Before posting first time, please read: Forum and Commenting Guidelines - Nexus Mods Site Help You may be banned from this mod if not complying. I don't like to give away work that I don't get paid for to unfriendly people. (Do not want to use the A...holes word in this context :-) )
Edit: Seems like F4SE has been updated. Did some short testing with the latest F4SE and the Mod Configuration Menu 1.40 BETA 2. No problems so far, but did only played maybe for an hour.
I consider this mod as finished. Version 0.831 was running now utterly stable and reliable for more than 3 years.
If I read the past questions, they are just repeations of already posted ones. If I'd be a mean person I'd answer most of them with: See description.
And as I do not play Fallout 4 that frequent anymore I'll do only a update of this if Betheshda decides to break it by an update :-) (I still love it, but I think I saw and inspected nearly every corner of the map.)
Well that one diamond city bug will stay as I did not have the mood to play that mission and to create myself a test savegame. And it is not really a show stopper.
So no new feature requests please. If they were not needed in the past 4 years, they will not be needed in the next 4 years.
An other FAQ: Add of custom races. This mod does not care about races basicly. Enemies are enemies no matter what race. The races are used only for the override settings. So for custom race enemies the basic settings are used. Override settings for custom races will not be added as it will be a never ending story causing a performance disadvantage for all the others the more they get.
I can't see what changed in the latest update. Everything is working for me afaik and I only use this mod for interiors.
Should I update? Don't really wanna touch smth that works perfectly without knowing if I really need the update. I love this mod and has been a permament staple of my LO for years, so thank you very much for making it and doing it so well.
It is only a really minor bugfix for something most of us do not realise. See in the bugs section Bug in OnMCMSettingChangeFixed in version: 1.03 If not updating In case you disable the mod it may happen that for some seconds the cloning continues. So if it did not bother you ...
I thinked about it for Skyrim, as I also loved to play it. But there the system is a bit different. So I can not simply port it to there. (And there beautifcation mods are essential. Once I was scared from Lydias face to death when SBF suddenly did not work. :-))
I'm sorry to bother you, I searched around to see if anyone was having the same issue as me, but to no avail. For the most part, your mod works as intended and is permanently part of my load order, but for some reason your mod continues to duplicate raiders over and over with no end, only raiders. It's killing my framerate wherever it's occurring and my pc and I would be thankful to find a solution. Thanks for the mod.
Hello, I need more info of how to reproduce this. All enemies are handled the same way. At the moment it is found for cloning it is flagged as cloned (added to the MoreEnemiesCloneFaction) and so it is ignored for the next search. The clones are also added to the MoreEnemiesCloneFaction as soon they are created. So only possibility is that something however prevents the flagging. Do you have any raider related mod that does some strange things with them?
Do you think GCM could be a possible culprit? To my knowledge, the only thing I might have that mod raiders would be face/body textures, but that shouldn't be overwriting your mod.
The problem is not the overwriting of something of this mod. The problem is that many modders have no idea about how computers work. If they loop through a huge table in one for next loop without giving time in between to the other threads that will cause lags. Best use the 50:50 method to determine the causing mod. This way I found mine.
But, I wrote this mod mainly for myself at the beginning and lags would have messed up the whole fun I had with it. I had some when I accidentally created thousands of deers near the Abernathy farm during development. But then I had constantly lags till I managed to thin out the herd. (Nevertheless, was fun to drive them towards my fortifications at Sanctuary Hills. :-) )
Normally it does not cause stutter. I payed a special attention to that during development. E.g.: - The cloning is done very slow to avoid crashs. 5 or 6 clones per 2 seconds - Cloning is done only out of combat: (if you sneak and are *hidden*) - Cloning is stoped while flying in a vertibird - Cloning is interrupted OnLocationChange for 0.5s (Stability and performance reasons) Due to my experience the stuttering on exploring was caused by other mods. (For me it was for example harmless sounding mods like better settlers as the use huge lookup lists instead of splitting them)
Even if you leave an area with a lot of spawned alive enemies they may need some performance to load when coming back but even then by the restricted number of combat AIs ist shouldn't be remarkable.
some enemies clone right before my eyes like mongrel dogs encounter near mass fusion and raiders in front of park street building. also i saw cloning of 2 deathclaws near old north church( they fked me up) even tho i disabled them and mireluk queens in mcm (minimum 0 random 0). old gen/mod latest version
Should not happen due to the logic. Sure that not an other mod causes it?
