Fallout New Vegas
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ChaosWarrior

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Klaufman

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About this mod

this mod fixes disappearing enemies and mines at cost of making them all have persistent flag
Are there any downsides? I played for about 40+ hours and didnt got any.

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this mod fixes disappearing enemies and mines at cost of making them all have persistent flag
Are there any downsides? I played for about 40+ hours and didnt got any, althou some mines are still disappearing under mysterious circumstances but at least enemies doesnt.

Load right after YUP, before mods that change any refs.

Disappearing enemies is kinda very annoying issue for me, it looks like this:
For example cazadores near Goodsprings:
    
 fresh game test
 //tai + tcl + tgm + player.setav speedmult 800
 initial spawn:
western entrance (near chance grave)    2
scorp/cemetery entranc3
between entrances 1
between grave and TW  0
Tribal Village(TW)4
makeshift khans camp  3
far towards vipers village2

 
 same run but on way back from vipers:
western entrance (near chance grave) 0
scorp/cemetery entrance0
between entrance0
between grave and TW   0
Tribal Village(TW) 0
makeshift khans camp   0
far towards vipers village 2

 same run but I went to vipers again and back:
western entrance (near chance grave)       2
scorp/cemetery entrance  2
between entrances0
between grave and TW     0
Tribal Village(TW)2
makeshift khans camp     3
far towards vipers village   1
Same happens with ghouls, super mutants, centaurs, and most noticed - with placed mines.

This mod requires YUP cuz I wanted it to be fully compatible. The only YUP change that was reverted (and this was done intentionally) is restored Radscorpion on Yangtze Memorial (it had 30% chance to spawn upon grave in vanilla, its position is also adjusted)