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Thank you for explaining. I was wondering whether to get an additional mod that lowers Rust Devil spawns to complement this.
This mod adds another pool based on each of the DLCs, but the Automatron-themed encounters it adds are deliberately unobtrusive. Automatron itself trended heavily towards "loud robots fighting loud raiders", but the encounters I added vary from "eyebots scanning an abandoned camp" to "Rust Devils inspecting a car for parts." So while, proportionally, the chance for Rust Devils will remain about the same, the chance for the intrusive and extremely annoying official Automatron random encounters will go down dramatically.
As a note, if removing this mod helps, the likely cause is actually a mod you have that adds to or edits leveled lists in order to add or modify NPCs. For example, many years ago I had frequent crashes in a Skyrim save because I managed to corrupt a leveled list used in random encounters. To this day I still compulsively save when going through doors or fast traveling as a result of that one.
Like I said in the post directly above yours, if removing this mod makes crashes less common rather than fixing them, it isn't a conflict with this mod. It's a problem with your leveled lists. For example, weapon and armor overhauls that inject things into leveled lists, or faction overhauls adding new NPCs can cause issues depending on load order. In particular, if you have a large number of new guns with their own custom animations installed, the game will have significant performance issues due to a known bug with animation graph handling.
As another example, if you've removed mods that added NPCs to leveled lists via script, your save is dead. Those leveled lists will crash to desktop now, and it can't be fixed without re-adding the mod and loading a save from before you removed it. (Or by tracking down the exact leveled lists in question and using a script to reset them, which will remove all other changes made to that list as well)
Will this work on a current playthrough?
Their formid is vanilla, 2DFFF, and it hasn't been overridden, so I'm guessing the problem is the original REfarmer npcs aren't set up correctly to be settlers.
The two encounters I have that add recruitable NPCs can be checked with "sqv CEP_RECamp001" and "sqv CEP_REScene032", though if the settlers are at the settlement then the specific encounter that spawned them should already have stopped running since the AI package I have on them will keep them at the encounter site until the quest that runs the encounter shuts down.
As a note, adding an NPC to a settlement overrides their default AI packages when the workshop parent quest "stamps" (Bethesda's words, not mine) the NPCs with settlement packages and data.