(Ah see. 2 deathclaws near old north church. I think in vanilla deathclaws near old north church is quite impossible. So there seems is another mod that spawns creatures involved. Maybe you just see the what that mod does.)
Originally posted by Muzzy (DinoHub): A scripted deathclaw encounter in Concord during the When Freedom Calls quest, after defeating Gristle. It is probably the first deathclaw players will meet in the game. This can sometimes bug out and be stuck in the ground. All over the Commonwealth as random encounters, including possible attacks on any owned settlement. A leveled deathclaw is scripted to appear at Garden Terrace on the roof of Haymarket Mall (sometimes a bug will occur preventing the deathclaw from jumping onto the terrace, so it will remain glitched onto the side of the mall, until the player attacks it). Two random encounters can be triggered by throwing the switch on top of the tower in Lynn Woods. This can be repeated every few days once the area has respawned. One can be found guarding the entrance to Old Gullet sinkhole. It is passive until it detects you when you first encounter it; once killed, respawns will often be permanently passive until attacked. A scripted deathclaw can be encountered in the Museum of Witchcraft during the quest The Devil's Due. A scripted deathclaw can be found in a tunnel off the gym area in the Boston mayoral shelter. A scripted deathclaw can be encountered at the bottom level of the Kendall Hospital. Two deathclaws can be found west of Natick Banks, by a few satellite dishes, fighting a behemoth. A leveled deathclaw can be found lurking around an abandoned garage with a tanker on the side of the building, a normal deathclaw can be found on the farm just up the road from the Matriarch, and one or two leveled deathclaws may be found around the church, fighting a group of leveled super mutants (depending on if the mutants were killed, prior to the player's arrival) One can be found in the Robotics Pioneer Park, inside the first house from the fast travel point. Like the Gullet Sinkhole deathclaw, there is a chance that consequent respawns will be passive towards the player until attacked. (copied from wiki) Also, just level more
i mean its probably another mod that made random encounter near that place even tho i always saw one death claw between old north church and cabot house in every playthrough maybe he got kited by raiders or some other shis idk. but what i mean is that guy was right before my eye and then he use shadow clone jutsu boom 2 death claw same variant. i know it shouldnt be happening. double check mcm it was 0/0. anyway it doesnt matter now. im doing another survival pt. i like this mod dont get me wrong. its the only way to fix boring late game character. i dont quite understand the math behind this clone mechanic but doing 1/7 now as you said. pretty unforgiving id say. ill just wait update in the mean time.
1 and 7 means you'll have at least double as much enemies as in vanilla plus up to 7 random additional enimies per vanilla enemy, So in best or worst, depending on what you want, case 8 times more enemies than in vanilla. That can be a lot. It is a difference to fight 20 or 160 ghouls. Especially at start with a level 1 character it is maybe to lower the number to 0 and 7.
At least since updating to 1.01, this hasn't been respecting the limits I've set for type of enemy, number of enemy, or interior/exterior cell. I can use the MCM controls to turn the mod on or off entirely and it does respect that, but only that gross control works - any of the fine tunings don't seem to work anymore. They did seem to work very well before then; the mod suddenly spamming me with swarms of things I didn't really want to be swarmed with is a more recent development.
I've tried doing the things like deleting remnant ini files, deleting the mod entirely and reinstalling it, etc. I have papyrus logging enabled and I'm seeing that this is responsible for, e.g., cloning bloodbugs when I have the maximum number of Bloodbug clones in the MCM set to zero.
Edit: Can not confirm this. I started at Starlight drive in. Set all insects to minimum 0 and random 0. Than was swarmed by maybe 10 bloat flies at the Gorskis Cabin. Had a look in the log, but no cloning messages there for bloat flies. Assume they were some left overs from cloning before the load as cloning is done in whole loaded area. Then went to Wicked Shipping Fleet Lockup, as there are always some bloat flies there. But this time only found 3 of them. And no cloning messages in the log.
Can you help me to reproduce or at least find an explanation for what you have experienced?
Just now, I was not able to reproduce either; perhaps what I encountered was also leftovers from cloning from a very large loaded area, although I thought I had all of the insects set to minimum zero and random zero before I even left Vault 111, I cannot be 100% certain.
If I encounter the issue again I will try to bring more detailed records.
