Mod constantly spawning 2 super mutants in the same cell I'm

Post » Wed Dec 07, 2011 12:45 pm

This has been bothering me lately, like once every day or two there will be exactly 2 super mutants that spawn in whatever cell I'm in (stuff connected to the Mall have been the only ones so far) behind me. I know they aren't following me from the mall warzone because A) they're frequently all dead B) I'm never in combat (until they start shooting me in the ass) C) they somehow got onto an overhang in my personal house mod next to Underworld that has no path to get onto it and no teleport navmesh marker near it (it's fully navmeshed, including the overhang, but again, impossible to get to without spawning into it) D) the door to my house is scripted so only the player can activate it.

I thought they were following me at first until I slowly realized the above, and honestly it wouldn't bother me if they A) didn't spawn in my house and B) didn't spawn until spawns reset. But they do, so I want to get rid of it.

[X] Fallout3.esm[X] Anchorage.esm[X] ThePitt.esm[X] BrokenSteel.esm[X] PointLookout.esm[X] Zeta.esm[X] Project Beauty HD version.esm[X] CRAFT.esm[X] CALIBR.esm[X] SShop.esm[X] FO3 Wanderers Edition - Main File.esm[X] Mart's Mutant Mod.esm[X] Enhanced Weather - Rain and Snow.esm[X] StreetLights.esm[X] DCInteriors_ComboEdition.esm[X] 90SKa.esm[X] 90SKb.esm[X] FNNCQ.esm[X] Xepha's Dynamic Weather.esm[X] Delay ThePitt + Anchorage.esp[X] DelaySteel.esp[X] delaypl.esp[X] delayzeta.esp[X] Project Beauty- Broken Steel.esp[X] CALIBR Ammo Schematics - CRAFT.esp[X] Project Beauty- Point Lookout.esp[X] Raider preset beta.esp[X] DarNifiedUIF3.esp[X] FleshBurningPlasma.esp[X] CRAFT - Activation Perk.esp[X] Existence2.0.esp[X] NotSoFast.esp[X] Regulators.esp[X] BoSPatrols.esp[X] MarkB50K_Wasteland_Patrols.esp[X] Assault Armor.esp[X] CombineArmors.esp[X] Newhood.esp[X] Protec_Combat_Armor.esp[X] Sith.esp[X] DeepEyes.esp[X] Cerberus Protect Gear - Headgear Extras.esp[X] Colossus Headgear.esp[X] EnclaveAPAMKIII.esp[X] skimask.esp[X] T3T_CombatArmorSleeves.esp[X] BlackWolf Backpack.esp[X] BlackWolf Backpack - Blank's Container Patch.esp[X] Citadel Crane Fix.esp[X] tubRRCompound.esp[X] ShadySands.esp[X] Return to Shady Sands - FWE weapons rebalance.esp[X] 01AtM - Firefly Ranch.esp[X] SShopItems.esp[X] Scavenger Armors (my edits).esp[X] DCInteriors_DLC_Collectables.esp[X] Trophies - Megaton.esp[X] Trophies- Tenpenny.esp[X] B.B.G.esp[X] CEI - CaesarrulezExcessiveInteriorsEN.esp[X] FO3 Wanderers Edition - Main File.esp[X] FO3 Wanderers Edition - DLC Anchorage.esp[X] FO3 Wanderers Edition - DLC The Pitt.esp[X] FO3 Wanderers Edition - DLC Broken Steel.esp[X] FO3 Wanderers