[RELz] Mart's Mutant Mod 1.0 RC 4.0

Post » Mon Nov 23, 2009 3:30 pm

Errrr... I just had an Enclave soldier spawn near the Car Dealership at level three without having done anything towards the main quest yet. I reloaded the save and went back into the Dealership to try and clear something up, and when I came back out there were three of them there -_-;... I wouldn't mind so much if I weren't using FWE, but since I am using it for the first time there's no way in all of hell I can kill one of them, let alone all three of them.


Broken Steel is to blame for that. Beth screwed up and the Enclave appears too early as random spawns.
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joeK
 
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Post » Mon Nov 23, 2009 12:33 am

Broken Steel is to blame for that. Beth screwed up and the Enclave appears too early as random spawns.



Indeed. Don't activate Broken Steel until you are ready to start "Take it Back."
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NEGRO
 
Posts: 3398
Joined: Sat Sep 01, 2007 12:14 am

Post » Mon Nov 23, 2009 11:14 am

I've been getting the big brawl spawns a lot and while interesting, I don't think it was intended. I followed the install instructions to the letter so I don't know what else to say. He's a screenshot I took while doing some preliminary work on my own mod that I'm starting to work on.

http://img31.imageshack.us/i/screenshot10y.png/

You can see all the bodies of various creatures laying around there. Deathclaws, scorpions, gui, mole rats, even an enclave officer.. I think. I didn't really bother to check for sure but it looked like an enclave officer.

Anyway Martigen, I see a lot of people reporting this issue. Has a solution been discovered yet?
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Shannon Lockwood
 
Posts: 3373
Joined: Wed Aug 08, 2007 12:38 pm

Post » Mon Nov 23, 2009 3:45 pm

I've been getting the big brawl spawns a lot and while interesting, I don't think it was intended. I followed the install instructions to the letter so I don't know what else to say. He's a screenshot I took while doing some preliminary work on my own mod that I'm starting to work on.

http://img31.imageshack.us/i/screenshot10y.png/

You can see all the bodies of various creatures laying around there. Deathclaws, scorpions, gui, mole rats, even an enclave officer.. I think. I didn't really bother to check for sure but it looked like an enclave officer.

Anyway Martigen, I see a lot of people reporting this issue. Has a solution been discovered yet?


That is exactly what has been happening to me. The Enclave officer was probably a robot, or at least that is who spawns when everyone else does; for me anyway.
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Janine Rose
 
Posts: 3428
Joined: Wed Feb 14, 2007 6:59 pm

Post » Mon Nov 23, 2009 7:22 am

Delamer, what is your load order these days?

My load order always almost the same- I preserve it on the disk with help of FOMM
[X] Fallout3.esm[X] Anchorage.esm[X] ThePitt.esm[X] BrokenSteel.esm[X] PointLookout.esm[X] HairPack.esm[X] EnclaveCommander-OA-Pitt-Steel.esm[X] CALIBR.esm[X] CRAFT.esm[X] FO3 Wanderers Edition - Main File.esm[X] Mart's Mutant Mod.esm[X] RoadWardens.esm[X] MMZombieCemetery.esm[X] Enhanced Weather - Rain and Snow.esm[X] Unofficial Fallout 3 Patch.esp[X] Unofficial Fallout 3 Patch - The Pitt.esp[X] Unofficial Fallout 3 Patch - Operation Anchorage.esp[X] DarNifiedUIF3.esp[X] DUIF3Extras.esp[X] CASM.esp[X] PIDL-lite.esp[X] Centered 3P Cam_new.esp[X] LongerDeathCamera.esp[X] Cats Paw.esp[X] SniperZooming.esp[X] MoreMapMarkers.esp[X] Caravan Tracking.esp[X] GalaxyNewsRadio100[M].esp[X] R.A.C.E. Station.esp[X] StripClub.esp[X] Rivet City Underworks 1.1.esp[X] Nuka Cola Refill Stations.esp[X] QuantumPipeV2.esp[X] MX_Vault74_rus.esp[X] MX_Vault74fix.esp[X] Meresti Metro Station Entrance.esp[X] MCCALL_FriendsAreForever.esp[X] MegatonContracts.esp[X] Mole Rat Maze.esp[X] FreePumpkin-perk.esp[X] Treasure Maps_A Fist Full of Caps.esp[X] Treasure Maps_Secrets of the Wasteland.esp[X] Treasure Maps_Underground.esp[X] NotSoFast.esp[X] HeirApparent.esp[X] IntoTheDeepWoods.esp[X] PLweightadjust.esp[X] bittercup_comp.esp[X] slaveraider.esp[X] The Prisoners.esp[X] CC.esp[X] MalikaTheGypsyByAzar.esp[X] JessiCompanion.esp[X] KelseyCompanion.esp[X] Type3BodyWear.esp[X] K2Clothes_SheerWhite01.esp[X] Refugee Clothing.esp[X] Scout Outfits.esp[X] Mannequin.esp[X] F3UmpaAnimation.esp[X] Echo_BatteryCharger.esp[X] solarcharger.esp[X] phada_universal_storage.esp[X] Tenpenny Suite [Engl].esp[X] houseexpansion.esp[X] Trophies - Megaton.esp[X] Portable Home Small.esp[X] Vault-Tec Experimental Dimensional Safe.esp[X] CRAFT - Activation Perk.esp[X] UPP - Pack 1.esp[X] UPP - Pack 2.esp[X] UPP - Experience Perks.esp[X] UPP  - Quest Perks.esp[X] FO3 Wanderers Edition - UFP Support.esp[X] FO3 Wanderers Edition - DLC Anchorage.esp[X] FO3 Wanderers Edition - DLC The Pitt.esp[X] FO3 Wanderers Edition - DLC Broken Steel.esp[X] FO3 Wanderers Edition - Optional VATS Halftime.esp[X] XFO_Pacing_Extra_Levels.esp[X] RobCo Certified.esp[X] Wasteland Whisperer.esp[X] WeaponModKits.esp[X] WeaponModKits - FWE Master Release.esp[X] Mart's Mutant Mod.esp[X] Mart's Mutant Mod - Increased Spawns.esp[X] Mart's Mutant Mod - Zones Respawn.esp[X] Mart's Mutant Mod - Hunting & Looting.esp[X] Mart's Mutant Mod - Tougher Traders.esp[X] Mart's Mutant Mod - Natural Selection.esp[X] Mart's Mutant Mod - DLC Anchorage.esp[X] Mart's Mutant Mod - DLC The Pitt.esp[X] Mart's Mutant Mod - DLC Broken Steel.esp[X] Mart's Mutant Mod - DLC Point Lookout.esp[X] Mart's Mutant Mod - FWE Master Release.esp[X] RoadWardens.esp[X] RoadWardensMMM.esp[X] TUPAM.esp[X] TUPAM - Anchorage Addon.esp[X] TUPAM - The Pitt Addon.esp[X] TUPAM - Broken Steel Addon.esp[X] DLMPowerArmor-TUPAM.esp[X] DLMPowerArmor-TUPAM-BS.esp[X] DLM_Stealthboy Recon Armor - CRAFT+TUPAM.esp[X] DLM_NV_Off-TUPAM_All_DLC.esp[X] DLM_TigerPistolUpgrade.esp[X] DLM_P90_Tiger_for_WeaponModKits - FWE MR_NotSoFast.esp[X] DLM_MTS400_turret_HP_fix(FWE).esp[X] DLM_FWE-Sneak_fix.esp[X] DLM_TenPennyMurderDay.esp[X] DLM_CombatEnhanced-Package.esp[X] Ballistics-ALL-MoreRealism.esp[X] TossedMines.esp[X] RealFragGrenade3.esp[X] MrSlackPants-NightVisionGogglesNoModel.esp[X] MaxLevelWorkaround.esp[X] WastelandMastery.esp[X] SkillCheck.esp[X] Enhanced Weather - Rain and Snow in Fallout.esp[X] Fellout-Full.esp[X] Fellout-Anchorage.esp[X] Fellout-BrokenSteel.esp[X] Fellout-PointLookout.esp[X] The Pitt Crash Fix.esp[X] Pitt Ammo Press Fix.esp[X] BringBackBael.esp[X] Various_Fixes.esp[X] DLM_CC_patch.esp[X] DLM_EC+TUPAM+VarFix_start_quest.esp[X] Delay ThePitt + Anchorage.esp[X] DelaySteel.esp[X] delaypl.esp[X] VATSFixOff.esp[X] merged.esp

