Are you saying that if the quest kicks in that the encounters from this will override the spawns from FWE/MMM? As in you won't see them?
The random wasteland spawn quest has NO effect on spawnpoints from FWE/MMM. the Quest just uses placeatme to add creatures randomly as you move around the Wasteland. The types of creatures it creates CAN be ones from other mods since I use the vanilla list forms. Thus, if MMM redoes the vanilla EncAnt levelled list, it would show up correctly if my mod chooses to add an ant creature from my random quest (since I also reference the EncAnt levelled list). Hopefully some of this starts to make sense.
As for spawnpoints in the actual Fallout vanilla code, y'know stationary ones that are hand placed by the developers, those will produce from a levelled list, and THAT is where it matters what your load order is. Whatever is last will override unless you bash the levelled lists.
Hey, mark, I've got a question. Does your patrol mod add locations called 'Wasteland Key Terrain' (I'm assuming for patrols)? More importantly, should I be able to see them? My compass leads me to them, and they appear on my map once "discovered." Something tells me I'm seeing the "man behind the curtain," as it were. Your patrol mod is loading right before Marts Mutant Mod (the .esp), if it matters.
Yeah, I added those map markers. They are supposed to be there, and are supposed to act like other map markers as well. They are all additional locations that can be travelled to by patrols. So after a while you may see NPCs fighting over that area. And they'll show up no matter what load order you have since they are all added objects only referenced by my mod.