[RELz] Fwe - Fo3 Wanderers Edition No.36 - part2 :P

Post » Fri May 13, 2011 3:45 pm

Thank you, but I know that you get the control panel item when you leave the vault, what I do not know is where to change the spawn rate. I must be blind, but I can't find it. Could you please be so kind as to share this information, eh?


It's at the bottom of the menu ("Supported Mod Configuration" I think it is called). You need the FWE 5.02 update to see the MMM parts.

Edit: Oh sorry, Carenzi. I misunderstood.
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Amy Siebenhaar
 
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Post » Fri May 13, 2011 7:43 am

Thank you, but the whole thing me asking in the first place, is because I don't use MMM. This is why I asked about 'MMMF3 - Increased Spawns' standalone just to get the increased spawns, but then gothemasticator says no, and that there already is an option in the FWE menu. Maybe he just misunderstood, or I did. I dunno. Thanks for trying anyways. :)
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FoReVeR_Me_N
 
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Post » Fri May 13, 2011 11:14 am

No need in this
Some monsters are in the walls and you can not see them even with TCL command
This is vanilla issue, but chance of this increased with MMM installed.
There is two ways to resolve this issue
1. Leave Memorial and enter again.
2. If this not help- type KillAll in console. You will kill all enemies in the area


ah thanks mate, didn't know it was a vanilla issue. nonetheless leaving and re-entering Memorial did not help. I didn't know about the KillAll command unfortunately so thanks for the advice :) Anyway I've managed to get past it now by:
  • Disabling all MMM plugins and merged patch.
  • Waiting in an interior cell for 8 days
  • Re-entering Memorial at which point the two missing monsters appeared.
  • Killing the bastards - got the quest stage update then
  • Re-enabling MMM plugins and merged patch


Do you think the way I've done it could have any bad repercussions? For example, does disabling and re-enabling the merged patch mess things up?
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Lloyd Muldowney
 
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Post » Fri May 13, 2011 7:33 pm

ah thanks mate, didn't know it was a vanilla issue. nonetheless leaving and re-entering Memorial did not help. I didn't know about the KillAll command unfortunately so thanks for the advice :) Anyway I've managed to get past it now by:
Do you think the way I've done it could have any bad repercussions? For example, does disabling and re-enabling the merged patch mess things up?

In your case- I doubt this. All must be just fine
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chirsty aggas
 
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Post » Fri May 13, 2011 5:32 pm

Thank you, but the whole thing me asking in the first place, is because I don't use MMM. This is why I asked about 'MMMF3 - Increased Spawns' standalone just to get the increased spawns, but then gothemasticator says no, and that there already is an option in the FWE menu. Maybe he just misunderstood, or I did. I dunno. Thanks for trying anyways. :)


I have the same question as Carenzi, and like he's saying, there seem to be conflicting responses. Basically, I'm using FWE and would like the increased challenge of additional spawns, but don't want to use full MMM. Is there any way that's compatible with current FWE to increase the spawn count without full MMM? (like, for example, creating a merged patch via FO3Edit with both FWE and MMM IS changes?)
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Monika Fiolek
 
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Post » Fri May 13, 2011 3:06 pm

@Cerenzi and the rest-

Sorry, I did misunderstand. If you are not using MMM, you will not get the increased spawns option in FWE.

But, with out MMM, you certainly cannot use the MMM increased spawns plugin. It's an optional component of the main mod. No main mod, no optional component.

So, your only recourse, if you want the increased spawns, is to install MMM.

gothemasticator
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HARDHEAD
 
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Post » Fri May 13, 2011 1:48 pm

@Cerenzi and the rest-

Sorry, I did misunderstand. If you are not using MMM, you will not get the increased spawns option in FWE.

But, with out MMM, you certainly cannot use the MMM increased spawns plugin. It's an optional component of the main mod. No main mod, no optional component.

So, your only recourse, if you want the increased spawns, is to install MMM.

gothemasticator

Sorry but thats not correct :)

To clear this up for everyone:
There is a standalone increased spawns mod http://www.fallout3nexus.com/downloads/file.php?id=1415. It does not require MMM and in fact should NOT be used together with MMM and the FWE-MMM FOIP patch naturally(since that would be kinda silly and redundant).
This standalone mod is fully compatible with FWE, but it has no entry in our config menu.
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Riky Carrasco
 
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Post » Fri May 13, 2011 6:52 am

Sorry but thats not correct :)

To clear this up for everyone:
There is a standalone increased spawns mod http://www.fallout3nexus.com/downloads/file.php?id=1415. It does not require MMM and in fact should NOT be used together with MMM and the FWE-MMM FOIP patch naturally(since that would be kinda silly and redundant).
This standalone mod is fully compatible with FWE, but it has no entry in our config menu.

