[relz] Markb50k Balance Mod

Post » Sat May 28, 2011 8:13 am

o.k. the lock at start screen is gone in version 2, have not been able to play it long enough to run into any patrols but I'm sure they are there.
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Siobhan Thompson
 
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Post » Sat May 28, 2011 9:11 pm

UPDATE: Added an ALTERNATE ESP ( recommend you do not use with Full ESP) with just the Vertibird and Foot Patrols...



Holy Cow!!! Good Job (again) Mark

just thought I would let you know mark so you can get it fixed up in the future


If Mark just deleted some of the stuff without taking days and weeks to do extensive edits of his mbNPCstriketeamxxxetc and mbwildbeastxxxwhatever then these guys are still yet drawing upon the gig and a half of supporting textures / meshes / sounds and other resources from the list of mods Mark posted as requirements to download; which is fine by me as I had already done this.

When I get a chance to test it out later, I will know if this is probably your problem. Certainly badthings will happen in this game if resources are not there to load....

Go Mark!
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Sarah Kim
 
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Post » Sat May 28, 2011 9:30 am

Well Hmm ... I just loaded the mod up in my load order between FWE and MMM.

The good news is that it has no KOOK2 dependency. Only Vanilla esm as masters.

I bashed the patch with Gary Bash and then looked in FO3edit for any issues.

the one glaring issue is 0003A3F1 Embedded Weapons which did not have Vertbird turrets/guns incorporated into the bashed patch and so Not sure they will show in game.
Actually no that was operator error - forgot to activate the esp before bashing patch. All that seem to import into bash well.

Now all the rest seems OK - but I'm no master modder or diviner of leveled lists. So what I mean is ...

Everything else seems to be uniquely named creatures with different formID and even the spawn points could be unique from the games normal spawn points.

this could mean many spawns when used in conjunction with FWE/MMM ... Or am I getting this wrong?

I'll give it an in-game shot soon.

[edit] to above and to note that the ordering of masters has Broken steel and the Pitt flipped. Minor point but with Bash that is glaring orange.
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JaNnatul Naimah
 
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Post » Sat May 28, 2011 7:44 pm


The good news is that it has no KOOK2 dependency. Only Vanilla esm as masters.

Everything else seems to be uniquely named creatures with different formID and even the spawn points could be unique from the games normal spawn points.

[edit] to above and to note that the ordering of masters has Broken steel and the Pitt flipped. Minor point but with Bash that is glaring orange.


No there are no Mod dependencies of FOOK or MMM or 20th Century etc, however there may be resources etc pointing to the FOOK folders created when the FOOK mod installs for example; this is seen clearly in the GECK on the first mod Mark created when the creatures and NPCs are examined.

Mark's mod is being disected byte by byte, and Mark is STILL AROUND its time I move out of my mothers basemant...
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Symone Velez
 
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Post » Sat May 28, 2011 6:45 am

Well Hmm ... I just loaded the mod up in my load order between FWE and MMM.

The good news is that it has no KOOK2 dependency. Only Vanilla esm as masters.

I bashed the patch with Gary Bash and then looked in FO3edit for any issues.

the one glaring issue is 0003A3F1 Embedded Weapons which did not have Vertbird turrets/guns incorporated into the bashed patch and so Not sure they will show in game.
Actually no that was operator error - forgot to activate the esp before bashing patch. All that seem to import into bash well.

Now all the rest seems OK - but I'm no master modder or diviner of leveled lists. So what I mean is ...

Everything else seems to be uniquely named creatures with different formID and even the spawn points could be unique from the games normal spawn points.

this could mean many spawns when used in conjunction with FWE/MMM ... Or am I getting this wrong?

I'll give it an in-game shot soon.

[edit] to above and to note that the ordering of masters has Broken steel and the Pitt flipped. Minor point but with Bash that is glaring orange.


embedded weapons: yeah you need to merge my stuff in there or else the Vertibird self defense turrets wont fire
spawn points: i dont add any actual spawn points to the wasteland, so you can use the ones that are used in FWE/MMM etc, just depends on which ends up last which will use. Its not essential to my mod to have my levelled lists getting spawned, so no worries.

I do have dynamic spawns happening from the "Wasteland Conflict Quest" which will run no matter where in the load order, so again, not a big deal.
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Alexander Lee
 
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Post » Sat May 28, 2011 11:12 am

It is the load last option as per usual.

I guess I need to test with this or MMM loaded last and see.

Are you saying that if the quest kicks in that the encounters from this will override the spawns from FWE/MMM? As in you won't see them?

Perhaps bash can fix that if this is the case.

thanks again.
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Reanan-Marie Olsen
 
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Post » Sat May 28, 2011 3:38 pm

This is GREAT, I read over on FO3 Nexus nothing other than the mod is needed, so it looks like it can go into ANY modded game without needed extra stuff!!!
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Dylan Markese
 
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Post » Sat May 28, 2011 6:50 pm

Hey, mark, I've got a question. Does your patrol mod add locations called 'Wasteland Key Terrain' (I'm assuming for patrols)? More importantly, should I be able to see them? My compass leads me to them, and they appear on my map once "discovered." Something tells me I'm seeing the "man behind the curtain," as it were. Your patrol mod is loading right before Marts Mutant Mod (the .esp), if it matters.
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Franko AlVarado
 
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Post » Sat May 28, 2011 9:40 am

Thank you so much for making the alternate version of the patrols alone.

