[RELz] Mart's Mutant Mod 1.0 RC 4.0

Post » Mon Nov 23, 2009 10:44 am

Mart, no offence, but are you certain we don't need the unofficial patch with the 1.6 version? I do read the necessary posts and readmes, and it's not clear to me that we should stop using it after 1.6...

No, I don't think we need fakepatch with 1.6. UFP, however, may have problems with 1.6. I haven't kept up to speed but I seem to remember a discussion where it was causing problems with 1.5 and needed to be updated?


I am having a strange problem since installing the new version (i'm pretty sure it is this mod but I can't confirm it). I've just started Broken Steel, I was at the Citadel, I fast travelled to Megaton to carry out the install process, then fast travelled back to the Citadel to make a start, when I noticed extreme slow down. I looked around and saw this, it's like the scene from a war movie -

Make sure you followed the update procedure properly, and if you use FWE rest 9 days instead of 4.

That said, there is a 'ever increasing' spawns bug I need to fix at the Citadel, and this could be it. This is a single scripted location though, so if it's happening anywhere you haven't done the upgrade process.


fixed it,weather mod was causing CTD

Good to hear :)


I'm having a little glitch. Approaching Old Olney I noticed this:
http://img78.imageshack.us/i/screenshot0p.png/

Did you follow the update procedure, detailed at the top of the first post of this thread, to the letter? :)


I disabled all mods then loaded and cleaned my save of MMM that I had made just prior to starting "Take it Back" and it worked. If you're certain it isn't MMM screwing with Fawkes' AI packages, then the only other logical option would be FOOK.

MMM doesn't alter any followers or any quest-related NPCs (with a few exceptions, like Hoss to give him some backup if Increased Spawns is enabled). It also doesn't alter any AI packages -- it adds its own new unique ones.

Yes it could be FOOK -- don't use the 'Enemy Rebalanced' plugin if you have it. This unnecessarily edits hundreds of NPCs, and prevents Broken Steel quest from starting once it was installed as Lyons and his script are (unnecessarily) altered. While FOOK has many awesome qualities, keep in mind it's a very dirty mod. Lots of references that shouldn't have been touched, deleted references that can cause CTDs, world edits that don't need to be there, and corrupted level lists. I cleaned the early versions for Linkesauge but his... modding habits kept adding more errors (even though I gave some detailed guidelines on what to avoid doing). Someone else took over cleaning duties and FOOK 2.0 should be much better, but be aware 1.6 has lots of issues.
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Greg Swan
 
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Post » Mon Nov 23, 2009 10:52 am

Hey All,

I just uploaded both an MMM version and MMM + FOOK version of Qebehsenuf's 'Faces of the...' mods. It includes all faces combined, and in seperate modules.

::: http://www.fallout3nexus.com/downloads/file.php?id=7755

I did this a number of nights ago, with Qebehsenuf's permission, but I notice he's just expanded this with FaceMe. I may update the above link with FaceMe, but for now the seperate modules are there.

I also keep meaning to post a thread of MMM-compatible or inspired mods. There are quite a number of mods with MMM support, I haven't tested most, but if you do an advanced search on Nexus and put 'MMM' or 'Mart' in the Description field, you should get most.
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Britney Lopez
 
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Post » Mon Nov 23, 2009 2:46 am

That said, there is a 'ever increasing' spawns bug I need to fix at the Citadel, and this could be it. This is a single scripted location though, so if it's happening anywhere you haven't done the upgrade process.

Seems to me I miss something. Can you explain this bug in more details?
Thank you
Yes it could be FOOK -- don't use the 'Enemy Rebalanced' plugin if you have it.

Heh- this is not enemy rebalanced fault, it is FOOK itself. Both esm and esp alter Fawkes and FOOK-BS CP don't correct it

I just uploaded both an MMM version and MMM + FOOK version of Qebehsenuf's 'Faces of the...' mods. It includes all faces combined, and in seperate modules.

