[RELz] Mart's Mutant Mod 1.0 RC 2.0

Post » Sat Sep 05, 2009 6:37 pm

All mods can be made 1.5 compatible via the master update utility. For more info on obtaining and using the tool check the sticky at the top of the page (linked in my signature). Enjoy!
Edit: I swear to god there was a post about MMM being 1.5 compatible right above my post when I made it but it appears to have vanished... I think I might be crazy...
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xemmybx
 
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Post » Sun Sep 06, 2009 12:24 am

sorry to sound like a pain but this mod tends to slow down fallout 3 for me and sometimes freezes and crash the game altogether just wondering if it me or my mods...
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Steph
 
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Post » Sun Sep 06, 2009 3:19 am

...This mod tends to slow down fallout 3 for me and sometimes freezes and crash the game altogether just wondering if it me or my mods...


Sorry to tell you, it is probably both and very possibly your computer. PM'd about learning the ropes a bit.
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Erika Ellsworth
 
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Post » Sat Sep 05, 2009 10:38 pm

Is there a reason Geckos almost always just disappear into the sky?...
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LijLuva
 
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Post » Sat Sep 05, 2009 2:00 pm

Mart....

I know that I have mentioned to you about the cowardly type of behaviour of some of the creatures, and attached a vid for you to see, but now I am thinking that I might have another issue with RC2 that I did not notice in the previous build.
First my PC spec
Intel E8500 ran at 4Ghz
4GB DDR2 memory ran at 1000mhz
ATI 4870 ran slightly over stock speed
22" TFT ran at 1680x1050
Win 7 RC 1 x64
Running the Vanilla game (1.5 patch) or with the following mods, which could impact on the games performance...
NMC texture packs
Fellout full
... the game runs absolutely flawlessly with no lag at all, I do not bother with any AA or AF in the game and the detail is set high.
However I have found that at times when using RC2 I am getting quite severe slowdowns (but this is not consistent), lag and even crashes. The crashes seem to apply when I notice the lag and continue to play and interact rather than just pause and let the system "catch" up with what it needs to do. For me it is so very very rare that I ever have a crash with Fallout 3 and that rarity has increased greatly since the 1.5 patch.
An example...

I went to Fort Independence and travelled from there into the Wasteland. I saw way ahead, before they appeared as red blips on my compass, about five or six raiders. I crept within shooting distance and using my sniper rifle I started picking them off as they approached, I killed about 3. When I was seen, and they started to fire back, the game slowed down greatly and the framerate dropped to such a level that it was almost unplayable.
Having saved the game when I was just outside of Fort Independence I then exited and removed the NMC textures and Fellout completely. Tried again and the result was the same. As the two or three raiders then approached me I found that the game was becoming less and less responsive.
So I then exited the game and removed the MMM mod., as it was installed by the FOMM it was easy to do.
I installed the NMC textures and also Fellout.
I then loaded my game but went into my Megaton home and waited until the fifth day and then went back to the fort. I found the same group of raiders, but only two, and then approached them with my sniper rifle in my usual crouched position. This time I let them notice me so they would run towards me, both shooting. The game remained very responsive and there were zero slowdowns.
I reinstalled MMM and the same slow downs at the same location applied (I waited in my Megaton home again until the 5th day).
I have played with your previous build enough to understand the differences between having Increased Spawns (IS), or Increased Increased Spawns and or Feral Ghoul Rampage (FGR) and their performance implications on my system. The only reason that I stopped using the FGR with IS was due to me not being a good enough player to cope with the increase in Ghouls coupled with my style of playing and nothing to do with any performance implications with my system. In fact I did not notice any performance issues when I did have it on.
I am doing some more testing and I might find some other cause to the performance issues. Sadly I deleted your previous build so I can no longer go back to that one. I will keep you informed as to what I find.
FWIW this is my load order...

