Hi Martigen! First want to say that allways love your work, I am a big fan of your mods, specially the Oblivion ones!
And returning to FO3, this CTS happens when walking around in the outsides. And when the games began to load a new cell.
Fist I thougt that were the bandits, but now I belive that are the Talon company. They spawn behind the bandits and CTD.
With the last FOIP (MMM RC2, and FOOK 1,6) the Heavy Long sleeves armor don't have hand or gloves textures. And other Talons armors too.
Using patch 1.5 and FO3Edit ESM solution.
FOOK 1.6 apparently has issues. Test only with MMM and we can narrow it down to a bug I can fix, or a bug in another mod.
a quick mod quest for you.
Is there any way to turn off the looting on a certain NPC? I have modded followers and dont want them looting unless I tell them its alright.
MMM doesn't alter followers, so the
Hunting & Looting plugin doesn't actually affect them. What you're seeing is vanilla behaviour, and I'm not sure it can be disabled. Tarrant might know more, he's done extensive research into followers.
Check it now
Already can say- after finishing the game
zones respawn disabled don't prevent Anclave to respawn in Jefferson Memorial exterior.
But in the memorial and Rotunda there is no anclave, just Scientists and BS
Thanks -- this confirms it's not an Encounter Zone issue.
Here is some clarification:
In the vanilla game there will be a few enclave showing up around the jefferson memorial after "Take it back" but only a few. With MMM zones respawn there will be many, so many that some BS side quests are impacted.
I went into "zones respawn" with FO3edit and found the "EnclaveNoRespawn" encounter zone and changed it to "never resets". This cleaned up this area and had little impact on the rest of the game.
Note if you have compatibility patches you might have to update them as well.
Thanks for taking the time to try this out Alendrin. Unfortunately it may be placebo -- the EnclaveNoRespawn Encounter Zone applies only to two DeathClaw spawns and three FFE (Free Form Encounter) spawns out in the waste. Toggling this won't affect the Jefferson Memorial -- did you test the same savegame with and without this change zoning into the area, or did you toggle the change between zoning on the same savegame?
I think going by what Delamer found above the issue is simply Increased Spawns -- there will be, it seems, some Enclave spawns after the end of the MQ around that area, but IS can make it considerably more. If this is the case, I can easily put in a check for those spawns for the MQ being finished and not to activate IS.
It would be very helpful if someone could tell me the IDs these guys have -- make sure IS is disabled, then simply bring down the console and click on one of the soldiers. Tell me the ID -- it must begin with 00*. If it starts with ff* you still have IS loaded (or, the cell hasn't reset since you had IS loaded).
Mart remember when I posted about the YG's acting a little cowardly..? Well I have found that it seems to be spreading a little to the Ghouls...
http://www.megaupload.com/?d=PAEEK7B6
I uploaded a 7.4mb WMV video showing a ghoul lacking a bit of backbone
No big issue but I thought that it would illustrate what I am seeing now and again.
Thanks for the vid
It may be more interesting than that -- he's a Night Ghoul, and he has code to check if it's daytime and if it is, to disappear. He shouldn't even be present at the time you found him. Can you PM me your full mod list?