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pintocat
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The default reset time is 3

The default reset time is 3 days I think

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Yeah... Can be that it was a

Yeah... Can be that it was a lot less. 3 still seems kind of low to me. I think for the kind of reset he wants he should at least wait 7 days.

I think 30 days was for Skyrim levels to completely reset...

Sorry about that.

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Could you double check the

Could you double check the ghoul rampage feature to make sure it is only affecting ghouls? Upon activating it, I find it multiplying the spawns of many enemies.

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I didnt had such a issue yet.

I didnt had such a issue yet. For me it ONLY affects ghouls.

Well, unless you have max spawns 3 and higher. Than it can be that for example 6-8 super mutants at once spawn.

I personally find 3 and more too high anyway. I usually play with min 1 and max 2 spawns.

With 3 and higher its extremely difficult on higher difficulties than normal. Also I sometimes feel like Im playing CoD due to the sheer amount of enemies.

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Oh. I wanted to report a bug

Oh. I wanted to report a bug btw.

This mod ads a Enclave Enforcer special enemy, together with its Enclave Enforcer Power Armor + helmet. There is a small issue though. Its not properly optimized for TTW/FNV. For example its only called Enclave Enforcer "PA" instead of Power Armor. The helmet is named Power Armor correctly. But that is just the smallest of the problems. The description of the armor says +10 Big Guns. Heh, Big Guns skill is no longer in FNV. Maybe remove it or maybe add something else like +10 Explosives/Energy/Melee. Would all make somewhat sense to this armor. Guns +10 is there by default and fine. Also the armor says -10 rad resistance. LOL. Is that supposed to be like that? Kind of odd, never saw "-" Rad Resistance. Maybe make a +10 out of it? Not sure anymore whether the Helmet has this issue too. But there is another issue, when taking on the armor, taking it off and taking on another armor or clothing, the gloves of the Enforcer Armor stay, together with its "claws". Kind of odd. Exiting to main menu and loading a save fixes this.

Didnt notice any other issues with this mod yet. Loving it, especially without the config resets. Deactivated DPS though. So DPS seems to be buggy too.

However, maybe its possible to add rats to the spawn list for DC? I mean this mod also adds Geckos to DC, if Im not mistaken, or is it TTW? Either way, rats would be great and also fit into the Fallout universe, in fact they were also in FO1, 2, etc. Just take the ones from FNV. And since we are at it, maybe add Deathclaw mothers or alpha males? Maybe as very rare spawn similar to Behemoths. Or let them spawn as "boss" in the Deathclaw Sanctuary. Just some recommendations! The Mojave version from Roy could maybe also add "normal" Mirelurks to the spawns? For some reason FNV only uses Kings.

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Postal-Dude wrote:

Postal-Dude wrote:

 

Oh. I wanted to report a bug btw.

This mod ads a Enclave Enforcer special enemy, together with its Enclave Enforcer Power Armor + helmet. There is a small issue though. Its not properly optimized for TTW/FNV. For example its only called Enclave Enforcer "PA" instead of Power Armor. The helmet is named Power Armor correctly. But that is just the smallest of the problems. The description of the armor says +10 Big Guns. Heh, Big Guns skill is no longer in FNV. Maybe remove it or maybe add something else like +10 Explosives/Energy/Melee. Would all make somewhat sense to this armor. Guns +10 is there by default and fine. Also the armor says -10 rad resistance. LOL. Is that supposed to be like that? Kind of odd, never saw "-" Rad Resistance. Maybe make a +10 out of it? Not sure anymore whether the Helmet has this issue too. But there is another issue, when taking on the armor, taking it off and taking on another armor or clothing, the gloves of the Enforcer Armor stay, together with its "claws". Kind of odd. Exiting to main menu and loading a save fixes this.

Didnt notice any other issues with this mod yet. Loving it, especially without the config resets. Deactivated DPS though. So DPS seems to be buggy too.

However, maybe its possible to add rats to the spawn list for DC? I mean this mod also adds Geckos to DC, if Im not mistaken, or is it TTW? Either way, rats would be great and also fit into the Fallout universe, in fact they were also in FO1, 2, etc. Just take the ones from FNV. And since we are at it, maybe add Deathclaw mothers or alpha males? Maybe as very rare spawn similar to Behemoths. Or let them spawn as "boss" in the Deathclaw Sanctuary. Just some recommendations! The Mojave version from Roy could maybe also add "normal" Mirelurks to the spawns? For some reason FNV only uses Kings.

 

I don't remember it adding any power armor.  You'd think that would be something I'd notice.

 

I really need to take an FO4 break and reinstall FO3/NV/TTW.  After I finish Far Harbor, I swear.

 

As far as the Deathclaws, I would swear it added alphas and matriarchs to the random encounter spawns.  It's been so long. Can't remember...

