dandoppus Posted May 15 Share Posted May 15 Is there a mod or similar to fix the issue that causes some enemies simply not to spawn until you close and reopen the game? It's an extremely annoying bug, especially when you load your game and find yourself suddenly surrounded by robots, radscorpions or deathclaws. Link to comment Share on other sites More sharing options...
laclongquan Posted May 15 Share Posted May 15 (edited) Sound like your current session get too full of corpses that the active/normal spawns cant be processed in. When you quit the game totally, the corpses will be deleted and processed better during startup, so when you load the game in, the surviving spawns are appearing. In that case, it's not a bug, more like engine's insufficiency. The only way is to increase spawn limit per cell, but that was hardcoded, IIRC. Do you have mods like Larger Pack, Double Spawn, Increased Spawn, or certain mods that add extra spawns? Edited May 15 by laclongquan Link to comment Share on other sites More sharing options...
dandoppus Posted May 15 Author Share Posted May 15 Huh, that does make sense. I don't have any of the mods you've mentioned, my game is pretty vanilla with only some bugfixes, but I do play exclusively without fast travel. Could that be causing this? Also I saw someone on the TTW forum mentioning that this can be fixed by flagging all anemies as essential, I don't know how that would work or if you could do that with GECK. Here's the link: https://taleoftwowastelands.com/viewtopic.php@t=8757 Link to comment Share on other sites More sharing options...
laclongquan Posted May 16 Share Posted May 16 (edited) What he mean is that they flagging every ref of creatures and npc as quest item persistent. You can not do anything about that, because it's mod work that affect all cells. But I do have some idea about your situation You run from locations to locations without fast travel, so the game remember refs of creatures and NPCs in cells youve been through. Fast travel method eliminate memory of those that's been too far, but you dont use that and so the memorized refs are increased to max. What you can do is that to making use of Full Saves, or Quick Saves. QS you might not want, so I will tell you about Full Saves One way is to manual save, but you might not want this since it memorize how many times you save, and you dont want to see saves with 900+ number on that. Another is to make use of location save and timer save. Every time you get from one cell to another using portal (doors, hatches, ladders...) it save to Auto Saves. Nvse and tweaks has configuration that can increase those number of saves, and the frequency to save. You have NVSE and Stewie? Find Auto Save Manager mod, that will do just that. So when you run from one locations another, even without portal, after a time it will auto save for you. After such timer save, quit fully to desktop and restart the game with that save. That will reduce your problem. Your problem is that you want your own way to play (no fasttravel). But that way to play require some methods to smooth it over. More auto saves and timer saves is one such help. Edited May 16 by laclongquan 1 Link to comment Share on other sites More sharing options...
dandoppus Posted May 16 Author Share Posted May 16 Well, now that I know for sure that not fast traveling is the root cause of it, I guess I'll just stop disabling it. It's a shame, I think it kinda diminishes Obsidian's effort in making a cohesive world, but gamebryo is gamebryo I guess. Thanks for the info, my man! Link to comment Share on other sites More sharing options...
laclongquan Posted May 16 Share Posted May 16 (edited) Eh, you can always use Save Manager and set autosave number to 4, and timer save to 20 minutes. That way if you meet an ambush like that, you lose only 20 minutes from nearest timer save, or even less than that from a location save. Hair raising experiences like that are not easy to meet in FNV. Edited May 16 by laclongquan Link to comment Share on other sites More sharing options...
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