[RELz] Mart's Mutant Mod 1.0 RC 5.0

Post » Fri May 13, 2011 6:21 pm

Hi Marty. Thanks for RC 5.0. I'd like to try the combat detection thing but can't seem to find the variable in the esp file to alter to 1. Can you possibly give me a quick pointer as to where this variable is? Cheers.


That said, I got the effect working -- it's in RC 5.0. However being new it's disabled by default, it will need testing. To test the new feature edit Mart's Mutant Mod.esp or make a new plugin and set the following: MMMzCombatDetection to 1. Then go shoot some Raiders at long range :)


Open the Mart's Mutant Mod.esp file in GECK and open the global, in there is the MMMzCombatDetection variable, set it to 1 to turn it on.

:edit:

I had to increase the min amount to 4400 as I noticed that when popping heads at a farther rate, the raiders don't search... But the bad problem is now at this far rate, if I shoot an enemy that is in the opposite direction, they get alerted and come after me.
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Dean
 
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Post » Fri May 13, 2011 1:13 pm

Hey :)
I was wondering if you could one shiny day make a plugin which would make high-end creatures spawn more often. I'm running the game on a very weak computer and I can't use Increased Spawns without it killing my performance. So I thought that I'd fix it by having more Overlords, Albinos and Reavers around.
Especially at later levels, it's not cool to massacre all those Brutes and generic supermutants in the Mall. Sometimes there's a melee Overlord, but he's taken down quickly.

Also, having most supermutants spawn as Overlords would make the game closer to Fallout 1, where you really had to think twice before engaging multiple supermutants :)
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Trevi
 
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Post » Fri May 13, 2011 5:43 am

Open the Mart's Mutant Mod.esp file in GECK and open the global, in there is the MMMzCombatDetection variable, set it to 1 to turn it on.


I found the variable but the headings are 'Count' which is zero, 'Users' which is already set at 1 (I assume you mean that this must be set to 1). Does this mean that the MMZCombatDetection is already activated?
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Leticia Hernandez
 
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Post » Fri May 13, 2011 4:09 pm

I found the variable but the headings are 'Count' which is zero, 'Users' which is already set at 1 (I assume you mean that this must be set to 1). Does this mean that the MMZCombatDetection is already activated?

You better make it in FO3edit
Users- it is number of references to this variable from another objects.
I don't know, may be I am dumb, but I can't find how to edit this variables in the GECK :)
Edit option don't work for me, don't know why
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Silvia Gil
 
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Post » Fri May 13, 2011 6:30 am

You better make it in FO3edit
Users- it is number of references to this variable from another objects.
I don't know, may be I am dumb, but I can't find how to edit this variables in the GECK :)
Edit option don't work for me, don't know why

You have to access it through the GECK menu bar (at the top of the program)
1.) Click on "Gameplay" and then on "Globals ..."
2.) When the window pops up, scroll down to "MMMzCombatDetection" and click on it.
3.) On the right side, in the Value box, it should have a "0", change it to "1"
4.) Close the globals window and click on save (the floppy disk icon in the menu bar).
5.) Quite to GECK and go play the game. :)
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Matthew Aaron Evans
 
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Post » Fri May 13, 2011 1:44 pm

You have to access it through the GECK menu bar (at the top of the program)

Thanks! :)
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Dominic Vaughan
 
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Post » Fri May 13, 2011 4:31 pm

Thanks Mart the new release is great. Talon Company are no longer the push overs they used to be and you have to get close and personal now. No more potting them off at long range anymore they are just too damn accurate with the Barret Sniper Rifle and I am finding at least two of them in the group are equipped with them and I have been taken out with just one shot from them at long range so it seems your new combat stuff is working.

I posted a bug I came across on the Nexus page but did not follow it up as for me it was not too serious. However I have now found that it effects something else so I will describe it again here.

I tried to activate a Stealth Boy and got a message "You are already at full health" and the Stealth Boy did not activate. No biggie I don't have to use the stealth boy. But today I needed to do some urgent repairing of a crippled limb, clicked the limb and the Stealth Boy Activated.