But wait ... what then is Mouse working on? I'm confused.



I was ripping this out of his mod and was going to make it apart of my mod, but I had no plans on releasing my version until next month. He just made it easier for me to do so.


Thank you again markb50k for allowing me to use your work.
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Cccurly
 
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Post » Sat May 28, 2011 1:17 pm

Are you saying that if the quest kicks in that the encounters from this will override the spawns from FWE/MMM? As in you won't see them?


The random wasteland spawn quest has NO effect on spawnpoints from FWE/MMM. the Quest just uses placeatme to add creatures randomly as you move around the Wasteland. The types of creatures it creates CAN be ones from other mods since I use the vanilla list forms. Thus, if MMM redoes the vanilla EncAnt levelled list, it would show up correctly if my mod chooses to add an ant creature from my random quest (since I also reference the EncAnt levelled list). Hopefully some of this starts to make sense.

As for spawnpoints in the actual Fallout vanilla code, y'know stationary ones that are hand placed by the developers, those will produce from a levelled list, and THAT is where it matters what your load order is. Whatever is last will override unless you bash the levelled lists.


Hey, mark, I've got a question. Does your patrol mod add locations called 'Wasteland Key Terrain' (I'm assuming for patrols)? More importantly, should I be able to see them? My compass leads me to them, and they appear on my map once "discovered." Something tells me I'm seeing the "man behind the curtain," as it were. Your patrol mod is loading right before Marts Mutant Mod (the .esp), if it matters.



Yeah, I added those map markers. They are supposed to be there, and are supposed to act like other map markers as well. They are all additional locations that can be travelled to by patrols. So after a while you may see NPCs fighting over that area. And they'll show up no matter what load order you have since they are all added objects only referenced by my mod.
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Killer McCracken
 
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Post » Sat May 28, 2011 7:40 am

Haven't had a chance to test - too busy writing a new thread.

But hey about Place at me commands. Isn't that the notorious command that can lead to save game bloating? Described http://cs.elderscrolls.com/constwiki/index.php/PlaceAtMe.

Or is that OK with creatures likely to die anyway?

A bit over my head - so thank for patience with me.
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Jack
 
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Post » Sat May 28, 2011 4:44 pm

I think if you add "delete and disable" to the code it takes care of the placeat me stuff. I think I saw it in there if not mistaken when looking at the scripts
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C.L.U.T.C.H
 
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Post » Sat May 28, 2011 11:15 am

Haven't had a chance to test - too busy writing a new thread.

But hey about Place at me commands. Isn't that the notorious command that can lead to save game bloating? Described http://cs.elderscrolls.com/constwiki/index.php/PlaceAtMe.

Or is that OK with creatures likely to die anyway?

A bit over my head - so thank for patience with me.


No problem at all answering your concern. Placeatme is not a concern with Actors as their references are cleaned up when they die and when the cell resets. The Placeatme bloating issue is with created items or activators, stuff that doesnt go away and eventually bloats your save.
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Harry Leon
 
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Post » Sat May 28, 2011 7:08 am

I think if you add "delete and disable" to the code it takes care of the placeat me stuff. I think I saw it in there if not mistaken when looking at the scripts


yeah you can put disable and markfordelete in your scripts to clean up the battlefield in areas you travel regularly and dont reset. I do that for just that reason so its an additional precaution. But its really just for tidying up stuff, bloating wouldnt happen with Actors anyway, at least the way i use them.
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Stephanie Kemp
 
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Post » Sat May 28, 2011 9:03 am

VERY IMPORTANT UPDATE: Uploaded VERSION 3 of Patrol Only ESP. Had to Fix NPC spawn script because it could produce INFINITE NPCs!!! oh noes! So definitely get this one.
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Andrew Tarango
 
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Post » Sat May 28, 2011 5:37 am

Very nice mod Ive been playing it for a while alot of action not knowing what is around the corner or over the hill alot of raiders an mutants i do see few BOS guys and outcasts but i never see the chinese regiment or the USA one eather It says each of the main factions have bases of sorts are the chinese and USA main factions and if they are where are their bases havint seen a single scout from both of them.
On the nexus site the Ahztteks mods are not working says auther has hidden them or sumthing like that. Ive played the mod fine without those mods.
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sarah simon-rogaume
 
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Post » Sat May 28, 2011 2:07 pm

Very nice mod Ive been playing it for a while alot of action not knowing what is around the corner or over the hill alot of raiders an mutants i do see few BOS guys and outcasts but i never see the chinese regiment or the USA one eather It says each of the main factions have bases of sorts are the chinese and USA main factions and if they are where are their bases havint seen a single scout from both of them.
On the nexus site the Ahztteks mods are not working says auther has hidden them or sumthing like that. Ive played the mod fine without those mods.


Chinese Remnant: Mama Dolces
US Remnant: Anchorage Memorial
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Valerie Marie
 
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