Far Harbor Spawns
Screenshots 8 screenshots
About this mod Machine translation
SMB92 has assumed ownership/control of this mod. Immediate future questions/concern his way. Thank you for joining me and I feel great, but we have moved on to other projects.
Note from SMB92: Notice (17/5/17) - A new MOD is in the works. I decided to write a new mod that would work better within the limitations of the game engine. Please see the comments thread for the latest information, I don't want to change this homepage other than any important updates I will list at the top of the page and the relevant sections (if necessary) below. Most of the information on this page is still highly relevant and you can read through it.
If you experience strong instability on heavy load orders, I recommend using the "Mama's Boy" preset in the WOTC configuration menu and also disabling VERTIBIRDS. Please use this menu to identify yourself.
The fourth update is released*** The latest version is 1.4. Now includes Far Harbor hand-placed spawning and ba2 archiving. The latest updates are provided by SMB92. He edited the .esp file to make it work with Nuka World. I don't think I've tested this file myself... Please tell me if it's up and running again - Note from SMB92: Only updated Precoms/Previs data was transferred from Nuka World to WOTC. esp, if you don't have NW, you don't need this.
IMPORTANT WARNING: Version 1.4 requires Automata and Remote DLC! For god's sake don't rename the main mod file, it's linked to some script function and the game will crash if you will change the filename!
How to update with current save:
- Navigate to some interior, for example: the basement of a house on the Temple Mount.
- Save the game and exit.
- Completely uninstall the previous version.
- Launch the game and load the latest save, ignoring the missing plugin warning.
- Make a new save (this will be the previous version of the script).
- Install the new version of the mod.
- Load the latest save.
- Play.
This mod is a deep revision of my original spawn mod called Commonwealth Spawns Extended, which contains many changes and improvements to my old project. As the name of the mod suggests, the main purpose of this mod is to bring more life to the Commonwealth waste by adding new spawn points for enemy NPCs, animals, and creatures. The addition of thousands of newly spawned enemies makes the Commonwealth even more chaotic and dangerous, while opening up entirely new possibilities, including tactical gameplay and more difficult material management. Depending on the spawning settings, the mod can offer a whole new gaming experience, from a slightly enhanced vanilla spawning system to extreme hardcore. This mod brings a lot of fun to the game's combat and mechanics, from a lonely wanderer in a desolate world to a new dynamic and chaotic wasteland, with more emphasis on gameplay choices, character building, and tactical choices than in the vanilla game. It really makes you believe that the Commonwealth had over 200 years for mutants to breed and humans to establish the basis of their presence in the region.
Install & use Install: follow the bundled instructions
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- There is no universal mod manager for this game: some mods replace game files directly, some go into a game-specific Mods folder, and some need a game-specific community loader or tool first — follow the bundled readme.
- Place the files exactly as the readme says; mods with listed dependencies need those installed too.
- Launch the game to confirm it loaded; some games require enabling mods in settings or an in-game mod menu.
Install locations vary a lot between games and mods — the bundled readme is the most reliable guide.