Fallout New Vegas

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ebizoe

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ebizoe

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About this mod

Makes NPCs/creatures spawning in larger numbers.

Requirements
Permissions and credits
Changelogs

Auto Item Collector, Damage Numbers and Larger Packs DEMO video by Bryan T, aka bct18181. Thanks Bryan!


ReapeeRon did a video streaming series featuring Larger Packs at extreme x10-spawn settings at very hard difficulty.

Features
========
- Lets you increase the number of NPCs/creatures spawning up to 10 per spawn.
- Works for the spawns from any mod.
- No save-bloat. None of the additional spawns from this mod will be save-baked.
- A user-configurable, robust actor filtering system.
- Can be configured, or even be ON/OFF on the fly in-game.

Known Issues
============
- Dead bodies of additional spawns will disappear after reloading a save or the player leaves the current area.
- There would be a few second delay before additional spawns appear.
- Some of the unique NPCs/creatures would get their unwanted clones.
- Radroaches are hard-coded to the inclusive filter so they cannot be excluded from receiving additional spawns.
- There are some places where you'll get no additional spawns at all due to how the mod's default actor filtering works.

Configuration Guide
===================
To tweak the settings of this mod, edit "config\Larger Packs.ini" directly, or via MCM. I recommend using MCM since it allows you to tweak the settings on the fly.

In order to enjoy a smooth gameplay with a lot of NPCs/creatures on the screen, it's essential to have your game properly patched. If you are not familiar with 4GB patch or DXVK, there is a good modding guide, called Viva New Vegas, for you to follow. Viva New Vegas + Larger Packs setup should allow you to play the game with "iMaxOverallActors=128" setting at stable 60 fps.

This mod is highly configurable, and although the default setting should be good for the most cases, you are encouraged to tweak the settings to fit your needs. Here is a couple of my personal favorite settings:

1. "Very Hard"
If you seek a challenge, try setting "iMinSpawns=1" with the default setting. This guarantees that you'll get at least the double the number of vanilla spawns. This would give you a nice challenge on early-to-mid game. I consider this to be a "very hard" difficulty.

2. "Nightmare"
If your gatling laser melts everything within a couple of seconds and no one could even touch you, try "bCustomChance" ("Custom chance %") option. This occasionally gives you very high number of spawns (the chances for high numbers are low). You'll probably need to learn when to run.

Actor filters
=============
The actor filtering system has been overhauled in v1.10. Now users can add/edit custom filters of any mod. Also, it's significantly faster than pre-v1.10.

By default, only leveled-list actors receive additional spawns. This is so that we can avoid unique actors, which usually are non-leveled-list spawns, to get duplicated. The problem is, there are a lot of exceptions. This is where actor-filters come in handy.

There are bunch of preset filters in "config\Larger Packs Filters" folder. If you open "LonesomeRoad.esm.ini" with your text editor, it shows this:

@LonesomeRoad.esm:0089AF 1 $Marked Men Scout
@LonesomeRoad.esm:0089C9 1 $Marked Men Hunter
@LonesomeRoad.esm:0089E0 1 $Marked Men Ravager
@LonesomeRoad.esm:008EA5 1 $Marked Men Marauder
@LonesomeRoad.esm:00C1FB 1 $Irradiated Legionary Veteran
@LonesomeRoad.esm:00C200 1 $Irradiated Legion Explorer
@LonesomeRoad.esm:00C856 1 $Irradiated Legionary Prime
@LonesomeRoad.esm:00D89F 1 $Irradiated Heavy Trooper
@LonesomeRoad.esm:00C34B 1 $Irradiated Marked Men Hunter
@LonesomeRoad.esm:00C30F 1 $Irradiated Marked Men Marauder
@LonesomeRoad.esm:00C312 1 $Irradiated Marked Men Ravager
@LonesomeRoad.esm:00C34C 1 $Irradiated Marked Men Scout


The file is formatted accordingly:

1. The first column is the form of the actor you want to be excluded/included to the filter. Forms must be prefixed with "@", followed by the source file name, then ":", and finally the six-digit formID (i.e. without the mod index).

2. The second column indicates that the entry is for exclusive (0) or inclusive (1) filter.

3. The third column is unused in the game, but works as comments so you can see which entry is for which actor. These must be prefixed with "$".

4. Values must be separated with a tab, not spaces.

The file name is the name of the esm/esp file that the cell belongs to, plus ".ini" attached to it. The file name needs to be so that the filtering system can find it when player enters into the one of the cells of, in this case, "LonesomeRoad.esm".

For the mods that add actors to other mod's cells, i.e. Dj Mystro's A World Of Pain mod, add filter entry to the mod's filter file the cells belong to. In this case, "FalloutNV.esm.ini":

@FalloutNV.esm:0EDB57 0 $Gun Runner Guard
@FalloutNV.esm:0ED4D1 0 $Crimson Caravan Guard
@FalloutNV.esm:0F9DD0 0 $Westside Militia
@FalloutNV.esm:152DFD 0 $Chem Addict
@FalloutNV.esm:17153C 0 $Gomorrah Dealer
@FalloutNV.esm:160802 0 $Gomorrah Cashier
@FalloutNV.esm:122BC5 0 $Bartender
@FalloutNV.esm:16B483 1 $Legion Mongrel
@FalloutNV.esm:15839A 0 $Kings Gang Member
@AWorldOfPain(Preview).esm:068027 0 $Sergeant Arkus


The filtering system will ignore invalid entries, so you don't have to delete this AWoP entry
should you decided to uninstall AWoP.

Changes to actor-filters take effect after restarting the game or reloading saves.

Incompatible Mod filter
======================
V1.12 introduced "Incompatible Mod Filter". The mods listed in this filter are entirely ignored by Larger Packs, so no additional spawns for any of the actors from these mods. The filter file is in text format, so users can edit this file by any text editor. Just make sure to list one mod per line. The filter file is "config\Larger Packs Filters\Incompatible Mods.ini". By default, two esms ("ClaimtheMojave.esm" and "ClaimtheCapital.esm") from Claim the Mojave (and the Capital) are listed.

Save-baked forms
================
From v1.17, none of additional spawns from this mod will be save-baked now, eliminating any chance of this mod causing save-bloat. This change won't retroactively delete the save-baked forms from previous versions, unfortunately. If you want to delete all the save-baked forms from previous versions on your save, do as follows:

1. Uncheck "Larger Packs.esp" on your plugin-list.
2. Load the save, and then save. You don't need to create new save file for this.
3. Done! Check "Larger Packs.esp" on your plugin-list again and play the game.