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Sorrywerefull

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sorrywerefull

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36 comments

  1. sorrywerefull
    sorrywerefull
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    I may be making a tutorial on how to make this mod soon

    Little update. The spawn distance setting is actually listed in inches, not feet. Made that textual change in 1.1. .
  2. originalsnub
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    I love this mods method, but i am having one problem with it: getting a lot of script lag every minute or so, recurrently. I suspect this is from the quest scan. Will spawn settings ease this any? it hangs up for about 10-15 seconds at at time.

    Thank you for your excellent work, i think this is the most stable spawner ive seen. If only it didnt hang up like it did. Most definitely still watching this, maybe theres some work i can do on my end with handling.
    1. terminator777
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      Hey originalsnub I'm also getting a lot of lag like you since installed this mod. I think out sorrywerefull should add 1 option to this mod call disable spawning. 
      Right now I use "Clear the spawning pool" so enemy wont spawn anymore but the script still runnin & cause laggg
  3. FoxHoliday
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    hopefully some one can help, but enemies just boop out of reality when killed, just disappear instantly, i dont know if its load order or mod conflict related, also friendlies spawn with the wrong weapons, like their weapons are randomized or something. If some one has a fix or solution reply to this post
  4. mcpandastudios
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    spawned npc's disappear as soon as i kill them, could you add a despawn timer? or tell me what to do to switch to a delayed despawner 
  5. criana24
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    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
  6. mrdesiballer
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    THIS MOD LOOKS PERFECT! 
  7. MadMaxton
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    how do you use it
  8. khallosmara
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    I have 70,000+ active scripts in my save all saying "simplespawnercleanupreset"
    1. sorrywerefull
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      Is that still going on
  9. ILive66Failed
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    I don't think I quite understand how this mod works yet. If I set the NPCs before cooldown at say 50, will the game just spawn 50 NPCs somewhere and if I happen to miss them that's just the end of that? Or does it repopulate as you move along?

    I ask because I tried just this, and I saw a huge group of raiders spawn across a bridge, and just stand there. I left them there and since then...nothing. Mind helping me understand how things are supposed to work? I love the variety of NPCs you have and I'm eager to make this work, so please don't take this criticism, just a request for some clarification.

    Edit: On another note, what does the "Initialize" button do? Because the spawns start before I click it, which is what I assumed it was for.
    1. sorrywerefull
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      The showcase video contains information regarding the spawning system and its settings. It's been a while since I made it so I don't remember what's all in there but you should try watching it and see if it helps
  10. zoobxms
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    i have a bunch of mods installed so it might be a conflict, but this mod doesn't appear to do anything. Menu comes up, i set all the settings but nothing happens after that.  I couldn't find any "spawn now" feature so i guess it's on a timer or something, but in any case i set everything and wandered about and nothing spawned except the usual few enemies here and there.  I had set it to spawn 50 things and "add all". 
  11. GrankNutt4
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    I've had some specific issues with this mod (Version 1.0). Enemies will spawn without problem, however they despawn the very second i kill them. Got spawns really low (group min 3 - max 6, and only 12 before cooldown), so the issue being that there are too many on the map is out of the question. Also, if i initialized the mod before going to concord for the first time, the game would crash every time it tried loading in the battle sequence between Preston Garvey and the raiders. If i did that part before initializing the mod, there were no problems (aside from the aforementioned despawn)
    However, it would be dishonest not pointing out that i have watched you play with this mod, and i did not see the same issue in your game, and that i tried this along with other mods. I'll try a vanilla test save and see if i can't get it to work better there.

    Never experienced this with "warlike" (Version 2.62), which i find pretty weird being that you described it as more buggy than this, still i seem to have some mystery conflict here. Unless i figure this out, i guess i'll just stay with "Warlike".
    The only reason i posted this here was in case you may have an idea of what type of mods that could be causing this "despawn problem".
    1. sorrywerefull
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      Warlike has bugs revolving around the boss spawns, interior spawns, and DLC based POIs that you can capture. This mod doesn't seem to really (and I say it that way because these things tend to present bugs later that I never saw before). The body cleanup system in this mod just works a lot more efficiently and is cleaning up bodies quicker for users than I anticipated. There is a quest running that constantly scans the environment for dead NPCs, and there is a "chance" that a discovered body will be cleaned up when the cleanup quest realizes the NPC it is looking at is dead. I do plan on reducing that "chance" once I have some down time! In the meantime, if you had more enemies spawning before cooldown, the engine will have more things going on and therefore slow down the overall cleanup process - but not everybody wants to have a lot of spawns like that.
    2. RandyEischer
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    3. Aramiteus
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      I think Piles of Corpses will not help, as it just increases the global settings (like for example: iHoursToClearCorpses) for the vanilla despawn of the game. If a new scanning quest runs and deletes the deads, then the vanilla despawnig is bypassed. (I hope the deletion is done in a way that it does not mess up some of radiant quests or NPCs Travel that rely on respawning of deads.)