Before posting first time, please read: Forum and Commenting Guidelines - Nexus Mods Site Help You may be banned from this mod if not complying. I don't like to give away work that I don't get paid for to unfriendly people. (Do not want to use the A...holes word in this context :-) )
Edit: Seems like F4SE has been updated. Did some short testing with the latest F4SE and the MCM Beta. No problems so far, but did only played maybe for an hour.
I consider this mod as finished. Version 0.831 was running now utterly stable and reliable for more than 3 years.
If I read the past questions, they are just repeations of already posted ones. If I'd be a mean person I'd answer most of them with: See description.
And as I do not play Fallout 4 that frequent anymore I'll do only a update of this if Betheshda decides to break it by an update :-) (I still love it, but I think I saw and inspected nearly every corner of the map.)
Well that one diamond city bug will stay as I did not have the mood to play that mission and to create myself a test savegame. And it is not really a show stopper.
So no new feature requests please. If they were not needed in the past 4 years, they will not be needed in the next 4 years.
An other FAQ: Add of custom races. This mod does not care about races basicly. Enemies are enemies no matter what race. The races are used only for the override settings. So for custom race enemies the basic settings are used. Override settings for custom races will not be added as it will be a never ending story causing a performance disadvantage for all the others the more they get.
Im writing this from google translate. Im not good with english, I installed this mod do I have to keep everythig -1 on MCM menu or change it? or should i chang it to 1
Hi, how about downloading the source code? I would like to modify it to suit myself, to suit my preferences (sorry, i forgot to copy from the translator)
Use B.A.E. for extracting the scripts from the BA2 file and then Champollion to decompiele the PEX files. (But honestly, I think it is bad idea to modify them, as they are the result of lessons learned from a lot of mistakes done by me. Maybe better to tell what you want to achieve, maybe it is already done.)
I apologize for the long absence, I would like to remove the restrictions on duplicating characters, since it does not matter to me whether they appear before my eyes after entering the building and whether they are aggressive or unique to me, but it turned out to be beyond my strength. I was able to remove the restrictions in fallout 4 creation kit, but when I needed to edit the scripts, I failed. I understand that the mod has been working steadily for more than six years, and you think that the mod considers it finished, but if you allow ordinary players to choose restrictions for appearance or make another mod option, it will most likely make this mod better and more accessible to other players like me, and after more than 2 years of peace of mind, I ask you reconsider your opinion about this.
Sorry, no. See the last statement in the above sticky post.
An other FAQ: Add of custom races. This mod does not care about races basicly. Enemies are enemies no matter what race. The races are used only for the override settings. So for custom race enemies the basic settings are used. Override settings for custom races will not be added as it will be a never ending story causing a performance disadvantage for all the others the more they get.
Thanks for this essential mod! Only improvement I could think of is implementing challenge rating presets with preset values, as all the sliders can be confusing, at least they are to me :)
Well, when starting to use the mod it is best to take care only for the first 2 sliders at the Global Settings: "Minimum spawns" and "additional random spawns" and then take care for the rest if some fine tuning is wanted then later in the game. (For example if you can handle easy ten raiders, but have problems with 10 bloatflies :-) )
Fallout london. Each time I restart game MoreEnemiesenabled is 0. Is it normal? Update "Removed needles MCM/Config/MCM directory from zip. The Data\MCM\Settings\MCM.ini is provided by MCM." I add it again from old version and it start work again -_-. Mod Configuration Menu 1.39 for 163 isnt provide anything.
I use meanwhile the 1.40 BETA MCM. I think the 1.39 has problems with the latest Fallout Patch. But there also the MCM.ini is missing. Just looked on my drive. I do not have a Data\MCM\Settings\MCM.ini in my Fallout directory and it is working.
Hello, I'm still using your mod, it's a mod that can't be missing from my load order, but I have a question. What changes are there from version 0.831 to version 1.02? What happens is that since I use version 1.02 I feel that the enemies are not cloned, I have done different tests, for example I put values from 5 to 10 and it doesn't happen as expected but in version .0831 they are cloned, I don't know if I should use version 0.831, I play in Oldgen.
