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More Spawns

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Pear_13ear
Posts: 10
Joined: Tue Jan 08, 2013 9:19 am

Re: More Spawns

Post by Pear_13ear » Thu Nov 29, 2018 3:50 pm

Apologies if I misunderstood, but was the script updated with just the option to remove spawns we don't want duplicated or was it updated with that and the randomized amount aswell?

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FiftyTifty
Posts: 493
Joined: Tue Apr 09, 2013 7:36 pm

Re: More Spawns

Post by FiftyTifty » Thu Nov 29, 2018 5:39 pm

It's got both.

perkel
Posts: 5
Joined: Tue Nov 27, 2018 2:03 pm

Re: More Spawns

Post by perkel » Thu Nov 29, 2018 7:02 pm

FiftyTifty wrote:
Thu Nov 29, 2018 1:19 am
The .esp didn't get updated, but the script did.
ehm. What do i need to do in order to use that script ?

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FiftyTifty
Posts: 493
Joined: Tue Apr 09, 2013 7:36 pm

Re: More Spawns

Post by FiftyTifty » Thu Nov 29, 2018 11:42 pm

It's an xEdit script, which is simple enough to use. You can edit the booleans (variables that disable/enable parts of the script) with notepad. You have to manually set the destination file's index, which is it's position in the load order (converted to decimal) + 1.

Bottletopman
Posts: 117
Joined: Thu Jan 05, 2017 12:28 am

Re: More Spawns

Post by Bottletopman » Fri Nov 30, 2018 9:17 am

I take it this will conflict with Mojave Raiders and Mojave Creatures? I really like using that mod since it actually restores a number of seemingly cut spawns in NV, and I'm all for mods that restore cut content.
tp for my bunghole?

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FiftyTifty
Posts: 493
Joined: Tue Apr 09, 2013 7:36 pm

Re: More Spawns

Post by FiftyTifty » Fri Nov 30, 2018 6:04 pm

Don't see how. If the author added the new spawns correctly, then it will spawn them just fine. Worst case scenario, the spawns are ignored and not duplicated. There won't be any hard conflicts.

Bottletopman
Posts: 117
Joined: Thu Jan 05, 2017 12:28 am

Re: More Spawns

Post by Bottletopman » Sat Dec 01, 2018 2:10 am

Oh ok sweet. The author is PushTheWinButton by the way, given his past work I reckon he's up there with Roy in terms of mod workmanship. Still I suppose I can go through it with FNVEdit to see if there's any changes I don't like etc.
tp for my bunghole?

kennies56
Posts: 15
Joined: Fri Nov 30, 2018 1:09 am

Re: More Spawns

Post by kennies56 » Sun Dec 02, 2018 11:27 pm

Receiving error message on MO2 when attempting to install mod. MO2 reads in bright red-letters, "No game data on top-level". Directly above this message is a box which has two listed, separate check boxes that read, "Data" and "Edit Scripts" respectively. Not sure how to proceed forward.

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FiftyTifty
Posts: 493
Joined: Tue Apr 09, 2013 7:36 pm

Re: More Spawns

Post by FiftyTifty » Mon Dec 03, 2018 12:05 am

You'll have to manually reorganize the mod to be used by MO2.

kennies56
Posts: 15
Joined: Fri Nov 30, 2018 1:09 am

Re: More Spawns

Post by kennies56 » Mon Dec 03, 2018 5:57 am

FiftyTifty wrote:
Mon Dec 03, 2018 12:05 am
You'll have to manually reorganize the mod to be used by MO2.
Okay, thank you.

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