There should be no conflicts with any quests. If there are, give me the FormID of the problematic NPC and I'll rectify it.catofriddles wrote: ↑Wed Feb 27, 2019 2:20 pmAre there any conflicts with the quest, "Those!"? I've been looking for a way to spawn fire ants after the quest; I really enjoy using fire ant nectar.
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More Spawns
- FiftyTifty
- Posts: 493
- Joined: Tue Apr 09, 2013 7:36 pm
Re: More Spawns
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- Posts: 2
- Joined: Thu Feb 28, 2019 1:35 pm
Re: More Spawns
Hey there,
thanks for this mod.
I got a question because I didn't find a clear answer in this thread for it:
I want to use x2 Spawns which are randomized.
Does that mean that I need to run the script on the esp or is the x2 esp already randomized and I can use it as is?
greetings
thanks for this mod.
I got a question because I didn't find a clear answer in this thread for it:
I want to use x2 Spawns which are randomized.
Does that mean that I need to run the script on the esp or is the x2 esp already randomized and I can use it as is?
greetings
- FiftyTifty
- Posts: 493
- Joined: Tue Apr 09, 2013 7:36 pm
Re: More Spawns
If you are using vanilla TTW, the .esps are fine. But if you're using mods, create a blank mod, change the file index in the script to it, and then run it.
- FiftyTifty
- Posts: 493
- Joined: Tue Apr 09, 2013 7:36 pm
Re: More Spawns
Updated the script. MatorTheEternal made a large list of library functions a couple years back, and one of them is pretty nifty; it abstracts away the nitty gritty involved in making a file selector GUI. So now you can pick the destination (or new) file directly, without having to adjust the file index in the script whenever your load order changes.
Edit: Disregard, the function doesn't like to play nicely with my script, for some reason. Reverted back to the previous version.
Edit: Disregard, the function doesn't like to play nicely with my script, for some reason. Reverted back to the previous version.
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- Posts: 42
- Joined: Tue Nov 06, 2018 8:54 am
Re: More Spawns
Going to start using this. Is the variable spawn rate ( 1-2 or 1-3 ) part of the esp you included ?
Also is it possible to have ghouls spawns at 4x and everything else at 2x or 3x ?
Someone mentioned this earlier and I’ve looked through the script but am unclear what to tinker with.
Also is it possible to have ghouls spawns at 4x and everything else at 2x or 3x ?
Someone mentioned this earlier and I’ve looked through the script but am unclear what to tinker with.
- FiftyTifty
- Posts: 493
- Joined: Tue Apr 09, 2013 7:36 pm
Re: More Spawns
Yeah the variable spawn rate is included in the .esp files, but unless you're playing bog standard vanilla, I highly recommend using the script.1ercru wrote: ↑Mon Mar 18, 2019 10:40 amGoing to start using this. Is the variable spawn rate ( 1-2 or 1-3 ) part of the esp you included ?
Also is it possible to have ghouls spawns at 4x and everything else at 2x or 3x ?
Someone mentioned this earlier and I’ve looked through the script but am unclear what to tinker with.
There are a list of booleans at the beginning of the script, allowing you to choose which spawns will be duplicated. If you want, say, 3x spawns of everything but 4x spawns ghouls, run the script twice with all the booleans set to true, then run it once more with all the booleans disabled except the ghouls variable. Bam.
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- Posts: 42
- Joined: Tue Nov 06, 2018 8:54 am
Re: More Spawns
Thanks for you help. I seem to have it working.
Am I correct to assume that 2x spawns is the default setting for your script ?
Towards the bottom of the script it seems like 3x spawns is commented out with //
Thanks
Thanks again
Am I correct to assume that 2x spawns is the default setting for your script ?
Towards the bottom of the script it seems like 3x spawns is commented out with //
Thanks
Thanks again
- FiftyTifty
- Posts: 493
- Joined: Tue Apr 09, 2013 7:36 pm
Re: More Spawns
To make the script triple the spawns in one go, look for this block of code:
Code: Select all
Randomize;
iRand := Random(2); // Double spawns
//iRand := Random(3); // Triple Spawns
Code: Select all
Randomize;
//iRand := Random(2); // Double spawns
iRand := Random(3); // Triple Spawns
So in the following code block:
Code: Select all
if iRand = 1 then
SpawnNPC(e, strNAME);
if iRand = 2 then begin
SpawnNPC(e, strNAME);
SpawnNPC(e, strNAME);
end;
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- Posts: 42
- Joined: Tue Nov 06, 2018 8:54 am
Re: More Spawns
Yeah I think I ran the script correctly. Thank you. Also thanks for getting this script over to Skyrim. A spawn mid that’s simple and works has been elusive for a decade !