Now this is a problem now as I cannot repair crippled limbs without sleeping anymore. Has anyone else suffered this problem? If so please help me out here.

B :sadvaultboy:

PS. I also have numerous naked raiders running around, not all just some?
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Skivs
 
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Post » Fri May 13, 2011 6:29 pm

naked raiders.....nvde mod plus naked female raiders....and the problem is? lol

just kidding. it would be alil odd.
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Kellymarie Heppell
 
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Post » Fri May 13, 2011 2:57 pm

I tried to activate a Stealth Boy and got a message "You are already at full health" and the Stealth Boy did not activate. No biggie I don't have to use the stealth boy. But today I needed to do some urgent repairing of a crippled limb, clicked the limb and the Stealth Boy Activated.
Now this is a problem now as I cannot repair crippled limbs without sleeping anymore. Has anyone else suffered this problem? If so please help me out here.

You have serious mod conflicts and problems with load order
PS. I also have numerous naked raiders running around, not all just some?

If they naked- this is good. I mean, if you see them at all and they don't have purple textures- this is good.
But if they naked, this means you don't follow installation (upgrade) instructions to the letter.
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Kill Bill
 
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Post » Fri May 13, 2011 9:34 am

You have serious mod conflicts and problems with load order

If they naked- this is good. I mean, if you see them at all and they don't have purple textures- this is good.
But if they naked, this means you don't follow installation (upgrade) instructions to the letter.

My load order is fine it has been refined over many months and many changes to get it to the stage it is now but I will give it to you anyway to check. Nothing has changed with the mods installed except the MMM upgrade from RC41 to RC5.0 the stealth boy problem was not there before the upgrade so I cannot see there being a conflict now with other mods where there was non before.

LOL I don't mind the naked raiders I just hate losing the loot :rolleyes: The upgrade instructions were followed to the letter I have done this before with the upgrade to 4.1: Go inside wait 4 days-save game-uninstall previous version 4.1-load game-save game-upgrade to 5.0- and I still rested fo another 4 days after wards as well.