Hm I might have found potential bug. In jury st station, if you try and enter the tunnels after the main section, after entering the door there are about 20-30 raiders all spawned right on top of the door along with a crap load of molerats. Framerate dropped through the floor and the game required a hard reboot.

Today I plan to visit Jury station, will see
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Amy Gibson
 
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Joined: Wed Oct 04, 2006 2:11 pm

Post » Mon Nov 23, 2009 4:15 am

Today I plan to visit Jury station, will see

Nothing strange happen
All killed enemies still be dead, no new respawns, in number- usual number of raiders and molerats about 20 in total
Only one thing. There is invincible wall here, I don't always have it, but last two times I have. Don't know what must trigger off this thing
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daniel royle
 
Posts: 3439
Joined: Thu May 17, 2007 8:44 am

Post » Sun Nov 22, 2009 11:42 pm

Is anyone else having a problem where Ghouls of any kind (including the new ones added by MMM) go really slow majority of the time, they have the running animation but go about the same speed as walking. Some Ghouls however go the orginal speed. I think this is a MMM related issue. Heres my load order:

Fallout3.esm
Mart's Mutant Mod.esm
FACE.esm
Unofficial Fallout 3 Patch.esp
Mart's Mutant Mod.esp
FACE NPCS.esp
FACE Eyelashes.esp
XFO_Playstyles.esp
XFO_Stat_changes.esp
XFO_misc_tweaks.esp
XFO_Pacing_Epic.esp
XFO_SP_Fix_(SP10_TAG25_INTxHalf).esp
XFO_Perk_rebalance.esp
XFO_rarity_drugs_high.esp
XFO_rarity_ammo_med.esp
XFO_Sneak_Rebalance_mild.esp
XFO_barter_fix_mild.esp
XFO_VATSdmg_75.esp
XFO_Karma_changes.esp
XFO_Weapskill_dmg_and_accuracy_mild.esp
XFO_Speed_increase.esp
XFO_Radiation_changes.esp
XFO_Cripple_fixes.esp
XFO_Degradation_fixes.esp
XFO_Gore_fixes.esp
XFO_Weapon_Jamming.esp
XFO_food_water_changes.esp
Phalanx-VanillaHire.1.3.esp
DarNifiedUIF3.esp
DUIF3Extras.esp
WeaponModKits.esp
Fellout-SOTD.esp
FollowersHire.esp
Fellout-pipboylight.esp
Mart's Mutant Mod - Increased Spawns.esp
Mart's Mutant Mod - Hunting & Looting.esp
Mart's Mutant Mod - Tougher Traders.esp
Mart's Mutant Mod - Zones Respawn.esp
Mart's Mutant Mod - Natural Selection.esp
Mart's Mutant Mod - No Corpse Flies.esp
Mart's Mutant Mod - XFO (not FOOK).esp

Total active plugins: 41
Total plugins: 99
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Sabrina garzotto
 
Posts: 3384
Joined: Fri Dec 29, 2006 4:58 pm

Post » Mon Nov 23, 2009 11:54 am

Is anyone else having a problem where Ghouls of any kind (including the new ones added by MMM) go really slow majority of the time, they have the running animation but go about the same speed as walking. Some Ghouls however go the orginal speed. I think this is a MMM related issue. Heres my load order:

Fallout3.esm
Mart's Mutant Mod.esm
FACE.esm

Don't have this problem.
Don't know what it is- face.esm, but try to load it before MMM.esm
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Sheila Esmailka
 
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Joined: Wed Aug 22, 2007 2:31 am

Post » Mon Nov 23, 2009 12:48 am

I am, first of all, surprised. I've always had CTDs in Oblivion, but so much less in Fallout. Maybe it was because my load order was so much larger for that game. I've always seen Fallout as a big step towards stability. However, that's just from my perspective as a player, and with the amount of work you've put into both your Monster and Mutant mods, I'm certain you're closer to the truth than I am.

Oh Oblivion had problems too, definitely, but it was pretty resiliant to problems and you could work if an issue was engine based or mod based. In Fallout 3 the conditions to satisfy the game just outright CTDing start from launching the damn thing and go on from there. So many things trigger CTDs it's pracitcally a joke, and unless you (impossibly) play the game after making a single every time, tracking down the cause can be extremely frustrating -- take the nested templates with a level list + model issue that was cleared up in RC4. I've been tracking it down for three versions, and not only does the GECK happily accept it, but the engine doesn't display a helpful triangle or similar in game, no it just CTDs. Is it hardware? Software? Drivers? Engine? Mod? What part of the mod? If any slightly sensitive change -- from Beths bugged chained AI to a nested template with level using model all generically CTD, it's immesurably frustrating.

And know that MMM *is* the core of both my Oblivion and Fallout experience, and your work, and that of your collaborators, is immensely appreciated. You've brought two universes to life, and that's no small feat. Take a break, play the game, then return to bug-fixing with a fresh mind and a spirit aflame.

Thankyou. The Gamebryo engine Oblivion and Fallout is based on is beautifully flexible -- all the mods for both games are testament to that -- it's just a pity the quality of the engine seems to have gone down in Fallout, even with some of the useful new functions. There are just so many strange, fragile bugs in it that get triggered by seemingly unrelated things that it's detrimental to development. I actually wonder if there were any ideas or features Bethesda wanted to do in Fallout but couldn't because of issues -- then again, as a licensee of the engine, they could likely report bugs to be fixed -- but only those very specific to what they want to do. The rest get ignored.

