This page was last updated on 22 November 2020, 8:40AM
Changelogs
Version 0.86
Made improvements to the script to address a rare case of large groups of NPCs spawning. The problem is not completely resolved. Monster hordes can still happen but is now even rarer. I have begun a true, deterministic solution to this problem that does not rely on the known unreliable OnCellDetach being called in order to clean up clones, but it will take a while before it's ready.
In the mean time, if you run into any hordes that you can't deal with, I suggest sleeping in a small cave, such as the ones under Sanctuary or Red Rocket, until all cells have reset. Accordingly, I suggest also using a mod to change your cell reset time (I use three days, but I also play with timescale set to 1, so I've basically seen most of the map before my timer resets, and the issue is quite rare now).
Version 0.85
"Clones of clones" has been fixed.
Version 0.84
Script will no longer clone the same NPCs twice.
Only cloned NPCs are deleted by the cleanup function. Now, even if someone is getting cloned who shouldn't, it at least won't kill them when you leave the area.
Version 0.83
Went through the entire NPC pool, some of the clone values/mob types were mismatched and quite a lot of them were missing.
Fixed an issue with the configuration script, it wasn't correctly disabling
Refactored the cloning script, it now tells you when it clones something and how many clones it made. Probably I'll get rid of that notice in the next update.
Version 0.82
Fixed erroneously cloned KL-E-O and Miss Edna. Also tweaked the presets a bit to be closer to my original More Spawns mod.
Version 0.81
Forgot to include the script which gives you the configuration item.