Encountered a similar issue to yours. Settings for enabling/disabling interior and exterior cells randomly work. So far, the number of additional spawns does not changed nor does setting modifier of individual NPC/Creatures. What I have done so far to prevent spawns in the exterior and interior:
1) disabled mod in MCM. No additional spawns so the quest associated with that modifier works. 2) disabled interior and exterior spawning with mod enabled in MCM. Still randomly applying additional spawns in new areas and random encounters. 3) with 2, disabled interior and exterior spawning with mod enabled in in MoreEnimies.ini. Still randomly applying additional spawns in new areas and random encounters. 4) with 2 and 3, disabled interior and exterior spawning with mod enabled in Settings.ini. Still randomly applying additional spawns in new areas and random encounters. 5) with 2, 3, and 4, set global values for MoreEnemiesbExterior and MoreEnemiesbInterior to 0. Still randomly applying additional spawns in new areas and random encounters.
Log event ques this particular quest each time NPC/Creature cloned;
[MoreEnemiesEnemiesCollectionScript <alias enemiesCollection on quest MoreEnemiesSpawnQuest (14000F9A)>]: TIMER_INIT [MoreEnemiesEnemiesCollectionScript <alias enemiesCollection on quest MoreEnemiesSpawnQuest (14000F9A)>]: Cloned: Toothless Jane numberOfClones:8 [MoreEnemiesEnemiesCollectionScript <alias enemiesCollection on quest MoreEnemiesSpawnQuest (14000F9A)>]: Cloned: The One Man Apocalypse numberOfClones:7 [MoreEnemiesEnemiesCollectionScript <alias enemiesCollection on quest MoreEnemiesSpawnQuest (14000F9A)>]: TIMER_INIT [MoreEnemiesEnemiesCollectionScript <alias enemiesCollection on quest MoreEnemiesSpawnQuest (14000F9A)>]: Cloned: RadRoach numberOfClones:8 [MoreEnemiesEnemiesCollectionScript <alias enemiesCollection on quest MoreEnemiesSpawnQuest (14000F9A)>]: Cloned: RadRoach numberOfClones:7 [[MoreEnemiesEnemiesCollectionScript <alias enemiesCollection on quest MoreEnemiesSpawnQuest (14000F9A)>]: Cloned: Glowing Radroach numberOfClones:6 [MoreEnemiesEnemiesCollectionScript <alias enemiesCollection on quest MoreEnemiesSpawnQuest (14000F9A)>]: Cloned: RadRoach numberOfClones:5 [MoreEnemiesEnemiesCollectionScript <alias enemiesCollection on quest MoreEnemiesSpawnQuest (14000F9A)>]: Cloned: Glowing Radroach numberOfClones:4 [MoreEnemiesEnemiesCollectionScript <alias enemiesCollection on quest MoreEnemiesSpawnQuest (14000F9A)>]: Cloned: Glowing Radroach numberOfClones:3 [MoreEnemiesEnemiesCollectionScript <alias enemiesCollection on quest MoreEnemiesSpawnQuest (14000F9A)>]: Cloned: Glowing Radroach numberOfClones:2 [MoreEnemiesEnemiesCollectionScript <alias enemiesCollection on quest MoreEnemiesSpawnQuest (14000F9A)>]: Cloned: Glowing Radroach numberOfClones:1
Seems those two quests and associated scripts may be the culprit.
Think I've found the issue. In and others I cancel the TIMER_START: Event OnPlayerTeleport() CancelTimer(TIMER_START) CancelTimer(TIMER_STOP) CancelTimer(TIMER_CLEANUP) StartTimer(0.5, TIMER_INIT) endEventbut in: Function OnMCMSettingChange(string modName, string id) StartTimer(0.5, TIMER_INIT) EndFunction So if you change the settings via MCM, there is a chance that the MoreEnemiesSpawnQuest is still started till the TIMER_START is canceled by an other event. Most likely by Event OnLocationChange or Event OnPlayerTeleport(). I'll add this to the bugs section and will fix it I hope around the easter holidays. I hope my development enviroment is still working.
