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- War Of The Commonwealth - Spawns- Custom Enemy Loadouts- Faction Vertibirds and MORE -Customizable- (Next Gen Compatible)
War Of The Commonwealth - Spawns- Custom Enemy Loadouts- Faction Vertibirds and MORE -Customizable- (Next Gen Compatible)
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Version1.4
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Created by
Engager and Corey CarcanoUploaded by
EngagerVirus scan
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This page was last updated on 12 June 2024, 9:25PM
- Changelogs
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Version 1.3b
- Added in Far Harbor hand placed spawns. These are in the exterior cell in areas that needed hand placing, such as buildings and bases.
- WotC now uses ba2 archiving for better optimization. During testing, I personally noticed a large performance gain.
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Version 1.3
- 1) Initial release including spawns in Far Harbor. Placed general population in the area with maximum area density close to the values for the Glowing Sea. The Island is considered as harsh area with a lots of dangerous animals and heavily armed Atom cultists. Some parts of island are heavily infested with mutants and raiders, where also some spawns for synth, rairoad and rare occasions of BOS spawns, some trace amount of robots is also scattered around. Children of Atom received new loadouts including some heavy weapons and marine armor suits, they should be now a considerable threat in central parts of the island. Current customization options include usual choices of spawnpoint frequency for NPCs and wild life with corresponding group size customization and respawn timer control. More spawns are going to be hand placed in many FH locations, those will be updated on later releases.
2) Due to numerous reports about issues in faction behavior, more serious effort was taken to find some solutions to those problems. Problem is complex in nature and arise mainly because original Bethesda faction records only set up relations between small number of chosen factions, since it was not anticipated that most factions can even meet each other due to virtually non existence in the game. By default any two factions are considered neutral, but that is often overridden by NPC AI, since NPCs with Very Aggressive AI still attack any neutrals on sight. New population brought by this mod showcased that problem and demonstrated hostility issues from main story factions towards player owned settlements.
Since changing AI of all game NPCs was not considered possible, in attempt to fix hostility issues, update script was implemented, that forced main story factions to be friendly to player and the minutemen if one made no hostility towards story faction, or if player is member of that story faction. Although effective towards player and minutemen, fix however had not worked well against settlements. Reason for that is that NPCs encountered in settlements do not use same faction, and use spread gamma instead. Once fix was applied to GenericNPC faction some issues resolved, but many attacks still happen, since factions can attack player followers they don't like (those use custom factions) or creatures from the cages from wasteland workshop (faction unknown in vanilla, so neutral => Very Agressive story faction NPC AI => hostile). In turn settlers and turrets return fire and whole settlement become hostile. Unfortunately, changing follower factions will screw a lot of story quests and adding non-hostility tag vs wasteland workshop creatures will create permanent dependency on that worthless DLC, so those still can’t be changed, and care must be taking while bringing those into settlements.
Some other people complained that friendly attitude of some story factions (synths for example) does not suit them for several reasons, so problem became two sided, some people wanted to fix all hostilities, while others wanted main story factions to be hostile. So, ultimately, it was decided to bring this setting into the menu for customization. A special sub-menu controlling story faction alignment override is placed in the story faction section of main mod menu. This menu is dedicated to fix hostility and non-hostility issues between player, player settlements and main story factions, it includes switch to turn on/off automated hostility fix and to change some faction alignments by hand if that is required. If you want hand made changes to persist, story faction auto non-hostility update must be turned off. Turning fix off will not get back initial alignment between factions, but will allow you to make necessary changes by hand. Changes made in menu are permanent; you will not be able to set them back to values defined in story until story will re-assign them! Menu settings will affect temporary hostility flag as well (set by engine if player attacks somebody from target faction, auto reset by game in 24 hours). So ultimately, you have to choice what you want.
