Fallout 4
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varx

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varx

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  1. varx
    varx
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    Sticky
    As of 0.85, clones of clones have been fixed and the notice messages have been removed.

    The script used for this mod is now reasonably solid, all that is left is to remove any NPC records that may be causing unique named NPCs to be cloned and cleanup some now-unused records in the esp.

    This was the last major issue with the mod, from here I will probably do another couple of small fixes for 0.86 and 0.87, then jump the version number to 1.0 to indicate that it is stable and safe for use.
    1. igoblox
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      THANK YOU varx.
      I have been trying to get your non-scripted version to work in the Survival beta, but it was crashing pretty often. I have another non-beta installation and it works fine. I couldn't handle the toast messages in v.84..but v.85 is fucking great.
      It just took me 1.5 hrs to take Fort Strong, not a single crash just waves of super mutants and mutant hounds.

      Thanks for making the game fun again with this great mod!
    2. Draagushnahk
      Draagushnahk
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      Excellent mod, just one minor quibble, could you add a 0% chance to clone for all types? There doesn't seem to be a selectable option for that despite some types (behemoths etc) defaulting to it...
    3. varx
      varx
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      That's a good idea, I'll add it.
    4. HadToRegister
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      So any plans on updating this?
      An alternative to WOTC and Endless Warfare is sorely needed

      *sigh*, and yet ANOTHER spawn mod seemingly abandoned, the Fallout 4 world is sooooo empty without Spawn Mods, without a spawn mod the game is super easy.
    5. vegeta0585
      vegeta0585
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      agree, trying to find one myself but all are outdated and buggy, WOTC bogged down load times like mad, messed up faction spawns, etc.
    6. angryglock
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      WOTC was causing gunners that just stood in place and precombined mesh problems for me (flashing meshes like trees, rocks, buildings). The game needs a Fallout 4 Wanders Edition overhaul or at least a working spawn mod.
    7. XunAmarox
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      On nightmare it's pretty insanely out of control with wild mongrels that spawn with an alpha because I think the alpha spawns more mongrels and so one makes another and another and there's this insane horde of mongrels that just never stops. Like literally I can shoot them with a MIRV dozens of times and there's still just as many. Here's a valley with hundreds, and there's probably double that up top.

      I'm pretty sure the MIRV is killing them cause I'm getting a ton of exp but they just keep respawning infinitely. I've gotten like 12 levels in less than 2 minutes lol.
    8. Lumenaught
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      With Heather & "No Place is Safe" out I'm starting over. Glad to see I can update your glorious mod in my list. The only problem with this mod and "More Spawns (High for me)" is that you get too much XP. The only options are to get mods that "Reduced Level-Up Speeds (OneThirdExperienceBase)" or set a level cap. Level 60 seems best since the Adjusted Encounter mod sets the enemy max to 80 & I still want a challenge in the glowing sea.

      Before; when I got to Diamond City (via Vault 81 path), I was already in the mid 20s level & 50s by the time I got Valentine back to his office (grabbing Cait and Robert). I only did one side quest line: Cabbot House. Not a complaint, just something that I didn't consider before I used this mod & think I should post for others to know.
    9. SolidSnakeMan
      SolidSnakeMan
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      Any way this mod will work without DLC or does it simply alter DLC stuff as well?
  2. criana24
    criana24
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    Good morning sir.
    I am from ps4 and i wanted to know if you are interested to create a mod which add a places where respawn nukalurks , hermot crabs , gatorclaws and aliens because these enemies dont have a respawn for some reason would be a good moment to give them more use because the most of mods dont add them to the map like another enemie to fight in a diferent situation. 
    If you ask me about what places can be good i think that the best would be add only 1 place where 1 of these respawn and the same with the rest because in my experience with mods which add respawn to some enemies it can give a lot lag if they are a lot respawn places and worse if these are near to Boston in the city .
    my idea would be :
    Gatorclaw respawn place: outside of the zoo of nukaworld near to the entrance because once you complete dungeon and claim the place for raider , the place become a boring place where you only trade or loot a chest so would be funn like your raiders are fighting agains a creature more frecuent.
    Nukalurks respawn place: Outside of the nuka cola plant where you fought agains queen nukalurk and their babies
    Hermit crab respan place: In far harbor in a emty place where there arenot enemies and have a good space because this enemie is big and can give problems in the gameplay in a close place or with alot structure near
    Aliens respawn place: Outside of the cave where you find the alien , if it is posible , i would like that they were 3 more aliens to give a chalenge because they have low health and a reference to the help that alien got calling to their friend in that cave. A way to farm alien blaster ammo and alien blasters .
    Another mod which can be really good would be one which let you keep to deacon like companion because ehen you want do institute ending is the only companion even with mods you will lose . Because i saw mods which let me keep cage, danse and x23 but no one tried to do this with deacon for institute players unfortunelly
  3. Go6s
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    Does it add spawns to Far Harbor and Nuka-World ? It's hard to find a spawn mod for the expansions...
  4. foxhound525
    foxhound525
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    Tested both lite preset with FO4VR + Sim Settlements + PANPC 2.0 + SKK CS