This one's another game changer for me. Especially if you end up getting overpowered even beyond max SCOURGE settings, just keep increasing the number of enemies and it keeps things in line difficulty wise overall, as far as your system can handle
I can't get this mod uninstalled. After removing the mod from nexus, deleting archives, deleting .ini files, reinstalling the mod and uninstalling, it still shows up in my MCM and its getting very frustrating to get this bug resolved
Delete in your Steam\steamapps\common\Fallout 4\Data folder MoreEnemies.esp MoreEnemies - main.BA2 In \Steam\steamapps\common\Fallout 4\Data\MCM\Config delete the MoreEnemies Folder In Steam\steamapps\common\Fallout 4\Data\MCM\Settings delete the MoreEnemies.ini
I think that should do it. I updated the uninstall instructions as the MoreEnemies.ini is generated by MCM and contains the differences of your settings compared to the default settings and is not part of the zip.
Hello, I'm still using your mod, it's a mod that can't be missing from my load order, but I have a question. What changes are there from version 0.831 to version 1.02? What happens is that since I use version 1.02 I feel that the enemies are not cloned, I have done different tests, for example I put values from 5 to 10 and it doesn't happen as expected but in version .0831 they are cloned, I don't know if I should use version 0.831, I play in Oldgen.
Hello, Oh, sorry for the late answer was busy in real life. The change was the fat marked part of: - Cloning is done only for enemies who are not in a certain range (indoors 1024 in game units, 14.62m, outdoors 4096 in game units, about 60m). => Cloning outdoors is suppressed if the enemies are closer then one cell size. This is to prevent that if you use other mods that spawn hostile NPCs too close that they are cloned and see it. Normally the vanilla game spawns them in further away so it was never a problem for me.
So what may now happen, but is intended, if you do a fast travel the nearby enemies to the target location are ignored for cloning. (But if they survive the next time when you approach them and they are further away then the 60m and are in the loaded area they are cloned then.)
795 comments
You may be banned from this mod if not complying.
I don't like to give away work that I don't get paid for to unfriendly people. (Do not want to use the A...holes word in this context :-) )
See Fallout 4 is Getting Free Updates (bethesda.net).
!!!!!!!!!!!!!!!!!!!Does not work with the latest patch of Fallout as of a needed update of F4SE for the MCM menu!!!!!!!!!!!!!!!!!
See also: Fallout 4 Script Extender (F4SE) (silverlock.org)
For reverting to old Fallout Version see: Fallout 4 Script Extender (F4SE) at Fallout 4 Nexus - Mods and community (nexusmods.com)
and Fallout 4 Downgrader at Fallout 4 Nexus - Mods and community (nexusmods.com)
If I read the past questions, they are just repeations of already posted ones. If I'd be a mean person I'd answer most of them with: See description.
And as I do not play Fallout 4 that frequent anymore I'll do only a update of this if Betheshda decides to break it by an update :-)
(I still love it, but I think I saw and inspected nearly every corner of the map.)
Well that one diamond city bug will stay as I did not have the mood to play that mission and to create myself a test savegame.
And it is not really a show stopper.
So no new feature requests please. If they were not needed in the past 4 years, they will not be needed in the next 4 years.
An other FAQ: Add of custom races. This mod does not care about races basicly. Enemies are enemies no matter what race. The races are used only for the override settings. So for custom race enemies the basic settings are used. Override settings for custom races will not be added as it will be a never ending story causing a performance disadvantage for all the others the more they get.
I can't see what changed in the latest update. Everything is working for me afaik and I only use this mod for interiors.
Should I update? Don't really wanna touch smth that works perfectly without knowing if I really need the update. I love this mod and has been a permament staple of my LO for years, so thank you very much for making it and doing it so well.
If not updating In case you disable the mod it may happen that for some seconds the cloning continues.
So if it did not bother you ...
(And there beautifcation mods are essential. Once I was scared from Lydias face to death when SBF suddenly did not work. :-))
I need more info of how to reproduce this. All enemies are handled the same way.
At the moment it is found for cloning it is flagged as cloned (added to the MoreEnemiesCloneFaction) and so it is ignored for the next search. The clones are also added to the MoreEnemiesCloneFaction as soon they are created.
So only possibility is that something however prevents the flagging. Do you have any raider related mod that does some strange things with them?
The problem is not the overwriting of something of this mod. The problem is that many modders have no idea about how computers work.
If they loop through a huge table in one for next loop without giving time in between to the other threads that will cause lags.
Best use the 50:50 method to determine the causing mod.
This way I found mine.
But, I wrote this mod mainly for myself at the beginning and lags would have messed up the whole fun I had with it.
I had some when I accidentally created thousands of deers near the Abernathy farm during development.
