So just to make it clear, there are no features of MMM or FOOK lost as the two mods go very well along (that's also why the FOOK team will never touch things that are already done by MMM).
Thanks LS.
Note that the 'Added new spawn system to spread out wilderness spawns' update in 4.1 is designed to lessen the 'brawls' and spread wilderness spawns out over an area 10,000 x 10,000 for each spawn point. Those that spawn nearby will inevitably fight (according to their factions) but those that spawn far enough away will add to the experience of meeting creatures across the wasteland cell.
If there's still too many creatures spawning for you at the wasteland spawn points, again I could drop the effectiveness of Increased Spawns at these points, but from my testing the numbers appearing are in line with IS. Does everyone else think the wasteland spawns are excessive?
edit2: The game loads with the MMM DLC esps checked. This is strange for two reasons. I read somewhere that these plugins were not suppose to be checked when using FOOK. Also with my previous install which included FOOK2 1.2 + MMM + FOIP, my game ran without the MMM DLC esps checked.
Where did you read that? How would you get MMM content in the DLCs while FOOK is loaded if you don't load the MMM DLC modules?
Even though the MMM DLC modules aren't .esm, the MMM - FOOK2 - DIK module requires them because it relies on the content they change having been changed before loading the MMM FOOK2 DIK module. As the FOOK2 DIK module requires all four DLCs to be loaded, and the MMM FOOK2 DIK module builds on this, you need to have all the DLCs, the FOOK2 DIK module, and all the MMM DLC modules loaded to use the MMM FOOK2 DIK module. If you have the MMM FOOK2 DIK module ticked but not all the modules it requires, the game won't load.