Fallout New Vegas

File information

Last updated

Original upload

Created by

JMC17

Uploaded by

JMC17

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Safe to use

About this mod

Prevents hostile faction NPCs to spawn and attack you. Caesar\'s assassins and NCR\'s rangers will no longer spawn from anywhere in the map and start running straight at you. This very small mod effectively disable hit squads.

Permissions and credits
Quick description :
This mod will prevent squads from Hostile factions to spawn. Those hostile squads are triggered by the quests Caesar's Foe and Don't Tread on the Bear!.

HostileFactionSpawn.esp : Download Link

To use it,
- check HostileFactionSpawn.esp in Data Files using the launcher.
- Load your game and wait for confirmation message
(The confirmation message will appear once per game, removing the mod and re-loading it will not re-trigger the message unless loading an earlier saved game.)

To stop using it, simply uncheck it and squads will be spawning again.
This mod/plugin has no dependencies and is compatible with nearly everything.
Anything that modify "VFactionSquadMasterScript" may not be compatible.

I uploaded this because I could not find anything like it even though it's very simple.

I happen to love sneaking and made a private mod for myself adding a mansion to buy near 188 trading post along with some modded gear to fit my style. (Black ops)

Unfortunately faction hit squads will attack you even though you're using a stealth boy or have maximum stealth. They level up along with you, making them unstable at higher level, preventing some players who would rather fight with weak weapons or none at all, like charismatic/intelligent characters.

Even in the case you're strong and very capable of killing them, being high level and well geared, you might, like me, find them very annoying as they kill your companions and are attacking you at every stop!

This plugin modify "VFactionSquadMasterScript" script, changing the condition "If (bNoSquad == 0)" to "If (bNoSquad == 1)" effectively reversing the condition for the master switch.
Effects are the same as 1.0 but now when user stop using the script, the condition returns to normal, allowing squads to spawn again.

// Fixed critical error. File (FixCriticalError.7z) up for download for those of you who downloaded the version 1.0 and did overwrite your saved games. This fix should NOT be run with HostileFactionSpawn.
-The right way to do it is to enable/Check in Data Files "FixCriticalError.esp" and disable/Uncheck "HostileFactionSpawn.esp".
-Load your game and wait for the message "Operation successful" to show up.
-Overwrite your game/Save your game
-Quit and launch the launcher, in Data Files, uncheck "FixCriticalError.esp"

Now your game is fixed and Hostile squad spawns should spawn again!

Do not use FixCriticalError.esp unless you somehow downloaded the version 1.0 of HostileFactionSpawn
This fix will set the variable modified by the HostileFactionSpawn 1.0 back to normal while modifying the condition during this process to prevent unwanted spawns. When unloaded, the condition is returned to normal which then equals the variable and triggers the master script.
This chain reaction effectively reactivate the hostile factions spawns.
This problem was fixed in the 1.1 version (see below)

Version history:
1.0 ; Added "Set bNoSquad to 1" below "Begin GameMode"
1.1 ; Removed "Set bNoSquad to 1" and changed "If (bNoSquad == 0)" to "If (bNoSquad == 1)"
Reason : The value of the short variable "bNoSquad" was kept upon saving the game, disabling permanently the squad spawns for that game, even after removing the mod. (Fix uploaded)
1.2 ; Added a message that confirms to the user that the mod is active.


ShortbNoSquad; 1 = Master check to turn on/off all squad-related scripting operations, and AI Package checks.




This mod was tested extensively and is working properly.