Thanks for the explanation. I was sure they are incompatible
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vicki kitterman
 
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Post » Fri May 13, 2011 12:33 pm

Sorry about all the confusion delamer. Thanks for trying to help out though, much appreciated!

Kai..Cool, just the answer I wanted. So does it matter where in the load order I put it, or should I just leave where it is now, before FWE? Seems to work just fine there as far as I can tell from the testing I have done.
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Mari martnez Martinez
 
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Post » Fri May 13, 2011 7:22 am

If it seems to be working fine in front of FWE, I'd leave it there. It's been a while since I looked at the standalone increased spawns, and can't remember all the record types that it modifies. Putting it front is "safer" from an FWE perspective.
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Emily Jones
 
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Post » Fri May 13, 2011 9:36 am

@ Mez..

Yes, that's what I thought, and since all I want from it, is more spawns in the group (I used FO3Edit to change it to 1-2 extra). Then FWE can change whatever else it needs to, to make it FWE'ified. I checked and when loaded before of FWE, I get the extra spawns, and the baddies (Raiders in this case) still drop FWE added items. So all is good. Thank you all for your input and your help!
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Laura Samson
 
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Post » Fri May 13, 2011 12:26 pm

Didn't know about the standalone plugin. Good to know. Thanks.

gothemasticator
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Baylea Isaacs
 
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Post » Fri May 13, 2011 5:27 pm

I was wondering if someone might have an idea why the 2 Super Mutants at Chevy Chase would be respawning as non-enemies. These are the 2 that first appear in Chevy Chase at the beginning of the main quest, when you are sent to find GNR. These 2 spawn and just after that, Lyons pride appear and battles them. These 2 seem to be the only SM's that are respawning as friendly. All the other SM's in the area are hostile.

Looking at both of these mutants in the geck/fo3edit I think these 2 are the only mutants in the game that have their aggression level set as un-aggresive and I think that in combination with the fact that in an unmodded game they don't normally respawn is what's causing them to appear as friendly.
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joeK
 
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Post » Fri May 13, 2011 5:53 pm

I was wondering if someone might have an idea why the 2 Super Mutants at Chevy Chase would be respawning as non-enemies. These are the 2 that first appear in Chevy Chase at the beginning of the main quest, when you are sent to find GNR. These 2 spawn and just after that, Lyons pride appear and battles them. These 2 seem to be the only SM's that are respawning as friendly. All the other SM's in the area are hostile.
Looking at both of these mutants in the geck/fo3edit I think these 2 are the only mutants in the game that have their aggression level set as un-aggresive and I think that in combination with the fact that in an unmodded game they don't normally respawn is what's causing them to appear as friendly.

I also have this issue and not only with SM- with some raiders too. I can be wrong, but, as I understand, aggression level dictate distance, at which your enemy begin to be aggressive to you.
May be it was made with purpose.
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Joey Avelar
 
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Post » Fri May 13, 2011 3:17 pm

I was wondering if someone might have an idea why the 2 Super Mutants at Chevy Chase would be respawning as non-enemies. These are the 2 that first appear in Chevy Chase at the beginning of the main quest, when you are sent to find GNR. These 2 spawn and just after that, Lyons pride appear and battles them. These 2 seem to be the only SM's that are respawning as friendly. All the other SM's in the area are hostile.

Looking at both of these mutants in the geck/fo3edit I think these 2 are the only mutants in the game that have their aggression level set as un-aggresive and I think that in combination with the fact that in an unmodded game they don't normally respawn is what's causing them to appear as friendly.


It's not an issue with FWE because I have the same issue and I don't have FWE installed at the present time. I have MMM, which I assume you do too? Or is respawing built into FWE... Not sure if MMM is the root cause or just creates an opportunity for an exe bug to present itself.
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El Goose
 
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Post » Fri May 13, 2011 7:33 pm

It's not an issue with FWE because I have the same issue and I don't have FWE installed at the present time. I have MMM, which I assume you do too? Or is respawing built into FWE... Not sure if MMM is the root cause or just creates an opportunity for an exe bug to present itself.