Fallout3.esm
Unofficial Fallout 3 Patch.esm
Anchorage.esm
ThePitt.esm
BrokenSteel.esm
PointLookout.esm
Zeta.esm
Mart's Mutant Mod.esm
CRAFT.esm
CALIBR.esm
FOOK2 - Main.esm
FOOK2 - [[censored]] World And Neighbourhood Kit.esm
FOOK2 - [DIK] DLC Improvement Kit.esm
StreetLights.esm
CRAFT - Activation Perk.esp
CRAFT - Workbench and Crafting Expansion combined.esp
CALIBR Ammo Schematics - CRAFT.esp
Stealthboy Recon Armor - CRAFT.esp
Unofficial Fallout 3 Patch - Operation Anchorage.esp
Unofficial Fallout 3 Patch - The Pitt.esp
Unofficial Fallout 3 Patch - Broken Steel.esp
Unofficial Fallout 3 Patch - Mothership Zeta.esp
Unofficial Fallout 3 Patch - Point Lookout.esp
FOOK2 - Main.esp
FOOK2 - [EVE] Energy Visuals Enhanced.esp
FOOK2 - [DIK] DLC Improvement Kit.esp
FOOK2 - Mothership Zeta.esp
FOOK2 - HP fixes1 09-20-09.esp
Alternate Start - Roleplayers.esp
AS-R CALIBR Patch ONLY.esp
CASM.esp
WeaponModKits.esp
WeaponModKits - FOOK.esp
WeaponModKits - OperationAnchorage.esp
WeaponModKits - ThePitt.esp
WeaponModKits - BrokenSteel.esp
WeaponModKits - PointLookout.esp
TR4F2_v3-FOOK2-WMK.esp
TR4F2_v3-FOOK2-DIK-WMK-DLCaddon.esp
TR4F2_v3-Bulletspeed.esp
FOOK2 - Snipers Edition.esp
Perks_Collector_1_3.esp.esp
Money Loot Perk.esp
xrepair-weapons-5-full.esp
Combat Style Perks.esp
UPP - Original Perks.esp
UPP - Experience Perks.esp
UPP - Quest Perks.esp
Dree Perks.esp
Dree Perks Anchorage.esp
Dree Perks Pitts.esp
Dree Perks Mothership Zeta.esp
Dree Perks Point Lookout.esp
Scope master for 15 lvl.esp
DCInteriors_ComboEdition.esp
Realistic Interior Lighting.esp
Realistic Interior Lighting - BS.esp
Realistic Interior Lighting - OA.esp
UndergroundHideout.esp
Fellout-SOTD.esp
Fellout-Anchorage.esp
Fellout-BrokenSteel.esp
Fellout-PointLookout.esp
Fellout-pipboylight.esp
LessMess.esp
Sensible Dismemberment Lite.esp
3EFdrgplate.esp
3EFhelmlessstealthsuit.esp
AdvancedReconGear.esp
ReconArmorMKII.esp
NanoArmor.esp
Tailor Maid.esp
Tailor Maid Black Retex.esp
Tailor Maid Anchorage.esp
Tailor Maid PITT.esp
Tailor Maid Brokensteel.esp
Tailor Maid ZETA.esp
DarNifiedUIF3.esp
DUIF3Extras.esp
WastelandMastery.esp
MaxLevelWorkaround-HP-BS.esp
MaxLevelWorkaround-BS.esp
StripClub.esp
Auto Aim Fix v1.1.esp
P94-95.esp
Head of State Fix.esp
Force Start The Pitt.esp
[Pod and Utility Tunnel].esp
Sally Fix 2.1.esp
PCB.esp
SkillCheck.esp
Binoculars.esp
EVE.esp
EVE Operation Anchorage.esp
Mart's Mutant Mod.esp
Mart's Mutant Mod - No Corpse Flies.esp
Mart's Mutant Mod - No Floaters.esp
Mart's Mutant Mod - Natural Selection.esp
Mart's Mutant Mod - Tougher Traders.esp
Mart's Mutant Mod - Zones Respawn.esp
Mart's Mutant Mod - No Wanamingos.esp
Mart's Mutant Mod - No Ghoul Raise.esp
Mart's Mutant Mod - No Skeleton Decay.esp
Mart's Mutant Mod - DLC Anchorage.esp
Mart's Mutant Mod - No Geckos.esp
Mart's Mutant Mod - DLC The Pitt.esp
Mart's Mutant Mod - DLC Zeta.esp
Mart's Mutant Mod - DLC Point Lookout.esp
Mart's Mutant Mod - DLC Broken Steel.esp
Mart's Mutant Mod - FOOK2.esp
Mart's Mutant Mod - FOOK2 - DIK.esp
Master Patch.esp

Total active plugins: 112
Total plugins: 114

Thanks for reply though much appreciated. If you see anything wrong with my load please let me know.

B
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Lloyd Muldowney
 
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Post » Fri May 13, 2011 2:18 pm

If they naked- this is good. I mean, if you see them at all and they don't have purple textures- this is good.
But if they naked, this means you don't follow installation (upgrade) instructions to the letter.


I have some purple textures, especially around the waist area for female raiders... how can I resolve this ?
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Samantha Jane Adams
 
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Post » Fri May 13, 2011 4:08 pm

Thanks for reply though much appreciated. If you see anything wrong with my load please let me know.


Wow [ codebox ] I think it works here... [/ codebox ]

Also I would check to see for conflicts in FO3Edit... That's quite a list ya have, in fact I'm surprised FO3 can even load so many mods without having trouble. Do you CTD a lot?


I have some purple textures, especially around the waist area for female raiders... how can I resolve this ?


Archive Invalidate? Other than that? Clean out your textures.
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Josh Trembly
 
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Post » Fri May 13, 2011 10:23 am

is this still compatible with saiden storms creature mod?
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Claire Mclaughlin
 
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Post » Fri May 13, 2011 5:22 pm

Did some testing with the sneak attack reaction system. Did it in the dark in Evergreen Mills.

