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  1. Aramiteus
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    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 :-) )
  2. Aramiteus
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    Edit: Seems like F4SE has been updated. Did some short testing with the latest F4SE and the Mod Configuration Menu 1.40 BETA 2. No problems so far, but did only played maybe for an hour.

    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)
  3. Aramiteus
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    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.
  4. skelechan
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    some enemies clone right before my eyes like mongrel dogs encounter near mass fusion and raiders in front of park street building. also i saw cloning of 2 deathclaws near old north church( they fked me up) even tho i disabled them and mireluk queens in mcm (minimum 0 random 0).
    old gen/mod latest version
  5. KFDirector
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    At least since updating to 1.01, this hasn't been respecting the limits I've set for type of enemy, number of enemy, or interior/exterior cell.  I can use the MCM controls to turn the mod on or off entirely and it does respect that, but only that gross control works - any of the fine tunings don't seem to work anymore.  They did seem to work very well before then; the mod suddenly spamming me with swarms of things I didn't really want to be swarmed with is a more recent development.

    I've tried doing the things like deleting remnant ini files, deleting the mod entirely and reinstalling it, etc.  I have papyrus logging enabled and I'm seeing that this is responsible for, e.g., cloning bloodbugs when I have the maximum number of Bloodbug clones in the MCM set to zero.

    I'm still on old-patch Fallout.
    1. Aramiteus
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      Hello,

      I'll do a test.

      Edit: Can not confirm this. I started at Starlight drive in. Set all insects to minimum 0 and random 0. Than was swarmed by maybe 10 bloat flies at the Gorskis Cabin. Had a look in the log, but no cloning messages there for bloat flies. Assume they were some left overs from cloning before the load as cloning is done in whole loaded area. Then went to Wicked Shipping Fleet Lockup, as there are always some bloat flies there. But this time only found 3 of them. And no cloning messages in the log.

      Can you help me to reproduce or at least find an explanation for what you have experienced?
    2. KFDirector
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      Just now, I was not able to reproduce either; perhaps what I encountered was also leftovers from cloning from a very large loaded area, although I thought I had all of the insects set to minimum zero and random zero before I even left Vault 111, I cannot be 100% certain.

      If I encounter the issue again I will try to bring more detailed records.
    3. Aceaffliction
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      Encountered a similar issue to yours. Settings for enabling/disabling interior and exterior cells randomly work. So far, the number of additional spawns does not changed nor does setting modifier of individual NPC/Creatures.
      What I have done so far to prevent spawns in the exterior and interior:

      1) disabled mod in MCM. No additional spawns so the quest associated with that modifier works.
      2) disabled interior and exterior spawning with mod enabled in MCM. Still randomly applying additional spawns in new areas and random encounters.
      3) with 2, disabled interior and exterior spawning with mod enabled in in MoreEnimies.ini. Still randomly applying additional spawns in new areas and random encounters.
      4) with 2 and 3, disabled interior and exterior spawning with mod enabled in Settings.ini. Still randomly applying additional spawns in new areas and random encounters.
      5) with 2, 3, and 4, set global values for MoreEnemiesbExterior and MoreEnemiesbInterior to 0. Still randomly applying additional spawns in new areas and random encounters.

      Log event ques this particular quest each time NPC/Creature cloned;

      [MoreEnemiesEnemiesCollectionScript <alias enemiesCollection on quest MoreEnemiesSpawnQuest (14000F9A)>]: TIMER_INIT
      [MoreEnemiesEnemiesCollectionScript <alias enemiesCollection on quest MoreEnemiesSpawnQuest (14000F9A)>]: Cloned: Toothless Jane numberOfClones:8
      [MoreEnemiesEnemiesCollectionScript <alias enemiesCollection on quest MoreEnemiesSpawnQuest (14000F9A)>]: Cloned: The One Man Apocalypse numberOfClones:7
      [MoreEnemiesEnemiesCollectionScript <alias enemiesCollection on quest MoreEnemiesSpawnQuest (14000F9A)>]: TIMER_INIT
      [MoreEnemiesEnemiesCollectionScript <alias enemiesCollection on quest MoreEnemiesSpawnQuest (14000F9A)>]: Cloned: RadRoach numberOfClones:8
      [MoreEnemiesEnemiesCollectionScript <alias enemiesCollection on quest MoreEnemiesSpawnQuest (14000F9A)>]: Cloned: RadRoach numberOfClones:7
      [[MoreEnemiesEnemiesCollectionScript <alias enemiesCollection on quest MoreEnemiesSpawnQuest (14000F9A)>]: Cloned: Glowing Radroach numberOfClones:6
      [MoreEnemiesEnemiesCollectionScript <alias enemiesCollection on quest MoreEnemiesSpawnQuest (14000F9A)>]: Cloned: RadRoach numberOfClones:5
      [MoreEnemiesEnemiesCollectionScript <alias enemiesCollection on quest MoreEnemiesSpawnQuest (14000F9A)>]: Cloned: Glowing Radroach numberOfClones:4
      [MoreEnemiesEnemiesCollectionScript <alias enemiesCollection on quest MoreEnemiesSpawnQuest (14000F9A)>]: Cloned: Glowing Radroach numberOfClones:3
      [MoreEnemiesEnemiesCollectionScript <alias enemiesCollection on quest MoreEnemiesSpawnQuest (14000F9A)>]: Cloned: Glowing Radroach numberOfClones:2
      [MoreEnemiesEnemiesCollectionScript <alias enemiesCollection on quest MoreEnemiesSpawnQuest (14000F9A)>]: Cloned: Glowing Radroach numberOfClones:1