Great news.
Will it work fine with FWE? :)
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Gaelle Courant
 
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Post » Mon Nov 23, 2009 12:58 pm

just had a look at it with fo3edit and to use it with fwe will require a patch
also noticed 2 changes to character's charima ratings- i think it was dead regulator and Sonora Cruz whos is now quite errr different
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Ray
 
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Post » Mon Nov 23, 2009 9:45 am

Yes it could be FOOK -- don't use the 'Enemy Rebalanced' plugin if you have it. This unnecessarily edits hundreds of NPCs, and prevents Broken Steel quest from starting once it was installed as Lyons and his script are (unnecessarily) altered. While FOOK has many awesome qualities, keep in mind it's a very dirty mod. Lots of references that shouldn't have been touched, deleted references that can cause CTDs, world edits that don't need to be there, and corrupted level lists. I cleaned the early versions for Linkesauge but his... modding habits kept adding more errors (even though I gave some detailed guidelines on what to avoid doing). Someone else took over cleaning duties and FOOK 2.0 should be much better, but be aware 1.6 has lots of issues.


Most problems emerge from the fact that several people work on the mod and we use a lot of other modders work and back to that time a lot was learning by doing but i wouldn't know about any errors that have been added since that time. FOOK v1.6 is just a kinda old version (for me anyways) by now and fixes that I have made months ago are simply not in yet because they are part of v2.0.

Btw noone else took over the cleaning duties, the guy you mention already disappeared again and atm its mainly xporc and me taking care of it.
Having said this there might be quite some dirty records in FOOK v1.6 but there are hardly any CTD issues. The only major one is the DLC (AO) related that sometimes freezes the game when leveling up (though its totaly unclear what is causing it and happens randomly) but besides that there isn't rly anything that leads to CTD's.
We have for sure no reason to think that even v1.6 is unstable in any way, kinda the opposite cause despite all that was mentioned we have pretty much no CTD reports and thats why I dont like it if someone makes it sound like FOOK will make your game unstable.
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Alyesha Neufeld
 
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Post » Mon Nov 23, 2009 2:59 am

This can be happen if you don't follow installation instructions
Note. If you use FWE, then you need to wait 9 days instead of 4. This is because FWE have different respawn time, 7,5 days. Vanilla game have 3 days


I've read the readme, but I thought this was only for upgrading from an old version of mmm. Do you need to do this when starting a new game with mmm + fwe?
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Josee Leach
 
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Post » Mon Nov 23, 2009 10:53 am

Hey All,

I just uploaded both an MMM version and MMM + FOOK version of Qebehsenuf's 'Faces of the...' mods. It includes all faces combined, and in seperate modules.

::: http://www.fallout3nexus.com/downloads/file.php?id=7755

I did this a number of nights ago, with Qebehsenuf's permission, but I notice he's just expanded this with FaceMe. I may update the above link with FaceMe, but for now the seperate modules are there.

I also keep meaning to post a thread of MMM-compatible or inspired mods. There are quite a number of mods with MMM support, I haven't tested most, but if you do an advanced search on Nexus and put 'MMM' or 'Mart' in the Description field, you should get most.


I found few mods for such a thread for you :P

http://fallout3nexus.com/downloads/file.php?id=5664 monster perks
http://fallout3nexus.com/downloads/file.php?id=6044 mtc travellers
http://fallout3nexus.com/downloads/file.php?id=2482 named wastelanders
http://fallout3nexus.com/downloads/file.php?id=2466 raiders redone
http://fallout3nexus.com/downloads/file.php?id=3276 super perfect mutants
http://fallout3nexus.com/downloads/file.php?id=2781 the road wardens
http://fallout3nexus.com/downloads/file.php?id=6025 not alone in the wasteland anymore
http://fallout3nexus.com/downloads/file.php?id=2626 Raiders Regulators Talon expanded

maybe http://fallout3nexus.com/downloads/file.php?id=6774 Team Fallout http://fallout3nexus.com/downloads/file.php?id=6773 Mutant Animations


oh, and who knew there were no less than 4 different face overhaul projects O.o
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Gemma Woods Illustration
 
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Post » Mon Nov 23, 2009 10:02 am

I've read the readme, but I thought this was only for upgrading from an old version of mmm. Do you need to do this when starting a new game with mmm + fwe?