Note, that setting story factions (other than Minutemen) to join settlement patrols will turn on story faction non-hostility update automatically. Automatic non-hostility fix is also been improved by addition of WorkshopNPC faction to non-hostility list, so it should now work better. However, that auto fix will be set to off by default and will need to be turned on if you want story factions to be non-hostile against settlements, if they will not have reasons to behave otherwise (for example "strong" and "danse" followers are hostile with BOS and will still cause settlement attacks, same applies to creatures in wasteland workshop, so take care!).
3) Minor fixes to mod content: Fixed bug in Respawn control causing incorrect handling of highway and vertical spawns; Fixed improper settings display in settlement patrol faction chance menu; mod's control item type changed to medicine to prevent causing hunger in survival mode; presets are changed to accommodate new settings for Far Harbor; vertical spawns are set to off by presets and by default, since it was reported to cause CTD (this is due to navmesh issues on the building roofs and probably can not be fixed) so enable them by hand if you want more chaos and have not fear for increased crash rate.
- 1) Initial release including spawns in Far Harbor. Placed general population in the area with maximum area density close to the values for the Glowing Sea. The Island is considered as harsh area with a lots of dangerous animals and heavily armed Atom cultists. Some parts of island are heavily infested with mutants and raiders, where also some spawns for synth, rairoad and rare occasions of BOS spawns, some trace amount of robots is also scattered around. Children of Atom received new loadouts including some heavy weapons and marine armor suits, they should be now a considerable threat in central parts of the island. Current customization options include usual choices of spawnpoint frequency for NPCs and wild life with corresponding group size customization and respawn timer control. More spawns are going to be hand placed in many FH locations, those will be updated on later releases.
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Version 1.2
- Important change: Far Harbour DLC dependency.
While this version will not use FH assets, it has build in dependency for that DLC. This one is essential for having the ability to add spawns to FH in near future, since adding new masters into mod plugin leads to renumbering of mods formIDs, and those are hard used by many of mod's scripts. I had to place that dependency as a bookmark, that will allow Far Harbor spawn placements without full reconstruction of assets in CW area.
Major addition: Vertibirds.
Finally, update i promised, that includes vertibird spawns. All story factions will now have vertibirds depending on story position. Vertibird for each faction will now have custom paint job (thanks to temazatl for original textures!!! http://www.nexusmods.com/fallout4/mods/12711/?) and stats/loadouts. Vertibird encounters will be available after airship arrival and will run missions against random hostile targets around the commonwealth. Unlike the vanilla those will be very dangerous since they have a massive armor and firepower. Several control settings controlling their spawn rate and behavior are made available in mod's menu. Those are:
The base spawn time - minimal time delay between two vertibird encounters that will be used in case faction dominates CW. Those times will depend on story progress and will be shorter for faction on strong possition, and will be lower or will be endless if faction lost during story events. These timers are separate for each faction, so if a faction get's the upper hand you will see it's birds more often. Each faction also has the power threshold, so it will spawn vertibirds only if their progress is higher than some preset setting.
Attack time limit - Time limit allowed for vertibird attack run. This one is required to prevent endless killing spree for vertibirds, who will roam around around endlessly, annihilating anything that gets on their way. Timer starts on combat automatically and will force them to return to airfield once expired.
Forced cooldown time - A special setting for people who feel vertibird attack should be restricted in some way without completely turning them off. That setting set up forced delay between any vertibird spawns, even when spawn conditions for faction vertibirds are satisfied.
Vertibirds will randomly target enemy groups that are hostile towards faction owning the vertibird, once their spawn timer (base time) expires. There is one restriction however: vertibird spawns are restricted in the glowing sea area. I'm generally satisfied by their behavior for now, but it can be changed later on people requests.
New spawn areas: Vertical spawns and Highway patrols.
Added spawns form Coreyhooe Vertical Spawns project (http://www.nexusmods.com/fallout4/mods/13236/?), those now have usual WOTC controls in corresponding menus. Vertical spawns populate roofs of some buildings and other heights with enemy groups, because of enclosed environment and poor navmesh coverage on the roofs, those will be static and will not go on patrols. That spawn section includes about 200 new spawn points.
