![]() ![]() ![]() Unfortunately it only duplicates enemies and does not add more spawn spots. Simply doubles or triples the number of enemies spawned, also doubles non-unique bosses. Requires a lot of INI tweaking to get right. It doesn't utilize SPID to distribute spells and perks however which means a lot of mod specific stuff in the save game and less compatibility than EEOS. Kind of a hybrid between Genesis spawn system and EEOS perks/spells for NPC's. Feels a little too heavy for me, you basically take this as your main and only enemy pack and I prefer more control over individual aspects. ![]() Adds huge number of new enemies, 1.5GB worth of new textures and models, adds random road encounters and events too. Genesis Unleashed / Genesis Surface with options to get attacked in town, sleeping and waiting. You can set the MCM menu to never spawn enemies in line of sight and the distance they should be spawned to create more immersion. The script itself is very light and efficient, but it can still create enemies at wrong spot/wrong time due to the vast complexities of the game when combined with other spawn mods. You can give a special flower item to modded followers so they do not count as friendly NPC's and do not stop enemy generation. This mod is also no longer respawning stuff on you as you can set a very long spawn interval like 7 days per dungeon. The drawback is it can spawn enemies at bad times and mess up quest sequences, although the author improved significantly in this area by stopping enemy generation when you have a friendly NPC nearby. The enemies it spawns can occasionally fight original occupants, for me that is a plus and it just adds more flavor to the overall experience. This is why I ended up replacing this with.Ģ) Genesis Unleashed Leveled / Genesis Surface Spawn Leveledĭynamically adds random spawn points for enemies from any mod that updates the vanilla enemy leveled list, but also respects dungeon keywords so you won't fight undead in humanoid dungeons and vice versa. It also doesn't really affect wildness outside of roads. Unfortunately does not affect DLC's or modded content, every spot is hand placed. Populated will request a skeleton, and the game will pull one from the pool of available skeleton enemies based on encounter zone). Works with other mods that add specific types of enemies (I.e. Makes a huge difference with hand placed enemy spawn points. I used to run Populated Hell Edition AIO but it was too big of a FPS drop in cities and also created too many useless NPCs so I went with individual packs instead. Does not directly edit existing NPC for maximum compatibility. Rock solid way to add more static enemy spawn spots thanks to its script free nature. Since I don't use Script Extender, I don't have any mods that depend on it.1) Populated Dungeons, Populated Fort, Populated Road Increased Enemy Spawns SSE no-scripts just adds a multiplier to what is spawned without touching anything, without touching the animal/beast spawn behaviour. Also Genesis touches loot leveled lists and other things that aren't inherently necessary. Genesis - Dynamically Increased enemy spawns and lootįrom what I gather, the Populated series and Genesis are script-heavy which lead to some odd behaviour from what users' posts claim. Since Oblivion spoiled me with the MMM mod that pitched monster/human faction fighting among themselves in droves (a pack of goblins fighting a pack of ogres while being attacked by bears and hunters arrow-volleying them all in a forest), Skyrim feels empty by comparison.Īnd so I embarked on the quest to find the best increased spawns mod for the occasion. ![]() After playing Skyrim for some time I wanted to populate the spawn points with some more "fluff", just so to make the world a bit more alive. ![]()
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