V4.5 -Added new code to scripts to check for existing enemies, and if found will clone more enemies based on those found. This means that factions will be the same, as the new enemy npcs are being cloned from existing npcs found. This will stop bandits from killing each other, and so on. Will make the mod a lore more lore friendly. If no enemies are found original code will be used. -mod checks to make sure there are no more than 15 npcs in dungeon. If more, it will not spawn any additional toons. This is to avoid spamming and of stability of skyrim. -mod now defaults to creating new enemies even if enemies are already present. -added 6 more treasure items.
v4.0 This variant on the original mod features: Major change: 1) Leveled spawns. Unleveled spawns were removed. 2) Bruma patch now available. Its in optionals.
Minor additions: 1) Added to mods loot lists three additional custom rings for variety. Not magical. 2) Added to mods loot list a healing flute. If you find one, dropping it on the ground will destroy it but give you a health boost. Game has no mechanism for playing flute by choosing it, unfortunately. I did add a custom flute sound when picked up,or dropped.
Notes: Check all containers even if empty. When the mod adds treasure to containers, the game engine will still show empty if you mouse over the container. But if you check it anyways it will often have treasure. Its a game engine limitation. Bethesda does not add treasure on the fly like the mod does
So I played Skyrim LE a few weeks with this mod and I don´t know why but in 90% it spawns every time just Draugr. Cave with Skeletts: Spawns Draugr Cave with necromance: Spawns Draugr And so on, in Bandit caves it seems to work fine. But all in all ther are too many draugr now in my game. Positive: I couldn´t found any bugs, it works very stable.
So I assume putting this mod below other mods that add in various creatures and enemies is the correct load order? I've been using 'Nightmare - Increased enemy spawn to do exactly that for years now, and I'm hoping this more updated mod can effectively replace it.
Honestly, I don't think Starfailed will draw much interest from the Bethesda modding community, lol. That game should have been figuratively incinerated and remade from scratch
Hi. Been playing Starfield, over 150 hours. In ng+1 right now. Waiting for the creation kit. It’s due first quarter 2024. I have really enjoyed the game, for a first effort I find it amazing. Far from perfect, but they poured their heart into it. Some of the quests are amazing, and ng mode adds crazy depth to it.
Hi! I had this mod on the Xbox to try Watchtowers. I used Lorkhan to go check the Broken Limbcamp Camp and to my horror hundreds of spiders spawned on the hill next to the load point. They were being popped into the sky as they spawned. I repeated it a few times and got the same horrific result I disabled and reloaded the area a few times and it stopped. I have no spawn increasing or altering mods in the game and no mods that change spiders.
Just wanted to share in case someone wanted to use it. They should use the mod to turn spiders into bears if they are arachnophobic!
sorry if this answer is obvious, but i can't find anything about it so bear with me
i love the mod! it's amazing. however in the MCM menu under "max number of dungeon spawns" it says 'fnal actual number may be less if location is small'. that doesn't appear to be the case for me. i'm still getting the max number of spawns in small dungeons like halted stream camp and embershard mine. i dont need 10 extra enemies in those locations lol, i'd prefer a couple extra. in large dungeons like bleak falls barrow it works fine, though sometimes the draugr clump in the same areas.
i don't know if it's a load order issue, or if i installed it wrong, or if that's just how the mod works, but i thought i'd ask! love the mod regardless and if i need to just lower the max number of spawns and have less enemies in dungeons, that's fine too ^^
ohhh okay, gotcha! i wasn't sure what small meant, but that makes sense! i'll change the numbers around a bit and find a happy medium, thanks for the reply!
Does this mod compatible with stealth play through? Last time I play with more spawn mod, probably not this one, only when you agro npc will more enemy be spawn. Thus for stealth daggers dude, I never enjoy getting lynch by mops. Mostly 10 - 12 enemy per dungeon at best. But once you fail stealth, viola, they spawn right into your face.
