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  1. sorrywerefull
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    Good news, everyone!

    I have added more settings to make your combat experience more customizable and enjoyable.
    You can now change how random the random NPC picker is for the spawner. Basically, the lower the randomness setting, the more NPCs from a single faction will be spawned before the NPC picker chooses a different faction. With a lower setting, you will get more group vs. group fights; with a higher setting, you'll get more NPC vs. NPC fights. Set it up how you like.

    Also, I added a setting for the interior war noise, because some people seemed to not like it.

    Lastly, I implemented an experimental fix for the "NPCs spawn indoors" bug that I cannot seem to emulate. To implement the fix, please click the "Activate DLC Features & Fallout 4-76 Allowance" button in the settings.
  2. greatryebread
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    I've been trying to run this ... even almost with only a few mods and this it crashes my game every time. Am I the only one that is non stop having it crash their game 100% no matter what spawn settings? I'm willing to try anything, its so damn frustrating at this point.

    edit: this mod is amazing while its running, I just want it all the time to work.
    1. sorrywerefull
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      when that happens, it's due to a mod conflict. This mod is generally very stable on its own. You probably have a mod going that underwent an update which deleted an item, but this mod is spawning NPCs that per information in your save file should have that item. When they spawn, the game searches for the base file of that item, can't find it, and crashes as a result.
    2. greatryebread
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      I'll try to remove more mods and let you know! I want it to work!
    3. reakktor909
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      While heavily testing this, I have mixed outputs about stability (V 1.80)

      My test case is:
      * clean save indoors (vanilla Sanctuary cellar)
      * choose preset via holotape menu
      * reset all spawns
      * enable raiders only
      * move out (to vanilla Sanctuary)

      As soon as I raise settings above lowest, game will often crash in about 20 seconds whenever loading a new cell. Pinpointing this around spawn limits, which may be too high.

      Prove me wrong, but as far I know the engine, there is a limit of 128 actors/cell, exceeding this will cause all kinds of weird stuff, usually a CTD. The default presets are well above that. If I'm lowering overall spawn limit to 75, it stabilizes somewhere, but still causes frequent crashes. Going down to 50 makes it quite stable.

      Before flaming about hardware, this rig is ways above top end and can cope with serious actor counts normally. Should also mention that I rose those values
      [Papryus]
      fUpdateBudgetMS=3.6
      fExtraTaskletBudgetMS=2.4

      I somehow fear that this setting makes enemies spawn too fast and overwhelms the engine, which then simply crashes. Testing these settings. But I need this to make Sim Settlements run fluently, which also hits the script engine quite heavily (e.g. On**() triggers).

      Just wanted to report this and hook in to the crash issue.
      Nevertheless, keep up the good work.
    4. sorrywerefull
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      Just because you disabled some mods doesn't mean that their scripts aren't still running. Unless authors put in getformfromfile checks for their loops, their loops may continue to run after the mod is uninstalled. I don't know what your mod loadout is so I can't really tell you what the problem is. However, if you previously had WOTC or Endless Warfare installed on that save, I wouldn't be surprised at your crashes. WOTC generates NPC oncellload/oncellattach which would explain ypur crashes on loading cells. Sim Settlements is also complex and it may have something to do with that.

      I have my max actor count set to 120 and have no problems. It's something going on in your save. If you really want to test Warlike's stability, try testing the mod in a new game with no other mods installed and see how it runs then.
    5. reakktor909
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      Mentioning "disabling mods" on post was misleading, removed that.
      Should have mentioned that I am testing this on near vanilla with only Unofficial Patches (https://www.nexusmods.com/fallout4/mods/4598/) via MO2 profiles.
    6. sorrywerefull
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      Being that I cannot emulate your stability issues and I have not gotten complaints in regards to stability with the sole responsibility of the instability falling on my mod since I overhauled the spawning system, I don't really know what else to tell you. I think it's something going on with your save, and I recommend you try the mod in a new game.
    7. reakktor909
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      >> have not gotten complaints in regards to stability
      Well, you got two now ;)

      Getting back to testing.
    8. sorrywerefull
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      have not gotten complaints in regards to stability with the sole responsibility of the instability falling on my mod
      I recommend you try a new game with the mod
      Don't complain anymore on this thread until you have, or your comments will be deleted because you are polluting the feed
    9. reakktor909
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      Apologizing for being rude, didn't want to.

