Worked fine for me the entire playthrough until I finished the MQ and started Broken Steel. Now Enclave troops keep spawning at the pufier every time I fast travel or load in there. Same with the fix mod that re-adds Albino's and Reavers. It stops when i disable either.
What's the difference between the spawn points in the pip-boy or change spawn in FOEdit? In edit is the number of monsters that spawn and in the pip-boy the number of spawns? I'm asking because I've changed the spawn number between 20 and 30, and then later I remembered to go to the pip-boy options, changed it to 1-3 spawns and what is happening is that sometimes enemies are spawning after I clear some enemies like instantly, like if it was rounds of enemies. Is it normal? I'm not complaining I'm just new at installing mods. Any help or advise is welcome. Thanks.
I had this mod installed years ago and having it installed again truly makes the game seem less empty this mod truly shines in areas like raider outposts like Evergreen Mills and the Talon Company Base Fort Banister. The areas with super mutants and feral ghouls and ants are also more exciting. However the creature spawn points are were the problems begin... I noticed when Moira sent me out to kill molerats with her poopy stick. There is a spawn point behind Megaton where several molrats appear and when I got back there I found the molerats were already killed and a sentry bot and albino rad scorpion were having it out... There is another spawn point near the river at the end of the overpass so I went there next... Same thing there albino scorpion already killed them all. Across the waste it was the same story each creature spawn point spawns random creatures and the death claws, sentry bots, albino, and giant rad scorpions kill all the weaker creatures upon loading the cell... I've realized I'll never make the 300yard dash and hit a molerat with Moira's poop stick before its killed by the stronger creatures it spawns right next to... I don't know if this mod is a basic world edit or a hand tuned spawn point edit but I can think of a few fixes for this... (1) Make the creature spawn points spawn the same class of creature. Robots, Scorpions, Molerats, Dogs, Ect. (2) Add a new spawn point for molrats so the quest can be done. (3) Make all creatures non hostile toward each other by making them all the same faction, wich seems like a bad move... Or (4) Omit the creature spawn points from the mod, wich cant be done if this is a world edit... If this mod is no longer supported someone please let me know how I may alter a spawn point in GECK to spawn only mole rats so this quest isn't impossible as a result of this mod. Thanks!
The increased IS version is very good. it make every potential fight a major firefight that can kill you in any kind of equipments. Sure, lots of targets mean lots of loots but we swim in loot sea during vanilla anyway. At least this way we have to work at it.
IIS version also spawn 10+ target per encounter, so if you run any kind of texture mod it's going to lag pretty bad. But otherwise good and smooth run. +++ OTOH, any big map/building/cell with chance for big number (20+) of spawns need manual open console and disable corpses, because too many would cause CTD. I get such case in Rock Creek Caverns. It doesnt slow down or any other sign, just CTD when corpses reach certain threshold.
For any kind of worry about too much targets and too fast xp harvest, a 3x or 4x slower leveling rate should slow it down enough. it's another mod, just so you know.
I installed this so that I could get xp faster. What I get is more creatures already taken damage and/or dead by another creature leaving me to finish off their little health and not gaining xp but more damage taken to myself... Now I need to find a mod that allows me to gain xp no matter the health percentage of the enemy.
That might be a result of installing this mid-playthrough. If it still does not work correctly in a new game you could try using MMM main mod which includes this mods functionality via Pip-boy settings.
I've never used this version so I can't comment too much on it. But I have not had that issue with the main MMM mod.
215 comments
The increased IS version is very good. it make every potential fight a major firefight that can kill you in any kind of equipments. Sure, lots of targets mean lots of loots but we swim in loot sea during vanilla anyway. At least this way we have to work at it.
IIS version also spawn 10+ target per encounter, so if you run any kind of texture mod it's going to lag pretty bad. But otherwise good and smooth run.
+++ OTOH, any big map/building/cell with chance for big number (20+) of spawns need manual open console and disable corpses, because too many would cause CTD. I get such case in Rock Creek Caverns. It doesnt slow down or any other sign, just CTD when corpses reach certain threshold.
For any kind of worry about too much targets and too fast xp harvest, a 3x or 4x slower leveling rate should slow it down enough. it's another mod, just so you know.
I've never used this version so I can't comment too much on it. But I have not had that issue with the main MMM mod.
this mod delivers what it promises.
must have 10/10