Is this mod adding ANYTHING else but just endless waves of more bandits to ALL kinds of dungeons? Its really tiring to see bandits spammed everywhere, no matter if its a draugr dungeon or what else.
I thought this mod would add more falmers to falmer dungeons and more draugr to draugr dungeons?
Have been playing with this mod since it came out. Have had so much fun and many startles which helped to make my 2019 and 2020 playthrough even more enjoyable. Brightened some dark corners so to speak (or at least distracted me) in my life with lots of troubles, so...thanks for sharing this with all of us free of charge. Nicely done!!! Hope you and your team will stay safe and well in 2021 and beyond.
The newly spawned enemies sometimes fight with the old inhabitants of the dungeons. Like ghosts with draugr or skeletons and trolls. Is that a problem on my end? I also have OBIS installed and sometimes bandits do similar infighting.
80 comments
V4.5
-Added new code to scripts to check for existing enemies, and if found will clone more enemies based on those found. This means that factions will be the same, as the new enemy npcs are being cloned from existing npcs found. This will stop bandits from killing each other, and so on. Will make the mod a lore more lore friendly. If no enemies are found original code will be used.
-mod checks to make sure there are no more than 15 npcs in dungeon. If more, it will not spawn any additional toons. This is to avoid spamming and of stability of skyrim.
-mod now defaults to creating new enemies even if enemies are already present.
-added 6 more treasure items.
v4.0
This variant on the original mod features:
Major change:
1) Leveled spawns. Unleveled spawns were removed.
2) Bruma patch now available. Its in optionals.
Minor additions:
1) Added to mods loot lists three additional custom rings for variety. Not magical.
2) Added to mods loot list a healing flute. If you find one, dropping it on the ground will destroy it but give you a health boost. Game has no mechanism for playing flute by choosing it, unfortunately. I did add a custom flute sound when picked up,or dropped.
Notes: Check all containers even if empty. When the mod adds treasure to containers, the game engine will still show empty if you mouse over the container. But if you check it anyways it will often have treasure. Its a game engine limitation. Bethesda does not add treasure on the fly like the mod does
Cave with Skeletts: Spawns Draugr
Cave with necromance: Spawns Draugr
And so on, in Bandit caves it seems to work fine.
But all in all ther are too many draugr now in my game.
Positive: I couldn´t found any bugs, it works very stable.
Nice! Thanks.
The main thing that I find Starfield missing is your amazing mods. Can't wait to see what you release!
I disabled and reloaded the area a few times and it stopped. I have no spawn increasing or altering mods in the game and no mods that change spiders.
Just wanted to share in case someone wanted to use it. They should use the mod to turn spiders into bears if they are arachnophobic!
i love the mod! it's amazing. however in the MCM menu under "max number of dungeon spawns" it says 'fnal actual number may be less if location is small'. that doesn't appear to be the case for me. i'm still getting the max number of spawns in small dungeons like halted stream camp and embershard mine. i dont need 10 extra enemies in those locations lol, i'd prefer a couple extra. in large dungeons like bleak falls barrow it works fine, though sometimes the draugr clump in the same areas.
i don't know if it's a load order issue, or if i installed it wrong, or if that's just how the mod works, but i thought i'd ask! love the mod regardless and if i need to just lower the max number of spawns and have less enemies in dungeons, that's fine too ^^
like a bear cave.
embeshard mine is large in my thinking
i would suggest set the settings low. Like 2 or 3.
Last time I play with more spawn mod, probably not this one, only when you agro npc will more enemy be spawn.
Thus for stealth daggers dude, I never enjoy getting lynch by mops. Mostly 10 - 12 enemy per dungeon at best.
But once you fail stealth, viola, they spawn right into your face.
Is this mod adding ANYTHING else but just endless waves of more bandits to ALL kinds of dungeons?
Its really tiring to see bandits spammed everywhere, no matter if its a draugr dungeon or what else.
I thought this mod would add more falmers to falmer dungeons and more draugr to draugr dungeons?