Placed highway Gunner patrols we done with Coreyhooe as well. Those will sweep around on the highway and attack any strangers they find. Navmeshing is better when on the rooftops, but occasionally some can drop through the hole in the road or do some funny stuff like jumping of the highway. Good addition to overall WOTC construction since highways were effective "safe zones" before. Fully customizable in menu settings as usual, ~60 patrol routes in total.
Main spawn and faction changes.
Re built the spawn map from scratch using new version of spawn generator with strict control for faction distribution. Made some changes to base countryside spawn faction composition, ghouls got a little debuff, upped the chance for children of atom. Due to some requests changed number of units in Guai groups. Made some ballance tweaks into faction NPC's using Creation Kit, factions affected: Railroad, Synths, Triggermen.
Railroad got new characters, including legendary agents. Completely reworked their loadouts to include mostly energy weapons. They will use Railway, Gauss and Plasma rifles as well as plasma grenades and gatling laser, missile launcher and other stuff on higher level mobs. Created 4 new versions of their Armored Coats, including new paint jobs (thanks to Taereus for the textures!!! http://www.nexusmods.com/fallout4/mods/3094/?) and stats.
Synth spawns had been changes to spawn new characters as well, those will now include synth gen 2s for higher level guys. Changed all synth weapon loadouts, they will use many different guns not just institute energy weapons, those will include cryolator and cryo grenades and plasma rifle/missile launcher at higher levels.
Dramatically expanded Triggermen weapon loadouts to include many different ballistic guns, changed outfits for clean suits/tuxedo for higher level triggermen.
Changes to mod's scripts:
Most of the mods script had been changed to accommodate new spawning areas and vertibird spawns. Added corresponding settings to the mod's menu. Applied fix for faction hostility against settlement NPCs, source of the problem appeared in fact that settlement NPCs were not a part of player faction as i was thinking initially, but a part of separate ones, that caused them to remain hostile, while faction hostility against player and minutemen was resolved. Made changes to story control to affect GenericNPC faction as well, that should resolve hostility issue with settlements. Increased variety of settings for the spawn limiter.
- Important change: Far Harbour DLC dependency.
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Version 1.1b
- Had played for a bit with spawn limiter mechanic. Curiously enough mod performance was found to be not directly related to number of spawned units. On the other hand, default setting of 50 spawned units as default shown to be very limiting in diversity and overall chaos of the gameplay. So, i decided that unrestricted spawn numbers should be set as the default, and setting should be used manually if somebody will need such limit control for some reason. So this version is a minor update of 1.1, with following changes:
1) Spawn limiter is set to unrestricted by default and by preset settings.
2) Spawn limiter type changed, limit applies to number of active groups, not to number of spawned NPC's.
3) Changed corresponding option in the mod control menu and it's in-menu description.
4) Made some changes to presets, so they will feel similarly in effect to the same preset names of original 1.0 release.
Removing 1.1 version's default 50 NPC limit, will unleash chaos again, making gameplay more fun, without taking deep into mod menu controls.
- Had played for a bit with spawn limiter mechanic. Curiously enough mod performance was found to be not directly related to number of spawned units. On the other hand, default setting of 50 spawned units as default shown to be very limiting in diversity and overall chaos of the gameplay. So, i decided that unrestricted spawn numbers should be set as the default, and setting should be used manually if somebody will need such limit control for some reason. So this version is a minor update of 1.1, with following changes:
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Version 1.1
- 1. Completely remade mod core, intended to increase performance. Used some tips from CK reference, dramatically lowered number of active script instances. Non-property links to placed NPCs should help the proper unloading and memory release. Script codes had been re-worked with possibility of threading in mind, placed a number of thread locks on important functions and many thread bypasses preventing multiple activations of sensitive codes. All scripts used by the mod are now compiled using native CK compiler.
2. Added new feature: NPC limiter mechanic. Simply put that is control variable that limits number of active spawns existing at the same time. If normal spawning scripts will try to activate units above set maximum these new spawns will be blocked for spawning. This setting should be effective tool in tuning mod performance to suit user PC performance. This new setting is now available in the main mod menu.