Fallout3.esm
Anchorage.esm
ThePitt.esm
BrokenSteel.esm
TossedMines.esp
UrgeSpringvaleHome.esp
RRR+ANCH+PITT+BS 1.0.esp
SniperZooming.esp
choose_XP_FOSE.esp
weight 30.esp
Slower Degradation (-80%).esp
BetterHeadshots.esp
Fellout-Full.esp
Fellout-Anchorage.esp
Fellout-BrokenSteel.esp
DK_BulletTime.esp
DarNifiedUIF3.esp
DUIF3Extras.esp

when using the MMM mod I would have...

Mart's Mutant Mod.esm

Mart's Mutant Mod - Increased Spawns.esp
Mart's Mutant Mod - Hunting & Looting.esp
Mart's Mutant Mod - Natural Selection.esp
Mart's Mutant Mod - Tougher Traders.esp
Mart's Mutant Mod - Broken Steel.esp

EDIT :

Before I posted the above I thought that I would install the MMM mod again, after removing it for the second time. I then waited until the 5th day in my Megaton home and then fast travelled to the same location. I noted the increased amount of raiders, reflecting the IS (Increased spawns) aspect of your mod working, and this time it has just played through that section flawlessly....!!!! Now whether that just makes everything that I have written above a wate of time I don't know but this isn't the first time since using the RC 2 mod I've noticed similar types of slowdowns that I hadn't in your previous build but it does appear that it is not consistent.

Sorry for the long drawn out post :)
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victoria johnstone
 
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Post » Sat Sep 05, 2009 1:25 pm

Is there a reason Geckos almost always just disappear into the sky?...
Yup, vanilla game bug. Something to do with the deathclaw skeleten, which is also used for the Gecko, iirc. ^_^
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Mizz.Jayy
 
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Post » Sun Sep 06, 2009 12:31 am

Also, is there a reason why you are still using the old models for the Geckos? I understand some dislike for them, but the ones you are currently using have the eyes going outside the sockets during most animations.


Edit: Also I'm also running into the problem of Megaton causing crashes now. This started when I upgraded to RC 2.0 it would seem. Here be the Load Order, which I honestly don't know how well it is:

http://www.geocities.com/nemetoad56/LoadOrder.txt

Also I'm running Patch 1.4 right now.
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ZANEY82
 
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Post » Sun Sep 06, 2009 1:57 am

Also, is there a reason why you are still using the old models for the Geckos? I understand some dislike for them, but the ones you are currently using have the eyes going outside the sockets during most animations.


Edit: Also I'm also running into the problem of Megaton causing crashes now. This started when I upgraded to RC 2.0 it would seem. Here be the Load Order, which I honestly don't know how well it is:

http://www.geocities.com/nemetoad56/LoadOrder.txt

Also I'm running Patch 1.4 right now.

I understand- it don't help you, but since I clear my game from the whole bunch of mods, which cause problems, I don't have no one crash in megaton and whole game at all. Exept crashes from swop problem- one/two in a day.
So I am sure- not MMM itself cause CTD-s
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Charles Mckinna
 
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Post » Sat Sep 05, 2009 9:22 pm

Hm, I can see that being the case. Alright, I'll try clearing out a bunch of the mods then. A bunch of mods I don't really need anyways. However, I do like having variety in how enemies try to kill me.

Either someone needs to update the Classic weapons mod with more stuff or someone needs to make a mod that adds more variety to the Mutants as well as Raiders, Mercs, Talon, and Regulators.
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Emily Rose
 
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Post » Sat Sep 05, 2009 10:44 pm

Hi Martigen

Thank you for making MMMF03 its going great IMAO. I designed and modeled a Wanamingo to suggest it for your mod ;The Model and textures are complete however theres no bone/armatures and no weightmaps; I have only basic knowledge of Riging and Nifskope so im a little stuck :I . I figured it will take some time until I can learn everthing and finish it all so I wondered if anyone on your team/ you or someone you know would like to use the model and textures for the next update.

I used blender 2.46 . The textures are 1024x1024 DDS with Normal Maps.

