I'm curious though, when you do the new FOIP patches in the near future, do you plan on releasing another one for XFO?
Absolutely
All the FOIP modules will be updated when I get home later tonight.
Hey Martigen, would using the FO3 Plugin utlility to kitbash/merge the latest MMM + FOOK Compatibility patch from your page and the MMM + FWE .esp from the FOIP page work as a temporary stopgap, or result in a completely un-recognizable kludge?
Not if you want the universe to implode
Er, it might
seem to work but it may also save some mutant bastard meshing of data in your savegame, which bungs it up even when you get the proper module installed later.
Until I look at the latest version of FWE in relation to MMMF3 RC1, I don't know what's changed and can't recommend it.
I don't see anything mentioning Zenl's alien model in the notes here, was it not added in this release?
Nope, I'd never get this thing out otherwise! Also, it needs more work I think, for dismemberment. Will check with Zenl when he's back.
Very awesome! The Deathclaw variants work perfectly together, and the Matriarch's knockback effect does a good job of keeping her challenging (even if the old dart gun strategy makes short work of her).
I was wondering about two things:
1. Could Giant Radscorpion spawns be reduced for the next release? So far every floater I've encountered was already dead from fighting one (I'm guessing floaters aren't the beefiest opponents).
2. Is there a way to use Feral Ghoul Rampage without Increased spawns(as in only increasing the number of feral ghouls)? I love the idea of fighting swarms of zombies (and I'd love to see the Feral Ghoul Raise feature), but my computer can't handle the combination of MMM+FOOK on Ultra-High when Increased Spawns is enabled.
1. Yeah I can look at reducing them further.
2, Try setting your increased spawns max to 2 or 1. Rampage requires increased spawns because the original spawn points in the game will only ever produce one actor, IS is needed to add more.
Quick question, though. Is there a way to alter the odds of what creatures spawn in the wasteland? I'm getting really sick of fighting robots all over the wasteland, especially when you've made all these improvements to the animals and deathclaws and such. Is there a way to make robots wandering the wasteland a very rare occurrence? I wouldn't mind doing this myself, but I'm not sure what variables to change.
The robot related spawns are placed as such by the vanilla game, but I can look at mixing up their lists with wasteland spawns. Anyone else like that idea?
I just tried doing that just for fun but noticed the Gargantuan doesn't appear to be hostile towards that faction. He's just standing there without doing anything. He only focuses on me when I smack him. Anything I'm doing wrong here?
You didn't add the Garg to the Raider faction did you? Just add yourself, so you can sit back and watch the action without getting attacked. I can guarantee he'll go wild on the Raiders if you let him out of the cage. If he's not, there's something else you're loading playing silly buggers.
I've been having an odd problem in which you may be able to help me with, Mar. It seems the night ghouls keep locking up my game. I'm only using Fook and MMM and no matter to load order, the game will most frequently crash when it's seemingly trying to draw one of the ghouls regardless if it's behind an object. My current loadout is this..
I know you say that MMM needs to be loaded last, but with that configuration my game did nothing but crash before I could even take control of my character.
I've not heard of anyone crashing with Night Ghouls. Make sure the mod is properly extracted (all directories, overwriting old ones) and that you've installed the latest Archive Invalidation Invalidated! Re-install it, even if you have it.
As for the load order, right now you're not getting most of MMM's impact because FOOK's - Tougher Enemies is overwriting them. MMM must be loaded after FOOK. If it's crashing for you this way, it's a symptom of your game installation and not the mods. Try this: go inside somewhere with no creatures or NPCs; rest 4 days; save and quit; re-arrange the load order. If it still happens, you'll need to clean your savegame.
See my post here on how to do this: http://www.gamesas.com/bgsforums/index.php?s=&showtopic=960580&view=findpost&p=13877387
is the Mart's Mutant Mod - Wounding Effects.esp missing in the 7z file for anyone else? Or is it not in the mod anymore or something?
It's not done yet. I'll do this module last as it can be kinda tricky.
Mart I hate asking but would you be able to add a few more slavers at the Paradise Falls entrance. I dont want Grouse to get torn apart by a stray Deathclaw because he almost always gets eaten. And thanks for the Fook plugin.
Ok noted. From memory there are no spawn points there just unique NPCs, I'll see what I can do.
There are a few problems with creatures massacring towns. Especially Girdirshade.
Despite being "hidden under the highway", they are constantly surrounded by robot and deathclaw and radscorpion spawns, not to mention an enclave camp that always has a deathclaw!
Is it possible to put some sort of protection?
Yep. Two other towns are currently protected with the No Attack faction, I'll look into Girdirshade.