3. Hostility problem between settlements and story factions should now be resolved. Story control script will automatically make story faction a friend of the player faction, once player had joined that faction.
4. Extended settlement patrols with patrols of main story factions. If player had joined some of the story faction and had advanced into story line that faction will have a chance to replace minutemen on patrolling the owned settlement areas. Maximum chance of such replacement can be set in the mod menu, actual replacement chance will depend on story progress.
5. Made some changes to patrols. First of all, fixed issue with city patrol route records, preventing city patrol routes to function properly by causing one record circular linking. Next, patrols can be regulated more gently now with introduction of patrol chances, that could be set up in mod menu instead of just allowing them to be switched on and off.
6. Made changes related to respawn mechanic, so respawn controls will function resembling common respawn behavior common to user. Instead of setting cooldowns just on spawns that had been activating, scripts will also impose cooldown to any inactive spawnpoints in the area.
7. Placed more trigger in story control, allowing story faction spawn chances to mimic faction position in the story line more closely. Power or "weight" of each story faction will depend on situation of some other ones. Minutemen progress will increase the global chance of replacement of any new spawn in CW with the minutemen group.
8. Placed the fix for sudden body removal bug. That was caused by spawnpoint control script, it fired the unload code when player get's far enough to detach spawnpoint parent cell, but since units do patrols that does not necessary meant that spawned units are out of sight related to player. Placed a special routine that will delay spawned unit or it's dead body unload until player will be far enough from them. To prevent excessive firing and holding excessive script instances this procedure was not applied to actors being spawned in. If it will lead to "teleport in" bugs, i will place this routine to them too.
9. Re-worked mod's control menu script. Placed controls for NPC limiter, patrol chances, faction chances for settlement patrols. Changed some in-menu texts to be little less confusing to the mod user. Applied old CSE music theme. Placed special section of the menu that can show some important mod internal control variables. For now this section is used to display number of active mod units and interval of master update timer.
10. Fixed Forged Leader NPC. Should no longer be friendly due to the forged quest.
- 1. Completely remade mod core, intended to increase performance. Used some tips from CK reference, dramatically lowered number of active script instances. Non-property links to placed NPCs should help the proper unloading and memory release. Script codes had been re-worked with possibility of threading in mind, placed a number of thread locks on important functions and many thread bypasses preventing multiple activations of sensitive codes. All scripts used by the mod are now compiled using native CK compiler.
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- Author's activity
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June 2024
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12 Jun 2024, 9:25PM | Action by: CoreyCarcano
Attribute change
'Description changed.'
May 2024
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07 May 2024, 9:16AM | Action by: CoreyCarcano
Attribute change
'Name changed to \'War Of The Commonwealth - Spawns- Custom Enemy Loadouts- Faction Vertibirds and MORE -Customizable- (Next Gen Compatible)\'.'
June 2023
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17 Jun 2023, 5:17AM | Action by: CoreyCarcano
Attribute change
'Author changed to \'Engager and Corey Carcano\'.'
May 2023
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29 May 2023, 11:41AM | Action by: CoreyCarcano
Attribute change
'Description changed.'
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29 May 2023, 11:34AM | Action by: CoreyCarcano
Attribute change
'Name changed to \'War Of The Commonwealth - Spawns- Custom Enemy Loadouts- Faction Vertibirds and MORE -Customizable-\'.
Summary changed.
Description changed.'
February 2019
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12 Feb 2019, 3:06AM | Action by: CoreyCarcano
Attribute change
Author changed to 'Engager and coreyhooe'.
