Fallout 4
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Pumpe

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Pumpeho

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The main purpose of this mod is to add more NPCs in internal and external cells.
However, I do not want every step I take to be combat either between me vs NPCs or NPCs vs NPCs.

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The main purpose of this mod is to add more NPCs both in internal and external cells of the Commonwealth.
However, I do not want every step I take to be combat either between me vs NPCs or NPCs vs NPCs.

I've tried mods like More Spawns and Vertical Spawns. They are nice, but they simply have too many NPCs placed for my taste and the effect is often that you are in perpetual combat and miss out on the quiet moments. My goal is to make this mod go along nicely with mods like Horizon and Better Locational Damage in terms of not dying all the time because of the sheer volume of enemies, but hopefully slow down your path to becoming a demigod. I also want NPCs Travel to fit nicely.

Most locations have between 1-10 additional NPCs (I have might gone overboard at 2-4 locations). There are no added mobs close to settlements only because I would find that annoying. No spawns near the Diamond City gates and most importantly the USS Constitution (I don't want those two to screw up). The lofty goal is to make the NPCs seem like they at least show a hint that they are part of the world and not just a pound of flesh so I added idles and activators for the NPCs to use. Doing that is a time consuming task and naturally something that could be improved upon by a lot.

The majority of added spawns are gunners and raiders. These factions make sense. The Gunners being a mercenary company with a high degree of independence at the local level, but with a modicum of central administration and decision making. Plenty of raiders that could be recruited (they can't all be hopped up on Psycho 24/7). The Raider faction just makes sense. I should probably have placed a few more Super Mutants and Ferals. Same goes for beasts, but I find beast spawns to be boring. Very few synths because of their means of travel and risking other factions seizing synths in a reckless manner doesn't make sense. No Railroad NPCs added because they actively try not to be seen.

BoS spawns are added around the Boston Airport after the Prydwen arrives (thanks BigAndFlabby for teaching me how to make that happen). The faction can't have brought more than around 100 people with them. That is if a fair few of them stood up while travelling to the Commonwealth and wasting some of that space on kids would suggest that they have trouble filling their ranks. The kids being spies is not a great argument (I'm sure Strong would be swayed by puppy eyes and the concept of a childs innocence).

Triggermen. I'm not sure what to make of them. They lack raider numbers and wear no armor. Wannabe-mobsters in a world that can't see a lot of profit from extortion, racketeering or store protection (considering the lawlessness and potential wealth of traders it would be odd if the traders wouldn't have employed guards that are better equipped and trained than the Triggermen. Like the Gunners.). That leaves drugs, gambling, cons and hookers. There's plenty of drugs, but merely one instance of gambling and no hookers. Hell, they help you shut down at least two cons. There are a few placed at East City Downs.

Scavengers are interesting. Their potential earnings are high. Meaning that some of them could afford high-end stuff and/or a company. They aren't always friendly either. I would like to upgrade their items, but I don't want to interfere with other mods such as Horizon. In order to keep the scope of the mod tight I've added a few vanilla scavengers both hostile and friendly.

Super Mutants are awesome, but sadly the vanilla game doesn't have much of interaction for them. I can only think of the cooking cauldron you see at a few places. Think there's a chair too, but I might remember that from another mod.

Important notices:
Every location in the Commonwealth doesn't have added NPCs. It's because A) I haven't visited the location in the game and I don't wanna spoil myself in the CK. B) The location is cramped as it is. C) I forgot.

This is a product of a perpetual CK-novice learning a little bit more. There might be way more elegant and effective ways to achieve what I've done. I just don't know.

You are free to take this mod and do whatever you want with it as long as you don't make money of it. Make it Xboxy and PS4y. Improve upon it and release it as your own.