I seem to get crashes to desktop in one area. It's near the railway cars by Jury Street metro (with the Behemoth). Sometimes there is a crash to desktop when I approach that area, and sometimes it crashes on save. This has happened quite a few times, but not always. And only in that general area or when approaching it.
It happened quite bit yesterday (but it's happened before with other characters), crashing when saving this time. This time consistent crashing on save in that area. So after killing the Mutants there, I when in the Jury Street Grocery Store and was able to save just fine.
Thanks for the report. If you can send me your savegame and mod list that would be a great help. if you can re-save your save with as few mods as possible that would be better (I more than likely don't use the same mods as you). This in itself may fix the issue, in which case we'll know if it's MMM or not.
Anyways I of course also have a question. I have in the past created a thread concerning a problem I have and it seems others also have it. I'll try to describe it to the best of my ability, but I must admit that I am not certain that it is related to MMM, but could also be vanilla behaviour. Quite often when I explore the wastelands not much has spawned and if something has spawned there's not a lot of it at the spawnpoints. But if I save my game and then reload the spawns are suddenly there and in the numbers that seems right. This has lead me to believe something isn't working right. I'm pretty sure I've seen this since I began playing Fallout 3, which I must admit I have never played without mods, one of which is of course MMM. I use it alongside FWE and of course WMK since they are almost as essential. Perhaps you could give me some advice on how to perhaps figure out how to fix it, or explain what's going on. My settings in MMM are default except Ghoul Rampage which I have set to x2 and Looting system which I have turned on. Any help you or others may offer will be greatly appreciated
Never worked this one out. There's nothing inherent in the code that could cause this.
Thinking out loud: I have a theory that the spawns that "appear" after a reload have already been there, but the memory manager somehow could not fit them in, so they are disabled for the moment. Could be a side effect that too many actors are spawned at once. Maybe there's a setting somewhere that controls how many actors can spawn?
A plausible explanation!
On another note, Mart could you take a quick glance at the spawn list that spawns robots? It seems that the large 3-wheeled sentry bots are highly favored in that part. At least I'm usually getting mainly those in robotic encounters. Here's an example: vault-tec HQ, level 2, fought 1 protectron, 1 brainbot, and 6 sentry bots!
Granted I have fairly high level (27) but it would be nice to see some variance.
I was wondering it this is part of the leveled lists feature, that it picks high-end enemies for high level characters, but supermuties and raiders seem to be nicely balanced. Then again, I'm seeing much more albino radscorps than any other scorps...
At level 27 out of 30 you're going to get a weighting towards sentry bots even in vanilla, if you're using Soft Unleveling even more so. I can take a look at it, but realistically it sounds like the level lists are doing what they should -- delivering you a challenge because you're high level. It sounds more like a problem of variety though doesn't it? If there were other high-end robots at this level it wouldn't seem as repetitive.
edit: confirmed. Every single entry from Mart's Mutant Mod - Project Beauty.esp is overwritten by Mart's Mutant Mod - FWE Master Release + Project Beauty.esp, so Mart's Mutant Mod - Project Beauty.esp is completely useless. The only thing it might do is put an extra helmet or other item in some NPCs inventories and that is unlikely.
The 'MMM - Project Beauty.esp' patch is needed for PB HD and MMM. The 'MMM - Project Beauty + FWE.esp' patch is needed for PB HD and FWE and MMM. They are mutually exclusive, but you need one or the other to use PB with MMM.
Btw Martigen, I can grill Radscorp meat in my RobCo portable grill, but not Wild Boar - well, anyway not the Wild Boar I looted off ... something or another that messed with the wrong dude
Heh
FWE needs to be updated for the new meats in RC6, post a message in the FWE threads for Mez.
I'm still getting crashes sometimes when levelling up (clicking 'next' after selecting a perk). It could be that another mod is causing it this time, but are you sure that it was fixed for MMM?
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3C bashed patch, 0.esp
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Just checking you updated your bashed patch, as this may store the links to the problematic scripts that were removed that prevented leveling. If so, then I'd be very interested in a savegame sample, this is currently the only reported leveling up issue since RC6.1 which (as far as I am aware) fixed the issue.
Also -- a request:There's a report on Nexus about a CTD caused when being capture by the Enclave -- basically, any time the Player is stripped of their items (so Pitt should cause this too). The cause is definitely one of two things, but I don't know which: carrying Live Iguanas, or carrying creature body parts that were amputated (claws, eyes, horns, teeth etc). This should be pretty easy to fix, but I first need to know the cause. For anyone who has a savegame before such a point, and carrying these items, could you use this to test when the crash doesn't occur by first dropping one or the other before being captured. Thanks!