[MOD] Wilderness NPCs
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- Posts: 5
- Joined: Thu May 14, 2020 8:52 am
Re: [MOD] Wilderness NPCs
This makes Tedious Travel, More Tedious. Like every second theirs an interruption. I can barely make it to my destination.
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- Posts: 256
- Joined: Thu Nov 21, 2019 9:27 pm
Re: [MOD] Wilderness NPCs
Go into the mods settings and there are many flexible options like time and distance intervals between mob spawns.Simiarex720 wrote: ↑Thu May 21, 2020 11:33 pm This makes Tedious Travel, More Tedious. Like every second theirs an interruption. I can barely make it to my destination.
That should fix your problem. It's pretty flexible there.
- Allerka
- Posts: 65
- Joined: Fri Apr 24, 2020 11:07 pm
Re: [MOD] Wilderness NPCs
I tweaked all the settings to:Simiarex720 wrote: ↑Thu May 21, 2020 11:33 pm This makes Tedious Travel, More Tedious. Like every second theirs an interruption. I can barely make it to my destination.
- Maximum groups: 10
- Minimum Spawn Distance: 90
- Maximum Spawn Distance: 270
- Spawn Check Distance: 400
- Minimum Update Interval: 300
- Maximum Update Interval: 900
Now groups will spawn anywhere between one and four hours' worth of travel, won't always spawn immediately on top of me, giving me a chance to respond, and also wait for me to actually travel a bit from the last spawn point before checking to spawn again. With Tedious Travel, I can easily get to a place several hours away with only 0-1 major encounters.
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- Posts: 20
- Joined: Tue Mar 05, 2019 8:06 pm
Re: [MOD] Wilderness NPCs
Are you using Warm Ashes as well?Allerka wrote: ↑Sun May 24, 2020 11:58 pmI tweaked all the settings to:Simiarex720 wrote: ↑Thu May 21, 2020 11:33 pm This makes Tedious Travel, More Tedious. Like every second theirs an interruption. I can barely make it to my destination.
- Maximum groups: 10
- Minimum Spawn Distance: 90
- Maximum Spawn Distance: 270
- Spawn Check Distance: 400
- Minimum Update Interval: 300
- Maximum Update Interval: 900
Now groups will spawn anywhere between one and four hours' worth of travel, won't always spawn immediately on top of me, giving me a chance to respond, and also wait for me to actually travel a bit from the last spawn point before checking to spawn again. With Tedious Travel, I can easily get to a place several hours away with only 0-1 major encounters.
Or are these your settings using just this?
- Allerka
- Posts: 65
- Joined: Fri Apr 24, 2020 11:07 pm
Re: [MOD] Wilderness NPCs
I use both, plus Tedious Travel and Climates and Calories.
- MrFlibble
- Posts: 410
- Joined: Sat Jan 27, 2018 10:43 am
Re: [MOD] Wilderness NPCs
I first installed this mod with 0.14.5 (along with a bunch of mostly cosmetic stuff) and forgot about it, then suddenly when I was doing a dungeon quest the dungeon started to flood with literally an army of monsters so I had to enter and exit it again to reset the dungeon state, and it happened again after a while. Moreover, I was unable to rest anywhere as I'd get an "enemies nearby" warning as soon as I'd started to rest, although no monsters seemed to appear in my vicinity that might have interrupted the rest.
Then I set DFU aside for a while, but recently I upgraded to 0.15.3 and started a new playthrough, and first had trouble resting inside Privateer's Hold (but at least I could save in a safe spot, then re-load that saved game and I could rest safely without any warnings). And with another character, I also started running into a little too many monsters while doing a dungeon quest. At this point, I had forgotten which mods I had installed so I couldn't even figure out what caused this at first.
After getting out of PH, I started towards Gothway Garden without fast travel, only to realise that I was being followed by another mob: This was not really survivable for my character, but I had previous saves inside PH so I could test which mods caused this by repeating the run towards Gothway Garden. Sure enough, as soon as I turned off Wilderness NPCs, the horror stopped.
Just wondering, is this the intended behaviour, or is a conflict with another mod that I have causing these effects?
I kind of had fun running around that dungeon, but at least I had a pretty levelled-up character there, although it did cross my mind that this sort of "horde mode" could work better with Future Shock weapons.
Spoiler!
After getting out of PH, I started towards Gothway Garden without fast travel, only to realise that I was being followed by another mob: This was not really survivable for my character, but I had previous saves inside PH so I could test which mods caused this by repeating the run towards Gothway Garden. Sure enough, as soon as I turned off Wilderness NPCs, the horror stopped.
Just wondering, is this the intended behaviour, or is a conflict with another mod that I have causing these effects?
I kind of had fun running around that dungeon, but at least I had a pretty levelled-up character there, although it did cross my mind that this sort of "horde mode" could work better with Future Shock weapons.