About this mod

Human enemies, mutated creatures, robotic machines, and other experimental enemies, formerly exclusive to DLC regions, now roam freely in the Commonwealth. Enemy spawns are executed with leveled lists.

Requirements
Permissions and credits
Changelogs
DETAILS

I genuinely couldn't find a mod that simply adds DLC enemies into the Commonwealth, so I made this mod (after the release of this mod, I later discovered mods like Crazy Safari and DLC Creatures in the Commonwealth). I don't like the idea of hand-placed enemy spawns or changes to enemies' stats, and felt it made more sense to just have an option for players that want to see different types of enemies without worrying about anything complex (as this just adds DLC enemies into vanilla spawn lists).

This mod is of course intended for those who have completed all the quests or simply want to fight the DLC enemies right away and are not worried about lore or balance.


FEATURES

Enemies formerly exclusive to the habitats and territories of regions like Nuka World and The Island, as well as buildings and interiors associated with the Mechanist, now roam the Commonwealth. Each expansion enemy type has been added to the appropriate base-game enemy equivalent spawn list. Different versions of this mod are available featuring different enemy gameplay including Human, No Humans, Robot, Animal, and more. New human enemy encounters include pack raiders, disciples, operators, trappers, and rust devils. New encounters featuring exclusive non-native creatures (in addition to DLC variants of native Commonwealth creatures). More enemy robot encounters associated with the Mechanist. Hermit crabs have the chance to be disguised as vans (Expanded Hermit Crab Encounters).

INSTALLATION

Install any required files. Choose your preferred files to install. For manual installation, extract the file to your game’s data folder. For a mod manager installation, install the file with your preferred mod manager.

KNOWN ISSUES

Issues with invincible insect enemies is being tested and worked on. Legendary rad-rats are known to be explosive on death, to change this gameplay use the provided file in the file section (Non-Explosive Legendary Rad-Rats). Issues with Whitechapel Charlie hostility will be fixed in the next update. Any invincible enemies are not intended and considered bugs that should be reported.


COMPATIBILITY

This mod only makes changes to enemy creature and enemy character spawn lists. No manually placed spawns have been added. The mods Crazy Safari and NPCs Travel are considered partially compatible as using these mods with Expanded Commonwealth Enemy Encounters will result in decreased enemy spawn variety (this also applies to any additional mods that modify enemy spawn lists).

PLANNED FEATURES

All enemy encounters will scale with the player's current level in the next update. In a future update, all vanilla and DLC enemies in the game will have a chance to be encountered in every region (Nuka-World enemies on The Island, Far Harbor enemies in Nuka-World). More versions only including specific DLC enemy encounters is planned such as Far Harbor Commonwealth Encounters and Nuka-World Commonwealth Encounters. Encounters of raiders formerly affiliated with Sinner leave Nuka-World, after the associated quest has been completed. Hostile, enemy ghostly creature gulper variants planned.

CREDITS

Some parts of this mod were inspired by features from the mods Trappers in CommonwealthDLC Creatures in the Commonwealth, and Crazy Safari Redone.