Skyrim Special Edition

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chimpoforevah

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chimpoforevah

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  1. chimpoforevah
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    Locked
    Sticky
    READ THIS STICKY


    - Doesn't cover EVERY generic boss for some unknown reason, but should cover most.

    - Does not add spawn points, but rather increases/duplicates enemies at existing vanilla spawn points both inside and outside, nearly everywhere.

    - Mudcrabs -are- duplicated... because they are awesome and hit hard. Especially if they are the swearing variety (mod reference).

    - Not recommended to install mid-game. Safest bet would be to introduce the mod in a fresh game as I've already had negative reports concerning installation during an ongoing save file with stiff animations.

    - Floating NPCs are currently a problem with SSE and mods that add a lot of additional actors.

    - Likewise, cannot guarantee that this would be safe to uninstall during an ongoing save file. Life, right?

    - There are a few areas that just refuse to increase spawns, no idea why.

    - Don't want extra generic unnamed boss spawns? Don't use the 2x boss spawn esp. No problem.

    - The difference between this mod and the Populated series (excluding roads/cities), is that this mod extends to many more locations, both small and large, including the DLCs. I would suggest picking one mod over the other, but I'm told they are compatible and stack the spawns.

    - Want to know how I created this? Go check out FiftyTifty's page linked in the Credit section of my description page as I used his TES5Edit scripts (xferred to SSEEdit). He explains how they work rather well. I extracted a crap ton more NPC records for his scripts to duplicate, then applied his scripts to SSE's esms whilst using my own extended Form ID list.

    ----> NOT TAKING REQUESTS! <----


    - I can't help with Nexus download errors, NMM issues, or user fails.

    - Does not need to keep up with USSEP updates, just needs it as a master.
  2. chimpoforevah
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    THIS MOD IS COMPLETE. Everything works as it should. Nothing else to say or comment about. FIN. Enjoy.
  3. Jamesa82
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    In response to post #52341623.


    Spoiler:  
    Show

    Jamesa82 wrote: really enjoying the mod, helps keep dungeons difficult even with more followers mods. Just wondering how it worked with mods that add thueir own npcs. Does it clone them as well? For example i have the kids are alright (not alright version) so there are hostile bandit, vampire and necromancer children added. Will this mod interfere with their spawns??


    If the mods spawns its own NPCs, this mod won't touch them. So no, it will not interfere with their spawns.

    Glad you enjoy the increased enemies.
     


    thanks good to know
  4. Jamesa82
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    really enjoying the mod, helps keep dungeons difficult even with more followers mods. Just wondering how it worked with mods that add thueir own npcs. Does it clone them as well? For example i have the kids are alright (not alright version) so there are hostile bandit, vampire and necromancer children added. Will this mod interfere with their spawns??
    1. chimpoforevah
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      If the mods spawns its own NPCs, this mod won't touch them. So no, it will not interfere with their spawns.

      Glad you enjoy the increased enemies.
  5. Anqayas
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    is it safe to uninstall?
    1. chimpoforevah
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      I've tested and uninstalled it safely on my setup several times without issues. However, after uninstallation, I would highly suggest resetting your global spawn timer by resting indoors somewhere for whatever your timer is set at (default timer being 30 days). Otherwise, shouldn't be an issue.
  6. RayvenFeather
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    This is awesome! "Populated Skyrim" seriously screwed up my saves for some reason, causing me to CTD whenever I entered combat with enemies near an area that'd been changed, even after uninstall. Had to rollback a while.

    With this, I've had no problems.
    1. chimpoforevah
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      That is weird. The Populated Series are pretty stable last I checked. Glad this spawn mod is working out for yah though. The imprint left by this mod is tiny, and that's what I love about it.
  7. SargeTiTan
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    Can you make a version that do not require the Unofficial PATCH?
    It causes more problems than solutions for my personal taste, or at least for now.[0_0]
    1. chimpoforevah
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      No.
    2. SargeTiTan
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      Is sad that you did not have at least the cortesy to explain why, but regardles, that patch is highly unstable, I personaly(& many more) can not play the Civil War quest, without suffering a bug that force us to use the console, if that is even possible on some sircustances.[0_0]
    3. chimpoforevah
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      You state the unofficial patch is highly unstable, I disagree and find more often than not, issues come from other mods and users love to blame the unofficial patch. Even IF the unofficial patch did cause you issues, it doesn't change the fact that up above in bright orange letters my info section states:

      ----> NOT TAKING REQUESTS! <----

      However, you probably missed that tidbit, as you know, this is a personal request on your part.

