How is the stability of the game with this mod on ? does it make your game crash more ?? i have seen some very bad memory leak with fallout 4 and i think this could kill your savegame if too many enemies like that spawn around you.
Well, looks like I"m going to be playing Fallout 4 after a long ass hiatus. Just one question, is there a way to set which enemies is is it every enemy in the game? I'm just asking 'cus I think having hordes of raiders and gunners and synths would be an interesting option instead of just every enemy including mutants and the sort trying to murder you.
i am working on more lore friendly spawn point in the next update as soon as i have time in hand
to get what you ask a war of human faction if im not misunderstand it is possible to remove a npc race from my random levelist but you need a tool like CK or fo4edit to do that (my mod does not aim to use complicate script that why there are no option in game)
i hope you and everyone can wait
there another 2 version of mod in this series if you interesting just search for "robot uprising" and "animals" on nexus
Hi nicht schlecht die idee, aber ein bisschen zu heftig finde ich. Nur ein Vorschlag ( wenn möglich ist ), Füge doch ein Tag und Nacht Zyklus ein. Tag 50% und Nacht die einstellung deines mod oder wellen angriffe mit bestimmten bedienugen Stürme oder voll mond oder Orte. Den so wie dein mod jetzt ist unglaubwürdig, Tag und Nacht angreifen immer und immer wieder nein, bei Menschen ( nicht wirklich aber möglich ) und Maschiene ok aber Tieren und co nein. Vergiss nicht das ist ein Rollenspiel nicht Fortnite oder PUBG. Dein Mod ist was für Endgame player. Hm oh vielleicht solltes Stufen weise (wenn möglich) die Spawn rate erhöhen. Den dein Mod ist intressant werde es trackern mit deinen anderen mods vielleicht kommt was gutes dabei heraus, viel erfolg bei deinen bemühungen.
thank you very much for ur suggestion i have use google transalator i will update my mod soon let me see about ur idea
"Hi not bad the idea, but a bit too hard I think. Just a suggestion (if possible), add a day and night cycle. Day 50% and night the setting of your mod or waves attacks with certain used storms or full moon or places. The as well as your mod is now unbelievable, day and night attack over and over again no, with humans (not really possible) and machine ok but animals and no. Do not forget that is not a RPG not Fortnite or PUBG. Your mod is something for Endgame player. Hm oh maybe it should step wise (if possible) increase the spawn rate. Which your mod is intressant will it trackers with your other mods maybe something good comes out of it, much success in your efforts."
Where are you seeing that? The mod adds NPC's to hundreds of cells. Which cells specifically are you referring to that break previs? Are you noticing a performance drop in-game, and if so, where? There are cells where the official Bethesda DLC has altered previs and precombine data, and this mod carries over those changes, including the previs timestamp, but that's different than breaking it.
I have not looked at or even downloaded this mod but adding things never breaks previs as far as I know.
But idk how spawn markers work. I know other modders created very specific ways to add extra npc spawns and the effort and work that they put in to add these npc spawns while minimising performance hit tells me that probably, this method is gonna create a big performance drop. Maybe I'm wrong?
According to the XEdit this file does not break previs/precombines. You can set up a custom filter to look for broken previs/precombines in a mod. I got the setting from the forums: https://forums.nexusmods.com/index.php?/topic/5522717-fallout-4-optimization-and-performance-systems-explained/page-21
Broken previs/precombines is a big problem with this game because you can accidentally break previs/precombines if you nudge or even select an item in a cell because the CK is a buggy mess. You have to be very careful when editing cells, clean your mod and run the above filter to check for problems before you publish.
Don't bother, the OP doesn't know what he is talking about, NPC's can't be combined into a single mesh, so it doesn't do anything to the gameworld in terms of breaking combined meshes (previs system).
He's probably just messing with ya, like trolling, you should ban the guy from your mods..
You are right NPCs can not be added to precombines but when you add spawn markers in the world where do you think those go? They go in worldspace records which contain precomined and previs data so if you alter that data or over ride another mod that changed that data then yes you can break precomines/previs data.
So it would be an good idea to keep this mod high up in your load order so it will not over ride other mods that possibly have changed some precombines or previs data and also make sure all precomined and previs data is carried over to this mod from all the DLC.
How about you make it so it's: 1. Not Spawn nearby Settlements, this give players some preparation time also allow player to play as usual, keep as it is in Hardcore. 2. Implement level scaling for "standard edition", keep as it is in Hardcore. 3. Implement 12 or 20 real hour spawn interval, keep as it is in Harcore.
Hi the mod sounds great but mod manager wont download it nor will it load it if manually downloaded. 7zip wont extract the files on a manual download either. Any suggestions?
i'm still assuming inside settlements are safe? i mean would suck to find a horde of super enemies every time you come back to a populated and defended area, outside settlements is fine and dandy, makes sense but inside where its bunkered down and defended would be kind of off putting :(
The "Mod Manager Download" button uses what ever program you have associated with the Nexus download link. You can use NMM, Vortex or MO Vortex is not required. The community version of NMM is working just fine for me on all my Bethesda games.
37 comments
(in this video cheats has been use for testing purpose)
Enjoy!!
to get what you ask a war of human faction if im not misunderstand it is possible to remove a npc race from my random levelist but you need a tool like CK or fo4edit to do that (my mod does not aim to use complicate script that why there are no option in game)
i hope you and everyone can wait
there another 2 version of mod in this series
if you interesting just search for
"robot uprising" and "animals" on nexus
they are my own mod too
i will update my mod soon let me see about ur idea
"Hi not bad the idea, but a bit too hard I think. Just a suggestion (if possible), add a day and night cycle. Day 50% and night the setting of your mod or waves attacks with certain used storms or full moon or places. The as well as your mod is now unbelievable, day and night attack over and over again no, with humans (not really possible) and machine ok but animals and no. Do not forget that is not a RPG not Fortnite or PUBG. Your mod is something for Endgame player. Hm oh maybe it should step wise (if possible) increase the spawn rate. Which your mod is intressant will it trackers with your other mods maybe something good comes out of it, much success in your efforts."
But idk how spawn markers work. I know other modders created very specific ways to add extra npc spawns and the effort and work that they put in to add these npc spawns while minimising performance hit tells me that probably, this method is gonna create a big performance drop. Maybe I'm wrong?
Broken previs/precombines is a big problem with this game because you can accidentally break previs/precombines if you nudge or even select an item in a cell because the CK is a buggy mess. You have to be very careful when editing cells, clean your mod and run the above filter to check for problems before you publish.
He's probably just messing with ya, like trolling, you should ban the guy from your mods..
So it would be an good idea to keep this mod high up in your load order so it will not over ride other mods that possibly have changed some precombines or previs data and also make sure all precomined and previs data is carried over to this mod from all the DLC.
1. Not Spawn nearby Settlements, this give players some preparation time also allow player to play as usual, keep as it is in Hardcore.
2. Implement level scaling for "standard edition", keep as it is in Hardcore.
3. Implement 12 or 20 real hour spawn interval, keep as it is in Harcore.
i will try my best to reply to you
1. no
2. no
3. no
https://www.twitch.tv/videos/382117116
anyway thank you agian
my cpu are not strong enough to record my own mod