April 2017
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19 Apr 2017, 1:49AM | Action by: CoreyCarcano
Attribute change
author changed to 'SMB92'
long description changed
January 2017
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31 Jan 2017, 3:23AM | Action by: CoreyCarcano
Attribute change
file name changed to 'War Of The Commonwealth - Spawns (Includes Far Harbor Spawns) -UPDATED-'
long description changed
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31 Jan 2017, 3:15AM | Action by: CoreyCarcano
Attribute change
file 'War of the Commonwealth' changed to 'War of the Commonwealth V. 1.4'
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31 Jan 2017, 3:14AM | Action by: CoreyCarcano
File added
War of the Commonwealth
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02 Jan 2017, 12:54PM | Action by: CoreyCarcano
Attribute change
file name changed to 'War Of The Commonwealth - Spawns (Now with Far Harbor) --DISCONTINUED--'
long description changed
July 2016
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02 Jul 2016, 2:50AM | Action by: CoreyCarcano
Mod video added
WOTC 1.3B heavy spawns with new ba2 archiving
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02 Jul 2016, 2:07AM | Action by: CoreyCarcano
Attribute change
long description changed
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02 Jul 2016, 1:16AM | Action by: CoreyCarcano
Changelog added
Change log added for version 1.3b
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02 Jul 2016, 1:14AM | Action by: CoreyCarcano
File added
War of the Commonwealth
June 2016
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29 Jun 2016, 5:55AM | Action by: Engager
Attribute change
long description changed
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26 Jun 2016, 4:35PM | Action by: CoreyCarcano
Mod edited
Tips for the users who have frequent CTDs.
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23 Jun 2016, 6:57PM | Action by: Engager
Mod article added
Tips about performance and Stuttering
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17 Jun 2016, 8:57PM | Action by: Engager
Mod article added
Tips for the users who have frequent CTDs.
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14 Jun 2016, 12:36PM | Action by: CoreyCarcano
Attribute change
long description changed
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- Mod page activity
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May 2025
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08 May 2025, 1:03AM | Action by: Enzilon
Endorsed
'War Of The Commonwealth - Spawns- Custom Enemy Loadouts- Faction Vertibirds and MORE -Customizable- (Next Gen Compatible)'
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07 May 2025, 11:07PM | Action by: TEKK8
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07 May 2025, 6:23PM | Action by: wong2029nexus
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07 May 2025, 2:14PM | Action by: ridhwanshal
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War Of The Commonwealth - Spawns- Custom Enemy Loadouts- Faction Vertibirds and MORE -Customizable- (Next Gen Compatible)
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07 May 2025, 5:47AM | Action by: GodNero
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'War Of The Commonwealth - Spawns- Custom Enemy Loadouts- Faction Vertibirds and MORE -Customizable- (Next Gen Compatible)'
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07 May 2025, 5:12AM | Action by: Louis8p
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06 May 2025, 10:07PM | Action by: therealrazor
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06 May 2025, 8:17AM | Action by: Dellonse
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War Of The Commonwealth - Spawns- Custom Enemy Loadouts- Faction Vertibirds and MORE -Customizable- (Next Gen Compatible)
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05 May 2025, 5:16AM | Action by: exqifeifei
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04 May 2025, 9:27PM | Action by: Darkcrusader77
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04 May 2025, 3:36PM | Action by: RusskiPatriot3
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04 May 2025, 2:06PM | Action by: c00lman5803
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'War Of The Commonwealth - Spawns- Custom Enemy Loadouts- Faction Vertibirds and MORE -Customizable- (Next Gen Compatible)'
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04 May 2025, 1:25AM | Action by: Prometheus0314
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'War Of The Commonwealth - Spawns- Custom Enemy Loadouts- Faction Vertibirds and MORE -Customizable- (Next Gen Compatible)'
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04 May 2025, 12:09AM | Action by: Sadiska
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03 May 2025, 8:54PM | Action by: markODST118
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03 May 2025, 2:33PM | Action by: yzc
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'War Of The Commonwealth - Spawns- Custom Enemy Loadouts- Faction Vertibirds and MORE -Customizable- (Next Gen Compatible)'
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03 May 2025, 6:54AM | Action by: DrEdge540
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02 May 2025, 7:33PM | Action by: Nimmo17
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'War Of The Commonwealth - Spawns- Custom Enemy Loadouts- Faction Vertibirds and MORE -Customizable- (Next Gen Compatible)'
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