The model is editable I havent applied Subsurface modifier.If im not mistaken the model is around 6000 faces with subsurf x 1 - Same as a Yogyai

But smooth can be applied instead if the face count is high. Smooth applied with 1.000 setting makes the model 1400 faces, and it doesnt effect the topology that much.

Anyway heres a picture of the work I finished so far. If youre up to it let me know. I will send you the model and the textures.

[img]http://farm4.static.flickr.com/3345/3559480546_e3f00c0988_b.jpg[/img]

That looks fantastic! Unfortunately I can't help with the model side, ZenL has done all the new models used so far in MMM and he's currently away.

PM SaidenStorm, he's a master at models and rigging, and should be able to help answer your questions. When you've got it complete let me know and I'll add it to the mod with credits.


I know that I have mentioned to you about the cowardly type of behaviour of some of the creatures, and attached a vid for you to see, but now I am thinking that I might have another issue with RC2 that I did not notice in the previous build.

... the game runs absolutely flawlessly with no lag at all, I do not bother with any AA or AF in the game and the detail is set high.
However I have found that at times when using RC2 I am getting quite severe slowdowns (but this is not consistent), lag and even crashes. The crashes seem to apply when I notice the lag and continue to play and interact rather than just pause and let the system "catch" up with what it needs to do. For me it is so very very rare that I ever have a crash with Fallout 3 and that rarity has increased greatly since the 1.5 patch.

FO3MasterUpdate may help with crashes related to 1.5.

I went to Fort Independence and travelled from there into the Wasteland. I saw way ahead, before they appeared as red blips on my compass, about five or six raiders. I crept within shooting distance and using my sniper rifle I started picking them off as they approached, I killed about 3. When I was seen, and they started to fire back, the game slowed down greatly and the framerate dropped to such a level that it was almost unplayable.
Having saved the game when I was just outside of Fort Independence I then exited and removed the NMC textures and Fellout completely. Tried again and the result was the same. As the two or three raiders then approached me I found that the game was becoming less and less responsive.
So I then exited the game and removed the MMM mod., as it was installed by the FOMM it was easy to do.
I installed the NMC textures and also Fellout.
I then loaded my game but went into my Megaton home and waited until the fifth day and then went back to the fort. I found the same group of raiders, but only two, and then approached them with my sniper rifle in my usual crouched position. This time I let them notice me so they would run towards me, both shooting. The game remained very responsive and there were zero slowdowns.
I reinstalled MMM and the same slow downs at the same location applied (I waited in my Megaton home again until the 5th day).

Send me your savegame!

I can't stress this enough -- quickest way for me to fix issues is with a savegame that has the issue repeatable -- as it sounds like you have here. Note, though, that in order for me to load a save I need the same .esps you do, so first disable -all- mods but MMM then re-save (note perk mods may not let you disable them, your game will refuse to load, in which case send me the .esps of these too). This is also a good test anyway -- if you load *only* MMM and the issue doesn't repeat, it's not MMM.

Before I posted the above I thought that I would install the MMM mod again, after removing it for the second time. I then waited until the 5th day in my Megaton home and then fast travelled to the same location. I noted the increased amount of raiders, reflecting the IS (Increased spawns) aspect of your mod working, and this time it has just played through that section flawlessly....!!!! Now whether that just makes everything that I have written above a wate of time I don't know but this isn't the first time since using the RC 2 mod I've noticed similar types of slowdowns that I hadn't in your previous build but it does appear that it is not consistent.

And this just goes to show how wonderfully finicky the Fallout 3 engine is. It's still possible a particular type of spawn is causing the slow downs for you, and which didn't spawn in the above, unless you can re-load and re-enter that cell afresh ten or twenty times over and not have the issue occur. At the same time, if you can enter a cell and have the issue occur every time, then we have a repeatable bug and sending me the save will allow me to investigate. It still may not be MMM -- there's a slowdown I get at Evergreenw with *no* mods loaded just by looking at the floor -- but if it is related to the mod there's something I can do about it if I can get a solid example in my hands.