Edition - DLC Point Lookout.esp[X] FO3 Wanderers Edition - DLC Mothership Zeta.esp[X] FO3 Wanderers Edition - Project Beauty (Followers Enhanced B-S).esp[X] FO3 Wanderers Edition - Project Beauty (HD Addition).esp[X] FO3 Wanderers Edition - Alternate Travel.esp[X] FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp[X] DarNifiedUIF3_FWE.esp[X] Tailor Maid.esp[X] Tailor Maid Anchorage.esp[X] Tailor Maid PITT.esp[X] Tailor Maid Brokensteel.esp[X] Tailor Maid ZETA.esp[X] Tailor Maid Black Retex.esp[X] Tactical Vest CIRAS.esp[X] Tactical Vest CIRAS - Vendor Restock Script.esp[X] Dragonskin Tactical Outfit.esp[X] DragonskinBonusPack.esp[X] sunglassescollection.esp[X] Mart's Mutant Mod.esp[X] PB MMM HD.esp[X] Mart's Mutant Mod - DLC Anchorage.esp[X] Mart's Mutant Mod - DLC The Pitt.esp[X] Mart's Mutant Mod - DLC Broken Steel.esp[X] Mart's Mutant Mod - DLC Point Lookout.esp[X] Project Beauty- Point Lookout MMM.esp[X] Mart's Mutant Mod - DLC Zeta.esp[X] Mart's Mutant Mod - No Floaters.esp[X] Mart's Mutant Mod - No Wanamingos.esp[X] Mart's Mutant Mod - FWE Master Release.esp[X] Mart's Mutant Mod - Project Beauty (HD Addition).esp[X] 1PipboyPDA.esp[X] BoS Diversification.esp[X] BoS Diversification - Broken Steel.esp[X] Butcher Petes Meat.esp[X] NecronomiconExMortis 5.5.esp[X] MS11fix.esp[X] Dukov3Release.esp[X] Dukov's Place (My Edits).esp[X] EulogysPadV1_PITT.esp[X] Eulogys Pad (My Edits).esp[X] Mannequin.esp[X] RecieveTenpennySuite.esp[X] BeefedUpCitadel.esp[X] BringBackBael.esp[X] TunnelOutpost.esp[X] QuantumPipeV2.esp[X] Megaton Closes.esp[X] Cleaning up the trash in Fort Independence.esp[X] Metro Tunnel Home.esp[X] Metro Tunnel Home - BOS Turrets.esp[X] NightvisionGoggles(Powered).esp[X] DLM_FFOutcastsQuest(FWEEd).esp[X] Comp_dont_steal_xp_hereticus.esp[X] ExtreemeLongDeathCamera.esp[X] FNNCQ_Mesmetron.esp[X] WRWC - Classic Fallout.esp[X] Owned!.esp[X] JM Stealth Suit.esp[X] Power Armor Rarity Overhaul.esp[X] PARO - FWE Compatability.esp[X] PARO - BOS Diversification.esp[X] PARO - BOS Diversification -BS.esp[X] TenpennyMarker.esp[X] Xepha's Dynamic Weather - Main.esp[X] Xepha's Dynamic Weather - Anchorage.esp[X] Xepha's Dynamic Weather - The Pitt.esp[X] Xepha's Dynamic Weather - Broken Steel.esp[X] Xepha's Dynamic Weather - Point Lookout.esp[X] Xepha's Dynamic Weather - Rain.esp[X] Xepha's Dynamic Weather - Sandstorm.esp[X] Realistic Interior Lighting.esp[X] Realistic Interior Lighting - BS.esp[X] Realistic Interior Lighting - OA.esp[X] megalight.esp[X] Mez's Merged Patch 5-0 - DLC-FWE-WMK-MMM.esp[X] Choose your own hairstyle (load this last on FOMM).esp[X] Merged Patch.esp[X] Xepha's Dynamic Weather (my edits).esp[X] FWE - My FWE Custom Preset.esp