No, you don't need to if you begin new game
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Verity Hurding
 
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Post » Mon Nov 23, 2009 1:59 am

Yes it could be FOOK -- don't use the 'Enemy Rebalanced' plugin if you have it. This unnecessarily edits hundreds of NPCs, and prevents Broken Steel quest from starting once it was installed as Lyons and his script are (unnecessarily) altered. While FOOK has many awesome qualities, keep in mind it's a very dirty mod. Lots of references that shouldn't have been touched, deleted references that can cause CTDs, world edits that don't need to be there, and corrupted level lists. I cleaned the early versions for Linkesauge but his... modding habits kept adding more errors (even though I gave some detailed guidelines on what to avoid doing). Someone else took over cleaning duties and FOOK 2.0 should be much better, but be aware 1.6 has lots of issues.


This was exactly the problem. Thank you very much, Martigen. I loaded the same save that I mentioned before with all mods reactivated except for that particular FOOK plugin and everything worked fine. You're the man.
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Lexy Corpsey
 
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Post » Mon Nov 23, 2009 1:19 pm

I'm not sure if this is related to MMM or not but am asking here first. Were any major changes to spawns made in the L'Enfant Plaza area? I could swear I remember some significant battles there with numerous super mutants and a scripted event where an Enclave vertibird would fly in and drop some Enclave troops that would immediately engage the super mutants. Also, on the far end there are some Talon Company mercenaries near a metro stairway that would be engaged with mutants when you came up on it.

I don't know what I have done that changed it, but there are significantly less super mutants in the entire area now and the scripted Enclave event doesn't seem to happen anymore. I'd added KOR's Vault (which is located in that area) and wondered if that might be it, but removing that mod and loading a save from before I ever added it does not fix the problem. Doing the same with a clean save + four day rest reset with Increased Spawns and then (seperately) Increased Increased Spawns also only changes the number of super mutant spawns at the places that still spawn now, which seem much reduced from previously.

I'm still using FO3MasterUpdate with patch 1.6 so I didn't have to start a new game (I'm near 400 hours with my current save), but was running the same setup when I visited L'Enfant a few weeks ago and saw the big battles playing out.

I'm just wondering if a large number of super mutant spawn points were removed from L'Enfant Plaza in RC4?

Another issue I'm having since updating to RC4 is that I had to remove the Feral Ghoul Rampage addon because I get a CTD within about 2 seconds of transitioning into any subway/metro tunnel with it activated now. I actually complete the transition the area appears like normal, but I CTD within 2 seconds.

The only mod changes I've made since everything was working pre-RC4 is adding the Enhanced Weather - Rain and Snow mod, KOR's Vault, Puce Moose's first Point Lookout mod, and the latest version of Fort Freeway (without the weather control part because that was removed before I downloaded it).

EDIT: I've tried removing each of the other changes (enhanced weather, KOR's vault, etc.) and the seemingly reduced spawns in L'Enfant remain. Is it just me having faulty memory? Does anyone else usually experience heavy super mutant action in the L'Enfant area? Right now I'm seeing no super mutant spawns in the plaza itself (near and around the glass pyramid), only two (and always only two, regardless of increased or increased increased spawns) atop a wall overlooking the intersection near the row of shops, and four to six (depending on increased or increased increased spawns) under the bridge where KOR's vault appears when it is activated (they appear regardless of whether KOR's vault is activated or not).
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Len swann
 
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Post » Mon Nov 23, 2009 12:14 pm

I'm not sure if this is related to MMM or not but am asking here first. Were any major changes to spawns made in the L'Enfant Plaza area? I could swear I remember some significant battles there with numerous super mutants and a scripted event where an Enclave vertibird would fly in and drop some Enclave troops that would immediately engage the super mutants. Also, on the far end there are some Talon Company mercenaries near a metro stairway that would be engaged with mutants when you came up on it.