Any further feedback on this from everyone? Is it ready to roll out to Ghouls, SuperMutants, animals and the rest?

Factors to consider: Darkness? Indoors? Perhaps those two cases should have a lowered min distance?

Yes good points. I'm not sure indoors will make much difference, the chances of getting ranges to actors indoors at 3500+ aren't too common, but nighttime I will factor in (otherwise it may well counteract the new night time penalties!)


any concepts regarding stealth and sound relevance? i cant come to terms with how im-

Not really dealing with stealth and player stealth with MMM.


Martigen will there ever be an Increased Ammo plugin thats configurable like increased spawns? 2x ammo off corpses and containers would be perfect.

Ammo is not the realm of MMM :) There are other mods to handle this, everything from FOOK to Selected Containers Respawn (which does work really well with MMM when using Increased Spawns).


I tried to activate a Stealth Boy and got a message "You are already at full health" and the Stealth Boy did not activate. No biggie I don't have to use the stealth boy. But today I needed to do some urgent repairing of a crippled limb, clicked the limb and the Stealth Boy Activated.

This isn't MMM. It doesn't touch the Pipboy or anything to do with the player.

PS. I also have numerous naked raiders running around, not all just some?

Sounds like you've got a lod of mod conflicts going on :)

Master Patch.esp

I suspect this may be your problem. Try re-making it or, better, don't use it at all. No one should be using a merged patch, with the exception of using WMK in their game, but even then only WMK and any mods that deal with the same records should be selected for the patch. If the absence of not knowing which ones to include (though FOOK and CRAFT are obvious ones), don't use it at all.


I have some purple textures, especially around the waist area for female raiders... how can I resolve this ?

Are you using any body texture replacers? There are various MMM versions of body texture replacers, check on Nexus.


is this still compatible with saiden storms creature mod?

Saiden already made SS compatible with MMM at a basic level. It will work, but we can do more with it. I'll get around to making a plugin once I've finished Increased Spawns for the DLCs.
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Charlie Sarson
 
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Post » Fri May 13, 2011 3:43 pm

I'm using the combat detection feature, but I honestly haven't noticed a difference. I was still able to snipe the raiders in the Super Duper Mart one by one, without alerting anyone else. Maybe they were still too far away from each other?
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kennedy
 
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Post » Fri May 13, 2011 9:06 am

I'm using the combat detection feature, but I honestly haven't noticed a difference. I was still able to snipe the raiders in the Super Duper Mart one by one, without alerting anyone else. Maybe they were still too far away from each other?

Or too close. It'll only kick in at ranges > 3300 for the 'find the player' feature and if they have line of sight to you. Perhaps you were good at hiding :) And perhaps I need to remove this check, and we presume they go looking for you based on sound?

Edit: Also, the function only works on newly spawned actors, so if you've got a save inside the Super Duper Mart and then enable combat detection, nothing will happen. You need to have the save outside before you go in after a cell reset so the actors spawn anew, and test with/without combat detection enabled.
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Tha King o Geekz
 
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Post » Fri May 13, 2011 9:28 am

i think if i couldnt see you i'd either hide myself, or look for you by way of direction of sound. fyi, first may be missed by shock/surprise and an echo but second shot you make yer going to atleast give away your general area.

i couldnt bring myself to also just get up and walk around after knowing someone shot at me. maybe arwen could have made a mod that made people leery of moving around to much after being sniped at?
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Elea Rossi
 
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Post » Fri May 13, 2011 8:29 pm

Hello, Martigen I like very much yuor Mod that add MUCH more variety to the game.

But I've always in mind some MAJOR improvement to the game creatures and npcs, like: Example 1) The player is level 20 and the enemy npc is level 10 and is little-injured, it will understand that it can't win, and don't attack the player, eventually it will try to hide to take the player down, if, I know that the weapon he have and the skill he have acquired will allow him to do this.
Example 2) There is an unknow someone of the Talon Company that see three raiders; he will not attack them because he know that very propably will die, instead it will try to hiding and surpass them or contact the other comrades to see if together thay can engage that fight and if is really that important to take down those raiders.

