Thanks for the explanation.
Btw, can a ghoul still be raised if the corpse is missing a leg or head? (This may be a spoiler question).
No. Well, not normally. If it died that way then no. If you shoot them off later then yes -- but this is a bug. In RC1 I actually placed the limb detection code too early in the raising script, so right now they will raise even if you've shot their head or legs after they're dead. In the next update they'll stay down if you dismember them after death, as it should be.
And please, optional weaker ghouls. Simply because i want to mow them down with a minigun and see the corpses pile.
Your wish is my... um... something or other. Anyone, have a module:
::: http://members.iinet.net.au/~amills/zMMMF3-FGS.zipIt reduces health on Feral Ghouls, Roamers, and Glowing Ones. These new values will work with the wounded raised Ghouls too, making plenty of fodder. As the ghouls are weaker, I was contemplating upping
MMMzFeralGhoulMult from 5 to 6, but you can do this yourself by editing
Feral Ghoul Rampage.esp if you want to.
When making yourself friendly with the raiders through the console, I noticed the Gargantuan won't attack if you just flip the power switch and open the gate. It will attack the raiders if you blow up the power generator next to the gate. The mayhem was fun to watch from afar. :thumbsup:
Interesting. I'll look into why that is.
For everyone else -- when you do Evergreen Mills, blow up the generator to release the Garg!
Quick follow-up question, what are the spawn chance percentages when I set the max to say 1.5 for example, when compared to the default 3 or even 2?, just curious.
That's kinda hard to remember, ages since I made the IS equations. They're a binary pair which weights the result to the average, so it's not simple unless I pull out a calc. Just remember to set it to a float if setting a value less than 2 or it won't take effect. Start with 2 and if you feel it's too much, try 1.75 then 1.5.
@Mart: Fwiw, and I do hope this goes without saying... Specially since I said this fairly early on in the Oblivion MMM threads...
Your work (and team(s)) is great. If you were to announce that you would stop modding and MMM would not have any further progress, it is still incredible as is.
Not being a modder, I still understand that these big projects are almost never complete. If modders are anything like artists in the sense of "IT isn't done until IT tells me IT is done" then it may never be complet. But what is here is a treasure, so don't ever forget it.
Thanks EM
@Mart/Anyone who knows: What is the current incompatibility between MMM RC1 and Burnification mods?
I didn't say there were incompatibilities, I was saying I heard it has bugs and, further, if it does its magic by altering creature records/scripts it might not work happily with MMM, but I'd have to look at it and I don't have the time atm.
Hey guys, what are the best places for a Super Mutant Gargantuan encounter? I'm dying to kill one to see how much awesome loot it drops with FOOK installed hehe...
They're completely random with Supermutant spawns, outside only, with the exception of Evergreen Mills.