      Think I have found the main reason for my crashes:
      Seems that somehow my game does not read/apply settings from Fallout4Custom.ini anymore. Since I have many vital compatibility and stability settings there, it's no wonder that game crashes as soon I put it under heavy load. May even be the cause for issues mentioned earlier.

      As soon as I moved the most important settings to main Fallout4.ini mod runs now quite flawlessly.
      Again, sorry for the noise.
  3. reakktor909
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    Reading the description I would have expected to see some real war between npc groups, even a follow up mod to WotC and Endless War, but I think I expected too much. Feels more like another spawner only (besides turf wars, of course).

    Spent hours of testing this and fiddling around with the numbers, but I either end up watching npcs stupidly doing close quarter fights around spawn points or seeing huge groups of enemies idling around.

    I think there a are two main issues with this mod and how it works, basically the same weaknesses like other spawn mods:

    1. random npcs spawn on same spot

    Scripts are creating random groups on the very same spot - they are simply dropped onto another, do some intense fighting within a small radius and that's it. This leads to endlessly creating huge piles of dead bodies, leaving behind only a few nearly dead enemies, all that within close distance around the spawn point.

    Fighting may be over before you get even close, the few survivors are only awaiting their deathblow, adding no challenge for the player, quite opposite. Also it's quite boring to watch those spawn battles over and over, and always on the same spots.

    Possible solution: New option - "spawn only one npc type on one spawn point at one time".
    This would lead to small groups/armies that may be a real challenge for the player and occasionally create a little war between groups of other spawn points if they get in sight of each other.

    You can achive this - to some extend - by heavily increasing the group sizes (6/8-12/16 or higher), but this leads only to next point:

    2. no patrolling or roaming behaviour

    Spawns are just idling around the spawn point. Especially when increasing group sizes, you'll hit some magical amount where only one type spawns. So far so good, but this blob is, well, just sitting on the spawn point. Not very warlike...
    And no big challenge either, one grenade to rule them all...

    To sum it up - would like to see groups wandering around, battling each other, actively patrolling and hunting - like in a war :). Maybe at least give spawns huge roaming radii and/or somehow more aggressive behaviour.

    WotC and Endles War may be old and crumpy but did better to avoid these issues, leading to a more "warlike" experience than this.

    I really, really hope to see some real battles/wars here too, eventually replacing both mods at once.
    1. sorrywerefull
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      The individuals in groups actually DO spawn a specific distance away from each other. If everyone doesn't think it's enough, I can change it.

      As for patrolling, the best I can do is use pathtoreference on the actors in the script. I'm not going to be implementing a patrol package for every single AI I use, because most of them are pulled from vanilla files, and I'd have to make custom AI if I wanted to do it that way.

      And at the end of the day, if you like WOTC and Endless Warfare better, then I don't really care. Use them instead, just be aware that they are notorious for crashing the game and running bad, probably BECAUSE of their AI behaviors, which run like trash in the Fallout engine.

      In the meantime, try installing arbitration - combat AI. It might make a difference for you. I'm already working on AI and group spacing changes as we speak.
    2. HadToRegister
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      reakktor909
      Reading the description I would have expected to see some real war between npc groups, even a follow up mod to WotC and Endless War, but I think I expected too much. Feels more like another spawner only


      I'm glad it's different than the two you mentioned, because those will eventually corrupt your save beyond repair, one especially so because it's clean up script quickly creates stack errors, while the other just bloats your saves until they refuse to load.

