Tangentally on topic: You don't link to MMMF3 in your signature. Oh and also: great work etc
Yeah I'll get around to it
could use some advice please. i love this mod but the huge numbers that spawn cause me crashes on entering almost any outdoor cell. interiors aren't bad tho. i'm using increased x1, hunting looting, zones respawn, natural selection. the ones that crash me are Increased x1, and maybe Natural. but i know it's Increased. is there a way to control the numbers? put Increased higher or lower in load order?
You mean, the big fat file called
README - Mart's Mutant Mod - Increased Spawns.txt which tells you exactly how to do this, and which is conviniently included in the download you already have?
I am using the increased spawn (no increased increased spawn) and I have been wondering if it is possible to edit WHERE enemies spawn? I'm asking because I have problems with the super duper mart. I can clear it out and go in after 3 days and now the problem begins. There are like 30 (literally) raiders inside and it seems like most of them spawn AT the entrance. I mean really, I go in and like 20 of them are in this first room next to the entry. This happens everytime.
Is it possible to edit the mod somehow so they could spawn somewhere inside the market and walk in it and not just guard the entrance?
No it's not possible to change WHERE enemies spawn with MMM -- that's a function of doing cell edits in the GECK, and MMM deliberately avoids doing cell edits. MMM doesn't touch cells or spawn points at all, it simply defines
what spawns at a point and in
what volume.
Not sure why they're all at an entrance unless you left them there when they chased you out
Don't forget there are two doors into the Super Duper Mart, so maybe go in the other one and surprise them? You might also try to ensure the cell has reset by resting 4 days before going in again.
edit: and with RC 1_11 it is still possible to use this mod with FOOK? I mean, about compatibility files. Right now I am using the latest from FOIP.
I mentioned on the previous page, current FOIP modules are fine for 1.11.
Anyway again, fantastic work.
Thanks, and everyone else too for the kind words.
Any possibility of adjusting the Wanamingos AI so that they flee but will fight back if you pursue and attack them. I understand their weakness is shooting the legs out from under them but shouldn't this make them collapse unable to move if the end result is to sit their hacking them to bits. Even if injured they should still be dangerous in some way perhaps.
Yes, I can look at that. Either have them retaliate, or slow their speed down once crippled and fleeing. Which would you prefer?