But then I had constantly lags till I managed to thin out the herd. (Nevertheless, was fun to drive them towards my fortifications at Sanctuary Hills. :-) )
E.g.: - The cloning is done very slow to avoid crashs. 5 or 6 clones per 2 seconds
- Cloning is done only out of combat: (if you sneak and are *hidden*)
- Cloning is stoped while flying in a vertibird
- Cloning is interrupted OnLocationChange for 0.5s (Stability and performance reasons)
Due to my experience the stuttering on exploring was caused by other mods. (For me it was for example harmless sounding mods like better settlers as the use huge lookup lists instead of splitting them)
Even if you leave an area with a lot of spawned alive enemies they may need some performance to load when coming back but even then by the restricted number of combat AIs ist shouldn't be remarkable.
old gen/mod latest version
(Ah see. 2 deathclaws near old north church. I think in vanilla deathclaws near old north church is quite impossible. So there seems is another mod that spawns creatures involved. Maybe you just see the what that mod does.)
Originally posted by Muzzy (DinoHub):
A scripted deathclaw encounter in Concord during the When Freedom Calls quest, after defeating Gristle. It is probably the first deathclaw players will meet in the game.
This can sometimes bug out and be stuck in the ground.
All over the Commonwealth as random encounters, including possible attacks on any owned settlement.
A leveled deathclaw is scripted to appear at Garden Terrace on the roof of Haymarket Mall (sometimes a bug will occur preventing the deathclaw from jumping onto the terrace, so it will remain glitched onto the side of the mall, until the player attacks it).
Two random encounters can be triggered by throwing the switch on top of the tower in Lynn Woods. This can be repeated every few days once the area has respawned.
One can be found guarding the entrance to Old Gullet sinkhole. It is passive until it detects you when you first encounter it; once killed, respawns will often be permanently passive until attacked.
A scripted deathclaw can be encountered in the Museum of Witchcraft during the quest The Devil's Due.
A scripted deathclaw can be found in a tunnel off the gym area in the Boston mayoral shelter.
A scripted deathclaw can be encountered at the bottom level of the Kendall Hospital.
Two deathclaws can be found west of Natick Banks, by a few satellite dishes, fighting a behemoth. A leveled deathclaw can be found lurking around an abandoned garage with a tanker on the side of the building, a normal deathclaw can be found on the farm just up the road from the Matriarch, and one or two leveled deathclaws may be found around the church, fighting a group of leveled super mutants (depending on if the mutants were killed, prior to the player's arrival)
One can be found in the Robotics Pioneer Park, inside the first house from the fast travel point. Like the Gullet Sinkhole deathclaw, there is a chance that consequent respawns will be passive towards the player until attacked. (copied from wiki) Also, just level more
Especially at start with a level 1 character it is maybe to lower the number to 0 and 7.
I've tried doing the things like deleting remnant ini files, deleting the mod entirely and reinstalling it, etc. I have papyrus logging enabled and I'm seeing that this is responsible for, e.g., cloning bloodbugs when I have the maximum number of Bloodbug clones in the MCM set to zero.
I'm still on old-patch Fallout.
I'll do a test.
Edit: Can not confirm this. I started at Starlight drive in. Set all insects to minimum 0 and random 0. Than was swarmed by maybe 10 bloat flies at the Gorskis Cabin. Had a look in the log, but no cloning messages there for bloat flies. Assume they were some left overs from cloning before the load as cloning is done in whole loaded area. Then went to Wicked Shipping Fleet Lockup, as there are always some bloat flies there. But this time only found 3 of them. And no cloning messages in the log.
Can you help me to reproduce or at least find an explanation for what you have experienced?
If I encounter the issue again I will try to bring more detailed records.
What I have done so far to prevent spawns in the exterior and interior:
1) disabled mod in MCM. No additional spawns so the quest associated with that modifier works.
2) disabled interior and exterior spawning with mod enabled in MCM. Still randomly applying additional spawns in new areas and random encounters.
3) with 2, disabled interior and exterior spawning with mod enabled in in MoreEnimies.ini. Still randomly applying additional spawns in new areas and random encounters.
4) with 2 and 3, disabled interior and exterior spawning with mod enabled in Settings.ini. Still randomly applying additional spawns in new areas and random encounters.
5) with 2, 3, and 4, set global values for MoreEnemiesbExterior and MoreEnemiesbInterior to 0. Still randomly applying additional spawns in new areas and random encounters.
