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[MOD] jmerry's Tweak Collection

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  • GraionDilachGraionDilach Member Posts: 599
    edited November 5
    Valleyant wrote: »
    If it's the latter i'll install BGEESpawn if it still works

    That INI setting I added to BGEESpawn was provided explicitly for people who want more enemies, because that allows stacking of these mods pretty much (BGTSpawn can also stack with BGEESpawn but my proposal to include that INI setting there was rejected, so BGTSpawn as-is hardcoded to always disable the default spawn points and thereby disable the effect of jmerry's tweak, regardless if BGEESpawn was installed in it's stacking setup).

    IIRC the EasyTutu setup spawns more enemies in that one but it's been a while.

    Unlike the jmerry tweak (or BG Enemy Randomizer), both BGEESpawn by default and BGTSpawn disables the spawn points in favor for invisible undetectable traps spawning the enemy groups, which is why they are theoretically (and for BGSpawn, practically) stackable and they are entirely different systems underneath.
  • jmerryjmerry Member Posts: 3,882
    Valleyant wrote: »
    The question of if playing a 4ppl party with the component #44 installed is generally identical to playing a 6ppl party without it.

    Close. At Insane difficulty, that component scales up spawn numbers by 50% - both the difficulty and cap parameters. So spawn points that don't run into the cap like ankhegs at the farm would be the same between the two parties, while spawns that do run into the cap like the Gnoll Fortress would be bigger with my component (6 gnolls/xvarts per spawn point instead of 4).
  • ValleyantValleyant Member Posts: 5
    @GraionDilach @jmerry Thanks guys! Really solid mods! i have already installed BGEESpawn and it's working great so far, i really wanted to install jmerry's mod but i guess it will wait until bg2 or the next bg1, solo run with the multiplier of 600% 😱💀
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