Need help with something, my mod combo has become extremely

Post » Sat Feb 19, 2011 7:24 am

Curious indeed, the only other thing I can think of is the GECKCustom.ini needs a line changed

C:/whatever/whatever/im_notNnear_myComputer_right _now/my documents/my games/GECKCustom.ini (your folder path tree is different)

(save backup for that file in case the cat jumps on your keyboard and you accidentally hit SAVE)

bAllowMultipleMasterLoads=1

I thought by now that should have been auto corrected

-----------------------------

From the guide

http://geck.gamesas.com/index.php/Category:Data_Files

To load multiple .esms in the GECK, you need to change this setting in the GECKCustom.ini file:

bAllowMultipleMasterLoads=1

This file is NOT found in the fallout3 folder in the BethesdaSoftworks folder. It is found in the user folders under

My Documents/My Games/Fallout 3

Further this file typically can not be found under a normal search in windows.
NOTE: If an enabled .esp has a master file, and that .esm is not enabled in the load order, the game will crash on startup.
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Sarah Knight
 
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Post » Fri Feb 18, 2011 10:03 pm

Yeah, it was set to 0 until now. Thanks for spotting that, I'll see what I can do with this for now.
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Ross Thomas
 
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Post » Sat Feb 19, 2011 1:56 am

The problem is, in the vanilla game, all these NPCs and creatures are set to 'Respawn' on their forms in the Fallout ESM. That means that even if you kill them they will just pop up some days later when the cell resets, in addition to any new actors spawned by my mod or other mods.

So, even if you set the Enclave spawns to instead spawn Wastelanders, they'll still respawn if you kill them.

In my full mod, i set all NPCs/Creatures to not respawn. Once you kill them their references stay dead. Only way you face new bad guys is if new ones are created.

In the small wasteland patrols mod, I didnt want to make the mod edit so many records. In hindsight, i should have just created new NPC records and set their 'Respawn' flag to off. That has the added bonus of allowing you to get completely rid of all of my new Actors just by disabling my mod.

But if i did do it that way, it wouldnt spawn any of the new NPCs that other mods add to the levelled lists.

one thing you can do to fix these things, is bring up the console, select the enclave guys when you see them bunch up, and type in

disable

then type in

markfordelete
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Lakyn Ellery
 
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Post » Sat Feb 19, 2011 6:03 am

Mark, are you saying that if say, 5 slavers spawn at one of the NPC Battlemarkers, then on a cell reset they'll spawn all over again? If so, that's the first time I ever noticed that. I didn't think any of the patrol NPCs respawned with every cell reset in the same spot. Never noticed that once and I've been using your mod for quite awhile. Are you sure about that?
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Lloyd Muldowney
 
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Post » Sat Feb 19, 2011 5:42 am

same I have not noticed any respawns... I once got ambushed by an enclave patrol outside of megaton at lv 3 near the house by the car a little way up the road on my way to Super Duper... Killed him and got my first rifle... now i'm lv 14 on my current playthru and I often pass thru that cell area and have never seen the guy again...

I play with FWE/Eve/WMK/MMM and also your mod and another brother wasteland patrol... possible the wandering wasteland BOS kill him as one of the patrols pass thru that area but I have never seen him again...

the mod did break my fook game tho LOL... enclave came to the point that on top of fook crashing ever 10 mins I kept dying every other 10 mins I just deleted fo3 off of my computer in frustration... reinstalled with FWE and went into patrol mod... now I deleted them and made wastelanders show up more... kinda fun with MTC travellers and wasteland patrols fighting the increased spawns... also I'm fighting over loot with them at times as I have MMM hunting and looting so it has become REALLY REALLY fun... i toned down the rates they show up so i may see 4 or 5 wanderers or patrols at times...

best thing was once near arefu I had a wandering companion npc... brooke... get ambushed by 4 Chinese Remnant Patrol i came in to help and on the way I ran into an albino rad scrop so I fell back and one of the wasteland BOS patrols came in and a battle started... we pushed them back as they ran and ended up near the mutant area with the teddy bear.... of course I forgot what happens when I grab it... you ccan fill in the rest of the story

Love it...
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Michelle davies
 
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Post » Sat Feb 19, 2011 4:33 am

>>one thing you can do to fix these things, is bring up the console, select the enclave guys when you see them bunch up, and type in

disable

then type in

markfordelete <<



I find this very interesting. If a MOD SCRIPT allows one to interact with an NPC that is set to RESPAWN, and we are at, say "original location" , and the end result of that interaction is either a:
1. moveto, that is the NPC is moved to a "corpse cell" where they are disabled and markfordelete'd
2. or they are disabled and markfordelete'd on the spot (original location) and not killed...

the end result is they will NO LONGER SPAWN at that "original location?"
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Zach Hunter
 
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Post » Fri Feb 18, 2011 9:53 pm

I guess I need to clarify that my supposition of the 'RESPAWN'ing is just based on what I know about the engine and what I THOUGHT was happening in the case of the mass amounts of Enclave showing up.

In my game, I removed the Respawn flag from pretty much all NPC records so I never get this problem, so I figured that had to be what the issue was.

If people playing with my mod normally DONT get this behavior then the issue must have been specific to the OP.

Also realize that MMM has scripts added on many of the creatures and NPCs and may have something to do with this as well.

Either way, tho, Disable/MarkForDelete will take care of most issues where you 'just cant get past' a particular group of enemies. I dont recommend using it since I just usually kill everything I'm faced with even overwhelming odds by finding some allies to help me out.

SteamFax: what you describe is doable and should work, but so will disable/markfordelete.
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Heather Stewart
 
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