Log event ques this particular quest each time NPC/Creature cloned;
[MoreEnemiesEnemiesCollectionScript <alias enemiesCollection on quest MoreEnemiesSpawnQuest (14000F9A)>]: TIMER_INIT
[MoreEnemiesEnemiesCollectionScript <alias enemiesCollection on quest MoreEnemiesSpawnQuest (14000F9A)>]: Cloned: Toothless Jane numberOfClones:8
[MoreEnemiesEnemiesCollectionScript <alias enemiesCollection on quest MoreEnemiesSpawnQuest (14000F9A)>]: Cloned: The One Man Apocalypse numberOfClones:7
[MoreEnemiesEnemiesCollectionScript <alias enemiesCollection on quest MoreEnemiesSpawnQuest (14000F9A)>]: TIMER_INIT
[MoreEnemiesEnemiesCollectionScript <alias enemiesCollection on quest MoreEnemiesSpawnQuest (14000F9A)>]: Cloned: RadRoach numberOfClones:8
[MoreEnemiesEnemiesCollectionScript <alias enemiesCollection on quest MoreEnemiesSpawnQuest (14000F9A)>]: Cloned: RadRoach numberOfClones:7
[[MoreEnemiesEnemiesCollectionScript <alias enemiesCollection on quest MoreEnemiesSpawnQuest (14000F9A)>]: Cloned: Glowing Radroach numberOfClones:6
[MoreEnemiesEnemiesCollectionScript <alias enemiesCollection on quest MoreEnemiesSpawnQuest (14000F9A)>]: Cloned: RadRoach numberOfClones:5
[MoreEnemiesEnemiesCollectionScript <alias enemiesCollection on quest MoreEnemiesSpawnQuest (14000F9A)>]: Cloned: Glowing Radroach numberOfClones:4
[MoreEnemiesEnemiesCollectionScript <alias enemiesCollection on quest MoreEnemiesSpawnQuest (14000F9A)>]: Cloned: Glowing Radroach numberOfClones:3
[MoreEnemiesEnemiesCollectionScript <alias enemiesCollection on quest MoreEnemiesSpawnQuest (14000F9A)>]: Cloned: Glowing Radroach numberOfClones:2
[MoreEnemiesEnemiesCollectionScript <alias enemiesCollection on quest MoreEnemiesSpawnQuest (14000F9A)>]: Cloned: Glowing Radroach numberOfClones:1
Seems those two quests and associated scripts may be the culprit.
In and others I cancel the TIMER_START:
Event OnPlayerTeleport()
but in:CancelTimer(TIMER_START)
CancelTimer(TIMER_STOP)
CancelTimer(TIMER_CLEANUP)
StartTimer(0.5, TIMER_INIT)
endEvent
Function OnMCMSettingChange(string modName, string id)
So if you change the settings via MCM, there is a chance that the MoreEnemiesSpawnQuest is still started till the TIMER_START is canceled by an other event. Most likely by Event OnLocationChange or Event OnPlayerTeleport().StartTimer(0.5, TIMER_INIT)
EndFunction
I'll add this to the bugs section and will fix it I hope around the easter holidays. I hope my development enviroment is still working.
Did you read the description?
If not I think you'll find the answer for your question there.
MoreEnemies.esp
MoreEnemies - main.BA2
In \Steam\steamapps\common\Fallout 4\Data\MCM\Config
delete the MoreEnemies Folder
In Steam\steamapps\common\Fallout 4\Data\MCM\Settings
delete the MoreEnemies.ini
I think that should do it.
I updated the uninstall instructions as the MoreEnemies.ini is generated by MCM and contains the differences of your settings compared to the default settings and is not part of the zip.
Oh, sorry for the late answer was busy in real life.
The change was the fat marked part of:
- Cloning is done only for enemies who are not in a certain range (indoors 1024 in game units, 14.62m, outdoors 4096 in game units, about 60m).
=>
Cloning outdoors is suppressed if the enemies are closer then one cell size. This is to prevent that if you use other mods that spawn hostile NPCs too close that they are cloned and see it. Normally the vanilla game spawns them in further away so it was never a problem for me.
So what may now happen, but is intended, if you do a fast travel the nearby enemies to the target location are ignored for cloning. (But if they survive the next time when you approach them and they are further away then the 60m and are in the loaded area they are cloned then.)