if you'd like to change this.

1.5
Updated Zones Respawn with zones that should/should not respawn
Updated Zones Respawn to prevent editor placed corpses respawning
Prevented a rare occurance of already dead spawns spawning in a current game when first adding Increased Spawns

1.6
Outcast patrol numbers boosted
Outcast and Brotherhood spawns level and health boosted
Brotherhood and Enclave added to increased spawns in key areas
Adjusted GMSTs to increase the max number of actors processed in combat

1.7
Added the Talon company at The Mall
Added Vertibird Patrols with reduced numbers
Added BoS at The Mall, Arlington, and Falls Church
Prevented Behemoths spawning inside when they shouldn't
Slightly increased Evergreen Mills diversity
Slightly increased Enclave wasteland patrol volumes
Slightly reduced chance of random Behemoths
Slightly reduced Giant Radscorpion spawns
Slightly reduced Robot and Radscorpion spawns in wilderness
Slightly reduced BoS spawns at monument and surrounding areas
Slightly reduced chance of Roamers and Glowing ones in Feral Ghoul packs
Moved to updated corpse removal system
Updated GMSTs to improve performance with many spawns
Zones Respawn: Set Arlington Library to not respawn
Zones Respawn: Removed Fort Independence and RaiderNoSpawn
Zones Respawn: All editor-placed dead Creatures & NPCs now stay dead as they should