There is NO DLC 02 (Dragonborn DLC) NPC list in the esp file, that's why it doesn't need the Dragonborn DLC. So that pretty much means that this won't replicate any Dragonborn specific NPC's.
It's working and like in description states, like it should. Thanks Man. Only one bug here, is that, your 2 files SkyrimMoreSpawnsMenu are corrupted. I needed to copy the original ones, from the bugged mod. And in order to work, the names of these files not match. In the original their names are AAASkyrimMoreSpawnsMenu. Another strange thing, is that spawns bandit x2 is giving me 1 original and 2 clones, instead of one clone. But it's still less, than 8 per one original or 300 per one original.
This mod is not working on animals. It don't multiply rabbits, foxes, wolves, deer etc.
Hi Jeff190, I was about to try the other SkyrimMoreSpawns ver. 1.2 when by accident stumbled on this one. Although you say it's sufficient with Dawnguard, will it be compatible with Dragonborn? What about instalaltion/load order for Mod Organizer? BTW, thanks for the fix
You really need to give more directions on the installation - and just more information on the mod in general. For instance, on the Nexus installer, it asks whether I want to overwrite and then a bunch of options. What do I do?
Sorry I forgot to come back to check the comments and questions for quite a while....This is based on a old version of the original mod I downloaded. Not version 1.2. And that's why it doesn't reqiure dragonborn dlc. By itself it is sufficient, so you should remove the original mod (no matter what version it is) and just use this one. If install use mod manager, use replace, not merge. But always backup
Sorry, but could you offer just a little bit more information?
What is wrong with original file? I use it in Version 1.2 (the MCM-version standard, not the "auto-loot & disable"-version) and was not aware there was a bug, it seems to work. Now I'm curious what I'm overlooking / missing :)
I'm using skyrim more spawns 1.2 for a long time now, I don't have problems with it. Like most others, I got a heavily modded skyrim, sometimes I have a ctd, but it happens rarely, so I can not reproduce the error and locate it .. of course with ENBoost and SSME. (without SSME but with high spawnrates SMS can easily produce a lot of CTDs)
I'm even using it together with dynamic loot, a mod which adds loot per script to all npcs (but it was important to uncheck "force to equip", caused ctd's .. humanoid npcs will use the added loot anyway). Also, except for a few actors like dragon priests, it works together with high-level-enemies. (I put SMS higher in my loadorder). Well, to be fair, some enemies do not get cloned with the right faction, so some clones and regular enemies fight each other, for example the silver-hand-clones in companions-questline are regular bandits, so the two groups will fight each other - but I my view, this happens very rarely - and is kind of self-regulating, because the bandits get slayed by the silver-hand, so in this case there will be just the normal amount of silver hand and some dead bodies between them. ^^
edit: I read some posts on the sms-page .. seems like the field-multipliers, which I never used, cause way to many spawns. Maybe thats the problem, which gets fixed by this.
well..as along as you don't touch field-multipliers in the MCM, the original mod works fine.but if you happen to slide the bar of the field multiplier, even if it is set to 1.0, it will lead to overwhelming spawns in the dungeon.
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This mod is not working on animals. It don't multiply rabbits, foxes, wolves, deer etc.
What is wrong with original file? I use it in Version 1.2 (the MCM-version standard, not the "auto-loot & disable"-version) and was not aware there was a bug, it seems to work. Now I'm curious what I'm overlooking / missing :)
I'm even using it together with dynamic loot, a mod which adds loot per script to all npcs (but it was important to uncheck "force to equip", caused ctd's .. humanoid npcs will use the added loot anyway). Also, except for a few actors like dragon priests, it works together with high-level-enemies. (I put SMS higher in my loadorder). Well, to be fair, some enemies do not get cloned with the right faction, so some clones and regular enemies fight each other, for example the silver-hand-clones in companions-questline are regular bandits, so the two groups will fight each other - but I my view, this happens very rarely - and is kind of self-regulating, because the bandits get slayed by the silver-hand, so in this case there will be just the normal amount of silver hand and some dead bodies between them. ^^
edit:
I read some posts on the sms-page .. seems like the field-multipliers, which I never used, cause way to many spawns. Maybe thats the problem, which gets fixed by this.