I personally don't and they still get spawned in crazy numbers. See the screenshot in "TIL" with the Egret building stacked to the 2nd floor with their corpses. Also have a vid where it took me like 5 minutes just to loot. A couple streets outside the castle were drenched in blood and littered with bodies. A nice 8K xp from throwing a couple grenades too...
Could it be linked to game FPS, perhaps? Mine drops really really low so the game is having a hard time dealing with all of it. Maybe it sees no result from spawning them and spawns more? Just wondering if that could be a thing.
Yeah, that is strange- and could be. I wonder if the script could also be getting '
out of sync' timewise, and thinks it needs to keep dumping them in thinking 24 in game hours have passed and it hasn't. That would be a bug in the
time->event script call. In many of my Fallout 4 playthroughs, with what starts out as a normal in game time spawn rate, begins to slowly increase in frequency across the board until it almost becomes spam outside of SS2. Almost as if the game thinks more time has passed than has.
I would guess the reason the frame rates are
initially dropping is... the game engine creating and linking data structures for npcs, in this case the Gunners, in massive quantities. That is sometimes the 1-2 second pause you'll see when entering a new area that seems to be crawling with enemies. Then after that framerates fall under gpu and cpu limitations or
bandwidth. How much data can be moved in a given amount of time. The gpu can move it, but if it can't do it fast enough between frames everything starts to seem 'laggy'.
I've noticed, at least in my gaming here, that when things get 'laggy' due to bandwidth issues, the overall quality of the visuals appear to drop. It's very subtle. I don't mean being 'laggy' per se, just how it looks. If that is true, then the engine is saying... I don't have enough time to do some simple aesthetic things so I'm going to skip it for now(by frame). Not, necessarily by a 'dynamic' design... just can't keep the core engine stable if we do more than we should during a certain time slice so let's code in a fail safe by saying if we don't have enough time to do... let's just skip it. So, if it happens intermittently, let's say one or two frames out of 60 per second, then no one would really notice. But if the problem is big enough and more frames are involved then it becomes noticeable.
For me, when they did a FedEx overnight every 24 in game hours there wasn't more than 4 or 5(at the most), and I'm running PaNPC which is set to increase spawns. So if it did, it was just by one or two. The fights were brief and the settlers usually took them out as they weren't heavily armed. In that image, they look like clones of the same npc for some reason.