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Need a working Increased Spawns for DC area

General mod discussion and requests.
alegendv1
Posts: 118
Joined: Sat Dec 22, 2012 5:48 pm

Yeah, I've been meaning to

Post by alegendv1 » Sat Aug 10, 2013 8:24 pm

Yeah, I've been meaning to take a crack at it again, tjmidnight. I've opened FNVedit and looked at it, but if I recall correctly, the Outcast faction of the MMM standalone plugin didn't seem to be overriding anything. But it was a while ago, so I should probably take another look at it.



plumjuice
Posts: 460
Joined: Wed Dec 12, 2012 11:59 am

When Nexus finishes its

Post by plumjuice » Mon Aug 12, 2013 9:54 am

When Nexus finishes its maintenance search with terms like "clean" an "remove/removal".


Read before asking for help. Please. >>>>>> http://taleoftwowastelands.com/content/read-asking-help



hellblazer
Posts: 10
Joined: Fri Aug 16, 2013 6:22 am

Redisopel wrote:

Post by hellblazer » Wed Aug 21, 2013 5:08 pm

[quote=Redisopel]


Did you run the script? That makes a big difference, I'm currently running the MMM increased spawns from the link above and converted it hard to tell if it changed but I run into more things going on in my opinion. [/quote]


Redisopel, I just wanted to let you know that an author released a latter version of this mod that in his words;


"Fix the bug that Feral Ghoul Reaver & Albino Scorpion(DLC BS Creature) don't spawn any longer. If you use the MMM standalone version, you will find the annoying bug after the level 23.



I guess Martigen won't update it because it was the last standalone version.



I know it's a pity missing the chance to fight with these two toughest creatures. Eh.. a bit boring, so I have to fix the bug by myself and I'm pleased to share with you.



If you like MMMF3 standalone version, you'll need this mod."


http://fallout3.nexusmods.com/mods/15388/?tab=1&navtag=%2Fajax%2Fmoddescription%2F%3Fid%3D15388%26preview%3D&pUp=1


I wonder if he meant that Martigen made it so that ghoul reavers and albino scorpions NEVER spawn anymore in the wastes with MMMF 1.8 or if they were only not included in the extra spawn scripts?



Redisopel
Posts: 68
Joined: Thu Oct 18, 2012 1:33 pm

From my understanding, That

Post by Redisopel » Thu Aug 22, 2013 12:48 pm

From my understanding, That esp allows the two to spawn as were the actual one from the MMM it's self doesn't, Basically it's updated by someone else. 



Redisopel
Posts: 68
Joined: Thu Oct 18, 2012 1:33 pm

If I remember right when I

Post by Redisopel » Thu Aug 22, 2013 12:52 pm

If I remember right when I did my merger patch I actually had to fix a couple of things involving Faction issues in FNVEdit, Ants were actually a major one and BOS I'm pretty sure was another, could be wrong but I know I made it the same as TTW esm.



Redisopel
Posts: 68
Joined: Thu Oct 18, 2012 1:33 pm

Well I have come to the

Post by Redisopel » Fri Aug 23, 2013 1:55 pm

Well I have come to the conclusion that IWS and The Increased spawns might not be made to work together. I tired to get to Repcon  and fight thought the ghouls to get there and this is what I ran into!



rylasasin
Posts: 62
Joined: Fri Sep 20, 2013 10:37 am

Well I have come to the

Post by rylasasin » Sun Nov 10, 2013 9:04 am


Well I have come to the conclusion that IWS and The Increased spawns might not be made to work together. I tired to get to Repcon  and fight thought the ghouls to get there and this is what I ran into!



Turn Feral Ghoul Rampage off in IWS. That should do the trick.


Honestly I think there needs to be a legitimate IWS TTW patch. For the reason stated above concerning bodies.


You see, IWS deletes the spawns it creates, thus it keeps the corpse count down . To my knowledge (and obvservation) the MMM standalone does not. This is known to bloat savegames (in fact the 2nd option is actually worse than warzones.)



pucque
Posts: 23
Joined: Fri Aug 15, 2014 3:01 pm

The IWS script uses editor

Post by pucque » Thu Aug 28, 2014 3:31 pm

The IWS script uses editor IDs, which makes it fairly ESM master-independent. You could try to make mirelurks, DC raiders, and DC supermutants (the main culprits of stuff that doesn't spawn) spawnable through the normal script.



User avatar
RoyBatty
Gary
Posts: 7742
Joined: Sun Apr 27, 2014 10:26 am
Location: Vault 108

With MMM if you use increased

Post by RoyBatty » Thu Aug 28, 2014 10:15 pm

With MMM if you use increased spawns, you should turn on the corpse dissolve to skeleton setting.


 


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