Before you ask, I made a clean install with RC4 and started a new game.
Don't beat your head over this though. I reported it because if it happens to other people, then we'd know it's an issue. Otherwise, it's too general to identify, and I can't reproduce it either.
What worked was taking an older save, in another location. Then, when I went back to the church, I had the NoFloaters plugin enabled (I tried adding it during bug-testing to see if it would load with it). The thing didn't happen again. Might have nothing to do with floaters at all.

Has anyone else had any problems with floaters? I *removed* their ragdolls in RC4, along with Deathclaw and SM, as these were another change from RC2 and RC3 I was backtracking to try and find the cause of the CTDs (which, for all of them, should be the nested template issue -- but maybe there are still others)


Doh, I hadn't even considered this. I'm wondering now the best way to check this myself. If I understand correctly, MMM doesn't actually add spawn points, but global variables that alter how many of something from the lists spawns at a given point, right? Allow me to further reveal my level of GECK ignorance here, but are the spawn points actually placed in the vanilla game though? Like a marker I could see placed about an area and count by loading up just Fallout.esm (perhaps with BrokenSteel as well) in the GECK and just looking from area to area and knowing, 'Okay, something should be spawning around here and here and here and here'?

Yes and yes :)

I think what I do is probably overkill, but I add four days of resting on the front and end of every step just to be sure. So I go to my Tenpenny Suite, rest four days and save. Log out, disable whatever mods, then log back in and rest for four days. Then save and log out, re-enable or add or make whatever changes, then log back in and rest for another four days, then save and then play. Does that sound right?

That sounds perfect (assuming your cell reset is 4 days and not 9 or similar as with FWE). That should definitely clean a savegame of a mod -- if all elements of a mod are disabled (.esm as well as .esps etc).


Martigen, I don't know if this is your style, but I had an idea with the "Broken Steel" plug in. Since the Enclave were wiped out or severely reduced I was hoping that you could make a few changed to the addon.

All these are a great idea for a standalone mod that could work with MMM. Suggest pasting it as a [REQ] in the forum.


Well, drat. More wandering around and I'm seeing that spawns are definitely not working right in my game. This time it is at Kaelyn's Bed and Breakfast that is usually a hornet's nest of raider activity with a nearby battle with Talon Company mercenaries and a few raiders under the bridge. I've seen a group of Outcasts attack the building, and there was usually a spawn of Outcasts on patrol down the street near the intersection leading off toward Arefu.

Right now I'm seeing no Outcasts, no Talon Company, and one lone raider under the bridge and one raider inside the ruined house. This is with Increased Spawns activated. I'm completely stumped.

Can you PM me your load order?
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Enny Labinjo
 
Posts: 3480
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Post » Mon Nov 23, 2009 1:13 am

can somebody check my load order please
Fallout3.esm


Anchorage.esm
ThePitt.esm
BrokenSteel.esm
PointLookout.esm
EnclaveCommander-OA-Pitt-Steel.esm
Enhanced Weather - Rain and Snow.esm
Sharing and Caring Companions.esm
CALIBR.esm
CRAFT.esm
FOOK.esm
Mart's Mutant Mod.esm
Meet the Devs.ESP
DLC Repair Fix.esp
xrepair-custom-only.esp
xrepair-scrap-only.esp
XFO_barter_fix_harder.esp
XFO_Cripple_fixes.esp
XFO_Degradation_fixes.esp
XFO_Enemy_rebalance (no MMM or FOOK).esp
XFO_food_water_changes.esp
XFO_Gore_fixes.esp
XFO_Immersion_Necessities.esp
XFO_Karma_changes.esp
XFO_misc_tweaks.esp
XFO_Pacing_Epic.esp
XFO_Pacing_Extra_Levels.esp
XFO_Perk_Flaws.esp
XFO_Perk_paths.esp
XFO_Perk_rebalance.esp
XFO_Playstyles.esp
XFO_Radiation_changes.esp
XFO_rarity_ammo_high_FOOK.esp
XFO_rarity_drugs_high.esp
XFO_Sneak_Rebalance_mild.esp
XFO_SPECIAL_DnD.esp
XFO_Speed_increase.esp
XFO_SP_Fix2_(SP10_TAGx2_INTxHalf).esp
XFO_Stat_changes.esp
XFO_Timescale_med.esp
XFO_VATSdmg_75.esp
XFO_Weapon_Jamming.esp
XFO_Weapskill_accuracy_notdmg_mild_FOOK.esp
ALIEN INVASION 2.esp
ALIEN INVASION.esp
Ammo_Dispenser.esp
Ammo_Schematics.esp
CRAFT - Activation Perk.esp
ClassicEnclaveAPA-Better-APA-english.esp
jmschematics.esp
Stealthboy Recon Armor - CRAFT.esp
Enhanced Weather - Rain and Snow in Fallout.esp
Enhanced Weather - Radioactive Rain Plugin.esp
BetterHeadshots.esp
BrokenSteelFix-GNRAnnouncements.esp
Fellout-Full.esp
Fellout-Anchorage.esp
Fellout-BrokenSteel.esp
Fellout-pipboylight.esp
CALIBR Ammo Schematics - CRAFT.esp
The Car Fort With Quests.esp
CALIBRxMerchant.esp
RRRU +4.esp
Death Canyon v3.esp
Delaida.esp
DK_BulletTime.esp
DTOMRC3.esp
NecronomiconExMortis 5.5.esp
Echo_BatteryCharger.esp
firelance-quest.esp
FOOK - Broken Steel.esp
FOOK - Point Lookout.esp
FOOK - The Pitt.esp
FOOK - Anchorage.esp
JSF v.1.esp
KORsVaultHome.esp
WeaponModKits.esp
Krigos2SVD.esp
FOOK - Anchorage hotfix.esp
WeaponModKits - FOOK.esp
FOOK - Strength Requirements for Miniguns, Gatlings, 20mm Flak.esp
FOOK.esp
MaxLevelWorkaround-BS.esp
MaxLevelWorkaround-HP-BS.esp
merc.esp
Mighty Mouse Alternative 4.esp
Dree Perks.esp
Dree Perks Pitts.esp
Dree Perks Requested by Fans .esp
MoreMapMarkers.esp
My_Megaton_House.esp
NightvisionGoggles(Powered).esp
noautoaim.esp
NoTracers.esp
Old Military Bunker 1.4.esp
Owned!.esp
Pirata.esp
10-Year-Respawn.esp
richvendors.esp
RobCo Certified.esp
Trophies - Megaton.esp
ShellRain.esp
GalaxyNewsRadioFix[S].esp
telescope_quest_fdt.esp
Treasure Maps_Bobblehead Edition.esp
Treasure Maps_Underground.esp
Project Beauty.esp
UPP - Beverage Perks.esp
UPP - Experience Perks.esp
UPP - Pack 1.esp
UPP - Pack 2.esp
UPP - Quest Perks.esp
DarNifiedUIF3.esp
DUIF3Extras.esp
MX_Vault74_eng.esp
MX_Vault74fix.esp
Vault74hotfix.esp
Vault010.esp
MTC Wasteland Travellers.esp
CrossRepairArmor.esp
Location 2 (Fort Constantine).esp
Vault 89 (player home) V1-30.esp
MTC Wasteland Travellers (Optional)- Crowded Cities.esp
WastelandMastery.esp
WeightRebalance.esp
Mart's Mutant Mod.esp
Mart's Mutant Mod - FOOK.esp
Mart's Mutant Mod - XFO + FOOK.esp
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 - No Corpse Flies.esp
Mart's Mutant Mod - Tougher Traders.esp
Mart's Mutant Mod - DLC Anchorage.esp
Mart's Mutant Mod - DLC The Pitt.esp
Mart's Mutant Mod - DLC Broken Steel.esp
Mart's Mutant Mod - DLC Point Lookout.esp

Total active plugins: 137
Total plugins: 141
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Helen Quill
 
Posts: 3334
Joined: Fri Oct 13, 2006 1:12 pm

Post » Mon Nov 23, 2009 6:26 am

Also noticed that the error reported the kernel32.dll file as the fault point, maybe a restart will fix it after all.

