Im going to complain about this as well. I cant go 10 feet without a firefight against Deathclaws, Radscorpions, Robots and every single other threat. Is there a way to run Increased Spawns while still having at least some breathing space in the wastes?
The wasteland spawns are doing what they are supposed to be doing, if you see a lot of creatures it's likely there multiple spawns placed nearby by the game, and Increased Spawns is increasing each one (as it's supposed to).
I could halve the effect of Increased Spawns for wasteland spawns, but you'll also see a reduction in areas where there aren't multiple spawns placed nearby.
Also, to confirm, as with MadCat -- did you do the full clean-save upgrade procedure when you updated to RC4.0? Not doing so will spawn a
lot of creatures at wasteland spawn points as two different Increased Spawn engines take effect.
Forgive me but I have a general question (and several specific ones, I guess) as to the FOOK compatibility patch:
First off, what armed NPC's does MMM affect? Supermutants? Raiders? Talon Co? Enclave? The readme says it focuses on Raiders but what of the others?
What should I see because of this patch with respect to armed NPC's (non-monsters)? Will placed NPC's use FOOK weapons/equipment per FOOK leveled lists? What about randomly spawned NPC's? What weapons/equipment will they use? And what stats will placed NPC's use? MMM or FOOK? And what about spawned NPC stats? MMM or FOOK?
In other words, when it says these two mods are made "compatible" what exactly does that mean? I want to try this out and test but I'm not sure what to look for.
You shouldn't have to look for anything, it should be seamless
The module does a number of things: it restores MMM features (stat scaling, confidence AI, corpse flies, skeleton on decay, and more) to NPCs and Creatures that FOOK2 alters, it adds MMM features to
new Raider and Supermutant levels added in FOOK2, it applies FOOK2 inventories to
new MMM NPCs (i.e NPCs that MMM adds to the game, such as Increased Spawns) as required, and it merges MMM creature level lists into various new FOOK2 level lists to provide the full range of MMM and new FOOK2 creatures and NPC levels. It's a very tight integration that took 8 hours to complete.
I have a question, which I'm hoping my answer is correct . . .
Instead of waiting four days for cells to reset, I've used the "setgs ihourstorespawncell" and changed it to 4 hours or so, then rested for maybe 8 to be sure, then chanegd the ihourstorespawncell back to it's default (or in FWE's case 180). Since FWE changes the respawn timer to 7.5 days (180 hours), i'll die of hunger/starvation if I wait out that time.
Yes that'll work fine. Don't worry, I do the same
It's just easier to instruct people to wait 4 days that explain about bringing down the console and play with commands, and risk tech support for those who get it wrong or forget to restore the original value etc.