Hello, Oh, sorry for the late answer was busy in real life. The change was the fat marked part of: - Cloning is done only for enemies who are not in a certain range (indoors 1024 in game units, 14.62m, outdoors 4096 in game units, about 60m). => Cloning outdoors is suppressed if the enemies are closer then one cell size. This is to prevent that if you use other mods that spawn hostile NPCs too close that they are cloned and see it. Normally the vanilla game spawns them in further away so it was never a problem for me.
So what may now happen, but is intended, if you do a fast travel the nearby enemies to the target location are ignored for cloning. (But if they survive the next time when you approach them and they are further away then the 60m and are in the loaded area they are cloned then.)
771 comments
You may be banned from this mod if not complying.
I don't like to give away work that I don't get paid for to unfriendly people. (Do not want to use the A...holes word in this context :-) )
See Fallout 4 is Getting Free Updates (bethesda.net).
!!!!!!!!!!!!!!!!!!!Does not work with the latest patch of Fallout as of a needed update of F4SE for the MCM menu!!!!!!!!!!!!!!!!!
See also: Fallout 4 Script Extender (F4SE) (silverlock.org)
For reverting to old Fallout Version see: Fallout 4 Script Extender (F4SE) at Fallout 4 Nexus - Mods and community (nexusmods.com)
and Fallout 4 Downgrader at Fallout 4 Nexus - Mods and community (nexusmods.com)
If I read the past questions, they are just repeations of already posted ones. If I'd be a mean person I'd answer most of them with: See description.
And as I do not play Fallout 4 that frequent anymore I'll do only a update of this if Betheshda decides to break it by an update :-)
(I still love it, but I think I saw and inspected nearly every corner of the map.)
Well that one diamond city bug will stay as I did not have the mood to play that mission and to create myself a test savegame.
And it is not really a show stopper.
So no new feature requests please. If they were not needed in the past 4 years, they will not be needed in the next 4 years.
An other FAQ: Add of custom races. This mod does not care about races basicly. Enemies are enemies no matter what race. The races are used only for the override settings. So for custom race enemies the basic settings are used. Override settings for custom races will not be added as it will be a never ending story causing a performance disadvantage for all the others the more they get.
Im not good with english, I installed this mod do I have to keep everythig -1 on MCM menu or change it? or should i chang it to 1
Champollion PEX to Papyrus Decompiler at Fallout 4 Nexus - Mods and community (nexusmods.com)
Use B.A.E. for extracting the scripts from the BA2 file and then Champollion to decompiele the PEX files.
(But honestly, I think it is bad idea to modify them, as they are the result of lessons learned from a lot of mistakes done by me.
Maybe better to tell what you want to achieve, maybe it is already done.)
https://www.nexusmods.com/fallout4/mods/68187
See the last statement in the above sticky post.
An other FAQ: Add of custom races. This mod does not care about races basicly. Enemies are enemies no matter what race. The races are used only for the override settings. So for custom race enemies the basic settings are used. Override settings for custom races will not be added as it will be a never ending story causing a performance disadvantage for all the others the more they get.
or is there a recommended modlimit?
("Any"? What is any? Really any? Nobody can seriously answer this question with yes.)
"Minimum spawns" and "additional random spawns" and then take care for the rest if some fine tuning is wanted then later in the game.
(For example if you can handle easy ten raiders, but have problems with 10 bloatflies :-) )
Update
"Removed needles MCM/Config/MCM directory from zip. The Data\MCM\Settings\MCM.ini is provided by MCM."
I add it again from old version and it start work again -_-.
Mod Configuration Menu 1.39 for 163 isnt provide anything.
But there also the MCM.ini is missing.
Just looked on my drive. I do not have a Data\MCM\Settings\MCM.ini in my Fallout directory and it is working.
Oh, sorry for the late answer was busy in real life.
The change was the fat marked part of:
- Cloning is done only for enemies who are not in a certain range (indoors 1024 in game units, 14.62m, outdoors 4096 in game units, about 60m).
=>
Cloning outdoors is suppressed if the enemies are closer then one cell size. This is to prevent that if you use other mods that spawn hostile NPCs too close that they are cloned and see it. Normally the vanilla game spawns them in further away so it was never a problem for me.
So what may now happen, but is intended, if you do a fast travel the nearby enemies to the target location are ignored for cloning. (But if they survive the next time when you approach them and they are further away then the 60m and are in the loaded area they are cloned then.)