The forum has been set to read-only mode. For community discussion and questions, head over to our Discord: https://discord.gg/taleoftwowastelands

More Spawns

Post Reply
User avatar
FiftyTifty
Posts: 493
Joined: Tue Apr 09, 2013 7:36 pm

More Spawns

Post by FiftyTifty » Wed Nov 21, 2018 4:25 pm

!New release!

Finally got off my posterior, and got this finally done properly. I'm rather proud of this, as it involved so much faffing about to find the individual records which are safe to duplicate. Never mind generating the lists and all that. Even better, I added a bunch of customization to the script. You can tweak everything easily now.

Get it here: https://www.nexusmods.com/newvegas/mods/74621/

--Old topic--
SpoilerShow
This comes in two flavours. The first is 2x spawns, the second is 3x spawns.

There are no running scripts whatsoever for managing spawns; the mod is scriptless, so it's as lightweight as can be.

If you want to customize your spawns, delete the "Cell" and "Worldspace" categories from one of the .esp files, edit the booleans at the beginning of the script, select all the .esm masters loaded, then right-click -> Apply Script -> AAA FyTy - More Spawns.pas

https://drive.google.com/file/d/1ATP_Tn ... sp=sharing
Last edited by FiftyTifty on Tue Dec 07, 2021 5:48 pm, edited 3 times in total.

1ercru
Posts: 42
Joined: Tue Nov 06, 2018 8:54 am

Re: More Spawns

Post by 1ercru » Wed Nov 21, 2018 8:40 pm

What exactly did you edit to change the spawns? I opened the 3x spawns in edit and cant see what variable was changed to effect spawns. I see cell - blocks and world space were included in the esp.

I use MMM standalone spawns plugin which uses a script and has always worked well with TTW but am interested in a script less version and how you did it!

User avatar
FiftyTifty
Posts: 493
Joined: Tue Apr 09, 2013 7:36 pm

Re: More Spawns

Post by FiftyTifty » Wed Nov 21, 2018 9:32 pm

Spawns in post-Oblivion Bethesda games are literally just placed NPCs, that reference a leveled character record to decide what the single spawn should be. My xEdit script takes all the placed spawns, and then duplicates them. Scripted more spawn mods, like MMM, use a script at run-time to do the same. But that's extremely shit as for as performance is concerned, and an utter pain in the ass to edit, fix, add to, and remove spawns from.

My xEdit script looks from a big list of all the leveled NPC base records, then looks at every placed actor/creature reference, and compares their spawn. If it's in the list, the reference is duplicated.

1ercru
Posts: 42
Joined: Tue Nov 06, 2018 8:54 am

Re: More Spawns

Post by 1ercru » Thu Nov 22, 2018 6:21 am

Here’s the issue. Is it 3x spawns across the board? Everytime? Or is it randomized 1-3.

Randomness is essential imo.

Nothing better than not knowing what you’re going to get. I assume in order to randomize one would have to script it?

CrusaderTheFirst
Posts: 55
Joined: Thu Oct 22, 2015 7:29 am

Re: More Spawns

Post by CrusaderTheFirst » Thu Nov 22, 2018 4:57 pm

OK, 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.

User avatar
FiftyTifty
Posts: 493
Joined: Tue Apr 09, 2013 7:36 pm

Re: More Spawns

Post by FiftyTifty » Thu Nov 22, 2018 6:18 pm

1ercru wrote:
Thu Nov 22, 2018 6:21 am
Here’s the issue. Is it 3x spawns across the board? Everytime? Or is it randomized 1-3.

Randomness is essential imo.

Nothing better than not knowing what you’re going to get. I assume in order to randomize one would have to script it?
Adding randomization is easy, I'll put that in the script.
CrusaderTheFirst wrote:
Thu Nov 22, 2018 4:57 pm
OK, 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.
I'll add an option to ignore Mirelurks. Gimme a few minutes.

User avatar
FiftyTifty
Posts: 493
Joined: Tue Apr 09, 2013 7:36 pm

Re: More Spawns

Post by FiftyTifty » Thu Nov 22, 2018 7:09 pm

Update: Added options in the xEdit script to choose which mobs you don't want duplicated.

User avatar
FiftyTifty
Posts: 493
Joined: Tue Apr 09, 2013 7:36 pm

Re: More Spawns

Post by FiftyTifty » Thu Nov 22, 2018 7:55 pm

CrusaderTheFirst wrote:
Thu Nov 22, 2018 4:57 pm
OK, 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.
Oh right, here's a hotfix for that: https://drive.google.com/file/d/1CWf-f5 ... sp=sharing

Just run the script on the .esp, and Mirelurks should no longer be in huge numbers.

perkel
Posts: 5
Joined: Tue Nov 27, 2018 2:03 pm

Re: More Spawns

Post by perkel » Thu Nov 29, 2018 1:05 am

Did you update esp in op ?

User avatar
FiftyTifty
Posts: 493
Joined: Tue Apr 09, 2013 7:36 pm

Re: More Spawns

Post by FiftyTifty » Thu Nov 29, 2018 1:19 am

The .esp didn't get updated, but the script did.

Post Reply