Too many monster spawns? Duplicated?

Post » Wed Mar 30, 2011 2:07 pm

I have the feeling I'm getting too many enemies spawning. Multiple 'boss' bandits at the same spot, bandits with identical faces in one place, etc. On the Go Fish quest I also got too many Rumare Slaughterfish, 3 at every spot where there should be 1 I think.

Every time I check the bandits that are spawning so much they're from MMM.

I shouldn't be getting so many monsters/enemies in the first place, with the MMM spawn plugin I'm using. Any ideas of what I could be doing wrong?

Spoiler
Active Mod Files:00  Oblivion.esm01  All Natural Base.esm  [Version 1.3]02  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]03  Mart's Monster Mod.esm  [Version 3.7b3p3]04  Mart's Monster Mod for OOO.esm  [Version 0.9.9MB3]05  Armamentarium.esm  [Version 1.35]06  Oblivifall Master File.esm  [Version 1.1]07  Unofficial Oblivion Patch.esp  [Version 3.3.5]08  UOP Vampire Aging & Face Fix.esp  [Version 1.0.0]09  DLCShiveringIsles.esp0A  Unofficial Shivering Isles Patch.esp  [Version 1.4.2]0B  Oblivion Vwalk UOS.esp0C  DLCShiveringIsles Vwalk UOS.esp0D  DLCShiveringIsles Vwalk DG_DS UOS.esp0E  All Natural.esp  [Version 1.3]0F  All Natural - SI.esp  [Version 1.3]++  All Natural - MMM Patch.esp  [Version 1.3]++  Symphony of Violence.esp10  MIS Low Wind.esp11  Enhanced Economy.esp  [Version 5.2.2]12  PTRoamingNPCs.esp13  PTRoamingNPCs Vwalk.esp14  FormID Finder4.esp15  EVE_StockEquipmentReplacer.esp16  ClassyClothingCompendium.esp17  Armamentium female.esp18  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]19  Oscuro's_Oblivion_Overhaul Vwalk.esp1A  Mart's Monster Mod for OOO.esp  [Version 0.9.9MB3]++  Mart's Monster Mod - Shivering Isles.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Giants.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Undead Rise.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Wyvern.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Beholdens.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Uberhulks.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Balrogs.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Spawn Rates - Reduced Vanilla.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Friendlier Factions OOO.esp  [Version 3.7b3p3]++  ArmamentariumLL4OOO.esp  [Version 2.01]++  ArmamentariumLLMagicOOO.esp  [Version 1.35]1B  EVE_StockEquipmentReplacer for OOO.esp1C  EVE_StockEquipmentReplacer4MMM.esp1D  BHC_Expanded.esp  [Version 1.2]1E  EM_RedRoseManor.esp  [Version 1.1]1F  Kragenir's Death Quest.esp  [Version 2.1]20  Kragenir's Death Quest Vwalk.esp21  KDQ - Rural Line Additions.esp22  Knights.esp23  Knights Vwalk.esp24  EVE_KnightsoftheNine.esp++  Mart's Monster Mod for OOO - Knights .esp  [Version 0.9.9MB3]25  Oblivifall - Losing My Religion.esp  [Version 1.41]26  Oblivifall - Losing My Religion KOTN.esp  [Version 1.0]27  xuldarkforest.esp  [Version 1.0.5]28  xulStendarrValley.esp  [Version 1.2.2]29  xulTheHeath.esp2A  XulEntiusGorge.esp2B  xulFallenleafEverglade.esp  [Version 1.3.1]2C  xulColovianHighlands_EV.esp  [Version 1.2.1]2D  xulChorrolHinterland.esp  [Version 1.2.2]2E  xulChorrolHinterland Vwalk.esp2F  xulBeachesOfCyrodiilLostCoast.esp  [Version 1.6.4]30  xulBravilBarrowfields.esp  [Version 1.3.3]31  xulBravilBarrowfields Vwalk.esp32  xulLushWoodlands.esp  [Version 1.3.1]33  xulAncientYews.esp  [Version 1.4.3]34  xulAncientRedwoods.esp  [Version 1.6]35  xulCloudtopMountains.esp  [Version 1.0.3]36  xulArriusCreek.esp  [Version 1.1.3]37  xulPatch_AY_AC.esp  [Version 1.1]38  xulRollingHills_EV_withoutWheat.esp  [Version 1.3.3]39  xulPantherRiver.esp3A  xulRiverEthe.esp  [Version 1.0.2]3B  xulBrenaRiverRavine.esp  [Version 1.1]3C  xulBrenaRiverRavine Vwalk.esp3D  xulImperialIsle.esp  [Version 1.6.7]3E  xulImperialIsle Vwalk.esp3F  xulBlackwoodForest.esp  [Version 1.1.0]40  xulCheydinhalFalls.esp  [Version 1.0.1]41  xulAspenWood.esp  [Version 1.0.2]42  xulAspenWood Vwalk.esp43  xulSkingradOutskirts.esp  [Version 1.0.1]44  xulSkingradOutskirts Vwalk.esp45  xulSnowdale.esp  [Version 1.0.2]46  OOO-Snowdale Patch.esp47  xulCliffsOfAnvil.esp  [Version 1.12]48  OOOCliffsofAnvilPatch.esp  [Version 1.1]49  xulCliffsOfAnvil Vwalk.esp4A  xulSilverfishRiverValley.esp  [Version 1.0]4B  KragenirsDeathQuest-UniqueLandscapes Merged patch.esp  [Version 1.1]4C  EVE_ShiveringIslesEasterEggs.esp4D  P1DkeyChain.esp  [Version 5.00]4E  Toggleable Quantity Prompt.esp  [Version 3.2.0]4F  Quest Award Leveller.esp  [Version 2.0.1]50  Quest Award Leveller - Knights of the Nine.esp  [Version 2.1.0]51  CompanionResurrect.esp52  kuerteeCrimeHasWitnesses.esp53  Phitt's Phighting Phixes.esp54  RealisticLeveling.esp55  1em_Vilja.esp  [Version 3.1]56  1em_Vilja_Neck_Seam_Concealer.esp57  1em_Vilja OOO FCOM Fix.esp58  ViljainRedRoseManor.esp++  AMB.esp59  bgBalancingEVCore.esp  [Version 10.0EV-L]++  EVE_KhajiitFix.esp5A  bgMagicEV.esp  [Version 1.7EV]5B  bgMagicEV Vwalk.esp5C  MM_NoMoreAnnoyingMessages.esp  [Version 1.2]5D  OOO-Respawn_Week.esp  [Version 1.33]++  OOO-Magic_Script_Effect_Fix.esp  [Version 1.33]5E  Companion Compatibility.esp5F  Bashed Patch, 0.esp