Example 3) Creature like the molerat don't alwys attack the player, instead they will retreat in search of his brood, to find some help from they, and eventually attack the player together.
Example 4) Creature like the molerat and bloatfly don't attack creature like deathclaws, but they will try attack attack one of them only if REALLY injuried.
Example 5) The Raiders don't attack always everyone (they are raiders not foolishones) they see if the prey is easy to win and have something interessing and eventually attack he/she.

In other words a much more sofisticated and logic AI to looks at more things (like the level, the life, the number, the damage, the weapon, the strongness of the faction and etc...) before attack the player or the other npcs or creatures. I know that can be very difficult to implements in game this things.... but maybe with the help of the FOSE it can by done more easily.

And the wasteland will be much credible, than the simple everyone against everyone without any limit.

P.S I've chose to ask you this, when I've seen my immortal father attack without any scruples an a Gargantua with his bare hands and (with an hour of death and respawn :biglaugh: :biglaugh: :( :( ) win. Thats no (only) matter of immortality but of game mechanics; he should see the Gargantua, and try to hide or to find another way to pass him WITHOUT THE FIGHT.
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noa zarfati
 
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Post » Fri May 13, 2011 4:07 am

often wonder how to prevent my comrades in a pre-emptive measure against suicidal tendencies. im truly annoyed at trying to keep my 5 slaves from running ahead of me when im sneaking around. those idiots go charging forth and always die after i just spent 2 grand on them >_<

only problem with level based retreating though is how ould a real person know yer more mean than they are? they'd more likely to run away just being crippled. =)
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Rich O'Brien
 
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Post » Fri May 13, 2011 2:02 pm

Wow [ codebox ] I think it works here... [/ codebox ]

Also I would check to see for conflicts in FO3Edit... That's quite a list ya have, in fact I'm surprised FO3 can even load so many mods without having trouble. Do you CTD a lot?

Archive Invalidate? Other than that? Clean out your textures.


@ Crazy Ace FO3Edit checks out fine and I Archive Invalidate with FOMM after any mod install as a matter of course. As for CTD no it is very stable and I very seldom suffer from any issues besides the known bugs from some of the other mods.


This isn't MMM. It doesn't touch the Pipboy or anything to do with the player.

Sounds like you've got a lod of mod conflicts going on :)

I suspect this may be your problem. Try re-making it or, better, don't use it at all. No one should be using a merged patch, with the exception of using WMK in their game, but even then only WMK and any mods that deal with the same records should be selected for the patch. If the absence of not knowing which ones to include (though FOOK and CRAFT are obvious ones), don't use it at all.

Are you using any body texture replacers? There are various MMM versions of body texture replacers, check on Nexus.



@Martigen: Thanks for feedback Mart I will check the other mods that may change the user interface and reinstall them. I will update you when I find out which one it is for your future reference.

The Master Patch you see there is my merged patch of FOOK-WMK-CRAFT-CALIBRE I will try run without the merged patch. It is just there is so much conflicting advice out there. Some say you must use merged patch and others not, so I don't know who's advice to take????

I have Breezes Male body replacer and Dimons Type 3 female but I have already reinstalled them. The naked bodies are not that big a deal and I will see if they are still naked when I revisit the area I have cleaned out and the cells have reset.

Thanks again
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Sophie Louise Edge
 
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Post » Fri May 13, 2011 12:12 pm

often wonder how to prevent my comrades in a pre-emptive measure against suicidal tendencies. im truly annoyed at trying to keep my 5 slaves from running ahead of me when im sneaking around. those idiots go charging forth and always die after i just spent 2 grand on them >_<

only problem with level based retreating though is how ould a real person know yer more mean than they are? they'd more likely to run away just being crippled. =)

If you are using my FNNCQ as your enslaving mod then i have to tell you this behaviour of the slaves is intentional. You are their master and they know that you are protecting them. Am I correct :evil: ?

