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Enemies not respawning

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Kireishito
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Joined: Wed Sep 07, 2016 3:31 am

Enemies not respawning

Post by Kireishito » Mon Oct 10, 2016 2:36 am

I have a rig made of i5 650 3.2ghz, 12gb of RAM, Windows 7 64 bits.


Using FOMM version 0.14.11.12


Fallout 3 version is Steam downloaded Fallout 3 GOTY


 


I am creating this topic because I didn't see anyone else with the same problem (I don't know if that's a problem or how it is supposed to be). The thing is that supermutants aren't respawning on DC downtown at all. Mason district, the capitol, nowhere supermutants are respawning. Even those camps of theirs are empty. Talon company mercs won't respawn at all anywhere (even outside fort bannister, where it's said that they do respawn after a couple of days). Maybe some mod did this, I uninstalled MMM a while ago, but only now I started noticing this. Some places respawn once, twice every couple of days, but then they suddenly stop to do so. Is there a way to fix it without having to start a new game?


 


Thanks in advance


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RoyBatty
Gary
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Location: Vault 108

All I can think of is you set

Post by RoyBatty » Mon Oct 10, 2016 5:09 am

All I can think of is you set the respawn timer in Extra Options to some very high value. 3 days is default.


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Kireishito
Posts: 12
Joined: Wed Sep 07, 2016 3:31 am

Respawn timer here is set to

Post by Kireishito » Mon Oct 10, 2016 8:55 pm

Respawn timer here is set to 72 hours... Enclave outposts throughout Capital wasteland are respawning correctly. Raiders seem to be ok as well. The only enemies I find missing are Talon mercs (Fort Bannister exterior, Takoma Park industrial) and Super Mutants (everywhere). That's weird.



Kireishito
Posts: 12
Joined: Wed Sep 07, 2016 3:31 am

RoyBatty wrote:

Post by Kireishito » Mon Oct 10, 2016 8:59 pm

[quote=RoyBatty]


 


All I can think of is you set the respawn timer in Extra Options to some very high value. 3 days is default.


[/quote]


 


Now I get that most corpses aren't despawning (not named ones), maybe is this the cause of the issue?


EDIT: Only some are not despawning, Fort Bannister exterior has no corpses at all (but no talon mercs respawn. Never, and it passed more than 1 month after killing them)


EDIT2: I took a bigger look in Fort Bannister, the corpses are still there, scattered outside of it :(



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RoyBatty
Gary
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Well, it's probably an

Post by RoyBatty » Tue Oct 11, 2016 12:16 am

Well, it's probably an artifact of removing MMM.


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Bandy
Posts: 67
Joined: Sat Sep 03, 2016 1:23 pm

This thread is interesting to

Post by Bandy » Wed Oct 12, 2016 11:48 am

This thread is interesting to me because I do not have a concept of what is normal spawn behaviour, being new to the early FO series and with TTW and STEP Worlds of Tomorrow.  It is an incredibly stable install, almost unbelievably so after modded Skyrim.  That said, sometimes it seems spawns are weird.


I constantly need to clean out the supermutant 'fort' just outside Rivet City, they seem to respawn overnight.  It's getting repetitive, but feels like if I don't they kill local NPC's such as caravan merchants or RC citizens out for a walk if I'm there to witness.  The super mutant bodies disappear too quickly after I loot and walk out of the cell to drop off the loot, when I return a few minutes later to get more loot I couldn't carry, the bodies are gone. 


In other places/contexts sometimes bodies and body parts linger for many days, especially Talon mercs (I hate those guys...).  I keep encountering/neutralizing 3 Talons just west of Wilhelm's Warf, where they seem to be patrolling along the hillside leading up to Grayditch.  They are there every time now, so very predictable.


Just thought oddities like this were part of an old game engine/scripting system, and live with it.   



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RoyBatty
Gary
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OK, I suspect you guys are

Post by RoyBatty » Thu Oct 13, 2016 5:43 am

OK, I suspect you guys are using NVSR, or stutter remover. There is an option in it bReplaceRandom , set it to 0.


See if that help with the issue, I've noticed myself it causes some of this weird behavior because some of those events are randomly generated.


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Bandy
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NVSR Settings Adjustments:

Post by Bandy » Fri Oct 14, 2016 11:35 am

Looking into the unedited ini file within NVSR, bReplaceRandom = 0  is the default .  Other suggested edits here most welcome, though the strange spawn behaviour is not game-breaking for me...


Just FYI for anyone else:



NVSR Settings Adjustments:

Default configuration is aimed at maximum stability. The settings are stored in sr_New_Vegas_Stutter_Remover.ini, in the Data/NVSE/Plugins Folder [different if you use a mod organizer]. The following changes are for maximum performance:




1. [Recommended] In the "Master" section, change bReplaceHeap from 0 to 1. If crashes result, go to the "Heap" section and change iHeapAlgorithm from 6 to 5, 3, or 2. If you have used a 4GB / LAA enabler (which I recommend), then in the "Heap" section also change iHeapSize from 250 to, oh, 450 is probably enough.




2. [Not exactly recommended, but it probably won't hurt] In the "Master" section at the top, try changing bExperimentalStuff from 0 to 1. Leave the stuff in the "Experimental" section how it is unless you feel like taking bigger risks.




3. [Not recommended] Go to the section named "OverrideList". The second entry there should have a comment starting with "Renderer+0x080" and a version of "FalloutNV 1.4.0.525". Change the setting named "Mode" there from 2 to 3 (a tiny bit higher FPS, a tiny bit worse stutter) or 5 (slightly higher FPS, slightly better stutter, significantly more prone to crashing though that varies from user to user).




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RoyBatty
Gary
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I personally don't agree with

Post by RoyBatty » Fri Oct 14, 2016 2:51 pm

I personally don't agree with enabling any of that stuff, it all makes the game more unstable.


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jlf65
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Well, turning on the heap and

Post by jlf65 » Fri Oct 14, 2016 11:21 pm

Well, turning on the heap and raising the value really helped me a lot, but then I tend to use as many mods as I can get away with. laugh



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