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Vivien
 
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Post » Wed Dec 07, 2011 12:12 am

Still a problem...
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Ebony Lawson
 
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Post » Wed Dec 07, 2011 6:34 am

This has been bothering me lately, like once every day or two there will be exactly 2 super mutants that spawn in whatever cell I'm in...


I've been getting the exact same thing. A couple usually spawn outside Underworld (on my back out into the main hall area after I'd already been through it safely). A couple more have spawned behind me after entering the Metro beneath the DC Mall. 2 even spawned inside GNR, killing Three Dog before he chance to tell me where Dad was... o_O

These are the only things I have in common with your LO - I've a feeling it's MMM RC 6 Beta 2.

[X] Fallout3.esm
[X] Anchorage.esm
[X] ThePitt.esm
[X] BrokenSteel.esm
[X] PointLookout.esm
[X] Zeta.esm
[X] Project Beauty HD version.esm (using normal version of this)

[X] Mart's Mutant Mod.esm
[X] Enhanced Weather - Rain and Snow.esm

[X] DCInteriors_ComboEdition.esm (only just added - so not that)

[X] Xepha's Dynamic Weather.esm
[X] Delay ThePitt + Anchorage.esp (I'm using the separates for these)
[X] DelaySteel.esp
[X] delaypl.esp
[X] delayzeta.esp
[X] Project Beauty- Broken Steel.esp

[X] DarNifiedUIF3.esp
[X] FleshBurningPlasma.esp

[X] BoSPatrols.esp
[X] MarkB50K_Wasteland_Patrols.esp

[X] Mart's Mutant Mod.esp

[X] Mart's Mutant Mod - DLC Anchorage.esp
[X] Mart's Mutant Mod - DLC The Pitt.esp
[X] Mart's Mutant Mod - DLC Broken Steel.esp
[X] Mart's Mutant Mod - DLC Point Lookout.esp
[X] Project Beauty- Point Lookout MMM.esp
[X] Mart's Mutant Mod - DLC Zeta.esp

[X] Mart's Mutant Mod - No Floaters.esp (I'm using the Mutant Mod Menu instead of these)
[X] Mart's Mutant Mod - No Wanamingos.esp


[X] NightvisionGoggles(Powered).esp

[X] Xepha's Dynamic Weather - Main.esp (I doubt it's this lot... heaven forbid... O_O)
[X] Xepha's Dynamic Weather - Anchorage.esp
[X] Xepha's Dynamic Weather - The Pitt.esp
[X] Xepha's Dynamic Weather - Broken Steel.esp
[X] Xepha's Dynamic Weather - Point Lookout.esp
[X] Xepha's Dynamic Weather - Rain.esp
[X] Xepha's Dynamic Weather - Sandstorm.esp

[X] Realistic Interior Lighting.esp
[X] Realistic Interior Lighting - BS.esp
[X] Realistic Interior Lighting - OA.esp

[X] Xepha's Dynamic Weather (my edits).esp (What did you do? :o)



My load order is in a slightly different order, but I've used a lot of them for quite a while without issue. If it's not MMM, the only other thing that springs to mind is one of the patrol mods.

Very strange...

~Xeph'
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Isabel Ruiz
 
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Post » Wed Dec 07, 2011 8:59 am

Most likely your own save is doing this. The game really likes to corrrupt its saves, if you've ever used autosave or quicksave, chances are your game is corrupt and can well do anything. As I see you don't have CASM or any other save-replacer mod there, this probably is the answer.

To me it appears your mutie friends are some sort of orphaned or hanging reference. Usually that crashes your game. Anyway, pop the console, click on them. Their ref-IDs will tell you which mod they're attached to. This mod is probably the victim of save corruption, rather than the cause of any problems.
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Lizs
 
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Post » Wed Dec 07, 2011 7:37 am

Most likely your own save is doing this. The game really likes to corrrupt its saves, if you've ever used autosave or quicksave, chances are your game is corrupt and can well do anything. As I see you don't have CASM or any other save-replacer mod there, this probably is the answer.

To me it appears your mutie friends are some sort of orphaned or hanging reference. Usually that crashes your game. Anyway, pop the console, click on them. Their ref-IDs will tell you which mod they're attached to. This mod is probably the victim of save corruption, rather than the cause of any problems.


But, I am using CASM - haven't FO3's auto/quick save for a long time. I've most likely had corrupt saves at some point or other, but that usually results in a crash rather than the quite specific spawning of 2 super mutants... But then Fallout 3 can be a curious beast at times. o_O

I'll try the console thing though, next time I see 'em and compare notes. :)

~Xeph'
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Naazhe Perezz
 
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Post » Wed Dec 07, 2011 7:05 am

If it's not your save, it's probably your quickloads. When quickloading your game doesn't load
all data correctly and if you save that loaded game... you can get all kinds of funny stuff.

Check out my http://www.fallout3nexus.com/downloads/file.php?id=14094 and see if does something for your problem!
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Samantha Mitchell
 
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Post » Wed Dec 07, 2011 1:35 pm

My load order is in a slightly different order, but I've used a lot of them for quite a while without issue. If it's not MMM, the only other thing that springs to mind is one of the patrol mods.

