CloneFaction = Game.GetFormFromFile(0x800, "MoreEnemies.esp") as Faction



It searches forto player NPCs in the loaded area and spawns a configurable number of their﻿ characters ﻿base right next to them.(So, do not expect, for example, in the super duper market in Lexington to have spawns﻿as that ghouls are initially non hostile. This is intended behaviour as for the special﻿ atmosphere for that and other locations.)Spawning is stopped during combat for two reasons:1. I do not want to disturb performance during combat. Processing time is better invested in the﻿combat AI.2. I do not want to see spawning of an enemy I am fighting atm.Spawning is done only for enemies who areas I do not want to see them﻿ to be ﻿spawned when I stand right next to them.(Sometimes when you look through a scope you will see the spawning.﻿ If you enter a cell and start a fight in between 2 seconds, no spawns will happen.It will restart after combat stop. ).This is done by a new scanning quest. No vanilla records were changed nor any additional spawn ﻿points has been added.﻿Once the enemies are spawned they stay in the game (and save game!!!) till they are killed or the game has some other﻿reason to remove them I do not know atm. They are not removed when MoreEnemies is disabled or even deinstalled.﻿(So push up the numbers careful !!!)﻿﻿- Player Level Multiplier: PC Level will be multiplied by this for determining number of spawns﻿ [1 - 100].﻿ - number of minimum clones per enemy [ 0 - 20 ]﻿- number of additional random clones per enemy [ 0 - 20 ]- interior Divider: number of clones to divide by in interior cells. [1 - 20].﻿- Seperate spawn values for separate types of enemies. (Mainly vanilla races plus some extra criteria)﻿﻿ These values will override the base spawn value if not equal to -1,﻿ Example: You have a base spawn rate of Minimum 1 plus 7 random spawns.﻿ You want to create your personal ghoul horror:﻿Ghoul Min: 20 Ghoul additional random spawns: 20﻿ If you don't want Suiciders to be cloned:﻿Suiciders Min: 0 Suiciders additional random spawns: 0)﻿Since version 0.8 MoreEnemies can be configurated also via global variables.﻿For documentation of the globals see atm. MCM\Config\MoreEnemies\config.json.﻿(Naming of the globals correspond to the MCM names)﻿Example in console:﻿help MoreEnemies 3﻿; This will give you a list of all globals available for MoreEnemies in the console﻿set MoreEnemiesMaxClones to 10﻿; This will set the additional random colones per enemy to 10The total number of clones depend on your player Level:maxNumberOfClones = (playerLevel / enemy.GetLevel()) + MinClones)numberOfClones = Utility.RandomInt(MinClones, maxNumberOfClones)﻿ So you can start a new game with a setting of 0 to 20 for example without getting overwhelmed in an unfair way.﻿ If you want to override this balancing, use the Player Level Multiplier to increase the playerLevel in the formula above.﻿ maxNumberOfClones is capped at your (Minimum + additional random spawns) setting.﻿Example: You have a base spawn rate Minimum: 0 plus 7 random spawns.﻿You meet a Level 50 NPC.Your PC is Level 49. No additional spawn chance.Your PC is Level 50. 1 additional spawn chance.Your PC is Level 200. 4 additional spawns chance.Your PC is Level 50. You set Player Level Multiplier to 10. 7 additional spawns chance.(Be aware you can get then up to 40 clones for 1 NPC, if you meet 20 ghouls, 20 * 40 = 800﻿+ the 20 originals.﻿I do not think the game can handle the AIs. My favorite setting atm is Min: 1 and Max:7.﻿It is enought to get my Level 92 character into trouble.)﻿Excluded from cloning:TurretsCharacters with names (maybe not complete, as not all characters with names﻿ has the unique flag. So if you find in game somebody cloned that﻿should not, please let me know.)﻿ Enemies in the mechanics lair. (There is a vanialla script for endless spawning of enemies active)﻿ SKK Combat Stalkers﻿Should be compatible with all DLCs (No vanilla record change.)The DLCs are not required.NMM.Else manually by copying the content of the attached 7z file to the data folder.﻿If upgrading from old version pre 0.53 make sure the old MoreEnemies scripts are deleted in the﻿\data\scripts\ Folder.﻿MoreEnemiesEnemiesCollectionScript.pex.﻿MoreEnemiesPlayerAliasScript.pex﻿MoreEnemiesCleanUpQuestScript.pexIf updating and experiencing the effect, that your settings are not stored:﻿delete \Steam\steamapps\common\Fallout 4\Data\MCM\Settings\MoreEnemies.ini.NMMManually: Remove copied content of the attached 7z file from the data Folder.(Maybe check in console if any quest starting with MoreEnemies is running and stop it.)Remove debug traces from Papyrus.log.Add more named NPCs to the excluded list as not all are marked as unique by vanilla﻿(In case Player decides to fight the BOS for example)﻿﻿Add compability to "Combat Zone Restored".MCM optional but highly recommendedRecommend to use with PilesofCorpes ﻿ https://www.nexusmods.com/fallout4/mods/1770/ as else after 20 dead enemies despawning starts ﻿which is very unimmersive.﻿If you want to prevent NPCs from cloning add them to this faction:﻿doNot