      I've got this installed and I'm having a hell of a lot of fun with it, because you never know where the enemies will spawn, with one of the two you mentioned you had static spawn points in some pretty poor locations such as directly across the little sanctuary creek where stuff would constantly spawn with no rhyme or reason as to why.
      Not to mention the Bug that made all the synths friendly, which made certain quests really really easy when they involved Synths, because you could walk through the entire quest line without firing a shot because the synths just stood there and watched their "Friend" go through the quest.

      The other one created spawn points that would silently dump you to the desktop if you got too close.

      This mod however, is really stable, and depending on your setting (Distance etc..) makes the world feel alive, even the distant gunfire adds to the atmosphere, much better than a bunch of supermutants popping into existence and then just standing there staring at each other while I continue working on my settlement across the creek in Sanctuary.

    3. sorrywerefull
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      Glad you like it. I'm going to be updating it soon to make it even more interesting
    4. HadToRegister
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      Ooh, it's like Christmas in May!!
    5. sorrywerefull
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      The new update is out. Read the changelog and try it out!

      Giving the mod a way to encourage more group vs. group fights has been a thing I've wanted to implement for a while. I love those big moments where I walk into a field that's filled with friendlies, and then a huge group of enemies shows up, and it turns into one colossal battle. Now it's possible to make that happen much more often.
    6. reakktor909
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      >>The individuals in groups actually DO spawn a specific distance away from each other.

      Don't know if something is going wrong here then, in my game random enemy groups spawn on top of each other on the very same spawn point(s) in current cell, regardless of type and faction, i.e. 3 robots+3 synths+3 deathclaws+3 raiders, all on same spot at the same time. Can do videos if needed, it's reproducible.

      >>In the meantime, try installing arbitration - combat AI.

      I switched to :
      - Pack Attack (https://www.nexusmods.com/fallout4/mods/30140)
      - Advanced AI Tweaks (https://www.nexusmods.com/fallout4/mods/27763)
      - AI Actor Limit Increase (https://www.nexusmods.com/fallout4/mods/38662)

      All seem to work very well with Warlike over here. Arbitration does too, but it's a more mild approach to it. Bring your own small army if using all together, be warned ;)

      >> if you like WOTC and Endless Warfare better, then I don't really care.

      Inevitable comparison ;)

      >>just be aware that they are notorious for crashing the game and running bad, probably BECAUSE of their AI behaviors, which run like trash in the Fallout engine.

      Hum, never had big probs with them. But what exactly does this mod try to achieve then? Just adding more braindeads?
      Why would I need *another* mod that creates just silly hordes?

      >>The new update is out.

      On it. Oh my, so nice to see a mod of this type being actively developed.
      Thank you very much!
  4. RoninSolo
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    I need your help. I like this mod but when I go indoors like when I enter a bunker I still hear gunfire nonstop.
    this should not happen, How do I fix this? Thanks.

    Ronin
    1. sorrywerefull
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      That's a feature of the mod. It plays external gunfire to show what's going on outside. It's for immersion, not a bug. The gunfire happens based on your settings in the mod. If you have crazy settings, you will hear crazy gunfire.
    2. RoninSolo
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      Thanks for the info. I am using medium settings.
      Is there a setting that allows for reduced gunfire sounds?
      Outside it's not an issue. I still think when you are in a vault.
      One should not hear small arms fire.
      The vault is my home base.

      Ronin
    3. sorrywerefull
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      I might add a setting for it over the next few weeks. It depends on how much bigger I can make this mod without things breaking.
    4. sorrywerefull
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      A setting to disable interior war noise has been developed, tested, and added. Update your version of Warlike and try it out!
    5. RoninSolo
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      Thank You. Going to try it out.
  5. HadToRegister
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    Just when I think this mod can't get any better...


    ...you update it and prove me wrong.
    1. sorrywerefull
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      Glad you are liking it.
  6. HadToRegister
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    I have a suggestion, if it's even possible.
    How about one extra setting called "Randomize" (based on your Description page, where you say you can 'shuffle' the different settings between templates where you describe different enemies etc?

