The scripted version of this mod is finally ready. It has an in-game menu for controlling creature spawn rates, and should have fewer stability issues than this one does. Because it works completely differently I have uploaded it as a separate mod.
Get the new version here:
http://www.nexusmods.com/fallout4/mods/11621/?
I'm not abandoning the original version here however. There is still merit in this approach, and when the creation kit comes out and xEdit can be finalized, this mod will be a very stable alternative for people who don't want to use the scripted version.
used this mod for over a year....it has now corrupted an entire characters save list... I can load any other characters load lists with the mod activated... though for a different character save list I cannot load a single one with this mod active. Weird. Use at your own risk.
FYI... More Spawns makes the game more fun by adding better fights, but there are many problem areas. The mod was last edited in 2016, so players who care either have to edit the mod in FO4Edit, ignore the issues, or just avoid the mod.
The 3 main problems are: 1. Locations with enemies that aren't meant to appear until certain points in quests or gameplay. (SPOILERS ahead) 2. Locations with enemies blocked by invisible walls or inaccessible doors. 3. Flickering landscapes.
- SaugusIronworks02 (Blast Furnace): 3 hostile Forged from this mod attack immediately, preventing quest speech-check option. - TiconderogaStation01 (Interior) Adds synths from the get-go, which can mess up speech checks or otherwise cause related quests to fail. - MassFusion01 (Interior): 1. BOS and synths shouldn't be here at all until a certain quest. Many BOS have been placed behind inaccessible doors, but are on your compass. 2. Gunners shouldn't be there during main quest. There are so many extra Gunners, that a dozen will just fall off the wooden bridge on the 3rd floor from crowding, and die without a fight. (I counted 17 actually). - ThicketExcavationsExt01-04: Thicket Excavations Raiders aren't meant to appear until "Pulling the Plug" is done. Affects the quest startup discussion with Sully. - USS Constitution: Feral dog pack can mess up the quest intro. - Boston Airport: (Ext04,05,10) 1. Ghouls are normally removed from the airport when BOS arrive, but the added mod ghouls continue to respawn forever. 2. After the BOS are destroyed, several BOS continually respawn on the ground, under and around the wreckage of the airship. - Extra Sentrybots are placed cage-traps behind National Guard Training Yard (Wilderness 8,9) and behind Somerville settlement (POIJS037). They obviously cannot all fit inside the cage, so they are active from the get-go, making the whole notion of a trap pointless.
Inaccessible areas: - GlowingSeaPOIDB02 (Hopesmarch Pentecostal church) cannot be entered due to invisible collision barriers, etc. - Atlantic Offices (GlowingSeaPOIJS02 and zUnusedFinancial23) cannot be entered due to invisible collision barriers, etc.
Flickering landscape - Near "Lonely Chapel" (Block -1,0; Sub-block -3,0; Wilderness -22, 7). 4 extra raiders placed in the space, cause all the nearby landscape to flicker.
Settlements with enemies that respawn - Croup Manor: extra ghouls respawn even after making it a settlement - Jamaica Plain: Many extra ghouls respawn here - Nordhagen: Not IN the settlement, but 2-3 raiders come in from across the bridge every time I arrive. - Coastal Cottage: While not IN the settlement, just north there is usually 1 deathclaw that respawns all the time. This mod adds 2 more, so that 3 deathclaws will see you if you happen to be at the north end of your settlement.
Unnecessary NPC that really do nothing. - Diamond City: Cats, brahmin, etc. - Good Neighbor: Extra guards that just stand around - County Crossing: Extra caravan guards just standing around.
Thank you for sharing information I checked the high version. Those using Far Harbor, the NukaWorld DLC, or UFO4P will need to use PRP or overwrite their cell data.
Land Flag Inconsistency 0000E828 GlowingSeaPOIJB03 0000E730 GlowingSeaPOIJS02 0000E748 GlowingSeaPOIDB02
For everyone wondering, this mod causes massive mesh issues in the glowing sea. Atlantic offices and the sunken church for example. It makes these locations unplayable. Other than that the mods works fine.
Interesting. I've used this mod since it was uploaded and I've never had a single problem in those areas (and I go there often). Maybe I'm just not noticing something, but "unplayable" is definitely something I'd notice.
This mod places vanilla npc records That is it, no scripts, nothing There can only be conflicts You got to manage load order conflicts Run FO4Edit conflict check It will show you all the mods conflicts you have
Good morning sir. I am from ps4 and i wanted to know if you are interested to create a mod which add a places where respawn nukalurks , hermot crabs , gatorclaws and aliens because these enemies dont have a respawn for some reason would be a good moment to give them more use because the most of mods dont add them to the map like another enemie to fight in a diferent situation. If you ask me about what places can be good i think that the best would be add only 1 place where 1 of these respawn and the same with the rest because in my experience with mods which add respawn to some enemies it can give a lot lag if they are a lot respawn places and worse if these are near to Boston in the city . my idea would be : Gatorclaw respawn place: outside of the zoo of nukaworld near to the entrance because once you complete dungeon and claim the place for raider , the place become a boring place where you only trade or loot a chest so would be funn like your raiders are fighting agains a creature more frecuent. Nukalurks respawn place: Outside of the nuka cola plant where you fought agains queen nukalurk and their babies Hermit crab respan place: In far harbor in a emty place where there arenot enemies and have a good space because this enemie is big and can give problems in the gameplay in a close place or with alot structure near Aliens respawn place: Outside of the cave where you find the alien , if it is posible , i would like that they were 3 more aliens to give a chalenge because they have low health and a reference to the help that alien got calling to their friend in that cave. A way to farm alien blaster ammo and alien blasters . Another mod which can be really good would be one which let you keep to deacon like companion because ehen you want do institute ending is the only companion even with mods you will lose . Because i saw mods which let me keep cage, danse and x23 but no one tried to do this with deacon for institute players unfortunelly
Does MoreSpawns_Extreme is your mod? I found I have a mod I downloaded in the pass named that......I like that mod but ,some npc won't attack me , and my companion sometimes won't attack them too...(excepet companions hurt by them..)