Disabling Enclave Commander with MMM still active = Crash
Disabling Enclave Commander + MMM = Working, no crashes
Running Enclave Commander / MMM Disabled = Working

kernel32 is an operating system error it sounds like, strange.

Yes, you need to rest properly if removing a mod and cleaning! Also, what happens in that scenario if you don't load Increased Spawns?


Is anyone else having a problem where Ghouls of any kind (including the new ones added by MMM) go really slow majority of the time, they have the running animation but go about the same speed as walking. Some Ghouls however go the orginal speed. I think this is a MMM related issue. Heres my load order:

Ok lets see... Firstly, this is your cause for slow ghouls:

Mart's Mutant Mod - XFO (not FOOK).esp

Remove it and replace it with the one from FOIP. Why haven't you updated to the latest FOIP packages?

Secondly, you're loading Mart's Mutant Mod.esp at the top, it must be loaded right before the MMM optional plugins.


I was heading for Olney from the SW with a couple of companions and ran into about half a dozen sentinels attacking an assorted group of MMM critters. I had to hold my guys back so they would not be attacked by both sides.

This is getting to be a bit much.

Ok, this is really REALLY important for everyone seeing 'really large spawn fights' -- and I'm going to assume you're not running Increased Increased Spawns:

I've spent a number of hours in both a current game and new game running around in RC4 at speedmult 500 crossing 50+ cells and spawning at least 200+ creatures. I've had no crash, and no spawn problems. All the spawns match exactly the values I would expect for Increased Spawns (1-3 per point).

I need to know, before I go on another obscure bug hunt, that people that are seeing this issue have properly upgraded their game. Please don't take offence if you have, but I want to check that:
  • You followed every step in the upgrade process
  • When you removed MMM, you remembered to remove Mart's Mutant Mod.esm, as well as Mart's Mutant Mod.esp and all the optional plugins
  • That if you use FWE you remembered to wait 9 or 10 days instead of 4
Now in my testing I load *only* MMM, for obvious reasons (so if there's a issue like a CTD, I know it has to be from the mod). So if you've done all of the above, my next question is:
  • Are you loading MMM absolutely last in your load order?
  • If you use a merged patch, have you updated it?
If you can't answer yes to all of the above, I need you to be able to do so before I can investigate any sort of bug related to this. And, to be clear, if you need to make any changes from the above, please remember to rest and let cells reset before you continue playing -- even re-ordering to put MMM at the end or removing a merged patch. MMM deals with spawns, *ANY* change to your load order or installing/updating MMM you *MUST* let cells reset. If you don't, wild kittens will eat you in your sleep.

If all of the above is in order, then I will be very interested to get a copy of your savegame (upload it to a filesharing site, and PM me the link). Because now I can be sure there is a real issue.
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lillian luna
 
Posts: 3432
Joined: Thu Aug 31, 2006 9:43 pm

Post » Mon Nov 23, 2009 1:19 am

I've been getting the big brawl spawns a lot and while interesting, I don't think it was intended. I followed the install instructions to the letter so I don't know what else to say. He's a screenshot I took while doing some preliminary work on my own mod that I'm starting to work on.

http://img31.imageshack.us/i/screenshot10y.png/

You can see all the bodies of various creatures laying around there. Deathclaws, scorpions, gui, mole rats, even an enclave officer.. I think. I didn't really bother to check for sure but it looked like an enclave officer.

Anyway Martigen, I see a lot of people reporting this issue. Has a solution been discovered yet?



It is very important to follow the instructions exactly. While I can't say for sure, this is exactly what will happen if you do not.

I would add a couple steps to the instructions:

After you have rested for 4 days and made a new save, verify that this save is SMALLER than your previous one. The change will depend on how many zones you have visited, but could be as much as 100K. If it is not, you might have a longer spawn reset than 4 days due to mods.

When you have disabled MMM and made a clean save, use FOMM to look at your save masters and make sure MMM.esm is not a master. It is very easy to forget to disable a compatibility patch or something, in which case MMM.esm will load and the save will not clean.



When I first installed MMM RC4 I failed to do the second, and this mass spawn with slowdown is exactly the problem I had. Once I did it correctly, all the problems went away.
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Micah Judaeah
 
Posts: 3443
Joined: Tue Oct 24, 2006 6:22 pm

Post » Mon Nov 23, 2009 12:27 pm

The answer, in my case, was yes to all of the above except for the MMM modules being last. I had several mods following the modules. I have moved them to last, just now. Should I wait 4 days again or is it ready to go since I have not added anything?
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RObert loVes MOmmy
 
Posts: 3432
Joined: Fri Dec 08, 2006 10:12 am

Post » Mon Nov 23, 2009 8:03 am

can somebody check my load order please
Fallout3.esm


Anchorage.esm
ThePitt.esm
BrokenSteel.esm
PointLookout.esm
EnclaveCommander-OA-Pitt-Steel.esm
Enhanced Weather - Rain and Snow.esm
Sharing and Caring Companions.esm
CALIBR.esm
CRAFT.esm
FOOK.esm
Mart's Mutant Mod.esm


XFO_Enemy_rebalance (no MMM or FOOK).esp


cough

ALIEN INVASION 2.esp
ALIEN INVASION.esp

is one of these reliant upon the other?

RRRU +4.esp
CrossRepairArmor.esp
xrepair-custom-only.esp
xrepair-scrap-only.esp


can confuse each other

XFO_Perk_Flaws.esp
XFO_Perk_paths.esp
XFO_Perk_rebalance.esp


Dree Perks.esp
Dree Perks Pitts.esp
Dree Perks Requested by Fans .esp


UPP - Beverage Perks.esp
UPP - Experience Perks.esp
UPP - Pack 1.esp
UPP - Pack 2.esp
UPP - Quest Perks.esp


make sure these perk packs can actually be used together.

10-Year-Respawn.esp


well, these will make cleaning the game a lil difficult
User avatar
ezra
 
Posts: 3510
Joined: Sun Aug 12, 2007 6:40 pm

Post » Mon Nov 23, 2009 2:42 pm

kernel32 is an operating system error it sounds like, strange.