Back ontopic: I had a repeatable instant spawn of a raider while trying to enslave some of his colleques with the original mesmertron (completly without my mod, it was while I was bughunting). It's not immersion breaking (why should not a friend come to help). But it looks a bit strange.
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Dina Boudreau
 
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Post » Fri May 13, 2011 6:55 pm

After hours of play testing last weekend, I got to say that this mod with "Mart's Mutant Mod - Reduced Wasteland Spawns", I have very few CTD and guess what. No super duper crashes :D

Thanx mart.

Now I'm gonna try this with Arwens mod's and see if the distance detector (or what ya wana call it) has an even greater effect.
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Jordyn Youngman
 
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Post » Fri May 13, 2011 12:50 pm

actually i use buyable slaves and slaves stick around mods. i dont much care for the other slave mod tbh. besides, by the sound of things it has to many problems. suicidal slaves are annoying but i rather not have more problems than that.


Martigen- just curious, do you intend to put in rats? like ordinary black/brown little size of a shoe type rats? i wanna unload a few clips into 20 of the little buggers in a tunnel. or place land mines if i can here them en-masse in the distance. rats exploded all over the place, sailing through the air in all their mutilated glory of rat disposal fiend like fun.....ok i want rats. can i havem plllleeeeasssseeeeeee!!?? =^..^=
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KiiSsez jdgaf Benzler
 
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Post » Fri May 13, 2011 2:17 pm

Any further feedback on this from everyone? Is it ready to roll out to Ghouls, SuperMutants, animals and the rest?

Martigen, all work as descripted, but unability of enemies to see new bodies of fallen comrades looks bad. Also, I can kill one raider from the far distance with one shot and another one, which is near and talk with first- will not react in any way. Can it be corrected?
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Catharine Krupinski
 
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Post » Fri May 13, 2011 6:34 pm

I upgraded from RC4.0 straight to RC5.0; I waited 5 whole days in a Sealed Cistern with my companion out in the middle of nowhere :hehe: Lucky save!

Anyway, my issue relates to The Pitt. Some of the Trogs (I'm guessing the ones added by MMM) are invisible and skulk around behind walls and under the ground :huh: Sounds creepy, and it sort of is, as they appear as the usual red marks on my radar and can attack me no problem, but all I have to go by is my crosshair turning red and hope I blow it's head off before it does too much damage.
Also my companion is a good shot with his plasma rifle, so that helps :hehe:

I installed the fomod version, these are the MMM plugins (and their order) that I'm using:

Mart's Mutant Mod.espMart's Mutant Mod - DLC Anchorage.espMart's Mutant Mod - DLC The Pitt.espMart's Mutant Mod - DLC Broken Steel.espMart's Mutant Mod - DLC Point Lookout.espMart's Mutant Mod - DLC Zeta.espMart's Mutant Mod - Increased Spawns.espMart's Mutant Mod - Zones Respawn.espMart's Mutant Mod - Natural Selection.espMart's Mutant Mod - Tougher Traders.espMart's Mutant Mod - Hunting & Looting.espMart's Mutant Mod - Feral Ghoul Rampage.espMart's Mutant Mod - No Wanamingos.espMart's Mutant Mod - No Corpse Flies.espMart's Mutant Mod - No Floaters.esp


All loading 2 plugins short of last in my load order.
The two after it are Glowy Stuff by Tyana Rie - which makes creatures eyes and skin glow. It used to be included in an earlier release of MMM. The other plugin is my custom companion. I'm always editing it so it's always on the bottom where recently edited plugins seem to go.

When I upgraded I followed the instructions from the first post, I remember that from Oblivion days. My last save was indoors, so I waited 5 days.

I really don't know why my some of my Trogs are invisible. Sometimes when they die they re-appear on the ground. Most times they get gooped and the green goop is level with the ground. When they're alive they are just under the surface of the ground/just behind the wall as if clipping. I've disabled the plugin for the moment, seeing as it's optional.

Has anyone else had that problem? Or just me? :huh:
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Czar Kahchi
 
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