Would live this at about 10%-25% frequency. Worried this might be a bit much and just become annoying af after a few hundred hours. Making a hardcore playthru but want to enjoy the challenge. At high levels im worried this just becomes a chore. Imo
After narrowing down why the weapons workbench is gone from the Red Rocket when you first start, I triple checked and with this mod installed the workbench is gone. Unchecking this mod the workbench is back.
Would love other creature versions of this as well - Like Gulpers, Fog Crawlers, Mirelurks (Every variant), Mutant Hounds, Wild Mongrels, Radscorpions, Bloatflies, Bloodbugs, Stingwings, Yao Guai or Deathclaws. Thanks!
Love this mod! Can't believe it doesn't have more downloads. Would love to see more mods like this that add nuka world ants, crikets, rats, etc around the commonwealth
@PhanomGames Thanks a lot for the Radspider version, I love it ! Noob question : I'm using Unique NPCs - Creatures and Monsters of the Commonwealth mod (https://www.nexusmods.com/fallout4/mods/24357) which already included Rad Spiders - Giant Spiders of the Commonwealth, so does it means I can use your Radspider version without the Rad Spider original mod requirement ?
just a note to anyone curious, you can use both Roaches and Spiders at the same time with no performance or mod conflicts, the only issue is that Roaches and Spiders will fight as soon as spawned and the spiders will often win the battle
Hm. So at every spawn there's a 20% chance for a roach not to spawn, and a 40% chance for a spider not to spawn.
In the version I play with, every creature in the game (minus bosses) can spawn at any of the cu_random spawnpoints. Leads to stuff like BOS "dynamically" taking over a town.
Was doing a looksee at it in fo4edit, saw some leftovers in the persistent cell? Also what is CUDutyCommand and CUDutyEntrance for? I see you said you pulled this from a larger mod... hopefully those leftover ties don't cause any harm.
So for load order, this looks like it should be before anything that edits previs records... including that obtuse Unofficial Fallout 4 patch. As all the previs timestamps in this roach mod are based off the vanilla ones. So like as well, if you have BostonFPSFix, that should load after the roaches too since it fixes all the previs in a huge central cluster.
Yeah, it's pulled from a massive mod I've been working on off and on. Those cells are leftovers I forgot about, but they're just holding cells, so there's no issues with it, as there's no scripts driving anything to those cells. I'd remove all that, but I'm not really experienced with FO4edit, and it's hard picking out from the thousands of changes.
As for the precombine data, yeah it's possible it may break some precombines, so it should probably be loaded higher up. I'll add that to the description.
30 comments
Noob question : I'm using Unique NPCs - Creatures and Monsters of the Commonwealth mod (https://www.nexusmods.com/fallout4/mods/24357) which already included Rad Spiders - Giant Spiders of the Commonwealth, so does it means I can use your Radspider version without the Rad Spider original mod requirement ?
In the version I play with, every creature in the game (minus bosses) can spawn at any of the cu_random spawnpoints. Leads to stuff like BOS "dynamically" taking over a town.
Was doing a looksee at it in fo4edit, saw some leftovers in the persistent cell? Also what is CUDutyCommand and CUDutyEntrance for? I see you said you pulled this from a larger mod... hopefully those leftover ties don't cause any harm.
So for load order, this looks like it should be before anything that edits previs records... including that obtuse Unofficial Fallout 4 patch. As all the previs timestamps in this roach mod are based off the vanilla ones. So like as well, if you have BostonFPSFix, that should load after the roaches too since it fixes all the previs in a huge central cluster.
As for the precombine data, yeah it's possible it may break some precombines, so it should probably be loaded higher up. I'll add that to the description.