Yes, you need to rest properly if removing a mod and cleaning! Also, what happens in that scenario if you don't load Increased Spawns?



Ok lets see... Firstly, this is your cause for slow ghouls:

Mart's Mutant Mod - XFO (not FOOK).esp

Remove it and replace it with the one from FOIP. Why haven't you updated to the latest FOIP packages?

Secondly, you're loading Mart's Mutant Mod.esp at the top, it must be loaded right before the MMM optional plugins.



Ok, this is really REALLY important for everyone seeing 'really large spawn fights' -- and I'm going to assume you're not running Increased Increased Spawns:

I've spent a number of hours in both a current game and new game running around in RC4 at speedmult 500 crossing 50+ cells and spawning at least 200+ creatures. I've had no crash, and no spawn problems. All the spawns match exactly the values I would expect for Increased Spawns (1-3 per point).

I need to know, before I go on another obscure bug hunt, that people that are seeing this issue have properly upgraded their game. Please don't take offence if you have, but I want to check that:
  • You followed every step in the upgrade process
  • When you removed MMM, you remembered to remove Mart's Mutant Mod.esm, as well as Mart's Mutant Mod.esp and all the optional plugins
  • That if you use FWE you remembered to wait 9 or 10 days instead of 4
Now in my testing I load *only* MMM, for obvious reasons (so if there's a issue like a CTD, I know it has to be from the mod). So if you've done all of the above, my next question is:
  • Are you loading MMM absolutely last in your load order?
  • If you use a merged patch, have you updated it?
If you can't answer yes to all of the above, I need you to be able to do so before I can investigate any sort of bug related to this. And, to be clear, if you need to make any changes from the above, please remember to rest and let cells reset before you continue playing -- even re-ordering to put MMM at the end or removing a merged patch. MMM deals with spawns, *ANY* change to your load order or installing/updating MMM you *MUST* let cells reset. If you don't, wild kittens will eat you in your sleep.

If all of the above is in order, then I will be very interested to get a copy of your savegame (upload it to a filesharing site, and PM me the link). Because now I can be sure there is a real issue.


only twice, and I answered yes to all but I saved over my quick save and didnt crash
User avatar
Laurenn Doylee
 
Posts: 3427
Joined: Sun Dec 03, 2006 11:48 am

Post » Mon Nov 23, 2009 12:36 am

What the heck is going on here? This is the 3rd time something like this happens. Twice with raiders and now with super mutants.
http://i286.photobucket.com/albums/ll92/rifqyhebat/BOOM/ScreenShot19.jpg
http://i286.photobucket.com/albums/ll92/rifqyhebat/BOOM/ScreenShot20.jpg
http://i286.photobucket.com/albums/ll92/rifqyhebat/BOOM/ScreenShot22.jpg <-- I love how this shot turnout.
http://i286.photobucket.com/albums/ll92/rifqyhebat/BOOM/ScreenShot23.jpg
http://i286.photobucket.com/albums/ll92/rifqyhebat/BOOM/ScreenShot24.jpg <-- Note the experience meter going off way to the right.
http://i286.photobucket.com/albums/ll92/rifqyhebat/BOOM/ScreenShot28.jpg
I never had this thing happen before installing RC4. Also, this is a new game i started after installing RC4, so it can't be upgrading related.
Also, my load order:
Fallout3.esm
FakePatch_v1.5.0.22c.ESM
Anchorage.esm
ThePitt.esm
BrokenSteel.esm
Enhanced Weather - Rain and Snow.esm
CALIBR.esm
CRAFT.esm
RTS.esm
FOOK.esm
FO3 Wanderers Edition - Main File.esm
Mart's Mutant Mod.esm
Project Beauty.esp
Unofficial Fallout 3 Patch.esp
Unofficial Fallout 3 Patch - Operation Anchorage.esp
Unofficial Fallout 3 Patch - The Pitt.esp
RTS_Life_Of_Raider_Addon.esp
RTS_beta_patch_ 01.esp
Fellout-Full.esp
Fellout-Anchorage.esp
Fellout-BrokenSteel.esp
Fellout-pipboylight.esp
Enhanced Weather - Rain and Snow in Fallout.esp
MaxLevelWorkaround-BS.esp
BuildableBots v0.3a.esp
RadioBlues.esp
WastelandMastery.esp
RobCo Certified.esp
Wasteland Whisperer.esp
UPP - Experience Perks.esp
UPP - Pack 1.esp
UPP - Pack 2.esp
UPP - Quest Perks.esp
UPP - Beverage Perks.esp
VDSP-01.esp
Buildablebots Robcert. addon.esp
GalaxyNewsRadio100[M].esp
BlackWolf Backpack.esp
Burnification.esp
FleshBurningPlasma.esp
Boat House.esp
Water_Tower_Hideout_byOrophin.esp
3EFdrgplate.esp
FOOK.esp
FO3 Wanderers Edition - FOOK Support.esp
FO3 Wanderers Edition - UFP Support.esp
FO3 Wanderers Edition - DLC Anchorage.esp
FO3 Wanderers Edition - DLC The Pitt.esp
FO3 Wanderers Edition - DLC Broken Steel.esp
WeaponModKits.esp
WeaponModKits - FWE Master Release.esp
Mart's Mutant Mod.esp
Mart's Mutant Mod - Feral Ghoul Rampage.esp
Mart's Mutant Mod - Natural Selection.esp
Mart's Mutant Mod - No Corpse Flies.esp
Mart's Mutant Mod - DLC Anchorage.esp
Mart's Mutant Mod - DLC The Pitt.esp
Mart's Mutant Mod - DLC Broken Steel.esp
Mart's Mutant Mod - FOOK + FWE.esp
Mart's Mutant Mod - FWE Master Release.esp
Mart's Mutant Mod - No Skeleton Decay.esp
MMM Dynamic Player Scaling 6.esp
DeadlyTurrets.esp
CALIBR Ammo Schematics - CRAFT.esp
Mighty Mouse Alternative.esp
Phalanx-MainFollowerModule.esp
Phalanx-TGBlank-K9AlternateStart.esp
Phalanx-BrokenSteel-Integration.esp
Essential Death Time.esp
Dogmeat_outfits.esp
GT_BM_Less_Full_Dismemberment.esp
GT_BM_More_Exploding_Torsos.esp
GT_Less_Dismemberment.esp
GT_Less_Exploding_Parts.esp
SP_EFECT - Bloody Hell - Higher Blood Decal Count.esp
SP_EFECT - Bloody Hell - Always do Enviroment Blood.esp
GatlingLaserDX.esp
dD-Less Blood Time, Larger Blood.esp
GoreMod.esp
SN_Depth_Of_Field.esp
XFO_Pacing_mild.esp
SniperZooming.esp
CRAFT - Activation Perk.esp
Weapon Jamming.esp
CASM.esp
DarNifiedUIF3.esp
DUIF3Extras.esp
RCmarketNoFire.esp

Total active plugins: 88
Total plugins: 212

Is there anything wrong with it?

