Does this mod also equip these spawn raiders with weapons from raider LL?
I used SKK npc replacer, with setting to replace all creatures with feral ghouls.. Because what ever race is used to replace bugs etc, wont spawn with weapons.
Fo4 creatures are just not fun opponents. Really enjoying the increased number of humanoids. Maybe a Super Mutant swap with Gen1 synths? Since they appear to also scavenge, take Arcjet for example, and super mutants are located at good scavenge sites.
I can't complete taking independence since the queen wont show up. I read from another comment that there was a trapper in the water and I killed him but still nothing. I tried uninstalling the mirlerk replacer but it still wont work. Does anyone have any idea how to fix this.
This is causing sheer chaos and carnage all over my Commonwealth. I am not complaining at all, I love it this way but it is really hard to get from one place to another now. I use SKK Random Encounters, and now I get the spawns from that fighting a bunch of scavvers, trappers and disciples. The are on two legs now so they will run off into other areas if they detect any combat.
Because SKK spawns DLC content I often get two different groups of trappers and scavvers fighting it out, often over other dead bodies. Turned the areas around Concord in a Warzone style area with multiple battles raging all over the place. I have a good system, or else I think I would be getting a bunch of lag and crashes.
Yes, I can disable the extra SKK spawns, that brings it back to just a vanilla style human combat filled area, but why would I do that.
Yeah, this works, and I don't have to deal with bugs and crawlies anymore. Just be aware that based on what other mods you use, you could end up with a hellzone of endless combat and carnage.
One thing I did notice is that I still have molerat piles in several areas and they don't clean up when I take over a workbench. Kinda just buried there halfway, but the base game has that already to some extent.
Great idea, and this is never leaving my load order.
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I used SKK npc replacer, with setting to replace all creatures with feral ghouls.. Because what ever race is used to replace bugs etc, wont spawn with weapons.
Because SKK spawns DLC content I often get two different groups of trappers and scavvers fighting it out, often over other dead bodies. Turned the areas around Concord in a Warzone style area with multiple battles raging all over the place. I have a good system, or else I think I would be getting a bunch of lag and crashes.
Yes, I can disable the extra SKK spawns, that brings it back to just a vanilla style human combat filled area, but why would I do that.
Yeah, this works, and I don't have to deal with bugs and crawlies anymore. Just be aware that based on what other mods you use, you could end up with a hellzone of endless combat and carnage.
One thing I did notice is that I still have molerat piles in several areas and they don't clean up when I take over a workbench. Kinda just buried there halfway, but the base game has that already to some extent.
Great idea, and this is never leaving my load order.