Edit: Also I'm also running into the problem of Megaton causing crashes now. This started when I upgraded to RC 2.0 it would seem. Here be the Load Order, which I honestly don't know how well it is:

http://www.geocities.com/nemetoad56/LoadOrder.txt

Also I'm running Patch 1.4 right now.

Erm... that's a HUGE mod list. See my post here: http://www.gamesas.com/bgsforums/index.php?s=&showtopic=990231&view=findpost&p=14382361

There's a very large chance any number of those mods is causing you issues. Not only could some of those mods be poorly designed, but they may be 'dirty' and altering entries they shouldn't, causing even more issues.

Also, you haven't followed MMM's install instructions -- where is the MMM .esp? Add that and load it last, not that this will help the Megaton crash -- another mod is causing that.
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Alexxxxxx
 
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Post » Sat Sep 05, 2009 5:02 pm

Aye, I apologize for bothering you about the Megaton crash. Turns out it was bloating because of the mod number. Crushed it down a bit, added yours again (must've disabled your mods when I saved that load list.) and it's at its proper place again.

However, I still am wondering why you're using the old Gecko models still :P
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Siobhan Thompson
 
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Post » Sat Sep 05, 2009 4:16 pm

@ Martigen.

Q: Again as above, if you can get a repeatable crash send me the savegame.
A: Will do that as soon as i get one ;)

Q: Also try the suggestion of a new game with no mods loaded but MMM and play as normal for a number of hours, and see if the occurance is any different.
A: This I am a bit skeptic about and will do as a last resort.

What i have done now is that i removed the MMM mod totally because i saw a floater even when i use the NO Floaters.esp, so i got in to a cell where i was alone and waited for 4 days (again) and so far i haven't had any crashes or seen any monsters that i shouldn't...maybe there was a NPC/monster in the cell when i upgraded from RC1 to RC2 anyway without i noticed it? Well we will see, so far i haven't had any crash.
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Melis Hristina
 
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Post » Sun Sep 06, 2009 12:03 am

What i have done now is that i removed the MMM mod totally because i saw a floater even when i use the NO Floaters.esp, so i got in to a cell where i was alone and waited for 4 days (again) and so far i haven't had any crashes or seen any monsters that i shouldn't...maybe there was a NPC/monster in the cell when i upgraded from RC1 to RC2 anyway without i noticed it? Well we will see, so far i haven't had any crash.

When you re-enable if it doesn't happen again then great, it may well have been just 'old' data left over somewhere and doing a clean save (where you purge a savegame of a mod by loading and then saving with the mod disabled, like you have). If it does, do me a favour and play with the No Skeleton Decay plugin for a while and let me know what happens. It's a long shot, but the Skeleton Decay works by placing a token on NPCs at death, which in turn places the Skeletons when NPC corpses are removed. Some time ago while doing the Hunting & Looting plugin there was a CTD associated with tokens being placed on an NPC at death, later fixed. The reason I suggest this is that if it's only happening while you're walking around in a cell -- and not at a cell load -- then perhaps there are NPCs getting killed elsewhere after the cell has loaded and triggers this behaviour.

Alternatively, this isn't an issue at all, and it's still something else -- but it's something to try and to let me know how you go.
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Nathan Barker
 
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Post » Sat Sep 05, 2009 7:02 pm

Thanks to all members on their oppinions on my wanamingo model.

That looks fantastic! Unfortunately I can't help with the model side, ZenL has done all the new models used so far in MMM and he's currently away.

PM SaidenStorm, he's a master at models and rigging, and should be able to help answer your questions. When you've got it complete let me know and I'll add it to the mod with credits.


Ok. I understand, I will try to figure this out the best way I can and qucikly as possible.

After my first post here on this topic, I started a Rig test, i succesfully rigged the model and exported the nif. However Nifskope has a lot of blocks and branches and I still dont know how to make dismemberment. :( . I will PM saidenstorm and ask him. Thanks again.
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Laura Cartwright
 
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Post » Sat Sep 05, 2009 9:32 pm

Hi nemetoad =).

... or someone needs to make a mod that adds more variety to the Mutants as well as Raiders, Mercs, Talon, and Regulators.