Thanks in advance.
Also, if my tone of typing suggest that im ranting.. Don't get me wrong. It's because im excited from all the nuking i've been doing today. ;)
User avatar
Hannah Barnard
 
Posts: 3421
Joined: Fri Feb 09, 2007 9:42 am

Post » Mon Nov 23, 2009 9:00 am

can somebody check my load order please
Fallout3.esm


Anchorage.esm
ThePitt.esm
BrokenSteel.esm
PointLookout.esm
EnclaveCommander-OA-Pitt-Steel.esm
Enhanced Weather - Rain and Snow.esm
Sharing and Caring Companions.esm
CALIBR.esm
CRAFT.esm
FOOK.esm
Mart's Mutant Mod.esm
Meet the Devs.ESP
DLC Repair Fix.esp
xrepair-custom-only.esp
xrepair-scrap-only.esp
XFO_barter_fix_harder.esp
XFO_Cripple_fixes.esp
XFO_Degradation_fixes.esp
XFO_Enemy_rebalance (no MMM or FOOK).esp
XFO_food_water_changes.esp
XFO_Gore_fixes.esp
XFO_Immersion_Necessities.esp
XFO_Karma_changes.esp
XFO_misc_tweaks.esp
XFO_Pacing_Epic.esp
XFO_Pacing_Extra_Levels.esp
XFO_Perk_Flaws.esp
XFO_Perk_paths.esp
XFO_Perk_rebalance.esp
XFO_Playstyles.esp
XFO_Radiation_changes.esp
XFO_rarity_ammo_high_FOOK.esp
XFO_rarity_drugs_high.esp
XFO_Sneak_Rebalance_mild.esp
XFO_SPECIAL_DnD.esp
XFO_Speed_increase.esp
XFO_SP_Fix2_(SP10_TAGx2_INTxHalf).esp
XFO_Stat_changes.esp
XFO_Timescale_med.esp
XFO_VATSdmg_75.esp
XFO_Weapon_Jamming.esp
XFO_Weapskill_accuracy_notdmg_mild_FOOK.esp
ALIEN INVASION 2.esp
ALIEN INVASION.esp
Ammo_Dispenser.esp
Ammo_Schematics.esp
CRAFT - Activation Perk.esp
ClassicEnclaveAPA-Better-APA-english.esp
jmschematics.esp
Stealthboy Recon Armor - CRAFT.esp
Enhanced Weather - Rain and Snow in Fallout.esp
Enhanced Weather - Radioactive Rain Plugin.esp
BetterHeadshots.esp
BrokenSteelFix-GNRAnnouncements.esp
Fellout-Full.esp
Fellout-Anchorage.esp
Fellout-BrokenSteel.esp
Fellout-pipboylight.esp
CALIBR Ammo Schematics - CRAFT.esp
The Car Fort With Quests.esp
CALIBRxMerchant.esp
RRRU +4.esp
Death Canyon v3.esp
Delaida.esp
DK_BulletTime.esp
DTOMRC3.esp
NecronomiconExMortis 5.5.esp
Echo_BatteryCharger.esp
firelance-quest.esp
FOOK - Broken Steel.esp
FOOK - Point Lookout.esp
FOOK - The Pitt.esp
FOOK - Anchorage.esp
JSF v.1.esp
KORsVaultHome.esp
WeaponModKits.esp
Krigos2SVD.esp
FOOK - Anchorage hotfix.esp
WeaponModKits - FOOK.esp
FOOK - Strength Requirements for Miniguns, Gatlings, 20mm Flak.esp
FOOK.esp
MaxLevelWorkaround-BS.esp
MaxLevelWorkaround-HP-BS.esp
merc.esp
Mighty Mouse Alternative 4.esp
Dree Perks.esp
Dree Perks Pitts.esp
Dree Perks Requested by Fans .esp
MoreMapMarkers.esp
My_Megaton_House.esp
NightvisionGoggles(Powered).esp
noautoaim.esp
NoTracers.esp
Old Military Bunker 1.4.esp
Owned!.esp
Pirata.esp
10-Year-Respawn.esp
richvendors.esp
RobCo Certified.esp
Trophies - Megaton.esp
ShellRain.esp
GalaxyNewsRadioFix[S].esp
telescope_quest_fdt.esp
Treasure Maps_Bobblehead Edition.esp
Treasure Maps_Underground.esp
Project Beauty.esp
UPP - Beverage Perks.esp
UPP - Experience Perks.esp
UPP - Pack 1.esp
UPP - Pack 2.esp
UPP - Quest Perks.esp
DarNifiedUIF3.esp
DUIF3Extras.esp
MX_Vault74_eng.esp
MX_Vault74fix.esp
Vault74hotfix.esp
Vault010.esp
MTC Wasteland Travellers.esp
CrossRepairArmor.esp
Location 2 (Fort Constantine).esp
Vault 89 (player home) V1-30.esp
MTC Wasteland Travellers (Optional)- Crowded Cities.esp
WastelandMastery.esp
WeightRebalance.esp
Mart's Mutant Mod.esp
Mart's Mutant Mod - FOOK.esp
Mart's Mutant Mod - XFO + FOOK.esp
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 - No Corpse Flies.esp
Mart's Mutant Mod - Tougher Traders.esp
Mart's Mutant Mod - DLC Anchorage.esp
Mart's Mutant Mod - DLC The Pitt.esp
Mart's Mutant Mod - DLC Broken Steel.esp
Mart's Mutant Mod - DLC Point Lookout.esp

Total active plugins: 137
Total plugins: 141


Fook needs to be before the fook plugins
10 year respawn will prevent you from cleaning a save. Disable it before you wait 4 days.
wmk and its patch should be after fook
User avatar
Elizabeth Falvey
 
Posts: 3347
Joined: Fri Oct 26, 2007 1:37 am

Post » Mon Nov 23, 2009 8:07 am

What the heck is going on here? This is the 3rd time something like this happens. Twice with raiders and now with super mutants.

Now that's interesting if it's a new game. Please send me the savegame of that point. But, before you do, you have a lot of mods -- can you remove *all* mods (except those that won't let you remove them, like perk mods) and see if it still occurs. Note this will require you to:

* Have a savegame that's before entering that place for the first time, or you have visited before but the cell has now reset (and you're sure of this)
* Remove all other mods
* Load and save and quit
* Load, rest 4 days (or more if you have a mod that changes respawn)

If it occurs then -- perfect, I can use it, and we'll find out what's going on. If it doesn't, one of the other mods could be interfering, in which case it's deductive reasoning time.
User avatar
Bethany Watkin
 
Posts: 3445
Joined: Sun Jul 23, 2006 4:13 pm

Post » Mon Nov 23, 2009 7:51 am

Well, I disabled every mod and then added back only the official mods and two quality of life mods. I'd need to delete/move files to get the original pipboy working right, so I left the pipboy 5000 in. Centered 3P Cam just centers the camera. I've had both installed for a good long while now.

I visited L'Enfant Plaza and there was one less spawn this time. The mutant spawn under the bridge was gone. The mutant spawn atop the ridge overlooking the shops was bigger, with one behemoth, one overlord, one master, and one brute. The Talon Company mercenary spawn near the Irradiated Metro was unchanged, with four mercenaries moving around right around the metro entrance.

