Okies,
For all the loyal thread followers, a prerelease of RC2. I'll explain why I'm releasing this early below, for now the changelog:
::: RC2-pre- Placed sounds in the correct directory!
- Fixed Deathclaw Matriarch never dropping her horns
- Fixed player Robots not attacking or being attacked
- Fixed some 'No...' plugins not working as intended
- Fixed Feral Ghouls with legs or heads missing still raising
- Fixed Disintegrated or Gooified Feral Ghouls still raising
- Fixed Disintegrated or Gooified Glowing One and Robots exploding
- Fixed EvergreenMills switch not triggering Gargantuan (vanilla bug)
- Added Feral Ghouls can now raise in realtime in front of you
- Added Slavers to backup Grouse while Increased Spawns is enabled
- Added Girdershade residents to No Attack for protection from wildlife
- Added chance for Robots to explode on death in dozens of different ways
- Added Pipboy icons and world models for all new MMMF3 loot (thanks Drag0ntamer!)
- Added Corpse Flies given no collision and prevented showing up on radar
- Added FireFlies given no collision and prevented showing up on radar
- Reduced Giant Radscorpion chance by one third
- Reduced Behemoth/Matriarch knockback effect to 50% chance for Player
- Slightly boosted Floater health
- Slightly boosted speed for cripple legged fleeing Wanamingos
- Slightly reduced Feral Ghoul loot
- Slightly reduced Radscorpion increased spawns
- Updated Night Ghoul vision effect on player checks for current effect first
This also includes the juicy features http://www.gamesas.com/bgsforums/index.php?s=&showtopic=984810&view=findpost&p=14240248 except for the night perception changes and staggering, as I'm still working on these. There's also a new creature, but again he's disabled in the RC2-pre as there's a little bit more work to be done, and finally L0ki's FOMOD script will be used to create standard and FOMOD install versions for the final release.
So why upload this? I've made a fundamental change to how corpses from Increased Spawns are removed. It's kinda apples and oranges really, both methods have their pros and cons, but I think this one is slightly more efficient and possibly more stable, although when I say 'stable' be aware we're talking about perfectly functioning code in all situations regardless, and stability is about hoping to trigger less of the engine's own internal bugs as can be hoped (re: my previous post about needing to work around stupid quirks in the engine).
So please install this (with a backup savegame, of course), be sure to rest 4 days to let cells reset, and then just play as normal and see if Increased Spawns and cells resetting (so maybe rest 4 days again every now and then, and re-visit zones that you've cleared that respawn) works just the same as before.
In return for providing this feedback, you get all the other juicy features of RC2: Feral Ghouls raising realtime in front of you, Dragomtamer's excellent Pip-boy icons and world models for loot, the fix to the vanilla bug at Evergreen Mills (try flipping the switch now to let the Gargantuan out), the 'No...' plugins working as they should (feedback here too would be great), Corpse Flies no longer showing up on your radar, and all the rest!
Oh yeah, and the download
::: http://members.iinet.net.au/~amills/MMMF3-1RC1-RC2pre.7z (3.7M)