    Caused a random CTD when crossing from the north side of the map to the south side of the map. Was enjoyable, but as with seemingly
    all spawning mods, is not stable. 2 crashes in about 3 hours.
  5. LoveOmlet
    LoveOmlet
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    Why do I need automatron for this?
  6. deleted50270106
    deleted50270106
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    My advise : Don't start a new game with the mod installed, it will mess the vanilla spawn system from thre beginning and you will ctd every five minutes. 
    Even if the morespawns  is supposed to be disabled at first use, it somehow work as if if was enabled, then when you enable it in pipboy menu, then it's a mess. 
    wait to play a little and lvlup in the world then after install the mod ot install on an existing savegame to make sure vanilla spawn system has been establised correctly before changing it with the mod, then it works fine without ctd or just 1 from time to time. and you can enable/disable/change spawns via pipboy menu as many time as you want without problem.
    i don't have technical knowledge to prove what i say, it's jst my personnal experiencve.
    otherwise great mod, once used it's hard to come back to vanilla spawns number which seems too easy to play afterward.
  7. deleted50270106
    deleted50270106
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    is it working for far harbor and nukaworld ? or is it just ion the commonweamlth.  because i didn't notice an increase of spawns in FH with default setting.
  8. wilk7486
    wilk7486
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    You gave the options 0.25, 0.5, clone once, 1.5, 2.5 a gap and then 5,5 which is too much and is making my game to freeze. But where are options 3, 3.5, 4, 4.5 etc? Up to 3 - 3.5 everything goes smoothly. 4 and more, the game starts to freeze, more than 5 it begin to crash. So... Maybe you could add more cloning options into it? Like 3, 3.5, 4, 4.5?

    It's because 2,5 is not enough but 5,5 really slows down my game and is making the freezing lag. 3 and 3,5 would be optimal. 4 maybe.

    Also I need to add the pip boy settings via console, every time I start a new game. It's not appearing by itself.
    1. Dillenger69
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      You can add the holotape to your inventory via a console command. I'm not sure what't causing it not to show up. It does the same thing to me.
      I also didn't like the choices so I did some digging and found the variables that store the values.
      In the console I run this batch file ...
      set MoreSpawnsHumanClone to 3
      set MoreSpawnsGhoulClone to 3
      set MoreSpawnsMutantClone to 3
      set MoreSpawnsRobotClone to 3
      set MoreSpawnsMonsterClone to 3
      set MoreSpawnsAnimalClone to 0
      set MoreSpawnsFlybugClone to 0
      set MoreSpawnsExplosiveClone to 0
      set MoreSpawnsBehemothClone to 0
      set MoreSpawnsMirelurkQueenClone to 0
      set MoreSpawnsAutobotClone to 3
      set MoreSpawnsDogClone to 0
      set MoreSpawnsBossClone to 3
      set MoreSpawnsSuiciderClone to 0
      set MoreSpawnsDeathclawClone to 0
    2. Reveurr
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      Thanks.
    3. wilk7486
      wilk7486
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      Thanks man. Awesome.

      Edit. One more thing. This mod is creating the save game freezing bug, when there's too much dead bodies on the ground. Saves takes +20 min. The only fix I know for this, is to make a file with spawn options 0, bat spawn0, coc to a location inside a building and then save. Would it be possible to make a fix for this mod, so that the extra spawned NPCs dead bodies would disappear from the ground after a period of time? The save bug is sometimes freezing the game for good and the progress is lost then.
    4. ChancellorBunker
      ChancellorBunker
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      that command to add it to your inventory... (Since others don't share that info despite saying they know how)

      player.additem 4F012355 1

      edit: found out that may not work, so I'd recommend the "Esp. Explorer" mod! sorry for those that the command didn't help
  9. LoCatus
    LoCatus
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    I am truly enjoying this.  You never really know what to expect.  Are ya going to get vanilla numbers? or a hoard of bad guys.
    Also affects spawn points included in other mods.

    Yet another mod my game won't be right without.
    (That is till Varx gives us something even batter.) LOL
  10. OMandias114
    OMandias114
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    Hi, this mod is awesome and i did not encounter major issues during gameplay in older playthrough.
    But recently i decided to enable the papyrus logging and I have a massive amount o warning errors related to this mod:

    ?error: Unable to bind script MoreSpawnsCleanup to  (00048C7D) because their base types do not match

    Some other people are having this issue too, i tried different load orders (mid, end and front of the load order) but still I'm getting those massive logs  when the mod is activated.
    I'm having the warning errors in the log even in unmoded profiles,
    Has someone solve this issue? There are some posts referring this as a load order problem, but changing it didnĀ“t fix it for me, any suggestions?

     
  11. Karulus
    Karulus
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    Doesn't seem to do anything!

    I gave up on War of the Commonwealth because of too many CTDs, and thought I'd try this. I installed it, got the settings widget under AID in the Pipboy, enabled it, and chose the 'high' preset. So far I have walked (on survival) from Goodneighbor to Coastal Cottage, encountering only one dog the whole trip. I have slept several 24 hour stents, thinking it would activate with time. After 4 in-game days, I haven't seen a single other spawn.

    Any suggestions, please?

    Addendum:
    Well... maybe I spoke to soon. I headed out from Coastal Cottage toward Nakano residence and on the platform out in the water to the right where normally there is a single glowing ghoul, there were 5-6, a perfect opportunity for my explosive automatic rifle. I admit that I had come to like all the extra spawn points of WOTC.

    Survival Options has a MCM setting that lets one adjust the respawn interval on cleared and not-cleared locations. I have greatly decreased the spawn interval. We'll see how that feels in combination with MoreSpawns!