So there is no new FOIP patch for this version?
See the first page of posts for the link.
All the other mutants were there. I did notice that the Abomination Mutants were decomposing very rapidly
disappearing to glow flies in around 8 game hours, the regular mutants stayed around for the normal few
days.
Is this normal for MMM RC6?
There's nothing special added to the Abominables regarding cleanup, they use the same scripts as the Super Mutants. Chances are your body count round there was just high and the engine was cleaning up the corpses as it does.
At level 14, I'm seeing a lot more Albino Radscorps and Feral Reavers. In 2-3 hours of play I've had 2-3 albino's show up and 3-4 reavers. The settings that I'm using are:
...
Between increased spawns and the DPS / Soft Unleveling - it's feeling a bit overkill right now at level 14. I do want the soft unleveling feature, I just think that the spawn chance is still too high for things like reavers, albinos, etc. I'm probably going to have to mod this (or change some globals, I have to look at the README again).
Thanks for the feedback. I'd say yes with DPS 6 you're currently getting 1-4 per point over 1-3, and a Soft Unleveling chance of 16% over 12%. I'd imagine 2-3 Albinos and 3-4 reavers sounds about right for the number of spawn points you encountered, but if it's too much this can be easily tweaked (I'd probably remove one Albino Radscorp from the Broken Steel list in the DLC plugin, there's two in there by default in vanilla at the moment. For reavers the chance is pretty low going via the lists, so yes it would be a matter of decreasing the Soft Unleveling percent). You could disable DPS and your chances will be less frequent, or bring down the console and type 'set iStoreUnleveler to 4' to set a base 4% chance DPS will then add to, and it'll be saved when you save your game. Just check it or run that command again if you visit the Special Features section of the menu, as this may reset the value.
Before I make any balance changes for the next release I'd like to hear how others are going too, more feedback the better.
Also, I've updated the posts of the first page to answer some questions about the creature additions. Duplicated here for easy reference:
::: Mini-FAQ for RC6::: Are the Abominable Mutants from the FEV mod, and do I still need to load that now if I'm using it?Yes they are, and no you don't need to load it anymore, all variants are fully integrated and expanded upon in MMM RC6.
::: I use the STALKER mod, does it include all creatures and do I still need to load this with MMM RC6?No it doesn't include all creatures, only those I thought would be closer to Fallout 3 lore. I may add a few more in future (just ran out of time this time). You can load the STALKER mod with MMM but it works by overwriting creature types to see them spawn, so you will lose other creatures from MMM. This is the reason I integrated it, because it's not just a simple matter of adding to lists. Ideally you shoudn't load STALKER with MMM, unless you really really want some of the other varieties not currently integrated.
::: You mentioned Sesom's Iguanas mod, where do I load that if I want to use it?Same place as before, but wait until Sesom has uploaded an updated FNNIguanas - MMM plugin for RC6.
And...
FOIP -- I've updated the FOIP post on the first page to include plugins for Project Beauty and Project Beauty + FWE (this will work with FWE 5.0 and FWE 6.0). If you use PB, you should update, these fix some issues in the original plugins.