I ran into a metro location (forgot which one, but can hunt it down if you like) where Raiders spawned "almost" on top of the character when they load the new interior cell.
The spawn point is obviously right beside the door/exit and then having 10+ raiders spawn, split off from one another and attack with great lag... makes things difficult.
Is this something you would like to know about? I decided not to report it as I saw it as a Beth spawn point issue, not an MMM issue.
Was that the first time you entered there?
Do corpse flies still show up on your radar?
I was looking at another mod http://www.fallout3nexus.com/downloads/file.php?id=5991 and he mentions a feature called setghost which prevents them from showing up on radar.
Yeah I can set them as ghost to prevent them showing up on the radar, but it means you also won't be able to kill them. Is this what you want?
I have an odd situation to report. Ok maybe two. First off, I had a crash to desktop immediately after setting eyes on the chinese ghoul between tenpenny tower and the powerstation ( not sure exactly where, but I had just discovered the chinese radio frequency) restarted and have not experienced it again.
Unlikely to do with MMM.
And dogmeat has been appearing seemingly at random. I've never found him, he just appears, and I can open his inventory, but not give any commands.
Any thoughts?
Nothing to do with MMM, Dogmeat isn't touched.
the only mod that I have installed that might possibly conflict is the wastland bosses mod.
Yeah... not too sure about that mod.
I also have another suggestion. Would it be possible to include more human (or humanoid such as ghouls and sm) encounters and less creature encounters?
Yes I'll look at this in the future.
Using MMM+FWE+FOOK, I've noticed on several occasions that cells seem to respawn after quicksaving/quickloading. I've just experienced this while walking to the "Hallowed Moore Cemetary" (the destroyed church to the north of Big Town). It was empty when I got there with only a Wasteland captive I then released. I did a quicksave and reloaded it a minute later, only to find the church being filled with several Super Mutants and a floater now - me being right in the middle :-/
Dunno what to make out of this. I did a proper cell respawn hours before when upgrading to RC 1.11, so that shouldn't be the issue.
Hmmm not sure what that could be about. I don't know if I can influence spawns appearing between a save/load. When a cell loads and creatures load, MMM does its thing, then all of its scripts unload except for abilities (like corpse flies, staggering etc). It doesn't change cells, doesn't alter respawn times etc. Zones Respawn of course allows some cells that didn't respawn to respawn, but again this happens only at the cell-respawn boundary in the game.
This may be a dumb question but... Since there is a new 1.5 patch, what about mods? MMM, FOOK etc. Can we in general play with this new patch or users have to wait for updated versions of each mod?
It's fine.
Feral Ghoul Rampage is a blast. I'm playing a 100 explosives character and dropping a nade on one of their clusterf00ks is good for a few chuckles as limbs and bodies go flying. I like that they carry drugs.
I think they drop too much loot, though. They drop anywhere between 0-18 caps (or something). (Can I edit this easily?) Plus, when they revive, they drop loot again, which I think should be eliminated. I think they carry too many bobby pins.
Actually revivied Ghouls are emptied of loot, except for the non-dismembered ones, which is fixed for the next update.