    Or am I just derping, and that's already done by setting the Min/Max spawn times and Number of Spawns settings?
    1. sorrywerefull
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      the templates used to randomize which NPCs were enabled every time, but after I changed the spawner to a more efficient model, that was no longer possible. They still hold the other part of their original function, which is to choose all the rest of the settings for you. You have to pick NPCs now though.

      Any setting that has a min and max in the mod gets a number picked for it randomly within the min max range provided on every cycle. Group size, for example, gets chosen randomly from that range every time an NPC is chosen to spawn, and the actor counter counts up by 1 for every NPC spawned, as to prevent more NPCs spawning than the player specified.
    2. HadToRegister
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      OK, makes sense, the Min/Max time and number of spawns keeps everything random.
      I like that better actually, being able to pick a min/max time and number of spawns, that way I can set the range of randomness. :)
  7. Azurabane
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    The only downer is not controlling interior spawns. Don't like enemies spawning in cities or inside other interior structures when not needed or wanted :/

    Other than that, great mod!
    1. sorrywerefull
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      ...They shouldn't be doing that. Your game must have a world detection bug, or you aren't on the latest version of Warlike
    2. rylasasin
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      Yeah, I'm also having this now. They spawn inside of Nu Cafe Ola and the Rust Devil's base.
    3. sorrywerefull
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      I literally have an isininterior check and getworldspace check run on the player for every npc that spawns so I have no idea

      they might be following you in through the door, another mod is causing it, or you haven't activated the DLC parts of Warlike.

      And as always, try uninstalling, saving, then reinstalling if nothing else works. If worse comes to worse, try using the older versions I have available on the files tab while I look into the problem.
    4. rylasasin
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      This is from a 100% new game. And as far as the following through doors goes, I don't think so. They seem to appear all over the dungeon, not just by the door (at least in the Rust Devil lair). Not to mention I'm getting Trappers and s*** when I have "No DLC spawns outside of DLC zones" on.

      You know, there could be a mod idea in this little accident. Having random enemies appear inside of buildings like this sort of reminds me of Sands of Time/Ultimate Deadly Encounters/Way of the Dovakiin for Skyrim where enemies would also spawn behind/in front of you randomly in a dungeon. And while somewhat annoying due to the sheer numbers, I have to admit it is rather cool seeing enemies that should not be there duke it out with the ones that should, helps break up the monotony of these indoor segments.
    5. sorrywerefull
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      I'll just have to look into it, it seems to me like the engine is just bugging out because the spawn script is so big.

      I'm going to be adding a quest which introduces the player to the war through dialogue and actions (a full blown quest) as well as options in relations to the randomness of the spawns over the next few days/weeks. I will look into the script problem during.
  8. squamous77
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    Will NPC factions capture points from the player/each other or is the player the only person that does things? If they can, will they do it even when the player isn't around?
    1. sorrywerefull
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      npc factions actively take POIs from each other and the player through attacks that happen about once a month in-game. This is discussed in the main description.
  9. Azurabane
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    Do I need a new game for updating this? I'm not getting any spawns at all. Even when I click 100 times each unit I want spawn, it seems as though it never happens
    1. sorrywerefull
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      you need to enable spawns and activate the DLC content if you are using it with DLC or FO4-76
  10. HadToRegister
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    Does the spawn distance setting "STICK"?

    Because If I set the Spawn distance to 1,000, if I go back into the Spawn Distance Menu, it's always back to 6,000, while other settings in the pipboy stay at the settings I set them at, and say [SET] next to them.
    1. sorrywerefull
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      Fallout 4 treats global variables strangely. It is supposed to stick, but sometimes the engine goes crazy and forgets what that value is. Not really sure what causes it. It tends to happen when you change NPC spawn settings. Just take a look at the distance setting any time you change a significant number of things in the settings. It shouldn't change if you don't mess with the settings.
  11. HadToRegister
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    Sorry to see that you're retiring.
    You've created probably one of the greatest Spawn mods for Fallout 4's big empty world, and thanks to you, you've filled it with non-stop fun and action.

    A Kudos for you and your mods, and for making my game fun again.

    You will be sorely missed.
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