803 comments
Get the new version here:
http://www.nexusmods.com/fallout4/mods/11621/?
I'm not abandoning the original version here however. There is still merit in this approach, and when the creation kit comes out and xEdit can be finalized, this mod will be a very stable alternative for people who don't want to use the scripted version.
More Spawns makes the game more fun by adding better fights, but there are many problem areas. The mod was last edited in 2016, so players who care either have to edit the mod in FO4Edit, ignore the issues, or just avoid the mod.
The 3 main problems are:
1. Locations with enemies that aren't meant to appear until certain points in quests or gameplay. (SPOILERS ahead)
2. Locations with enemies blocked by invisible walls or inaccessible doors.
3. Flickering landscapes.
- SaugusIronworks02 (Blast Furnace): 3 hostile Forged from this mod attack immediately, preventing quest speech-check option.
- TiconderogaStation01 (Interior) Adds synths from the get-go, which can mess up speech checks or otherwise cause related quests to fail.
- MassFusion01 (Interior):
1. BOS and synths shouldn't be here at all until a certain quest. Many BOS have been placed behind inaccessible doors, but are on your compass.
2. Gunners shouldn't be there during main quest. There are so many extra Gunners, that a dozen will just fall off the wooden bridge on the 3rd floor from crowding, and die without a fight. (I counted 17 actually).
- ThicketExcavationsExt01-04: Thicket Excavations Raiders aren't meant to appear until "Pulling the Plug" is done. Affects the quest startup discussion with Sully.
- USS Constitution: Feral dog pack can mess up the quest intro.
- Boston Airport: (Ext04,05,10)
1. Ghouls are normally removed from the airport when BOS arrive, but the added mod ghouls continue to respawn forever.
2. After the BOS are destroyed, several BOS continually respawn on the ground, under and around the wreckage of the airship.
- Extra Sentrybots are placed cage-traps behind National Guard Training Yard (Wilderness 8,9) and behind Somerville settlement (POIJS037). They obviously cannot all fit inside the cage, so they are active from the get-go, making the whole notion of a trap pointless.
Inaccessible areas:
- GlowingSeaPOIDB02 (Hopesmarch Pentecostal church) cannot be entered due to invisible collision barriers, etc.
- Atlantic Offices (GlowingSeaPOIJS02 and zUnusedFinancial23) cannot be entered due to invisible collision barriers, etc.
Flickering landscape
- Near "Lonely Chapel" (Block -1,0; Sub-block -3,0; Wilderness -22, 7). 4 extra raiders placed in the space, cause all the nearby landscape to flicker.
Settlements with enemies that respawn
- Croup Manor: extra ghouls respawn even after making it a settlement
- Jamaica Plain: Many extra ghouls respawn here
- Nordhagen: Not IN the settlement, but 2-3 raiders come in from across the bridge every time I arrive.
- Coastal Cottage: While not IN the settlement, just north there is usually 1 deathclaw that respawns all the time. This mod adds 2 more, so that 3 deathclaws will see you if you happen to be at the north end of your settlement.
Unnecessary NPC that really do nothing.
- Diamond City: Cats, brahmin, etc.
- Good Neighbor: Extra guards that just stand around
- County Crossing: Extra caravan guards just standing around.
I checked the high version.
Those using Far Harbor, the NukaWorld DLC, or UFO4P will need to use PRP or overwrite their cell data.
Land Flag Inconsistency
0000E828 GlowingSeaPOIJB03
0000E730 GlowingSeaPOIJS02
0000E748 GlowingSeaPOIDB02
Far Harbor
0000E400
Nuka World
0000DFB7
0000DF30
0000DF52
UFO4P
0000E289
0000D908 POIRJ13
This mod places vanilla npc records
That is it, no scripts, nothing
There can only be conflicts
You got to manage load order conflicts
Run FO4Edit conflict check
It will show you all the mods conflicts you have
I am from ps4 and i wanted to know if you are interested to create a mod which add a places where respawn nukalurks , hermot crabs , gatorclaws and aliens because these enemies dont have a respawn for some reason would be a good moment to give them more use because the most of mods dont add them to the map like another enemie to fight in a diferent situation.
If you ask me about what places can be good i think that the best would be add only 1 place where 1 of these respawn and the same with the rest because in my experience with mods which add respawn to some enemies it can give a lot lag if they are a lot respawn places and worse if these are near to Boston in the city .
my idea would be :
Gatorclaw respawn place: outside of the zoo of nukaworld near to the entrance because once you complete dungeon and claim the place for raider , the place become a boring place where you only trade or loot a chest so would be funn like your raiders are fighting agains a creature more frecuent.
Nukalurks respawn place: Outside of the nuka cola plant where you fought agains queen nukalurk and their babies
Hermit crab respan place: In far harbor in a emty place where there arenot enemies and have a good space because this enemie is big and can give problems in the gameplay in a close place or with alot structure near
Aliens respawn place: Outside of the cave where you find the alien , if it is posible , i would like that they were 3 more aliens to give a chalenge because they have low health and a reference to the help that alien got calling to their friend in that cave. A way to farm alien blaster ammo and alien blasters .
Another mod which can be really good would be one which let you keep to deacon like companion because ehen you want do institute ending is the only companion even with mods you will lose . Because i saw mods which let me keep cage, danse and x23 but no one tried to do this with deacon for institute players unfortunelly