I don't know what I have done that changed it, but there are significantly less super mutants in the entire area now and the scripted Enclave event doesn't seem to happen anymore. I'd added KOR's Vault (which is located in that area) and wondered if that might be it, but removing that mod and loading a save from before I ever added it does not fix the problem. Doing the same with a clean save + four day rest reset with Increased Spawns and then (seperately) Increased Increased Spawns also only changes the number of super mutant spawns at the places that still spawn now, which seem much reduced from previously.

I'm still using FO3MasterUpdate with patch 1.6 so I didn't have to start a new game (I'm near 400 hours with my current save), but was running the same setup when I visited L'Enfant a few weeks ago and saw the big battles playing out.

I'm just wondering if a large number of super mutant spawn points were removed from L'Enfant Plaza in RC4?

Another issue I'm having since updating to RC4 is that I had to remove the Feral Ghoul Rampage addon because I get a CTD within about 2 seconds of transitioning into any subway/metro tunnel with it activated now. I actually complete the transition the area appears like normal, but I CTD within 2 seconds.

The only mod changes I've made since everything was working pre-RC4 is adding the Enhanced Weather - Rain and Snow mod, KOR's Vault, Puce Moose's first Point Lookout mod, and the latest version of Fort Freeway (without the weather control part because that was removed before I downloaded it).

EDIT: I've tried removing each of the other changes (enhanced weather, KOR's vault, etc.) and the seemingly reduced spawns in L'Enfant remain. Is it just me having faulty memory? Does anyone else usually experience heavy super mutant action in the L'Enfant area? Right now I'm seeing no super mutant spawns in the plaza itself (near and around the glass pyramid), only two (and always only two, regardless of increased or increased increased spawns) atop a wall overlooking the intersection near the row of shops, and four to six (depending on increased or increased increased spawns) under the bridge where KOR's vault appears when it is activated (they appear regardless of whether KOR's vault is activated or not).


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Cassie Boyle
 
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Post » Mon Nov 23, 2009 8:39 am

Fallout3.esmGlobaltravelsystem.esmGTSEssentials.esmAnchorage.esmThePitt.esmBrokenSteel.esmPointLookout.esmHairPack.esmEnclaveCommander-OA-Pitt-Steel.esmCubeExperimental.esmFortFreeway.esmEnhanced Weather - Rain and Snow.esmCOMM.esmMart's Mutant Mod.esmFollowersRelax.espTenpenny Suite.espThe Club House at Beth Ruins 121.espSpecial Forces Vault 1.1.espSuperJump1.5x.espD.C. Confidential with Glow.espRivet City Underworks 1.1.espFortExodus1.4.espCanterburyCommonsEmbiggened.espUnderworld Underground.espassassin_robe.espArdHouseOfTheEarth.espChimera.espColossus Hvy Armor.espFalloutShelter.espFriendsTornApartTenpenny.esp1pipboy5000.espRat Trap v1.01.espLightSaberMod.espSatcom Strike.espCaravanUpgrades.esp3EFwandererGear.espMFRideablePrime.espMy Bomb Shelter.espWater_Tower_Hideout_byOrophin.esppinionsuite.espThe Club House at Vault 101 v121.espButcher Petes Meat.esp3EFdrgplate.espEulogysPadV1.espDerBunker v1_1 Megaton.espProject Beauty.espMole Rat Maze.espJessiCompanion.espKelseyCompanion.espMonster_Costumes.espColossus Armor.espRobCo Certified.espNeatNTidy Hair Crimper.espStripClub.espPCIdles.espGatling MIRV.esprockville.esp3EFhelmlessstealthsuit.espFairfaxApartment.espPersonal Enclave Base.espMaxLevelWorkaround-HP-BS.espReykjavik.espRecieveTenpennySuite.espEcho_OutpostV2.espMetropolis.espPre-War Shelter.espDriveableMotorCycle.espBlasterEquipmentPackagev1_2.espColossus Tesla Armor.espRiverside Apartments.espPersonalVertibird.espAchillesRifle.espMovinOnUp1.6.espSuperJumpWater1.5x.espThe Pitthouse.espBuilt For The Future.espCrawdaddy FM 1.0.0a.espcsx_ember.espAbramsOverpassTent.espsunglassescollection.espLess Useless Tesla Cannon.espFollowerAmata.espThe Groovatron.espSCAR Control Center.espMiniHideout.espExistence2.0.espWe Jazz.espEnhanced Weather - Rain and Snow in Fallout.espJBeretsCOMM.espBringBackBael.espKORsVaultHome.espEnclave Station The Ark.espPLweightadjust.espNotSoFast.espHeirApparent.espIntoTheDeepWoods.espMart's Mutant Mod.espMart's Mutant Mod - Feral Ghoul Rampage.espMart's Mutant Mod - Increased Spawns.espMart's Mutant Mod - Natural Selection.espMart's Mutant Mod - Tougher Traders.espMart's Mutant Mod - Zones Respawn.espMart's Mutant Mod - No Wanamingos.espMart's Mutant Mod - No Floaters.espMart's Mutant Mod - No Geckos.espMart's Mutant Mod - No Corpse Flies.espMart's Mutant Mod - No Skeleton Decay.espMart's Mutant Mod - DLC The Pitt.espMart's Mutant Mod - DLC Anchorage.espMart's Mutant Mod - DLC Broken Steel.espMart's Mutant Mod - DLC Point Lookout.espCentered 3P Cam.espTotal active plugins: 112