User avatar
Felix Walde
 
Posts: 3333
Joined: Sat Jun 02, 2007 4:50 pm

Post » Wed Mar 30, 2011 11:38 am

5D OOO-Respawn_Week.esp [Version 1.33]

As I have only run an FCOM install i have never noticed that ESP before? Could this be conflicting with the MMM reduced Vanilla ESP?
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Laura Elizabeth
 
Posts: 3454
Joined: Wed Oct 11, 2006 7:34 pm

Post » Wed Mar 30, 2011 3:24 am

No, that's a valid plugin. You can set the respawn time in the bashed patch, though, under Tweak Settings.

I've had this issue before... it's usually when I add mods and don't let the cells respawn. What I'd do:

Go to an interior cell without any NPCs (testinghall is best for this), and save;

Rebuild the bash patch and set the respawn time to 1 day*;

Go back in game, wait for 24 hours, and save;

Rebuild your patch with the desired respawn time (1 week, in your case)*.

*If you really want to wait for a week, you can skip the rebuilding steps.
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Josh Dagreat
 
Posts: 3438
Joined: Fri Oct 19, 2007 3:07 am

Post » Wed Mar 30, 2011 5:33 am

Alright, I'll give that a try. Thanks.
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Soraya Davy
 
Posts: 3377
Joined: Sat Aug 05, 2006 10:53 pm

Post » Wed Mar 30, 2011 9:13 am

Rebuild the bash patch and set the respawn time to 1 day*;

Go back in game, wait for 24 hours, and save;

Rebuild your patch with the desired respawn time (1 week, in your case)*.

That won't work. The cells are not respawned while you are waiting, the engine checks whether it should respawn them when they load. Therefore what happens in your system is that you wait in a secluded cell for a day with a respawn time of 24hrs, nothing gets reset, you reset the respawn time to a week, go back to a cell you were in before and... it's less than a week since you were last there so it still doesn't reset.

Vac
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Pat RiMsey
 
Posts: 3306
Joined: Fri Oct 19, 2007 1:22 am

Post » Wed Mar 30, 2011 1:55 pm

Honestly I think I had that problem once with MMM and a mod I made that allowed multiple designs of one tier of armor - Unfortunately, I also had Crossbows of Cyrodiil as well it so it ended up being one heck of a fight just for getting into the fort I was trying to explore! It did require me to retry multiple times though, I can tell you that.

But, I think Bashed Patch can take care of that by merging all the levelled lists into each other so that the right number of spawns appear.
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Nadia Nad
 
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Joined: Thu Aug 31, 2006 3:17 pm


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