      So, you come in here and ignore my warning that I'm not taking requests or you just didn't give a flying F. Then you jab at me by stating that I don't have the courtesy to explain why I won't indulge your personal wish as if this was the Make-A-Wish Foundation.

      Since when is "No." not a good enough answer? This mentality appears to be a common theme amongst the millennial generation. You know why I don't feel like taking requests? Because.

      Thank you for the less-than-kind comment.

      /drops the mic
    4. aumord
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      wow sympas les gars mdr
    5. chimpoforevah
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      Des désaccords se produisent.
  8. AquaticWasp
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    The user uploaded pics and their titles gave me a good chuckle. Endorsed and installed my friend, this mod truly allows one to appreciate the changes Beth made to Special Edition's engine.
    1. chimpoforevah
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      Thank you for the kind comment.
  9. vsky1
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    Great stuff! The only issue I've come accross is that for the generic increased boss spawns x2, it spawned a clone red eagle bandit boss, and he's not really generic boss. Form ID is xx00081A. It should probably be disabled/removed.
    1. chimpoforevah
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      First I heard o' this! I am unable to verify this as my Skyrim is currently on the back burner, I'm deep into Oblivion, we're talkin balls deep.

      You got any mods that modify Mr. Red Eagle by chance?
    2. vsky1
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      Sorry should have clarified. The red eagle (mr skeletal) is not cloned. But the bandit that has the boss's sword, and his base id is only ever referenced once for the purpose of having the sword is cloned at red eagle redoubt. And yeah, I have some, and in the case of the bandit it gave him a name, which is honestly the only real reason I noticed he was cloned.
    3. chimpoforevah
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      AH, gotcha! If that fact is true, I'm kinda okay with that to be honest, as long as it's not THE Red Eagle. When I get around to it, I'll look into it. Thanks for the report But, yeah, having clone red eagle swords isn't ideal...
    4. vsky1
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      Well in this case they both had it but only one was lootable in the corpse. So a bit odd, but really only an issue that is noticeable with High Level Enemies or some other mod that bothers to edit him to be a bit more special befitting that the living holder of the red eagle's sword
  10. m124128
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    If this was built off of FittyFitty's original mod from Oldrim and you admit it far surpasses his version...couldn't you just be a pal and upload it to Oldrim so we can all use this instead of ASIS? ????
    1. chimpoforevah
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      How dare you expect me to do more digital work! I'm in the Modder's Union, fyi! I have rights! I wouldn't say it "far surpasses" his, it's just far more inclusive. A rather subjective difference. I mean, it would just feel redundant flashing this mod next to his over on the Oldrim side, then answering the same silly comments, except on two differing, yet similar fronts. Do you not understand why this would be weird and uncouth!?

      I'm getting runny diarrhea just pondering the idea...
    2. m124128
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      So what does yours offer that his doesn't? I just have seen this mod tested to be well done where I haven't seen his tested in anyone's playthroughs.

      Is this basically his version for SSE? Because if so, and the main differences are just the title alone, I'll download his for Oldrim
    3. chimpoforevah
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      Honestly, my version duplicates from a pool of many more actors that ol' Tifty either missed or just plain out refused to duplicate based on his own principals. With that being said, his version is still viable enough for Oldrim to the point that I don't see the need to bring my version over to the Old-side.
    4. m124128
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      Alright I'll give it a shot thanks. And with this mod, I can still have OBIS, High Level Enemies and Populated Mods that won't have conflicts? Or does his mod do what the populated mods do?
    5. chimpoforevah
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      This mod both for SE and Oldrim are conflict free. However, using other increasing spawn mods, such as the Populated series, will be a strong test of your PC's fortitude and frame rates.
    6. FiftyTifty
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      Apparently ol' Chimpo found my version lacking. No idea why, but I distinctly remember staying away from NPCs that had scripts attached to them. Didn't make any noticeable droughts of things to kill in Oldrim, but eh. If it woiks, it woiks.
  11. deleted42746620
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    F*cking Yes!
    I was hoping to see this for SE, i just got back into Skyrim and since i got SE free i decided to move to it,
    I played very little with the vanilla game so far and was really turned off by the lack of enemies to kills, like 1-2 in a room, wtf, knowing this is out, its a definite install for me, thank you for adding such value and more fun to a great game!
    1. chimpoforevah
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      Awesome, hope you enjoy it!