Very strange...

~Xeph'

I don't remember the problem I used to get (I'd have to search my old posts), but if you're thinking one of the Patrol mods I'd be more inclined to go with MarkB50K Wasteland Patrols. As much I liked it it caused problems and I can't use it.
The issues were NPC/enemy related.

I haven't had the double-spawning issue before and use some of the same mods as the OP. Oh, I'm also not using the most current version of MMM. Just haven't got around to it yet :unsure:
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Lyndsey Bird
 
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Post » Wed Dec 07, 2011 12:38 am

I have never had an issue with quicksave/quickload, I think that's just paranoia that hasn't completely left the community from Morrowind days (even that is fine to use quicksave/load with MCP now); so I am pretty sure that isn't the issue.

I'm not up to date with MMM (5 something) so it's not that, if I had to venture a guess I would say it's MarkB50K Wasteland Patrols; I just can't remember if I had the issue before/after I installed it. I already looked at its scripts and whatnot since that was actually the first mod I thought of, but it seemed fine. I'll comb over it again in more detail and/or just get rid of it and see if it fixes itself. Good to see I'm not the only one with the issue...

Oh I also know it's not the BoSPatrols mod as I have used that for the longest time and never had this with it.

And the Dynamic Weather edits are just some sort of compatibility patch I made, thats why it's after my merged patch, I don't remember the specifics. Also that's hilarious and sad they killed Three Dog.
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Len swann
 
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Post » Wed Dec 07, 2011 3:48 am

if it is my mod that is doing it, i may have an explanation.

Have you ever recruited any wasteland robots to follow you? The thing is, sometimes Fallout doesnt save the fact that a spawn has already determined what kind of creature/npc it is. So maybe you recruited a Outcast robobrain from my mod that was out on the wastes, then when you did a fast travel and the creature moved, it respawned into something else, ala SuperMutant.

Thats not really my mod doing it but perhaps its a creature spawned by my mod that is being affect by a game engine bug.

Anyway I'm interested in hearing more about this. Do the same SuperMutants keep following you? you can take it to PM if you like.
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Baylea Isaacs
 
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Post » Wed Dec 07, 2011 8:17 am

I'm not sure if it's the same exact guys every time though I can probably check pretty closely there are a pile of them in front of underworld.

And the thing I don't understand is their ref ID starts with FF and I don't have that many mods so... yea.

Fake Edit: Its not always the same 2 guys, just 2 random super mutants.

And no I haven't recruited any robots, unless RL-3 counts; but he sits in front of Underworld guarding it (and failing usually) from those Muties :laugh:

The problem is it isn't consistent enough to test in any meaningful way other then removing the mod and playing like normal for a long time to see if they come back.
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Adam Baumgartner
 
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Post » Wed Dec 07, 2011 2:06 am

This may sound like it’s off topic; bear with me on this, but from reading this topic it sounds like that mod from Oblivion that was really bugged a few years back. It would spawn the cheer of the crowed from the Arena and that ugly swirly haired dude would always follow you constantly wherever you go.

I’m starting to wonder if the same holds true to your predicament. My advice is to disable one mod at a time and let us know your findings.
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Music Show
 
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Post » Wed Dec 07, 2011 10:26 am

I'm not sure if it's the same exact guys every time though I can probably check pretty closely there are a pile of them in front of underworld.

And the thing I don't understand is their ref ID starts with FF and I don't have that many mods so... yea.

Fake Edit: Its not always the same 2 guys, just 2 random super mutants.

And no I haven't recruited any robots, unless RL-3 counts; but he sits in front of Underworld guarding it (and failing usually) from those Muties :laugh:

The problem is it isn't consistent enough to test in any meaningful way other then removing the mod and playing like normal for a long time to see if they come back.


