Spawn Multiplier (FORMERLY 3X SPAWNS -- NOW UE4SS)

⭐ — (22 endorsements) 📥 883 downloads 📌 v1.1 📅 9/9/2025
🟡 Updated this year

By FalseLight · Monster

⬇ Download Mod Source: Nexus Mods ↗ 📅 Updated: 2/16/2026 📅 Created: 9/9/2025

🔍 Analysis

  • 👍 2.5% endorsement rate — high engagement, a strong quality signal
  • 🏆 #10 of 19 Monster mods in this game by downloads

📋 About This Mod

Customize how many NPCs come out of the static spawners across the game world.

NOW MADE WITH UE4SS. Thanks to that:

  • []We now have a customizable global multiplier, unlike the pak version which locked you to x3.[/]

    []Don't need to make the spawn cooldown faster anymore. Now you can make it as long as you like.[/]

    []Updates don't break the mod anymore (hopefully)[/]

    New feature: Swarm multiplier

    If the variable "swarmMultiplier" is set to true, the NPCs in the "swarmNPCs" table will be multiplied by the "swarmMult" variable, not the "flatMult" variable.

    I made this to make NPCs that would only really be a serious threat in numbers, like pests and zombies, actually have numbers.

    You can also exclude certain NPC types from being multiplied:

    All of these are editable in main.lua, just open it up with any text editor.

    I'll implement per-NPC multipliers in a future update.

    Why make this?

    I made this because I think there are way too few enemies especially for bigger lobbies. There are currently just 3 of us playing on Apocalyptic difficulty, which I just found out maxes out the spawn count regardless of the player count. If that's all there is, it's not enough. Even just by ourselves we bully literally everyone as early as Labs. I want to retain the vibe of being a random, weak, and scared Black Mesa scientist for as long as possible.

    How does it work?

    This mod patches the maximum NPC cap of each spawner class. That means the static spawnpoints scattered throughout the world. NPCs spawned any other way, such as assaults and console commands, are not affected (EDIT: Turns out it might actually be affecting assaults. Will verify and add a toggle for assaults in a future update).

    INSTALLATION:

    1. Install UE4SS if you haven't already

    2. Unzip in AbioticFactor/ue4ss/Mods

    Known issues:

    • []Rarely, spawners will spawn one less NPC than you set in the multiplier. Looking into why this is.[/]

      []As of now, the mod cannot multiply the Reaper, Power Leech Boss, and Snowman.[/]

      []Some of the paths are wrong, so some NPCs won't get recognized if you put them in any of the tables. Gonna put out a fix for that soon. [/]

      Other things to note:

      • []Obviously, more NPCs can tank your performance depending on your machine.[/]

        []Less obviously, but also seemingly tied to server performance, the more NPCs there are, the stupider they become. Sometimes they might take ~10 seconds to notice you. The effect is made worse if a lot of them are in combat. This seems to be a performance-saving feature that kicks in to preserve your frames. Just wish it were more intelligent (it doesnt seem to prioritize NPCs that are close to players, looking to fix that).[/]

        []To reiterate: this mod sets a global multiplier for all NPCs that are not defined in exception tables. [/]

        []All of the exception tables besides the "excluded" table can be toggled off, for the crazy people (me) who want three Behemoths etc. [/]

        []Spawn Multiplier should work with Harder Grunts out of the box (if you could manage to get it working with UE4SS). This is because Harder Grunts sort of "piggybacks" onto spawners by editing what NPCs they can spawn in the blueprint (This is similar to how Chaotic Spawn Engine worked back when it was still a pak mod). I patch all of those spawners at runtime, and since Harder Grunts' uses vanilla spawners, it gets affected too. If a Harder Grunts NPC has a 10% chance of appearing, then that chance becomes higher because you essentially "roll" x times instead of just once. You can see it happen with special NPCs like Alpha Peccaries too. [/]

        []If you're using Chaotic Spawn Engine, remember that all NPCs count towards the spawn caps defined there. Multiplying base game spawns by too much can cause Chaotic Spawns to hit its cap earlier, resulting in less dynamic spawns. Consider raising that cap or lowering your flatMult if that's not something you want.[/]

        Compatibility:

        Should be compatible with most everything.

        For even more challenge, you can try my other mod, Chaotic Spawn Engine, which can spawn enemies all over the game world, even in places where there are no spawners.

        Special thanks to combatken for the thumbnail!

📊 Mod Details

Game
Abioticfactor Mods
Author
FalseLight
Version
1.1
Downloads
883
Endorsements
22
Category
Monster
Created
9/9/2025
Updated
2/16/2026

🔧 How to Install Abiotic Factor Mods

Install via a mod manager (Vortex or Mod Organizer 2). Most mods drop into the game folder.

📖 Full step-by-step install guide for Abiotic Factor →

Visit the official mod page for specific installation instructions for this mod.

🎮 Need cheat codes or console commands? Check ur gaming wiki for Abiotic Factor commands, item IDs, and more.

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