Ok, I'll install it again tonight, maybe I've been to stupid again and screwed up during install.
Now that I think about it, it's possible I disabled it in FOMM before installing the new one, could that remove the old files?
Yes... the RC 4.2 is an update to be applied on top of RC 4.1. If you removed RC 4.1 via FOMM and then added the update, you have an incomplete mod.
Ok, now I have some strangeness with the Beta. I have no Floaters checked, but I have floaters at GNR. Maybe they replaced the extra Behemoth that you got rid of.
[EDIT] I am picking up all of the creatures that I have selected NOT to spawn. However, I have selected Increased Spawns and Reduced Wasteland Spawns; is this self defeating?
I've checked this again and this should be possible, at least from the code. The Floaters are even in a block which, if the Floaters global isn't set, nothing at all can happen. No Floaters does this. The only way I can see Floaters appearing in your game is:
* You're using an older version of MMM before RC 4.1 (lets scratch that one)
* You're using an old merged patch that's retaining old information
* The floaters were spawned in your game before adding No Floaters, and you just haven't killed them yet.
See if the latter two are true -- remake your merged patch if you use one, or don't use it at all. Also, out of curiosity, before you do the above can you exit the cell, rest 4 days (or more if using FWE etc) to let cells reset, and re-enter it. Are the Floaters still there? I have one other theory that's dependent on the engine...
I just played 2 hours straight without a single CTD when fast traveling or encountering Muties (nice work on the textures btw.)
Good to hear
I'd like to find out what benefits changing the game setting fCombatThreatRatioUpdateTime has with MMM. I feel it makes the npc's behave a little erratically, as in going from an alert state back to normal too quickly. I'm guessing it shortens the time between carrying out detection routines. I don't want to change it back though without knowing whether or not it's going to affect the behaviour of creatures in MMM too much.
I'm not sure it has much to do with going to alert and back, but I'd be interested in your testing if you find otherwise.
The setting is tweaked to ensure creatures that may want to flee from a fight have the opportunity to do so, and ties in with MMM's confidence settings to create better behavioural AI. The fleeing code in Fallout 3 works on a system the balances various variables about the actor and its combatant, including health. Usually when its health is low and significantly lower than its opponent, an actor will flee. The default value for updating the 'threat ratio' between it and the combatant, aka 'check if it's time to flee', is 7.5 seconds.
By definition large foes will have more health when they reach that 'dangerous' level in terms of their percentage health, and so you possibly won't be able to kill them quickly and they will have a chance to flee. However the same is not true for weak creatures -- if you're fighting a Molerat and its health drops to a level where it wants to flee, you'll more than likely kill it in the next 7.5 seconds before it can evaluate and decide it's time to run. Hence MMM tweaks this to 5 seconds to give more lower-end creatures -- which also by definition should be the ones more likely to flee -- a chance to do so before you drop their health to 0.