Yeah i understand. On more thought, i really do doubt its my mod. If you are using wasteland patrols, which i am assuming you are...
- the quest that spawns anything won't do it unless you are in the Wasteland worldspace. it would be possible that in the split second it was spawing something in the wasteland you went into underworld, but you cant go from the wasteland directly to underworld. you have to go through the mall.
- the incredibly small timing chance of a misspawn that i mention above, though, would be highly improbable to happen multiple times, and even more unlikely to happen at the same place several times. if its consistenly in underworld than I really do think it has to do with a mod that affects that interior cell, and not mine.
- next time you see these guys, click on them in the console and type gbo ( for "getbaseobject"), that would show the non-FF id, and would help with the identification of the mod culprit.
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Mr. Allen
 
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Post » Wed Dec 07, 2011 3:57 pm

Yea I didn't see anything when I first combed over your mod in FO3Edit that would lead me to believe it was the culprit, but like I said it's the only one that I can figure. Good to know about GBO, I'll definately check them out (hoping it works on corpses?). I went ahead and disabled your mod while I played around for a while, mostly because the Enclave spawns were annihilating me due to several of the mods I use (mostly my personal mod, they are stinking tough nuts to crack in that power armor), they are utterly ridiculous and it's basically impossible to fight off 6 or 7 at once without a fatman (which I carry with me), but ammo for that is scarce and I can't afford to use it that often :laugh:; we shall see if they pop up.
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x a million...
 
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Post » Wed Dec 07, 2011 1:26 am

cool let me know how it goes.

I've continued developing my own personal mod and it is about 40 evolutions past the old code that was in the Wasteland Patrols esp. I've already implemented a much better way of spawning enemy randomly where it doesnt based the location of the spawn on the position of the player. If there is any issue with the mod as you have it, its that the spawns are always somewhat near the player.

If i decide to retrofit the new code into the wasteland patrols mod, ill be sure to let folks know.

I added in weapons caches, wounded soldiers you can help, and workers who you can hire to search for new technology. Anyway, let me know if you run into any more issues.
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Fanny Rouyé
 
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Post » Wed Dec 07, 2011 4:45 am

I'm not sure but i think i just had this, too. I entered Anacostia Crossing Metro Tunnels, exited at Seward Square to get to the Ranger Compound and everything was quiet. As soon as i left the small "Metro entrance area" in the center of the street two super mutants spawned behind me. I watched this three times, the first two times i wasn't even far away enough so Dogmeat started attacking them. When i returned to that Metro entrance a couple of minutes later the mutants were gone.

I'm not using any special mods apart from a rather "classic" FWE setup. It's either FWE or MMM, i don't have anything else that might mess with spawns.
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Phoenix Draven
 
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Post » Wed Dec 07, 2011 10:31 am

Ok the base refs are also FF :confused:
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Nathan Risch
 
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Post » Wed Dec 07, 2011 3:41 pm

Well I just had two more mutties spawn on me in my base so markb50ks patrols is officially in the clear heh. I actually had a thought/noticed something, I occasionally get exactly two Regulators that spawn around (although that is usually after zoning, not seemingly at random) me when I'm not in DC, so I'll check out any mods I have related to that.
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SHAWNNA-KAY
 
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Post » Wed Dec 07, 2011 10:36 am

Well I just had two more mutties spawn on me in my base so markb50ks patrols is officially in the clear heh. I actually had a thought/noticed something, I occasionally get exactly two Regulators that spawn around (although that is usually after zoning, not seemingly at random) me when I'm not in DC, so I'll check out any mods I have related to that.


I started to have these spawn issues too when I started a new game and installed the following mods:
[X] Regulators.esp
[X] BoSPatrols.esp <-----Edited
[X] CEI - CaesarrulezExcessiveInteriorsEN.esp
[X] TunnelOutpost.esp
[X] Metro Tunnel Home.esp
[X] Metro Tunnel Home - BOS Turrets.esp
[X] Realistic Interior Lighting.esp
[X] Realistic Interior Lighting - BS.esp
[X] Realistic Interior Lighting - OA.esp
[X] Mart's Mutant Mod.esm <----- Beta6 RC2
all of the above has been master updated.
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stephanie eastwood
 
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Post » Wed Dec 07, 2011 12:52 am

Well, my money is on MMM. It's not happening that often to me atm, there were only two instances where i experienced this behaviour until now (though reloading the savegame and entering that cell again almost always had the same result), so i guess it's not so bad. Still, MMM seems to be the common denominator.
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Barbequtie
 
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