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I think I might work on an update to this mod to just exclude mudcrabs from the multiplied enemies. Who really cares to fight more of them anyways.
Another thing to note is that it seems that a different spawn increasing mod from yours (I forgot the name) also seemed to have issues with mudcrabs. So I am wondering if there is something unique about mudcrabs that renders them easy to bug out. Could you explain the nature of your prior problems so that I can look through the tes5editor myself as well and know what to look for?
I recently had to reformat my HD and start a clean install of Windows 10 after a problematic upgrade (I won't complain beyond that because I am otherwise liking Windows 10), so it may be a while before I get Skyrim set up again and recover my mod files from a backup drive. I'll post a comment after I check it out.
Thanks for letting me know. I definitely want to fix it if there is an issue.
I am seeing 50-plus mudcrabs in one area a lot and sometimes 100-plus. This is with the spawn rate x3 - so it should not be this bad. An experienced modder on the forum suspects this mod might be responsible. Is there something going on with mudcrabs that is unique?
This mod should only effect hostile NPCs, and only those that do not have any patrols or other special scripted behavior. For example, Draugr that are hiding in tombs should not be multiplied because they have an Ambush behavior script Also because it would be rediculous if one was hiding and another was just standing nearby like a dumbass. Enemies that walk patrols are handled similarly.
If I turn this way up, will it just increase hostile NPC ("enemy") numbers, or will it affect the number of non-hostile NPCs like town guard or patrols from the Immersive Patrols mods as well?