I then fast traveled to Arefu and headed over to Kaelyn's Bed and Breakfast via the road so I'd pass the intersection. The two shanty-type things that Broken Steel adds (related to the aqua cura shipments) were there, but the female NPCs usually standing there were not. This could be a time of day thing? The Outcast spawn that is usually at the intersection was not there. There was one small radscorpion nearby.

I headed to the broken bridge and there were three raiders underneath it. No Talon Company like I've seen in the past were present. I then headed for the ruined Bed and Breakfast itself and there were two raiders inside.

Given that the spawns are slightly random (1-3), does that sound right for these areas (L'Enfant Plaza and Kaelyn's Bed and Breakfast) to anyone else? Below is my new load order minus all mods except the two mentioned above, the official DLCs, and MMM and addons.

I looked in the GECK at DCWorld10 (the L'Enfant Plaza area, minus the additional area with the newspaper building, irradiated metro, and the Talon Company mercs) and it does appear that several spawn points aren't firing off for some reason, assuming I'm understanding the markers I'm seeing that is. For example, with just Fallout.esm and BrokenSteel.esm loaded in the GECK, I see one 'M' atop the area overlooking the shops where I saw the behemoth, overlord, master and brute. There appear to be several other areas with 'M' that are placed in areas I recall seeing spawns in the past but that don't show up anymore. Also, the vertibird event is placed pretty clearly in the intersection, but is that a one time only thing and that's why it isn't happening anymore?

Load Order:

Fallout3.esm
Anchorage.esm
ThePitt.esm
PointLookout.esm
BrokenSteel.esm
Mart's Mutant Mod.esm
1pipboy5000.esp
Centered 3P Cam.esp
Mart's Mutant Mod.esp
Mart's Mutant Mod - Increased Spawns.esp
Mart's Mutant Mod - Feral Ghoul Rampage.esp
Mart's Mutant Mod - Zones Respawn.esp
Mart's Mutant Mod - Tougher Traders.esp
Mart's Mutant Mod - Hunting & Looting.esp
Mart's Mutant Mod - Natural Selection.esp
Mart's Mutant Mod - No Corpse Flies.esp
Mart's Mutant Mod - No Geckos.esp
Mart's Mutant Mod - No Wanamingos.esp
Mart's Mutant Mod - No Floaters.esp
Mart's Mutant Mod - No Skeleton Decay.esp
Mart's Mutant Mod - DLC Anchorage.esp
Mart's Mutant Mod - DLC The Pitt.esp
Mart's Mutant Mod - DLC Point Lookout.esp
Mart's Mutant Mod - DLC Broken Steel.esp

Total active plugins: 24
Total plugins: 148
User avatar
Jimmie Allen
 
Posts: 3358
Joined: Sun Oct 14, 2007 6:39 am

Post » Mon Nov 23, 2009 9:46 am

Given that the spawns are slightly random (1-3), does that sound right for these areas (L'Enfant Plaza and Kaelyn's Bed and Breakfast) to anyone else? Below is my new load order minus all mods except the two mentioned above, the official DLCs, and MMM and addons.

I looked in the GECK at DCWorld10 (the L'Enfant Plaza area, minus the additional area with the newspaper building, irradiated metro, and the Talon Company mercs) and it does appear that several spawn points aren't firing off for some reason, assuming I'm understanding the markers I'm seeing that is. For example, with just Fallout.esm and BrokenSteel.esm loaded in the GECK, I see one 'M' atop the area overlooking the shops where I saw the behemoth, overlord, master and brute. There appear to be several other areas with 'M' that are placed in areas I recall seeing spawns in the past but that don't show up anymore. Also, the vertibird event is placed pretty clearly in the intersection, but is that a one time only thing and that's why it isn't happening anymore?

Yeah, I mean by what you describe any of these could apply:
  • AI schedules, if applicable. Often the case for unique NPCs, but even random encounters can have patrol routes to follow.
  • Unique or quest related NPCs. To ensure compatibility and not unbalance the game, MMM doesn't generally alter quest or unique NPCs. Such encounters in the game then will always be singular, they won't spawn Increased Spawns.
  • Scripted one-time events (often as part of quests). I've not done that part of the game yet, but I daresay most vertibird encounters are scripted and probably aren't repeatable (they're usually part of the story).
  • Zones respawn. I know this may not apply in this instance, but don't forget the Zones Respawn plugin doesn't let all areas reset, only the most common general areas. There are still plenty of cells where you will encounter enemies once, and that's it (quests areas, areas where it wouldn't make sense for respawn to occur, and more).

Combined with the fixed in RC4 that prevented ever-increasing spawns, perhaps what you're seeing is, well, what you're supposed to be seeing!
User avatar
An Lor
 
Posts: 3439
Joined: Sun Feb 18, 2007 8:46 pm

Post » Mon Nov 23, 2009 7:06 am

What the heck is going on here? This is the 3rd time something like this happens. Twice with raiders and now with super mutants.
http://i286.photobucket.com/albums/ll92/rifqyhebat/BOOM/ScreenShot19.jpg
http://i286.photobucket.com/albums/ll92/rifqyhebat/BOOM/ScreenShot20.jpg
http://i286.photobucket.com/albums/ll92/rifqyhebat/BOOM/ScreenShot22.jpg <-- I love how this shot turnout.
http://i286.photobucket.com/albums/ll92/rifqyhebat/BOOM/ScreenShot23.jpg
http://i286.photobucket.com/albums/ll92/rifqyhebat/BOOM/ScreenShot24.jpg <-- Note the experience meter going off way to the right.
http://i286.photobucket.com/albums/ll92/rifqyhebat/BOOM/ScreenShot28.jpg
I never had this thing happen before installing RC4. Also, this is a new game i started after installing RC4, so it can't be upgrading related.

It seems you wait 4 days when upgrade. You use FWE, so you need to wait 9 days instead of 4.
I already check it in my system, if you don't follow installation instruction to the letter- you will have such effects.
With exp bar nothing wrong, you receive new level but can't make level-up until battle end. And this is not related to MMM

kernel32 is an operating system error it sounds like, strange.
Yes, you need to rest properly if removing a mod and cleaning! Also, what happens in that scenario if you don't load Increased Spawns?

I always use Enclave Commander with MMM, nothing wrong happen

About Kaelyn's Bed and Breakfast
I don't remember when I see Talons here, but today was here and was able to see usual set of raiders in the pansion and on/below the bridge

Have only one strange thing- vanamingos
I am already at level 9 but don't see them from the beginning of the game
Today was in the Old Olney , kill about 5 deathclaw, 3 matriarchs- no vanamingos
But when I was near the city, I hear sounds of dying vanamingos, as if something prevent them to appear
But since other peoples see them in their game- there is possibly something wrong from my side. I will try to change my load order. But why only wanamingos? All others present in the game- Floaters, centaurs...
Has anyone else had any problems with floaters?