This mod might be up your alley:
http://www.fallout3nexus.com/downloads/file.php?id=2626

The page also has links to compatibility packs for MMM, WMK or both mods (MMM+WMK) combined. I haven't had problems with it except for some minor adjustments in the leveled items list that's easily rectified through FO3Edit.

A few things though:
1) Load it after WMK (if you're using WMK) and MMM's esps.
2) When getting items from slain Talon Mercs don't use the "get all" command, it seems to cause a random CTD -with me anyway, click on the items one by one instead.
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Flesh Tunnel
 
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Post » Sun Sep 06, 2009 2:53 am

I hope you figure it out.. your model looks a lot more natural than the plastic toy that roams the wastes atm in mmm.
Although your version would have problems with eating and drinking as food would likely fall off its mouth lol, but it looks neat & nasty!
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Ridhwan Hemsome
 
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Post » Sat Sep 05, 2009 10:02 pm

Martigen: Not sure how open are you to new creature suggestion at this point, but i got an idea (and made a small sketch in about 30 seconds to demonstrate it):

StealthClaw! -The Enclave's researches to refine the deathclaw into an even deadlier predator has successfully resulted in a smaller, more agile, hideous hunter, that can perfectly blend into its surroundings.

http://img29.imageshack.us/img29/6430/stealthclaw.jpg
http://img132.imageshack.us/img132/6618/stealthclaw2.jpg

The ones shown in the example pics are simply downscaled deathclaws, with slightly altered stats (less hp, less attack dmg, 120% movement speed, and i added a DOT to their attack 10dmg for 10 seconds atm.. should be a bit less though, and i wanted to add some normal weapon resistance to them so energy or fire based weapons are preferred against it but i dont know how to do that yet.) and of course with *stealth field effect*.

My idea is to make a few of them randomly roam the wastes *alone* so they can scare the crap out the player anywhere, anytime ^^ -this is the part i dont know how to do atm (I mean to add them as a new creature that stalks allover the place)

Should pack a nice lil surprize for careless wanderers, and its such a simple lil modification ^^
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El Khatiri
 
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Post » Sat Sep 05, 2009 6:59 pm

Martigen: Not sure how open are you to new creature suggestion at this point, but i got an idea (and made a small sketch in about 30 seconds to demonstrate it):

StealthClaw! -The Enclave's researches to refine the deathclaw into an even deadlier predator has successfully resulted in a smaller, more agile, hideous hunter, that can perfectly blend into its surroundings.

http://img29.imageshack.us/img29/6430/stealthclaw.jpg
http://img132.imageshack.us/img132/6618/stealthclaw2.jpg

The ones shown in the example pics are simply downscaled deathclaws, with slightly altered stats (less hp, less attack dmg, 120% movement speed, and i added a DOT to their attack 10dmg for 10 seconds atm.. should be a bit less though, and i wanted to add some normal weapon resistance to them so energy or fire based weapons are preferred against it but i dont know how to do that yet.) and of course with *stealth field effect*.

My idea is to make a few of them randomly roam the wastes *alone* so they can scare the crap out the player anywhere, anytime ^^ -this is the part i dont know how to do atm (I mean to add them as a new creature that stalks allover the place)

Should pack a nice lil surprize for careless wanderers, and its such a simple lil modification ^^

I like :) I actually have a creature based off the Ghoul mesh I'm calling the Night Stalker that does a similar thing, but rather use a stealth field he is totally invisible... up until the moment he attacks. Then he de-cloaks for a few seconds -- and this is your only chance to get him -- before he runs off and fades from view. Once invisible again, he'll attack again. Kinda cat and mouse -- only you're the mouse :)

I haven't had time to implement him yet though. The StealthClaw though is a different kettle of fish. Maybe he can be the daytime random stealth encounter, and the Night Stalker the night time one.