Found and fixed the problem. It should be considered an MMM fix.

MQ01CitySuperMutant needs to have the "Use AI Data" flag turned on so that it uses the AI Data data from the template it's using.

The second mutant that is there (MQ01CityMutantSpineBreaker02) uses MQ01CitySuperMutant as it's template and had the "Use AI Data" flag turned on, so it is ok. It gets it's AI Data from there. But because MQ01CitySuperMutant wasn't getting/using the proper AI Data it messed up that second mutant.

All the other super mutants in that area MQ01SchoolSuperMutant01 to MQ01SchoolSuperMutant07 all have the "Use AI Data" flag turned on and are fine. The remaining 3 MQ01 mutants in that area seem to be one time only appearance mutants and are fine as well.
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Mariana
 
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Post » Fri May 13, 2011 3:35 pm

Which follower mod plays nicer with FWE, CSR or Phalanx?
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zoe
 
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Post » Fri May 13, 2011 1:17 pm

Which follower mod plays nicer with FWE, CSR or Phalanx?

I don't know about CSR, but Phalanx work just fine.
Also take a look at this mod- Amy Wong Companion
http://www.fallout3nexus.com/downloads/file.php?id=10577
And companions from FWE also have some nice things
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Jason Rice
 
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Post » Fri May 13, 2011 2:12 pm

Beautiful, thanks man!
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Steve Smith
 
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Post » Fri May 13, 2011 11:34 am

I just wanted to drop in and say EVE with FWE is pretty fly, but I've got a bug to report and a fix that I've personally used

The Enclave that spawn with Gauss Rifles from O:A don't use them because FWE/FWE+EVE doesn't remove the "Player Only" Check from the weapons. Removing it in FO3Edit rectifies this.
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No Name
 
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Post » Fri May 13, 2011 6:57 am

I just wanted to drop in and say EVE with FWE is pretty fly, but I've got a bug to report and a fix that I've personally used

The Enclave that spawn with Gauss Rifles from O:A don't use them because FWE/FWE+EVE doesn't remove the "Player Only" Check from the weapons. Removing it in FO3Edit rectifies this.

Thanks!
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Camden Unglesbee
 
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Post » Fri May 13, 2011 10:15 am

I've got a problem with merchants, they don't seem to respawn their caps or items, I've put it at daily and I was out exploring for a few days, when I came back they had no new items or caps. So I figured it's something with the load order, It's exactly as it's described on the nexus page, but I have a few small esp mods after those, but the only one that changes vendor inventory would be the backpack mod. It's worked in the past so I'm not sure what's wrong now, should I put those before or after the FWE esp files? How does the load order work?
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Ann Church
 
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Post » Fri May 13, 2011 6:21 am

I've got a problem with merchants, they don't seem to respawn their caps or items, I've put it at daily and I was out exploring for a few days, when I came back they had no new items or caps. So I figured it's something with the load order, It's exactly as it's described on the nexus page, but I have a few small esp mods after those, but the only one that changes vendor inventory would be the backpack mod. It's worked in the past so I'm not sure what's wrong now, should I put those before or after the FWE esp files? How does the load order work?


Apparently I don't have permission to edit, anyway. I disabled all mods except FWE, MMM and WMK and the merger (last). I put on FWE defaults, slept for 5 days, same thing. What do I do? Can I reset FWE or something like that? Don't want to have to make a new character after 80 hours of gametime.
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abi
 
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Post » Fri May 13, 2011 5:09 am

I've got a problem with merchants, they don't seem to respawn their caps or items, I've put it at daily and I was out exploring for a few days, when I came back they had no new items or caps. So I figured it's something with the load order, It's exactly as it's described on the nexus page, but I have a few small esp mods after those, but the only one that changes vendor inventory would be the backpack mod. It's worked in the past so I'm not sure what's wrong now, should I put those before or after the FWE esp files? How does the load order work?

Backpack mod can give such effect- I had it myself.
Component, which make backpack respawnable.
Simply deactivate this component, merchant's ability to respawn will be restored
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Carys
 
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Post » Fri May 13, 2011 8:13 am

How would I make a weapon compatible with FWE? For instance, I would like to use http://www.fallout3nexus.com/downloads/file.php?id=7458 mod, but the weapon stats would be messed up by FWE's weapon changes, correct?

Also, I have to say again how much I love this mod. The more and more I play it, the more I realize how great it really is. Thank you so much :wub:
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Ashley Hill
 
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