FIXES * Fixed issue with Mythical Deathclaw spawning on all levels * Removed Assaultron on Lexington overpass to fix faction related issues
NEW * Added respawnable aliens at UFO Crash Site to get more ammo for the Alien Blaster (included in count) * Added patrols to the mod. Number of patrols: 5 (included in count) * Added Snipers: 5 (included in count) * Added Queens: 1 (included in count) * Total Added Spawn Points: 78
Double checked issues with Assault Rifle. Nothing indicates an issue with overriding the vanilla Assault Rifle anymore.
This mod has been pulled from Bethesda.net to make a statement against mod theft. Mods are not public domain nor are the rights owned by Bethesda. Mods are the creations of their author(s). Respect the time and effort mod authors put into making mods that you can enjoy for free.
Is Leveled Spawns ever coming back to Bethesda.net? I really enjoyed your mod, and hate to see it missing from my load order. My game just feels empty without it.
they've linked bethesda accounts to steam for uploading of mods now so authors like Eleanora have stopped going on strike and unhidden her mods, even uploading herself for xbox one now.
What was going on with mod theft was really horrible.
It was, and there really does need to be more protection for mod authors, but does this mean that I, the console peasant, can have Leveled Spawns back in its rightful and deserved space in my carefully chosen selection of a measly 2gb of mods?
Hi there, whilst I completely agree with your stance on mod theft, the mod is still downloaded to my console, but because the page is down, I can no longer delete it even though I need to. I'm looking at deleting everything off the xbox and going through the painful process of re-installing everything again plus all the mods and DLCs I had on there, and even then I don't know if that will work. Is there no chance in future you'd consider putting it back up?
Hey Maud Kon! When mods came to XB1, I unknowingly downloaded the stolen version of the mod, not realizing that it had been plagiarized. With that in mind, I totally stand behind your decision to strike bethesda.net and I think it really sucks that people plagiarize mods for no good reason, but I think if you were to upload it again, lots of people would totally enjoy it!
Whether you decide to reupload the mod or not, I just wanted to tell you that I really enjoyed the work you put into it! Thank you!
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
Hi, just a shout-out to let you know there are still people rooting for an update I'd so love to use this mod, but non-aggro enemies that can just be picked off without resistance are pretty immersion-breaking. If you ever get around to fixing that bug, I'm sure I'm not the only one who'd be grateful!
I will get on updating this as soon as I have time Thanks for shouting out! As said, I am working on a large quest mod that will released early 2017. This takes up a lot of my time. After that I will completely revise this mod and add new content.
Changed the ghouls that had ambush next to their name to a normal ghoul in FO4Edit and it seems to have fix the problem of certain groups of ghouls not attacking the player at all. Hope this helps anyone that knows how to edit esp files, just know i barely know what im doing with FO4Edit so caution if you try my solution, havent had a problem so far tho.
well the mod dont work anymore and when i added it it caused my game to lag at the intro laging so bad i thought it froze and black screened. even after removing it it stays the same wtf is going on here. i cant play fallout without this mod it make it playable ugh.
I'm sorry if this comment has been posted already. I try to read all the comments of mods I download, when I can, but at the moment I do not have time.
Outside Diamond City (I actually almost typed Rivet City...whoops...caught that) there is a bush that had a s#*! ton of Legendary Ghouls. I assume I was supposed to walk by this and have them jump out and surprise me.
The problem is this: as a player on survival mode, I take things very slow. Now, they were not visible to the naked eye. I personally did not see them. However, VATS targeted them right away.
When I scored direct hits against them from the safety of the roof of a vehicle in a lot next door they stayed put. I picked them all off and scored a lot of experience.
I'm curious: did they stay put because I was elevated? I've noticed a lot of creatures will either run and hide when they can't reach you or won't react at all. OR, did they stay put because there was some kind of proximity thing that dictated you had to get close to them before they reacted?
If it was the latter, I simply mean to say that it was like finding a fish barrel...to shoot fish in...this bush.
I mean this constructively. This mod has kicked my ass plenty, I assure you, but creatures being shot should react.
Furthermore, I do understand that this might be a feature of the game engine I do not understand.
Just curious.
PS again, if someone already brought this up, I would appreciate a redirect to the original post.
I wanted to add this...Althought I realize the game designers deliberately place enemies...they seem to move around somewhat and have a life on their own in bethesda games. I'm a little worried now that I'll pass another bush and have five legendary deathclaws jump out.
Okay, I'm being a little silly there - but I do want to know about this bush that had five or six legendary ghould, two withered, one glowing hiding there.
(and I do know that higher level enemies spawn at higher levels, my question had more to do with the bush)
137 comments
FIXES
* Fixed issue with Mythical Deathclaw spawning on all levels
* Removed Assaultron on Lexington overpass to fix faction related issues
NEW
* Added respawnable aliens at UFO Crash Site to get more ammo for the Alien Blaster (included in count)
* Added patrols to the mod. Number of patrols: 5 (included in count)
* Added Snipers: 5 (included in count)
* Added Queens: 1 (included in count)
* Total Added Spawn Points: 78
Double checked issues with Assault Rifle. Nothing indicates an issue with overriding the vanilla Assault Rifle anymore.
What was going on with mod theft was really horrible.
Whether you decide to reupload the mod or not, I just wanted to tell you that I really enjoyed the work you put into it!
Thank you!
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
I am running a lot of mods to be fair, but I do not have any extra spawn script mods, so any idea why it crashes?
Outside Diamond City (I actually almost typed Rivet City...whoops...caught that) there is a bush that had a s#*! ton of Legendary Ghouls. I assume I was supposed to walk by this and have them jump out and surprise me.
The problem is this: as a player on survival mode, I take things very slow. Now, they were not visible to the naked eye. I personally did not see them. However, VATS targeted them right away.
When I scored direct hits against them from the safety of the roof of a vehicle in a lot next door they stayed put. I picked them all off and scored a lot of experience.
I'm curious: did they stay put because I was elevated? I've noticed a lot of creatures will either run and hide when they can't reach you or won't react at all. OR, did they stay put because there was some kind of proximity thing that dictated you had to get close to them before they reacted?
If it was the latter, I simply mean to say that it was like finding a fish barrel...to shoot fish in...this bush.
I mean this constructively. This mod has kicked my ass plenty, I assure you, but creatures being shot should react.
Furthermore, I do understand that this might be a feature of the game engine I do not understand.
Just curious.
PS again, if someone already brought this up, I would appreciate a redirect to the original post.
Okay, I'm being a little silly there - but I do want to know about this bush that had five or six legendary ghould, two withered, one glowing hiding there.
(and I do know that higher level enemies spawn at higher levels, my question had more to do with the bush)