Also -- for those with Broken Steel and the Enclave appearing around the monument after the MQ is finished -- the possible fix I promised. I've simply added this to the Mart's Mutant Mod - Broken Steel.esp so it's easier to keep track of (no need to remove an .esp later). Let me know if it works:

::: DOWNLOAD -- http://members.iinet.net.au/~amills/MMMF3-BS.zip
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GPMG
 
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Post » Sat Sep 05, 2009 9:22 pm

Hi nemetoad =).



This mod might be up your alley:
http://www.fallout3nexus.com/downloads/file.php?id=2626

The page also has links to compatibility packs for MMM, WMK or both mods (MMM+WMK) combined. I haven't had problems with it except for some minor adjustments in the leveled items list that's easily rectified through FO3Edit.

A few things though:
1) Load it after WMK (if you're using WMK) and MMM's esps.
2) When getting items from slain Talon Mercs don't use the "get all" command, it seems to cause a random CTD -with me anyway, click on the items one by one instead.


I've got it. It doesn't add anything outside clothes/armors though, and the Super Mutants are untouched :P It's a great mod though. Makes Merc clothes a lot easier to get.
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lydia nekongo
 
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Post » Sun Sep 06, 2009 12:29 am

Also -- for those with Broken Steel and the Enclave appearing around the monument after the MQ is finished -- the possible fix I promised. I've simply added this to the Mart's Mutant Mod - Broken Steel.esp so it's easier to keep track of (no need to remove an .esp later). Let me know if it works:
::: DOWNLOAD -- http://members.iinet.net.au/~amills/MMMF3-BS.zip

Get it- check it.
Work just fine!
With both IS and ZR enabled, there are only four enemies in the bridge- two with 00 mark and two- with FF
Much easier now to handle :)


And I must thank you for saving my skin with BS/FOOK-tougher enemy.esp issue. This FOOK addon not only break some scripts, but also (it seems) work altogether with your enemy rebalance and buff enemies to almost-impossible-to-kill level
Sara Lyons, Elder Lyons, scribe Rotchild- all affected with this addon.

But- there is some inaccurate (IMHO) work from FOIP team, which clearly explain:
*** NOTE: *** You need the full XFO, FWE or FOOK mods installed to use these plugins! (from README - FOIP - Mart's Mutant Mod.txt and other readme's)
I think it orient users in wrong way.

One more question.
You say
The FWE patches automatically includes MMM's tougher traders, zones respawn, and increased spawns optional modules. You do not need to load these plugins from the original MMM archive. In fact don't.

Is this include MMM-FOOK+FWE too?
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Gavin Roberts
 
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Post » Sat Sep 05, 2009 3:20 pm

After playing through lots with this mod i have to say its amazing. I love all of the new monster additions, eg floater, geckos. My last run in was with a deathclaw matriach, didnt stand a chance. Absolutely amazing. Also loved setting the gargantuam on the poor raiders of evergreen mills, great times.
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No Name
 
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Post » Sat Sep 05, 2009 10:34 pm

My best fun was tomorrow, when I at 2-th level meet five wanamingo near Megaton :hehe:
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Quick Draw III
 
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Post » Sat Sep 05, 2009 4:29 pm

Martigen- as I already say, Enclave soldiers now spawn in resonable numbers. But defenders of JM again don't have a chance against it- especially with FOOK, FWE and all your components enabled. And I can't help them fast enough.
Is it possuble to make more defenders in JM? One-two paladins of BS will be enough.
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yessenia hermosillo
 
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Post » Sun Sep 06, 2009 1:44 am

That StealthClaw makes me think of Invisible Hunters from Halo 2: Too frightening to go after. Seriously, never get the invisible skull in that game. It's on a level with about three Hunters in one room.

Last night I had my first encounter with Night Ghouls actually. I was...on a hill over an open hill really. With TUPAM mod active, I saw lots and lots roaming about.

It was about that time I ran away.
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Krista Belle Davis
 
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Post » Sat Sep 05, 2009 8:37 pm

Do i need zone respawn active for corpse skeletons so show up? i don't use zone respawn but ive yet to notice any corpse skeletons but i think i may of missed them before they vanished for good.
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Nicole M
 
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