No. But I rarely meet them, I don't have problems with them at all
I visited L'Enfant Plaza and there was one less spawn this time. The mutant spawn under the bridge was gone. The mutant spawn atop the ridge overlooking the shops was bigger, with one behemoth, one overlord, one master, and one brute. The Talon Company mercenary spawn near the Irradiated Metro was unchanged, with four mercenaries moving around right around the metro entrance.
I headed to the broken bridge and there were three raiders underneath it. No Talon Company like I've seen in the past were present. I then headed for the ruined Bed and Breakfast itself and there were two raiders inside.

Given that the spawns are slightly random (1-3), does that sound right for these areas (L'Enfant Plaza and Kaelyn's Bed and Breakfast) to anyone else? Below is my new load order minus all mods except the two mentioned above, the official DLCs, and MMM and addons.

Seems to me- increased spawn don't work for you by some reason. It is very small numbers for this locations

Oh Oblivion had problems too, definitely, but it was pretty resiliant to problems and you could work if an issue was engine based or mod based. In Fallout 3 the conditions to satisfy the game just outright CTDing start from launching the damn thing and go on from there. So many things trigger CTDs it's pracitcally a joke, and unless you (impossibly) play the game after making a single every time, tracking down the cause can be extremely frustrating -- take the nested templates with a level list + model issue that was cleared up in RC4. I've been tracking it down for three versions, and not only does the GECK happily accept it, but the engine doesn't display a helpful triangle or similar in game, no it just CTDs. Is it hardware? Software? Drivers? Engine? Mod? What part of the mod? If any slightly sensitive change -- from Beths bugged chained AI to a nested template with level using model all generically CTD, it's immesurably frustrating.

I understand your frustration, and you lost many essential time.
But you are winner in the end, and collect some experience in the past?
So maybe you just congratulate yourself with good-maded work and drink some nuca-cola? :)
User avatar
Raymond J. Ramirez
 
Posts: 3390
Joined: Sun Oct 14, 2007 8:28 am

Post » Mon Nov 23, 2009 1:24 am

Yeah, I mean by what you describe any of these could apply:
  • AI schedules, if applicable. Often the case for unique NPCs, but even random encounters can have patrol routes to follow.
  • Unique or quest related NPCs. To ensure compatibility and not unbalance the game, MMM doesn't generally alter quest or unique NPCs. Such encounters in the game then will always be singular, they won't spawn Increased Spawns.
  • Scripted one-time events (often as part of quests). I've not done that part of the game yet, but I daresay most vertibird encounters are scripted and probably aren't repeatable (they're usually part of the story).
  • Zones respawn. I know this may not apply in this instance, but don't forget the Zones Respawn plugin doesn't let all areas reset, only the most common general areas. There are still plenty of cells where you will encounter enemies once, and that's it (quests areas, areas where it wouldn't make sense for respawn to occur, and more).

Combined with the fixed in RC4 that prevented ever-increasing spawns, perhaps what you're seeing is, well, what you're supposed to be seeing!


Hmm, trying to find clear examples in my game where things are or aren't working as intended/expected from a game with all official DLC's added and MMM and the addons I've added including Feral Ghoul Rampage and Increased Spawns.

I fast travel from Kaelyn's Bed and Breakfast to the Pennsylvania Avenue metro entrance right beside White House Plaza (also where you go to access the airforce base). This is where there is a small Brotherhood outpost in an old building with a small barricade usually manned by two brotherhood knights. There is always a great battle that plays out here with super mutants charging the barricade from two different streets.

Evidence that Increased Spawns is working was on display as there were five brotherhood defenders of the barricade, several more I couldn't count fast enough that ran over from the seating area near the sewer entrance that leads to the presidential metro, and there were 12 or 13 super mutants including more than one overlord. Great fight.

I headed down the streets to the area where there is a Talon Company spawn across from an old scavenger hideout. As has been the case recently, the Talon Company spawn was as expected. Five of them total.

I continued on to the diner at the back of the area near a large metro entrance where there is usually another large super mutant spawn, sometimes including a behemoth. This area was completely empty of spawns. Not a single super mutant.

I then went down to enter the metro tunnels to test the Feral Ghoul Rampage.esp. This is an entrance to Metro Central, a multiple level area of the metro tunnels (three or four levels connected by stairs I think?). In the past, especially with Feral Ghoul Rampage on, this multi-level area is jam packed with feral ghouls on every level. I had to go to the very bottom to find a single Feral Ghoul Roamer in the entire area.

That can't be right, right? I can't even imagine what is stored in my save game that could be causing all of this.
User avatar
jessica sonny
 
Posts: 3531
Joined: Thu Nov 02, 2006 6:27 pm

Post » Mon Nov 23, 2009 2:34 am

It seems you wait 4 days when upgrade. You use FWE, so you need to wait 9 days instead of 4.
I already check it in my system, if you don't follow installation instruction to the letter- you will have such effects.
With exp bar nothing wrong, you receive new level but can't make level-up until battle end. And this is not related to MMM

Thanks for the reply.
But the problem is i'm playing on a new character. From i understand, im not required to follow the upgrade instruction when starting a new game. Or am i really supposed to wait 9 days after i started fresh from vault 101.
As for the exp bar, i just want to show you guys how much exp those supermutants yield. :D
User avatar
phillip crookes
 
Posts: 3420
Joined: Wed Jun 27, 2007 1:39 pm

Post » Mon Nov 23, 2009 12:10 pm

Thanks for the reply.
But the problem is i'm playing on a new character. From i understand, im not required to follow the upgrade instruction when starting a new game. Or am i really supposed to wait 9 days after i started fresh from vault 101.

No. :)
User avatar
D IV
 
Posts: 3406
Joined: Fri Nov 24, 2006 1:32 am

Post » Mon Nov 23, 2009 6:45 am

Well, it is definitely MMM not working with my save anymore. I loaded a save from right before I left the Vault 101 cave with my current pared down load order and used TMM 1, TGM and SETGS FMOVERUNMULT 10 to quickly visit some areas. I fast traveled to L'Enfant Plaza and there were numerous super mutants. I didn't count but I'm guessing more than 40 in the entire area. Oddly enough, there were no Talon mercs near the Irradiated Metro entrance, but I'm guessing this is because it is a level 1 character fresh out of Vault 101 that hasn't gotten a contract out on them yet?

I also fast traveled to Pennsylvania Avenue metro entrance where the big fight happens. There was again six brotherhood defending the barricade and about 10 super mutants attacking it. The seating area around what ends up being the entrance that leads to the airforce base and presidential metro and such was not there yet, but maybe it doesn't appear until later?

Anyway, I ran to the other side of the area to where the diner and metro central entrance are. It was now populated with 10 or so super mutants, no behemoth though (level 1 thing again I'm assuming). Then I went down into metro central...and hahaha, let me tell you that Feral Ghoul Rampage was again working. Heh. I couldn't even begin to count how many there were down there. I'd guess hundreds? Again packing all levels of the multi-level area too.

So something is wrong in my save that is causing MMM not to work correctly. Is it possible to fix something like this or am I doomed to starting over from scratch? I'm not sure I have the stomach for that. :(
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Alexx Peace
 
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