I've had to disable MMM - Feral Ghoul Rampage.esp since discovering sometime after updating to RC4 that I CTD upon entering ghoul infested metros.

I use FO3MasterUpdate with patch 1.6 so everything but Centered 3P Cam.esp is 'esm-ified'. Centered 3P Cam is the lone .esp because FO3MasterUpdate can't change that one, but I've had it that way with no apparent issues since the very first beta test version of MasterUpdate.
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JAY
 
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Post » Mon Nov 23, 2009 4:08 am

I found few mods for such a thread for you :P

Hey, pintocat, you missed

http://fallout3nexus.com/downloads/file.php?id=3280 (by default to be used with MMM, though I'm not sure if it's still compatible with RC4), and you (for once) have to get a special version if you don't have MMM :) .
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W E I R D
 
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Post » Mon Nov 23, 2009 8:33 am

possible glitch, but I have not been able to repeat it, so it may have been a fluke. I went into faragut station, killed the ghouls after the gas flow test. I was using jingwei's shock sword and turned them to ash. while I was still fighting (I have IIS and ghoul rampage) one of the ghouls came pack to life, and an invisible ghoul attacked me. all the ghouls had been turned to ash tho, so I am not sure if this was supposed to happen.

MMM being the only mod that touches spawns in anyway.

as I said, havent been able to reproduce it, and a reload did not produce the corpse of the invisible ghoul. had to use flame thrower to kill it since I could not target it.
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Micah Judaeah
 
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Post » Mon Nov 23, 2009 6:49 am

Okay, there is definitely something going on that is either causing MMM not to work at all in my game or severely hampering it. I just left L'Enfant Plaza by way of Hazmat Disposal Site L5 (access point to the Mall) that was CROWDED with feral ghouls on my last visit and there was only one Glowing One there this time in the entire place. One super mutant in the collapsed train station area behind the first door, and then the one Glowing One (no other ghouls of any kind present at all) down in the radiated disposal site area.

Anyone have any ideas what might be causing MMM not to function in my game? My mod list is included in my last post a couple of posts up the thread.
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Cayal
 
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Post » Mon Nov 23, 2009 8:50 am

Hey, pintocat, you missed

http://fallout3nexus.com/downloads/file.php?id=3280 (by default to be used with MMM, though I'm not sure if it's still compatible with RC4), and you (for once) have to get a special version if you don't have MMM :) .

