hey Mart?
What was this exactly? Was it like, a missing animation or just like a formlist issue? I have an issue with Fawkes getting stuck while trying to throw grenades and I'm wondering if this is the same thing.
Formlist issue. Initially I removed the weapons list from the Enforcers because they're melee, what with having giant frickin'
laser beams blades strapped to their arms. But I also gave them nades for long-range pummeling as they approach, and as it turns out they weren't throwing them. I made a new weapons list just for the Enforcers and added only nades (including EMP ones, gave them a repetoire for all foes) and assigned the list to them, and that's all I needed to do.
The other thing that might affect Fawkes throwing nades is range to the enemy, if he's in the animation of throwing a nade but the distance closes to melee, he'll put it away. The Encforcers do the same thing. I've not played with followers, but if this doesn't help also look at his combat style and that it has an emphasis for range.
DPS 6 works fine for me, with all other options by default.
DPS 5 overcumber my system
Thanks delamer. Does it slow your system due to the higher levels of increased spawns? I'm wondering if
MMMzIncreasedSpawnsMax is rising too quickly for all levels with DPS, and whether I should slow the increase as you level up.
What does others using DPS think?
I second this, and add that Deathclaw Alphas grant positive karma too.
I haven't checked, but I assume Mart set them to be very evil, and killing very evil characters / creatures grants positive karma.
I'd say the karma grant was unintentional, but hopefully Mart will tell.
Mart, if it was indeed intentional, I ask you to reconsider this choice, because it makes it unnecessarily hard to maintain bad karma level.
I can tell you a little about it. Some creatures don't hostile enough until they will be very evil and very aggressive. There was some reports about friendly mutants
Yeah this was a change carried across from making the FWE FOIP, based on the above reports, but I tend to think this probably wouldn't have an impact on mutant relations (well it might for FWE, as everything else is set to very evil, so it has to be consistent). I'll update MMM to put them back to 'Evil'. They'll be 'Very Evil' in FWE FOIP, just like all other evil creatures in FWE.
Might upload a small 'hotfix' for these issues, rather than wait for the next full release.