      Seems those two quests and associated scripts may be the culprit.
    4. Aramiteus
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      Think I've found the issue.
      In and others I cancel the TIMER_START:
      Event OnPlayerTeleport()
      CancelTimer(TIMER_START)
      CancelTimer(TIMER_STOP)
      CancelTimer(TIMER_CLEANUP)
      StartTimer(0.5, TIMER_INIT)
      endEvent
      but in:
      Function OnMCMSettingChange(string modName, string id)
      StartTimer(0.5, TIMER_INIT)
      EndFunction
      So if you change the settings via MCM, there is a chance that the MoreEnemiesSpawnQuest is still started till the TIMER_START is canceled by an other event. Most likely by Event OnLocationChange or Event OnPlayerTeleport().
      I'll add this to the bugs section and will fix it I hope around the easter holidays. I hope my development enviroment is still working.
  6. dkfireandice
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    would it be possible to placce enclave spawns from america rising 2 
    1. Aramiteus
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      I not sure if I understand the question correctly.
      Did you read the description?
      If not I think you'll find the answer for your question there.
  7. blitzo999
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    This one's another game changer for me. Especially if you end up getting overpowered even beyond max SCOURGE settings, just keep increasing the number of enemies and it keeps things in line difficulty wise overall, as far as your system can handle
  8. Gamerguy757
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    I can't get this mod uninstalled. After removing the mod from nexus, deleting archives, deleting .ini files, reinstalling the mod and uninstalling, it still shows up in my MCM and its getting very frustrating to get this bug resolved
    1. Aramiteus
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      Delete in your Steam\steamapps\common\Fallout 4\Data folder
      MoreEnemies.esp
      MoreEnemies - main.BA2
      In \Steam\steamapps\common\Fallout 4\Data\MCM\Config
      delete the MoreEnemies Folder
      In Steam\steamapps\common\Fallout 4\Data\MCM\Settings
      delete the MoreEnemies.ini

      I think that should do it.
      I updated the uninstall instructions as the MoreEnemies.ini is generated by MCM and contains the differences of your settings compared to the default settings and is not part of the zip.
  9. JordanCR44
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    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. 
    1. Aramiteus
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      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.)
    2. Koolavinein
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      I reverted back to version 0.831 for this exact same issue. Seems version 0.831 is a lot more efficient @ duplicating enemies.  
  10. NismoMan
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    This mod has been a godsend and probably the only solution to have more enemies minus the incompatibilities and whatnot!
    Just a quick question though, what does the "MoreEnemiesNamedCharNotUnique" FormID List do?
    1. Aramiteus
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      It helps to ignore the NPCs with names where Betheshda forgot to set the unique flag. (I did not want to edit the vanilla records for compatibility reason. Therefore the list)
      In short, the base characters listed there are ignored for cloning.
    2. NismoMan
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      Awesome, Thanks!
  11. RaazRaaz
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    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
    1. Aramiteus
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      For the start, best keep everything that is -1 at -1.

      Best read the description below: MCM configuration options:
      I can only repeat here what is written there.
  12. MichaelTheClue
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    Hi, how about downloading the source code? I would like to modify it to suit myself, to suit my preferences
    1. Aramiteus
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      Sorry, I do not understand. See https://help.nexusmods.com/article/22-forum-and-commenting-guidelines , please post in english.
    2. MichaelTheClue
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      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)
    3. Aramiteus
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      B.A.E. - Bethesda Archive Extractor at Fallout 4 Nexus - Mods and community (nexusmods.com)

      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.)
    4. MichaelTheClue
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      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.
  13. DarkArbiter117
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    Would it be possible to patch the creatures in this mod so that they are affected by your mod?

    https://www.nexusmods.com/fallout4/mods/68187
    1. Aramiteus
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      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.