Good mod?
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Brian Newman
 
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Post » Sun Nov 22, 2009 11:29 pm

Okay, there is definitely something going on that is either causing MMM not to work at all in my game or severely hampering it. I just left L'Enfant Plaza by way of Hazmat Disposal Site L5 (access point to the Mall) that was CROWDED with feral ghouls on my last visit and there was only one Glowing One there this time in the entire place. One super mutant in the collapsed train station area behind the first door, and then the one Glowing One (no other ghouls of any kind present at all) down in the radiated disposal site area.

Anyone have any ideas what might be causing MMM not to function in my game? My mod list is included in my last post a couple of posts up the thread.


try uninstalling and reinstalling it under his directions again, it has been known to fix a few peoples issues when resetting it.
remember to delete all the mmm files first
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Mr. Allen
 
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Post » Mon Nov 23, 2009 5:20 am

try uninstalling and reinstalling it under his directions again, it has been known to fix a few peoples issues when resetting it.
remember to delete all the mmm files first


Okay, I went and rested for four days in my Tenpenny Suite, saved and deleted every MMM related file in my data folder and all .esp and the .esm., loaded mys ave and rested another four days, then saved and reinstalled MMM RC4 (using all available addons including Feral Ghoul Rampage, and choosing Increased Spawns instead of Increased Increased Spawns), then loaded my save and rested another four days.

Then I fast traveled to Mall Southwest and entered Hazmat Disposal Site L5. I found four ghouls (two roamers and two Glowing Ones) in the disposal site and at least one other feral ghoul in the area as I passed through. So that's better than one, but I'd have expected more.

Then I entered L'Enfant Plaza and saw the same minimal amount of super mutants (four over by bridge to KOR's Vault, which is a bridge whether KOR's Vault is there or not, and one Overlord near the row of shops that has the secret room accessed from the back. My recollection is that there were MANY more super mutants in the area previously, and the scripted Enclave vertibird event did not trigger.

So I still seem to be having an issue but I'm not sure what the cause might be. Any other ideas?
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Laura Tempel
 
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Post » Mon Nov 23, 2009 11:18 am

Okay, I went and rested for four days in my Tenpenny Suite, saved and deleted every MMM related file in my data folder and all .esp and the .esm., loaded mys ave and rested another four days, then saved and reinstalled MMM RC4 (using all available addons including Feral Ghoul Rampage, and choosing Increased Spawns instead of Increased Increased Spawns), then loaded my save and rested another four days.

Then I fast traveled to Mall Southwest and entered Hazmat Disposal Site L5. I found four ghouls (two roamers and two Glowing Ones) in the disposal site and at least one other feral ghoul in the area as I passed through. So that's better than one, but I'd have expected more.

Then I entered L'Enfant Plaza and saw the same minimal amount of super mutants (four over by bridge to KOR's Vault, which is a bridge whether KOR's Vault is there or not, and one Overlord near the row of shops that has the secret room accessed from the back. My recollection is that there were MANY more super mutants in the area previously, and the scripted Enclave vertibird event did not trigger.

So I still seem to be having an issue but I'm not sure what the cause might be. Any other ideas?

disable as many of your mods as you can to see if there is some kind of confliction,i do this when i get problems and it sorts it out 99% of the time
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Jah Allen
 
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Post » Mon Nov 23, 2009 10:34 am

Okay, I went and rested for four days in my Tenpenny Suite, saved and deleted every MMM related file in my data folder and all .esp and the .esm., loaded mys ave and rested another four days, then saved and reinstalled MMM RC4 (using all available addons including Feral Ghoul Rampage, and choosing Increased Spawns instead of Increased Increased Spawns), then loaded my save and rested another four days.

Then I fast traveled to Mall Southwest and entered Hazmat Disposal Site L5. I found four ghouls (two roamers and two Glowing Ones) in the disposal site and at least one other feral ghoul in the area as I passed through. So that's better than one, but I'd have expected more.

