Since this mod is on the large side, FOMM appears to lock up while it is being installed. I have created an installation script to fix this that does the following:
- Checks for archive invalidation being activated and if it isn't, warns the user and allows him/her to abort the install and activate it before anything is installed
- Shows a dialog that allows you to select a single Increased Spawns plugin if you wish, as well as any combination of the optional plugins you want
- Displays a progress dialog as the mod is being installed
- Allows the user to cancel installation at any point
I still have to work on cleaning up files that may have been installed if the user decides to cancel during the actual install process, but I should be able to finish that tonight after I get home from work. Would you be interested in this script so that you could add it to official releases?
Yeah absolutely, send it through.
Question: Just how does the "raised ghoul" effect look.
I may have seen it already, but not noticed it...
Do raised ghouls just kind of fade into existence, like it appears when you resurrect any critter via console, or is there some special visual effect?
They appear when you're not looking, and
only when you're not looking
Was starting just doing the superduper mart and the protectron no longer attacks the raiders, even after you present the id. And the raiders do not attack the protectron. I think that Marts is the only mod that I am running that effects factions.
Thanks for the report, I think I know what's wrong, will fix for the next update.
Awesome mod, I just have one comment about the extra ghoul rampage plugin.
I think a weaker ghoul version of this mod would be great. I love fighting 50 ghouls, but every time I do it I am totally out of ammo by the end. Each Ghoul is just as strong as a regular ghoul, making for a very tedious battle. I imagine tweaking it would make it closer to a Left4Dead zombie experience, wave upon wave of weak zombies. They challenge you in numbers, not in individual strength, which is always a fun gameplay mechanic.
Just a thought. I imagine I could just mod it in myself but I figure others may find it a fun idea.
This is easy enough to do -- what does everybody else think? If you load the Feral Ghoul Rampage you not only get many more ghouls, but their health is also reduced?
I saw the gargantuan screenshot in EvergMills kicking raider ass. In my game, gargantuan is a good friend of the raiders and won't even touch them. What gives?
The EvergreenMills Gargantuan is literally identical to the original Behemoth in terms of what's in the GECK, all that's changed is the source template for model/stats and script (which only contains the Behemoth counter in vanilla). It uses the same EvergreenMills AI settings as the original. In the dozens of test I've done there it's responded and attacked the raiders everytime I open the gate, so I have no idea why it didn't respond for you and Slochy. Can you do the following for me (and you too Slochy):
* disable
all mods but MMM
* start a new game (from start, not a save at vault)
* once out of the vault, bring down the console
* type 'coc evergreenmillscity'
* let the Garg out of his cage
And let me know what happens. If you're getting killed too quickly by the raiders first before you can see what happens with the Garg, type 'tgm' in the console so you don't get killed.
I just had a thought about this
very minor issue. Is it possible to knock the new ghoul down on the floor immediately after spawning? Thereby allowing the player to see it stand up (if he/she faces the ghoul directly after spawning that is). It would at least add a slight possibility of actually seeing one "coming back to life". If the "knockdown-time" can be extended you wouldn't have to face it directly after spawning either, you may even have a chance of seeing the cursed thing move around a little on the ground before it actually rises, giving the option to "put it out of it's misery"
This is a good idea
I can give them a knockback when they spawn, I'll add it and see how it looks.
I've noticed that the Glowing Ones still explode after death even when they're turned into a pile of ash. I dunno about gooification since I don't have any plasma weapons on my current character, but I'd assume it's the same with that as well. It's a minor issue, but still kinda strange and I figured you might wanna know about it. You've done an awesome job with this mod and I can't wait for the next release.
Ah I didn't think of that -- thanks for the report, will add a check for gooification and not trigger the death if true.