Second testBase thingsFallout3 ver 1.6 masterupdated
No DLC-s, no mods except
FWE, CASM DarnUI,and 2-hours respawn time,
MMM RC2 (MMM.esm, MMM.esp, all no.esp (except skeleton decay), Increased Spawns
Begin the game as raider, use console TAI toggle.
Fast travel to Springvale school
There is three respawn points
All raiders groups will be mentioned from up to down. So- first group will be at upper level, second- ground level, third- underground level.
Undeground group spawn in the toilet, sometimes raiders spawn near the toilet, in this case I will show them in ()
-Number of raiders is 8= 3+2+3
-Come interior, wait 03 hours, come exterior Number of raiders is 7= 2+2+2(+1)
-Come interior, wait 03 hours, come exterior Number of raiders is 11=3+4+2(+2)
-Come interior, wait 03 hours, come exterior Number of raiders is 16=5+5+4(+2). KillAll
-Come interior, wait 03 hours, come exterior Number of raiders is 20=6+7+5(+2).
-Come interior, wait 03 hours, come exterior Number of raiders is 22=7+7+6(+2). Killall
-Come interior, wait 03 hours, come exterior Number of raiders is 24=8+8+6(+2). Killall
-Come interior, wait 30 hours, come exterior Number of raiders is 27=9+9+7(+2)
Conclusions- RC11.There is always 3 raiders from fallout (one in each respawn point), all other- from MMM
2.There is big difference in what we will do with the raiders- kill them or leave alive, all not killed raiders will be added to the next spawn (or still be here)
3.There is big difference when we visit this place again
-If we killall raiders and visit this place again between first and second respawn time- number of raiders will be normalized
-If we killNotAll/don'tKillAtAll raiders and visit this place again between first and second respawn time- number of raiders will be increased
-If we miss respawn time and visit this place again- number of raiders will be increased in any case, not dependant from our actions.
4.There is big slowdown when respawn occur, when all raiders is killed at once and after killing (from big number of bodies, I presume).
5.No crashes so far.
6.And so far there is no advantages from returning to old spawn method IMHO- at least in the unnatural Increased Spawns and perfomance aspects.
Conclusions- RC21.There is always 3 raiders from fallout (one in each respawn point), all other- from MMM
2.There is no difference what we will do with the raiders- kill them or leave alive, result is the same- increased number of raiders (Hello, Jefferson Memorial exterior!)
3.There is no difference when we visit this place again, result is the same- increased number of raiders (Hello again, Jefferson Memorial exterior!)
4.There is moderate slowdown when respawn occur, when all raiders is killed at once and after killing (from big number of bodies, I presume). This is progress in comparison with RC1
4.No crashes so far.
5.And so far there is no advantages from returning to old spawn method IMHO- at least in the unnatural Increased Spawns and perfomance aspects.
Conclusions- RC31.There is always 3 raiders from fallout (one in each respawn point), all other- from MMM
2.There is no difference what we will do with the raiders- kill them or leave alive, result will be the same, dependant from when we visit this place again
3.There is big difference when we visit this place again
-If we visit this place again between first and second respawn time- number of raiders will be normalozed
-If we miss respawn time and visit this place again- number of raiders will be increased
4.There is little slowdown when respawn occur, when all raiders is killed at once and after killing (from big number of bodies, I presume). This is progress in comparison with RC1 and RC2
4.No crashes so far.
5.And so far there is no advantages from returning to old spawn method IMHO- at least in the unnatural Increased Spawns and perfomance aspects.
Conclusions- in comparison1.RC3 is the best from all RC versions.
-maximum perfomance
-correct respawn in case we don't miss the next respawn time
2.Current glitches of RC3
-repeatable crash, which I can't reproduce for now. But I will try my best
-incorrect respawn in case we miss the next respawn time
-compatability issue with Point Lookout DLC at the some places (new Mirelurks)
3.There is no direct dependancy in RC3 between big number of actors and crashes. My system handle up to 30 actors, including mass actions with them.
But there can be big slowdown, of course. I mean- there is no signs of crashes in result of MMM-s errors.
4.There is no direct dependancy in RC3 between big number of mods and crashes. My system handle up to 150 mods and have not crashes during the test sessions.
But conflict between mods is possible, of course. But not with FWE. And probably- with FOOK too (at list without tougher enemies and Anchorage CP)
5.There is no direct dependancy in RC3 between crashes from one side and Corpse Decay/Corpse flyes features from another side.
What I don't test for now1. Enemies, exept humans, including in direct battle. I often have CTD-s when fighting ghouls, dogs, rats and mutants, but I have the same problems with humans too.
-there may be incorrect battle AI, including applied by mods
-there may be incorrect dismemberment, including from body replacers
-there may be other modelling problems, including from MMM, but I don't see this ones for now.
-there may be conflict between battle and other sounds in the game from one side and your sound hardware/codecs
-there may be conflict with music replacers, which unproperly handled by your sound hardware/codecs. This one I experienced myself some time ago.
If you have constant and repeatable crash when entering interior location- there can be this one. In this case try to disable/remove your music replacers (or decrease all sound/music in the game to zero) and repeat your last action. If you succeed and the interior location have radio or Music Box, which play something- that's it.
That's all for now.
Crazy question, did anyone else have the jefferson memorial contain scorpions? I entered it for the first time in my new game and it had no super mutants only scorpions. However, I have a fair number of mods, so I cannot be sure it was the cause of the issue.
This is the bug. Will be corrected in next CP.