Then I entered L'Enfant Plaza and saw the same minimal amount of super mutants (four over by bridge to KOR's Vault, which is a bridge whether KOR's Vault is there or not, and one Overlord near the row of shops that has the secret room accessed from the back. My recollection is that there were MANY more super mutants in the area previously, and the scripted Enclave vertibird event did not trigger.

So I still seem to be having an issue but I'm not sure what the cause might be. Any other ideas?



do any of your mods change spawn time?
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Yvonne
 
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Post » Mon Nov 23, 2009 4:45 am

I'm having a little glitch. Approaching Old Olney I noticed this:
http://img78.imageshack.us/i/screenshot0p.png/

Hah, I remember something similar happening in Oblivion. One of the inns in Imperial City some how attracted guards from every city to it, maybe the ones that fell off the city walls and such, and they were all in it till I entered the inn. Once I went in, they all headed out and back to their cities. I dont think I have the pictures still though.
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Suzie Dalziel
 
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Post » Mon Nov 23, 2009 3:42 am

Then I entered L'Enfant Plaza and saw the same minimal amount of super mutants (four over by bridge to KOR's Vault, which is a bridge whether KOR's Vault is there or not, and one Overlord near the row of shops that has the secret room accessed from the back. My recollection is that there were MANY more super mutants in the area previously, and the scripted Enclave vertibird event did not trigger.

Indeed. I have about 20 enemies in this area. Including one behemoth
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Ashley Tamen
 
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Post » Mon Nov 23, 2009 8:59 am

Yikes! I just passed through Big Town in time for an invasion of about every critter in the game at the same time. No mutants or ghouls, but one of everything else.
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Laura Elizabeth
 
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Post » Mon Nov 23, 2009 1:53 pm

Argh, I'm stumped. I removed KOR's Vault (is found in L'Enfant Plaza and includes a firing range where you can click a button to spawn enemies), I removed Enhanced Weather - Rain and Snow (.esm and .esp, spawns varying intensity of weather), and removed BringBackBael.esp (respawns Bael and others outside the Citadel post-Broken Steel) and Enclave Station - The Ark (just because I added it recently). I even uninstalled and reinstalled MMM RC4 again and went with Increased Increased Spawns this time to see if it made any visible difference.

Going in from Mall Southwest through Hazmat Disposal Site L5, I noticed some improvement in the ghoul spawn going the most direct path to L'Enfant Plaza. My vague recollection is that you're fighting ghouls before you even get into the rougher cave-like tunnels area, but I still don't see any ghouls until a first spawn point passed the dead wastelander next to the toolbox and right before you veer off to the right to go up an incline into the L'Enfant Plaza metro station entrance/exit. This is the spot where I was originally seeing one Glowing One, then saw a small group with two Glowing Ones, and this time I saw a slightly bigger group with two Glowing Ones and two Reavers, two Ramblers, several feral ghouls and two Reavers not too far away but not apparently part of this group. So that seemed improved.

I went on to L'Enfant Plaza, killing the lone super mutant up the stairwell before the door into the area that leads to the metro gate transition into the plaza (my recollection is that there used to be an actual fight here), then went out into the Plaza. There were no super mutants on the plaza proper at all (area with the glass pyramid). To the right is a bridge into a dead end of rubble with a crashed truck. No mutants. Ahead there is a blown up building that offers a path down to a street. Usually there was a small battle here, now no mutants. Ahead toward the intersection, where the vertibird lands in the scripted event (which didn't happen), no mutants. Further along to the shops there was one lone Overlord wandering around, but no other mutants that I could see.

I'm mindboggled. What am I missing that could be causing this problem and stopping all these spawns?
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Love iz not
 
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Post » Mon Nov 23, 2009 3:14 am

Anyone know if MMM is compatible with FaceMe? (new mod that incorporates all of the faced of series)

http://www.fallout3nexus.com/downloads/file.php?id=7752
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Richus Dude
 
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