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Aramiteus

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About this mod

Spawning of additional enemies

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Permissions and credits
What this mod does:
It searches for non unique hostile to player NPCs and spawns a configurable number of their
 characters base right next to them. 
        (So, do not expect, for example, in the super duper market in Lexington to have spawns 
as that ghouls are initially non hostile. This is intended behaviour as for the special
 atmosphere for that and other locations.)
        Spawning is stopped during combat for two reasons:
             1. I do not want to disturb performance during combat. Processing time is better invested in the
combat AI.
             2. I do not want to see spawning of an enemy I am fighting atm.
        Spawning is done only for enemies who are not in a certain range as I do not want to see them
    to be spawned when I stand right next to them.
           (Sometimes when you look through a scope you will see the spawning.
    If you enter a cell and start a fight in between 2 seconds, no spawns will happen.
            It will restart after combat stop. ).

        This is done by a new scanning quest. No vanilla records were changed nor any additional spawn
points has been added.
        I even hope it does not affect remarkable your savegame size. (Needs more testing)

MCM configuration options:
                - Player Level Multiplier: PC Level will be multiplied by this for determining number of spawns
  [1 - 100].
        - number of minimum clones per enemy [ 0 - 20 ]
- number of additional random clones per enemy [ 0 - 20 ]  
                - interior Divider: number of clones to divide by in interior cells. [1 - 20].
-  Seperate spawn values for separate types of enemies. (Mainly vanilla races plus some extra criteria)
           These values will override the base spawn value,
   Example: You have a base spawn rate of Minimum 1 plus 7 random spawns.
              You want to create your personal ghoul horror:
Ghoul Min: 20 Ghoul additional random spawns: 20
      If you don't want Suiciders  to be cloned: 
Suiciders Min: 0 Suiciders additional random spawns:  0)

Balancing: The total number of clones depend on your player Level:
            maxNumberOfClones = (playerLevel / enemy.GetLevel()) + MinClones)
            numberOfClones = Utility.RandomInt(MinClones, maxNumberOfClones)
    If you want to override this balancing, use the Player Level Multiplier.
    maxNumberOfClones is capped at your (Minimum + additional random spawns) setting.
Example: You have a base spawn rate Minimum: 0 plus 7 random spawns. 
      You meet a Level 50 NPC.
                       Your PC is Level 49. No additional spawn chance.
                       Your PC is Level 50. 1 additional spawn chance.
                       Your PC is Level 200. 4 additional spawns chance.
                       Your PC is Level 50. You set Player Level Multiplier to 10. 7 additional spawns chance.

            (Be aware you can get then up to 40 clones for 1 NPC, if you meet 20 ghouls, 20 * 40 = 800
+ the 20 originals.
I do not think the game can handle the AIs. My favorite setting atm is Min: 1 and Max:7.
It is enought to get my Level 92 character into trouble.)
      
Excluded from cloning:
      Turrets 
      Characters with names (maybe not complete, as not all characters with names 
 has the unique flag. So if you find in game somebody cloned that
should not, please let me know.)
  
Compatibility:
Should be compatible with all DLCs (No vanilla record change.)
        The DLCs are not required. 

Installation:
        NMM.
        Else manually by copying the content of the attached 7z file to the data folder.
If upgrading from old Version pre 0.53 make sure the old MoreEnemies scripts are deleted in the
\data\scripts\ Folder.
MoreEnemiesEnemiesCollectionScript.pex.
MoreEnemiesPlayerAliasScript.pex
MoreEnemiesCleanUpQuestScript.pex

Uninstall:
       NMM
       Manually: Remove copied content of the attached 7z file from the data Folder.
       (Maybe check in console if any quest starting with MoreEnemies is running and stop it.)

TO DOs:
Remove debug traces from Papyrus.log. 
        Add more named NPCs to the excluded list as not all are marked as unique by vanilla
(In case Player decides to fight the BOS for example) 
        Add a holotype for non MCM users.
(This will done in two steps, first add globals. These globals can be set via console
Second step: Do that tedious, low brain, work to add a holotype with menues that sets that globals )

Dependencies:
        MCM needed
        Recommend to use with PilesofCorpes https://www.nexusmods.com/fallout4/mods/1770/ 
                as else after 20 dead enemies despawning starts which is very unimmersive. 

For modders:
        If you want to prevent NPCs from cloning add them to this faction:
doNotCloneFaction = Game.GetFormFromFile(0x800, "MoreEnemies.esp") as Faction

   

P.S.: @Nexus: Sorry for using that picture, I'll replace it as soon I find a proper one.
                 But it fits so good now for a more enemies mod. :-)
P.S.S.: @Nexus: May I please keep that picture? I really love it.
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