No, it's not bugged. That's how the low level NPCs are designed. E.g, in vanilla, the powder gangers at Primm have only 50 hp and are level 1 or level 2.Laclongquan wrote: ↑Tue Dec 21, 2021 2:49 amI use a 3x, and use 3xagain.esp, basically copypasta that esp.
Combined together i say the number is below increases increased spawn.esp in fallout3.
And notice a strange way fnv ttw spawn hostiles. Prime examples is cliffside cavern 01. They spawn 25hp basic template. I think the script to spawn at pc level is hickup somehow.
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More Spawns
- FiftyTifty
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Re: More Spawns
- Laclongquan
- Posts: 625
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Re: More Spawns
Is it just me or does alexandria arms vault 92 and vault tec hq doesnt get More Spawn???
- FiftyTifty
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Re: More Spawns
If they are not getting more spawns, that's due to the NPCs being used by quests and special scripts.Laclongquan wrote: ↑Thu Dec 23, 2021 2:23 amIs it just me or does alexandria arms vault 92 and vault tec hq doesnt get More Spawn???
- Laclongquan
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Re: More Spawns
V92 is understandable because the noise flush script.
Vault tech hq same thing with masterbrain shutdown.
But what does alexandria arms have anyway?
Or the raider camp outside of it. One single raider on that room with 3 safe.
Vault tech hq same thing with masterbrain shutdown.
But what does alexandria arms have anyway?
Or the raider camp outside of it. One single raider on that room with 3 safe.
- FiftyTifty
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Re: More Spawns
See my previous reply.Laclongquan wrote: ↑Thu Dec 23, 2021 2:50 pmV92 is understandable because the noise flush script.
Vault tech hq same thing with masterbrain shutdown.
But what does alexandria arms have anyway?
Or the raider camp outside of it. One single raider on that room with 3 safe.
You can check the NPCs yourself, as well as the scripts and quests that reference them.
- Laclongquan
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Re: More Spawns
Does Morespawn, specifically the esp in your rar, work with 3.3???
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Re: More Spawns
FiftyTifty wrote: ↑Thu Nov 22, 2018 7:55 pmOh right, here's a hotfix for that: https://drive.google.com/file/d/1CWf-f5 ... sp=sharingCrusaderTheFirst wrote: ↑Thu Nov 22, 2018 4:57 pmOK, major issue. Mirelurks, regular, hunters, and kings spawn near the riverboat landing. Like, near the actual boat, so close that they attack the npc's there making point lookout access almost impossible without having the npc's either die or jump into the water and won't get back to the wooden pier (mostly the second one since the 2 npc's there are essential), same thing applies for after you're done with point lookout and you return to the capital wasteland.
Just run the script on the .esp, and Mirelurks should no longer be in huge numbers.
How to use this fix, sir?
- Laclongquan
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- Joined: Mon May 03, 2021 4:19 am
Re: More Spawns
Request for More Spawn works of specific mod
1. MoreMojave because it should be the most popular, least broken, lightweight location mod. And it use too much its unique creatures and NPC. Anyone ever did it, please upload here or Nexus please
2. AWOLP: aka AWOP with Revision mod, which reduce most of quest NPC but still some left, and a bunch of creatures. An even extreme version of AWOLP is its division Sweet Pain NV, which simply reuse all vanilla, and reduce difficulty (level added 0) Anyone did this please?
1. MoreMojave because it should be the most popular, least broken, lightweight location mod. And it use too much its unique creatures and NPC. Anyone ever did it, please upload here or Nexus please
2. AWOLP: aka AWOP with Revision mod, which reduce most of quest NPC but still some left, and a bunch of creatures. An even extreme version of AWOLP is its division Sweet Pain NV, which simply reuse all vanilla, and reduce difficulty (level added 0) Anyone did this please?