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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?
I should also add that this is a wonderful, neglected mod that has improved my games dramatically. I've endorsed it, and I hope everyone who benefits from it does the same.
Your settings...
Count = 2
Chance = 0.5
Means you will on average have 1 extra enemy for each enemy you encounter (only applies to a typical enemy types). That setting also allows for a decent amount of variance in your encounters, since a given encount could include anyware from 3x to just 1x the number of enemies it typically has.
Hope that explains it. Thanks for the comments!
Or perhaps the recent Steam Workshop issues bugged this mod?
I think x2 more monsters is fine - especially if you use this together with other mods that add more random encounters (rather than more mobs in an existing encounter like this). Too many mobs may have an unintended effect of making the game too easy actually by leveling your skills too fast.
Anyways, going to give this a go, as ASIS is too complicated to download.
If you are experiencing an issue, mod conflicts or a bug may be at fault. The latest version of the mod includes a Mod Configuration Menu (MCM) that you can access by using SkyUI. From the MCM, you can enable debugging notifications that may help to verify if the mod is working correctly. With debugging notifications enabled, you should see a message any time an extra enemy is added to the current area.
If it appears that the mod is not working, try adjusting your mod load order. This mod may conflict with other mods that make changes to enemy base types.
Enjoy!
Thanks.
Falmer are one of the enemy types that are multiplied. Each basic Falmer enemy spawns two additional Falmer of a similar type. Most other enmey types are modified to only spawn one additional enemy when loaded. I thought it would be exciting if the Falmer spawned a few more, such that they had very large numbers similar to cave dwelling Goblins and Orcs in The Lord of the Rings. I am beginning to work in a SkyUI menu to adjust how many additional enemies there are for each enemy type, but it may be a while before I get that worked out.