UPDATE!
==Version 1.9==
Heeding the call for a FNV MMM This mod gives you the ability to configure how active you want the wasteland to be. Want more creatures? How about faction warfare? Want the roads to be defended by those who own them? Want huge battles or do you want just a slight increase to what is already in the game? The choice is yours!
Version 1.9 is mostly cleaning up and bug fixing in preperation for the search and destroy system to be included with version 2.0. This is also the first version to include original variations of creature types using the active spawn system in the form of 2 new mantis types.
Death Scythe Mantis ( Larger faster and more deadly )
Hardened Mantis ( This Mantis has an extremely tough exoskeleton. It moves slowly but takes a beating. )
Get the mod http://www.newvegasnexus.com/downloads/file.php?id=38623
==Instructions==
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=Core Module==NVSE NOT NEEDED=
Increased hand placed spawns in the wastes.
IWS-Core.esm
Increases the number of spawn points in the wasteland by hand. If you run just this module alone it will be the light version of IWS only slightly increasing creatures in the wastes.
-=Optional=-
IWS-Core-Guards.esp ( Enable Faction Guards )
Enable this to allow for NPC Factions to guard owned land. With this active you will see factions war with each other. This module also helps protect important quest giving NPCs.
IWS-Core-Patrols.esp ( Enable Faction Patrols )
Enable this to allow for NPC Factions to patrol roads and owned land. With this active you will see factions war with each other.
IWS-Core-Civilians.esp ( Enable Faction-less Town guards and Civilian travelers )
Enable this to allow for wasteland civilians and town guards in Novac. These NPCs are often well armed enough to protect important quest givers from danger.
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=Active Spawn==NVSE NEEDED= ( Active Scripted spawns )
Active scripted spawns is a customizable system that further increases the number of spawns beyond what is provided by the IWS-Core modules. Active Spawns will also effect interior cells unless you tell it not to so keep that in mind.
IWS-AS-LowSpawns.esp ( 0-1, cap 8/50 )
IWS-AS-MedSpawns.esp ( 0-2, cap 16/75 )
IWS-AS-HighSpawns.esp ( 1-3, cap 32/100 ) WARNING! High spawns pushes the engine to its limits and can cause issues if you push your PC to hard.
*Explanation*
( 1-3, cap 16/75 )
Random chance to spawn 1-3 additional creatures/npcs
Active Spawns will stop adding additional mole rats once the system counts as many as 16 are already present
Active Spawns will stop adding additional Spawns once the system counts as many as 75 total references are already present
-=Optional=-
IWS-AS-NoInteriorSpawns.esp ( Do not allow active spawns to function on Interior cells )
Enable this if you do not want the active spawn system to function on interiors. If enabled active spawns will only function in the wasteland.
IWS-AS-EnableDebugInfo.esp ( allow you to turn on debug text )
Enable this to turn on debug info on the console. It lists the number of creatures currently spawned by the active spawn system.
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change list for version 1.9
-A major inefficiency with the active spawn system has been addressed....
-Issues regarding Schoolhouse in Good Springs have been addressed.
*The following changes have been made to Mantis spawns with the active spawn system:
**Larger scale mantis spawns will not begin to appear until level 5
**In addition to the above change after level 10 you may encounter 2 new deadly mantis variations
-Issue where the Active spawn system does not update fast enough allowing you to visibly see creatures spawn has been addressed
-Issue where a Brotherhood of steel patrol was active when it should be dormant has been addressed
-Issue where the legion sometimes overrun the 188 trade post has been addressed
-Removed sentry bot from the Grub n Gulp
-General spawn density found around Goodsprings has been reduced
-The following modules have been updated for efficiency and consistency. As a result High spawns always provide the highest spawn density. ( In version 1.8 this was not always the case )
IWS-AS-LowSpawns.esp ( 0-1, cap 8/50 ) was ( 0-2, cap 8/50 )
IWS-AS-MedSpawns.esp ( 0-2, cap 16/75 ) was ( 1-3, cap 16/75 )
IWS-AS-HighSpawns.esp ( 1-3, cap 32/100 ) was ( 2-4, cap 32/100 )
-Issues where dead bodies would disappear too soon should now be addressed.
-The NCR and the Legion should now be much more evenly matched against each other.
-Slightly reduced the number of Legion spawns and patrols by Cottonwood cove.
-IWS-AS-EnableDebugInfo.esp is now included in the full release as apposed to an optional download
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Unresolved / Unimplemented
-IWSNoAttack Faction to help prevent creatures from attacking important quest npcs.
-In game menu for spawn density and interior spawns toggle.
-Setup optional infrastructure for new creature variations ( Iguanas will be proof of concept )
-Examine what is going on with the random 8 foot tall NCR soldier in 188 outpost
-( unknown if I can fix ) Sometimes when reloading a quick save all dead bodies come back to life?
-More face variations requested ( Starting phase to increased variations of random spawns )