More Spawns
What this mod does
Hand places over 1000 additional hostile NPCs to the gameworld, resulting in much more chaotic and dangerous battles in just about every location in the game. It’s mostly a naive “3x multiplier” for all enemy spawns, but I have made many adjustments to the overall composition of groups, for instance instead of adding 2 extra grenadiers for each additional spawn, I will usually prefer rifle or melee mobs as a better complement to the enemy group’s composition.
Why it’s doing it
Like many players, I want to increase the overall challenge of the game. However, I am unwilling to do this through nerfing weapons, fundamentally changing combat or stats formulae, or by letting monster life grow to absurd levels. No, I have elected to increase the global threat level purely through quantity.
How it does it
For those familiar with other “More Spawns” mods, it may be surprising that this was done without F4SE or the CK. Since those weren’t available there was simply no choice but to hand place everything. Note that all this mod is adding are instances of already existing mob spawns. That means it should be
compatible with any mod that changes the stats/gear/etc of enemies.
Pros of this approach:
– Might be more stable, since it’s implemented 100% using records in an esp and does not rely on runtime scripts.
– Consequently, it has no dependency on F4SE (as if this matters when everyone uses it anyways)
– Should be compatible with consoles
Cons
– Not end-user configurable. If you don’t like my handplaced spawns you can’t easily tweak them to your liking.
– Things will be missed. I only added new spawns where I was able to find them in the game records (which is quite a tedious process), and I didn’t find everything.
Reporting Bugs
Please leave a comment stating exactly where you found an NPC that wasn’t doing it’s level best to kill you. Which zone, and which area of the zone if you remember.
How to use it
Just use NMM. It has no dependencies and does not conflict with anything that I know of. To uninstall, just remove the file and you’re good to go.
Videos
Survival Tips
Raiders, Super Mutants, Gunners and Feral Ghouls have been increased by 3x on average.
The bulk of game’s zones are in the downtown/financial district, and this is also where most of the new mobs are, so go there if you’re looking for action.
Investment into stealth is advised.
Automatic weapons with explosive bullets are the best form of crowd control in the game (don’t forget the reliable SeƱor Spray and Pray).
Think outside the box when attacking fortified locations. Silenced weapons, mines, a companion in fully upgraded legendary ballistic gear, legendary defenses against specific mob types and the overpowered Lone Wanderer perks.
Mirelurks, and floating jackassy bugs have been ignored.
Mirelurk Queens now have a proper retinue.
In the old world, it was actually common practice when deploying Sentry Bots, to also deploy a backup unit.
Deathclaws travel in packs.
There is safety in numbers. Even the Super Mutant Behemoths know this.
Did you know that bears are naturally very social creatures?
When all else fails: Fat Man.
Remember that story missions are not exempt from the increased spawns.
If you do not ever have to turn down the difficulty or seriously think about your tactics, I have failed as a mod designer.
It goes without saying that if your PC isn’t up to scratch, this mod can lag you a bit.
If you see a pack of wild dogs, it’s probably better to run.
You might also like
My other mod Adjusted Encounter Zones greatly increases the minimum mob level almost everywhere in the game (without removing level caps entirely), and was intended to be a companion to this one (but both function fine independently. Combine them for the most intense downtown warzones that are currently possible.
Plans
There will probably be further adjustments to individual encounters in the coming weeks. I doubt there will be anything so broken that you need to update this, but I plan to keep polishing it with followup releases for a while just the same.