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Need a working Increased Spawns for DC area

General mod discussion and requests.
gamefever
Posts: 57
Joined: Thu Feb 28, 2013 11:52 pm

Need a working Increased Spawns for DC area

Post by gamefever » Fri Mar 01, 2013 11:46 pm

I've been hunting around for tips on this, I even followed the directions for getting MMM to "mostly" work without FOSE.


Trouble is it does not appear to be spawning the hordes of mobs I remember seeing in the game years back.  The different creature types appear dispite having noiguanas.esp and such checkmarked and approiate changes to their header's.


Merchants are much tougher than normal so that pluggin works.  Monsters and Raiders do show up with different textures and sizes. 


I'd like to see the 1 to 3 spawns plug working...


Does anyone know of a way to get that working or another mod, does IWS do the job?



alegendv1
Posts: 118
Joined: Sat Dec 22, 2012 5:48 pm

I know a way for more spawns

Post by alegendv1 » Sat Mar 02, 2013 12:25 am

I know a way for more spawns in the Capitol Wasteland and it doesn't even need FOSE or NVSE (though you should still use NVSE if you have mods that require it, of course). It is a standalone plugin from MMM but it doesn't add all the MMM stuff (which is personally why I like it). I've used it with TTW and it adds more spawns. Just change the Master file to FNV.esm (I'm assuming you know how to do this already since you said you got MMM to "mostly" work without FOSE and with TTW).


Unfortunately there is only two options (make sure you only use ONE, for goodness sakes!) for how many spawns it adds, but I personally think this mod is more stable than the whole MMM package. I never liked all the monsters added by MMM but I liked the increase of enemies. You might want to try it. Here's the link:


http://fallout3.nexusmods.com/mods/1415



gamefever
Posts: 57
Joined: Thu Feb 28, 2013 11:52 pm

Thanks, yes I know how to

Post by gamefever » Sat Mar 02, 2013 1:01 am

Thanks, yes I know how to make changes I make mods too.


I'll run over and have a look!


Update


I have found that useing the MMM series like we normally would does not work well with TTW, however the link you provided to increased spawns and zones reset are stand alone from the normal series and work fine with TTW.


So I pulled MMM.esm and it's esp's and replaced them with the esp's in your link which stopped crashes.



alegendv1
Posts: 118
Joined: Sat Dec 22, 2012 5:48 pm

So to clarify (for my sake XD

Post by alegendv1 » Tue Mar 05, 2013 1:02 am

So to clarify (for my sake XD): you ARE NOT using MMM.esm and it's esps but you ARE using the standalone plugins I linked previously. And you are getting no or minimal crashes? This sounds good, and was what I was trying to suggest earlier. I was dubious that MMM would work with TTW, so that's why I just used those simple standalone plugins.



gamefever
Posts: 57
Joined: Thu Feb 28, 2013 11:52 pm

Yes I have played for several

Post by gamefever » Tue Mar 05, 2013 3:25 am

Yes I have played for several hours today with no crashes, no freezes, and no stutters or FPS drop with the Stand alone plug ins.



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

Starters re-read http://www

Post by Redisopel » Mon Aug 05, 2013 10:30 pm

Starters re-read http://www.taleoftwowastelands.com/content/ttw-20-out on the bottom of the first post by  JaxFirehart there will be two links one is detailed instructions on using FNVEdit 3.0.29 (Thanks CHUCKSTEEL!). The top one is the conversion script that you will use with FNVEdit 3.0.29 to convert the Fo3 mod over as seen on page 27-33 in the instructions, It took me a while to get once I actually sat down and read the instructions for the conversion over twice It was easy. As for the increased spawns there is a Increased Increased spawns also with Link http://fallout3.nexusmods.com/mods/1415. Personally I would say you should try to convert just to get a good learning curve and understanding on how to convert and run the script. But....... because I had 7 minutes to kill and it was sitting in front of me look back up. Even though I don't use this one let me know if it causes problems.



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

Did you run the script? That

Post by Redisopel » Mon Aug 05, 2013 10:33 pm

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. I just have the 2-3 spawns. No real nasty crashes or so on.


 


Edit: TRY theses out! Converted and script ran, good for 2.2!


Edit#2: ADDED Increased Increased Spawns. Use Only one of the Increase spawn mods please



alegendv1
Posts: 118
Joined: Sat Dec 22, 2012 5:48 pm

I've successfully converted

Post by alegendv1 » Tue Aug 06, 2013 2:23 pm

I've successfully converted the MMM standalone plugin before with TTW 2.0 versions and prior to TTW 2.0, but my issue with it is that the factions are somehow messed up for the added spawns by MMM. For my playthroughs with the MMM standalone plugin, I would pass by the outcasts fine, talk to them, etc., and then do a few quests come back, they're all hostile. I have not attacked or killed any npcs that should've triggered Outcast hostility. This was with 2.0. 


Prior to 2.0, I tried the same thing, and again I had faction issues, but with BOS and Outcasts. I took a quick look at the MMM standalone plugin in FNVedit to see what it changes, and it seems to add its own NPCs under the vanilla Fallout 3 factions so perhaps it has something to do with not recognizing factions of TTW and New Vegas? I really have no idea how NPCs and factions relations work, so I'm not much help there.


Point being: don't be surprised if you run into hostile NPCs that shouldn't be hostile if you convert the MMM Increased Spawns standalone plugin. However, if you don't run into any problems, awesome!



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

Me personally, I never had

Post by Redisopel » Fri Aug 09, 2013 6:41 am

Me personally, I never had the faction issue. The problem I would have time to time when II was low level and had 50 percent XP gain was getting caught in the cross fire of two factions that I got along with the the two didn't. For the most part I think you might have something conflicting with that.

TJ
Posts: 2181
Joined: Mon Sep 17, 2012 1:06 pm

Any time you see something

Post by TJ » Fri Aug 09, 2013 11:21 am

Any time you see something odd like factions acting in a manner they shouldn't, or weapons requiring the wrong ammo, or ammo showing up in game that're supposed to be removed, you should take a serious look at the FO3 conversions in your load order. While it is possible that you've stumbled across something in TTW that hasn't been updated yet, more often than not it's a mod that's reset something to vanilla FO3 values. Mods with weapon and ammo overrides can be fixed by simply loading them in FNVEdit and removing the offending record, whereas worldspace edits have to be looked at one by one and adjusted accordingly. Also, you will come across unresolved scripting issues from time to time. For whatever reason most feel they don't need fixed, but think about what happens to your game/ save every time a FO3 script that's not been updated uses 'BigGuns', or even 'SmallGuns'. < It's just Guns now.


My project Dash is on Kickstarter!



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