Hi Stormy. Loving the idea of the mod. I do have one question however. In either this mod or the original. Once you kill an NPC and clear an area, does it remain clear? Or do they re-spawn at some time in the future? Just wondering if the area is safer later to travel through mostly or do I have to worry ALL the time Thanks
Heh, I just came here to ask the same question, but unfortunately it appears it was never answered. That said, based upon my experience, they do not appear to respawn. It would be nice if that could be made an option.
Sorry guys I have been pretty busy with life and have been focusing my time modding SSE I will most likely revisit F4 at some point but I do not know when
It would kinda suck if they don’t respawn. They do respawn in the full version from what I’ve seen. Still, for lack of a better option I might use this. I assume this will go well with The Rooftops and CROSS Jetpack so I’ll see how well it works.
This mod will conflict with many so merge it and enjoy without issues. Do your load order a favor, download FO4Edit and click Show Conflicts. Watch some short video how to drag and drop fix conflicts. If you are not doing this you have no idea how many issues your game has.
hi everyone! i have CTDs in areas where are this mod' spawn points. fast travel to zones with high buildings causes CTD too. one of my savegame got broken with infinite loading cycle.
i'm using some mods for NPCs what altered or modified them such as NPCs Travel, Essencial Named Settlers, Better Settlers, Unique NPCs with addons, Lots more Settlers and Enemies and some other (i can write the full list of them).
did someone get the same problem and find mods that interfered?
I know that for some "better settlers" has cause a conflict with other mods. But sadly I have no details. You can do what some of us do and just add one mod at a time [in a new game of course] and see which one causes the problem for you.
The way .esp are loaded means that they overwrite previous mods. Unless they are all confirmed to be compatible, or they have patches you may start to run into conflicts and cause instability in your game. You can see .esp conflicts by using FO4edit, FO4edit can be used to make patches as well if there is not already one available.
By the sounds of things you are using a lot of NPC mods in my experience with Skyrim this always lead to issues such as the blackface bug and so on. These can be fixed by load order and patches. Sometimes you just have to pick and choose which will work nicely together. Sorry I couldn't be much help but everyone's installations are different.
When I got to Concord, I couldn't sprint with this mod installed. I tried the fPlayerDisableSprintingLoadingCellDistance=0 setting and that didn't fix it. I also have Tales from the Commonwealth, NPC's Travel, and SKK Combat Stalkers installed (as far as mods that add more NPCs). Not sure if there's a conflict with one of those mods, and I'm not sure how to check.
When I disabled this mod, I was able to sprint again in Concord. Bummer, I liked the idea of it.
I believe the original mod author just used vanilla assets, I just removed some npc's and dogs for better performance sorry I couldn't be of more help I'm still learning as well and haven't modded Fallout in a while
Anyone know - This mod disables sprinting around Concord for me. Anyone know how to fix that? Does this mod add disable sprinting to the ini like spring cleaning type mods do?
The mod is great enough that I will live with the disabled sprinting if I have to. But it is a danger in a large battle. Thanks.
Kudos,,, well done (the original mod as well, but too resource intensive for me with all my other loaded mods). Thoroughly surprised on a new play-through, walking into Concord at the beginning and BAM! Raiders on rooftops! Works extremely well with Endless Warfare to create a very harrowing Commonwealth environment.
Well, this seems interesting at first but being attacked by 20 forged , most of them in power armor, out of beantown brewery at ground level is not fun .Especially when at level 4/5. All of them with a little skull there still are too many spawns, too close from each other and the rate is still too important for my taste. You end up fighting against 20 to 30 enemies at the same time , all of them having automatic weapons. ; ]
I made this mod to cater for my own preferences and thought i would share it. Some fights you cannot win and have to run away or be more strategic, I find this more realistic. I have Included some notes in the read me and there are instructions on the original mod authors page on how to delete spawns which is what I did to create this mod. So feel free to configure the mod to your own taste. :)
35 comments
I do have one question however.
In either this mod or the original.
Once you kill an NPC and clear an area, does it remain clear?
Or do they re-spawn at some time in the future?
Just wondering if the area is safer later to travel through mostly or do I have to worry ALL the time
Thanks
Thanks though for the observation Grifman
i'm using some mods for NPCs what altered or modified them such as NPCs Travel, Essencial Named Settlers, Better Settlers, Unique NPCs with addons, Lots more Settlers and Enemies and some other (i can write the full list of them).
did someone get the same problem and find mods that interfered?
You can do what some of us do and just add one mod at a time [in a new game of course] and see which one causes the problem for you.
By the sounds of things you are using a lot of NPC mods in my experience with Skyrim this always lead to issues such as the blackface bug and so on. These can be fixed by load order and patches. Sometimes you just have to pick and choose which will work nicely together. Sorry I couldn't be much help but everyone's installations are different.
When I disabled this mod, I was able to sprint again in Concord. Bummer, I liked the idea of it.
The mod is great enough that I will live with the disabled sprinting if I have to. But it is a danger in a large battle. Thanks.
[Gameplay]
fPlayerDisableSprintingLoadingCellDistance=0
It's a bug related to editing world spaces
All of them with a little skull
there still are too many spawns, too close from each other and the rate is still too important for my taste. You end up fighting against 20 to 30 enemies at the same time , all of them having automatic weapons. ; ]