Variable: playerLevel is multiplied by this) Player Level Multiplier: Player Character Level will be multiplied by this for determining number of additional spawns 100 is a good choice without any other performance greedy mod. computer started to create lags and crashs. Recommend to not move it above 100 as at least my controled simulatanous by the game. This value controls the number of actors (allies and enemies) that could be interior Divider: number of clones to divide by in interior cells. => a random number of enemies will be add on top of your minimum settings. - additional random number of clones per vanilla enemy (see at Balancing: Variable: maxNumberOfClones) => this is a simple multiplier for the number of vanilla enemies - minimum number of clones per vanilla enemy (see at Balancing: Variable: MinClones) So even those big areas without anything to shoot at are liked by many people (At least, most important, by me :-) ). It is the mixture of Adventure, RPG and atmosphere that makes it worth playing. #There are no more enemies modIntention of this mod is to be as low intrusive into vanilla gameplay (Quests etc.) as possible. Additional as often asked: Do not expect to have additional enemies where there are none spawned by the vanilla game. They are not removed when MoreEnemies is disabled or even deinstalled. reason to remove them I do not know atm. Once the enemies are spawned they stay in the game (and save game!!!) till they are killed or the game has some other nor any additional spawn points has been added. No vanilla records (besides the alien base character) were changed - Cloning is interrupted OnLocationChange for 0.5s (Stability and performance reasons) - Cloning is stoped while flying in a vertibird (To prevent insta attacks after entering interiors.) Cloning is done only for enemies who are not in a certain range (1024 in game units, 14.62m). Cloning is done only out of combat: (if you sneak and are *hidden*) atmosphere for that and other locations.) This is intended behaviour as for the special as that ghouls are initially non hostile. (So, do not expect, for example, in the super duper market in Lexington to have spawns It searches for non unique hostile to player NPCs in the loaded area and spawns a configurable number of their
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