Fallout 4

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Engager

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Engager

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  1. Engager
    Engager
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    Since i'm working at larger scale spawn mod i haven't got much time to improve this plugin right now. Hovever, this small project can use much more work on some new ideas, and if you are up for help with that it would be gladly appreciated (with appropriate credit as one of the mod authors of course). Things that need to be done don't exactly require for you to be a modder, just to be a good settlement builder will suffice. Here is the list of my ideas:

    1) First thing to do is to set up a proper town in the glowing sea, populated with some children of atom and some ghouls maybe. It should be an expansion of the Crater of Atom. This could be done with building in the area using some of build settlement anywhere mods out there, just like this one: http://www.nexusmods.com/fallout4/mods/1050/? , and using some mods that unlock more buildable objects. Then the settlement will look good enough, the whole data of ID's and position/orientation of placed objects could be extracted from the savegame for example, or by using console commands. After that the whole thing could be placed into mod ESP and became a part of the mod. After that we can place vendors, NPC's patrols and so on. This should be done in the some kind of lore friendly way, or by creation of new lore the Glowing Sea area, that can be later be scripted using released GECK. This idea is not restricted to the crater area, and could be used in other places of glowing sea as well, where the author will feell that is appropriate. If somebody is up for this work, please, let me know.

    2) More spawnzones could be placed or existing ones can be modified in the way the people like, and to suit some kind of lore around the Glowing Sea area. This job can be done by defining/modifying spawnzone records, format of witch is shown in the comments section. The area could be populated in any way, while maintaining a general idea that the place is a warzone. Also if one can get a set of positions for patrol routes it will also be great. This all can be done by walking around and getting your position by the console commands "getpox X", "getposY", "getposZ" after targeting yourself with command "prid player". If somebody is up for this task, it will be also gladly accepted.

    I know that it is a lot of work to be done. But this is too much for one person. Bethesda built the game with the team of designers, and moders and players should also work together if want to make something good and big.

    So, if somebody wants to take part in Glowing Sea enhancement, please let me know.
  2. FoolsRequiem
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    Can I just say that I'm glad you didn't just delete this mod after replacing it with Commonwealth Extended and War of the CommonWealth. This is the only mod that increases the spawns in the Glowing Sea and it's the only place I want increased spawns right now.
  3. Marshles
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    I have found myself running around the glowing sea having a blast however, when got back to missions, i have found that I can't get into the Glowing sea's Atlantic offices and that there are some invisible walls blocking me. Google exploration lead me here: https://steamcommunity.com/app/377160/discussions/0/154644928862193855/ but I didnt have that mod however it reminded me of your mod which I had installed. I disabled your mod and voila! I am able to navigate the full Atlantic Offices. Hope you fix soon because your mod is a blast! (endorsed!!)
  4. JackJones93
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    Love this mod to bits, keeps me on my toes in fully upgraded x-01. One suggestion I have would be to reduce the number of sentry bot spawns, purely for balancing purposes. In the span of 5 minutes I acquired about 30 fusion cores, since you get 2 off of each of them.
    1. Engager
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      I certainly can do this, but what about bigger risk - bigger reward balance? Or maybe better to remove fusion core loot from sentries completely? I will keep this in mind next time i update the mod.
    2. JackJones93
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      If you can find a way to remove fusion cores only for the ones in the glowing sea that would be nice, or if you can't make it only one instead of two. The risk/reward thing gets kinda screwed when you find 4 of them bunched up together and you crit them from a distance with Big Boy, which you could argue is very expensive mininukewise (yes, that is now a word), but you would only need to do this a couple of times to be set for a very long time.
    3. milkingthemaid
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      @jackjones93 don't forget you don't have to pick them up. I just leave them and continue fighting. If I really feel like looting then just loot the legendary enemies.
    4. STUV101
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      I acquired 99 fusion cores in 30 minutes, but my god did i use up my missiles lol
  5. CrushBoss
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    I would prefer a light version to be added. I play on survival difficulty with lots of difficulty mods to make the game harder. The current normal version is a bit too much for my game.
    1. Engager
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      Ok. No problem. What do you think suits you better: reduce number of enemies in the group or decrease number of spawn points? If group enemy number job is easy. Just say me the numbers that you like, normal version uses:

      If GsNewSpawns(I).Faction = "Mutant" Then GsNewSpawns(I).NUnits = (Rnd * 3) + 3 ' 3-6.
      If GsNewSpawns(I).Faction = "Synth" Then GsNewSpawns(I).NUnits = (Rnd * 3) + 3 ' 3-6.
      If GsNewSpawns(I).Faction = "Robot" Then GsNewSpawns(I).NUnits = (Rnd * 2) + 3 ' 3-5.
      If GsNewSpawns(I).Faction = "Atom" Then GsNewSpawns(I).NUnits = (Rnd * 4) + 4 ' 4-8.
      If GsNewSpawns(I).Faction = "Behemoth" Then GsNewSpawns(I).NUnits = 1 ' 1.
      If GsNewSpawns(I).Faction = "Ghoul" Then GsNewSpawns(I).NUnits = (Rnd * 2) + 6 ' 6-8.
      If GsNewSpawns(I).Faction = "Lurk" Then GsNewSpawns(I).NUnits = (Rnd * 2) + 3 ' 3-5.
      If GsNewSpawns(I).Faction = "Claw" Then GsNewSpawns(I).NUnits = (Rnd * 2) + 2 ' 2-4.
      If GsNewSpawns(I).Faction = "Scorpion" Then GsNewSpawns(I).NUnits = (Rnd * 3) + 2 ' 2-5.
      If GsNewSpawns(I).Faction = "RaiderGhoul" Then GsNewSpawns(I).NUnits = (Rnd * 4) + 4 ' 4-8.

      Tell me numbers you want and i will merge plugin for you.
    2. CrushBoss
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      Less enemies per spawn point (50% reduction). Don't remove any spawn points.
    3. Engager
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      Ok. I will half per group spawns. Will do it tomorrow.
    4. Engager
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      Created a version of plugin you had asked, not throughly tested though. Let me know it worked ok for you. https://drive.google.com/file/d/0B5jU6AXNzvvCUG1LX05RWUZ1S0E/view?usp=sharing
    5. CrushBoss
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      Looks great! I battled in the glowing sea for two hours and had no issues. Endorsed.
    6. JokeDeity
      JokeDeity
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      You should add this to the downloads and update it alongside. If you have the time. No worries otherwise. I just don't think my PC can handle this level of enemies, but I still feel like the Glowing Sea is barren. Also, is there a list of the enemies this adds? It seems like the Glowing Sea would be a good home from mutants, but not so much for raiders or tons of robots.
  6. milkingthemaid
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    Love the mod, thank you. I run a stealthy NO PA character w/ no companions(can't stand the "leroy Jenkins" ai the companions have) and this is what i've been seeking for a very long time. large battles!

    on this playthrough im at level 348, is there a way to have the enemies level spawn?

    trays of cookies for you
  7. JaxterSmith
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    I think the entire idea is FREAKING AWESOME, I don't know how best I can express how cool I think this could be, if I had more time I would love to help out, but otherwise, you could toss ides at me or something if you want... Good luck man!
  8. Sych224
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    All time favorite mod.
  9. wobeiteng
    wobeiteng
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    This is awesome.... i spent 2 hours systematically fighting off waves of monsters only to exit that hidden vault in glowing sea only to get my head ripped off by deathclaw. Now i am trying different strategy, no radaways on me.... have only few quantum nuka colas on me and serveral withdrawals are kicking in without any chance to get any fix up, so i guess there is a off-chance i might run into less agile hoardes of enemies who will engange those deathclaws, so i could die of radiation poisoning if lucky.
  10. dunatypon
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    One idea would be to remove the spawn points in the normal area of the map for “glowing sea” type, then have thing set when they reach a set number they start move North to were one the old spawn point was or just North along road etc
  11. ipodtim4ik
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    On higher levels Glowing Sea becomes a playground. I literally walk around it in a dress with a sword in my hand. I tried a mod that doubles spawn value of NPCs, but it was very clumsy. This mod, however, does an amazing job in turning the southwestern area of the map into a kill zone it was intended to be. Hell, I was even forced to put on power armor, which wasn't a case during my entire playthrough. Good job, Engager. That Children of Atom "civil war" though

    I'll keep my ear to the ground for a release of "big" version of this mod.
    1. Engager
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      If you feel that is appropriate i can easily increase spawn point placement density and place many more. But then spawns will be too close the place will turn in to living hell, then the shots are fired endlessly and everywhere. Also this can seriously degrade game engine performance.