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Let me know when you do, I've

Let me know when you do, I've been fixing other stuff I find broken as I play. I swear I sent you an update too that never got posted with the Body Part Data fixes. I fixed the Deathclaw Alpha nif from Fallout New Vegas too so it doesn't kaleidoscope textures anymore.

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Hum. Can be that this

Hum. Can be that this Enforcer Power Armor is added by another mod... No clue which though. As far as Im concerned I only use MMM which ads new spawning creatures. Also since the mod description says Big Guns +10 I assumed its a mod from the FO3 era which was converted... And so I thought its MMM. 

The only other thing I could think of would be EVE but Roy would have said something then.

Odd.

Those Enforcers only seem to appear at the end of the Raven Rock bunker. 

I might check it out at some point. Maybe I will find out which mod it is. Usually things that are added by mods have XXX before their id which stands for the load order of the mod. No clue if this goes for all things though.

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Enforcer PA is from fo3 EVE

Enforcer PA is from fo3 EVE

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The Enforcer is added by EVE

The Enforcer is added by EVE and has a unique PA drop.

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Haha! I knew it! (I totally

Haha! I knew it! (I totally did NOT know)

 

But seriously, PA is my thing.  If there was new PA from MMM I almost CERTAINLY would have found it and made a patch for my PPA update.

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ComradeDroog wrote:

ComradeDroog wrote:

 

Hi everyone! New to the community, love all the work that's been done. Spent the past week modding and tweaking my versions of FO3 and New Vegas so I can have the ultimate wasteland experience.

 

I'm having some trouble with MMM, and had some questions. None of the new creatures are spawning for me. I checked out the capital and places where supermutants hangout just to test it, and there doesn't seem to be anything but regular supermutants. No floaters, failed FEV's, or anything else wandering the wastes.

 

I checked the mod in MCM, and everything was turned off for some reason. All the spawn rates were set to zero. So I enabled everything, but still no new monsters are spawning. Would I have had to have MMM settings turned on before I ran all over the DC wasteland in god mode testing out? Did I already load all these cells without new monsters and that's why they aren't showing up? Why would MMM be turned off by default in MCM?

 

If anyone has any advice or solution to my problem I'd greatly appreciate it. In the meantime, I'm going to keep messing with it until I get it to work. Again, thanks to this community for all the awesome mods, TTW is sure to beeh best Fallout game I've ever played.

I've noticed this before while using Mod Organizer (which is my primary mod installer). If I remember correctly, the ini (configuration) file for Mart's was being stored in the Overwrite folder instead of the MCM folder (other mods do this correctly if I'm remembering right, while some might not.), which, should work ok from there, but sometimes doesn't. I'm guessing Mart's loading the defaults from the MCM folder (though an MCM function) instead of the overwrite folder which the MCM functions might not see. MO is just dumping the change in the overwrite when you save the ini through the MCM (only for Mart's that I've noticed).

What I did to fix that was... ffter setting the options in the MCM and manually saving the changes (an option in the Mart's MCM section) I wanted, I manually copied the ini file from the overwrite folder to the MCM mod config folder so it becomes the default each time the game is run, and or, and new game is started.

Hope that helps.

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Postal-Dude wrote:

Postal-Dude wrote:

 

HAH. Sounds interesting that MMM settings resetting have been fixed with disabling DPS.

I was so annoyed by this problem last year and honestly avoided this mod completely but now...

Actually I wonder, does this bug go for everybody, or just for some? Did most of you have DPS disabled by default and therefore not get it? Just seems kind of odd since most ran totally fine with the mod.

Maybe there will be another proper fix for this setting reset problem come out once? Especially now since the FNVs Mojave is supported too by another extra plugin posted by Roy.

Yeah, it's pretty awesome! I've just starting using Mator's Standalone Plugin Merge to try and reduce the number of plugins I have - just got that dreaded "red triangle thing" all over the place! Though... I think Moira snuck some Vault 22 plants out which dusted up her store cause... I'm seeing "red triangle things" EVERYWHERE in there! Lol!

While testing all that out, I did the Dunwich Building again, and man going in, there were no less than 30-40 ghouls!  Go RL-3!!!! I kinda hid back in the corner. Lol! The only other place I noticed this was in Vegas (I'm using the mod that adds Mart's spawns there instead of the NVIS one (which I'd used previously). There's an area between Primm and the Ranger's Station (the one with the two statues shaknig hands - well not quite as Cass describes Lol!) where the entire hillside, which normally has a few ghouls, was crawling with em! I'll rename that one "ghoul-top" hill or something! I didn't think they'd ever stop spawning! There were so many half disappeared before I could even loot em! On a side note I'm also playing around with the hidden setting some to see if the effects the number of bodies left on the ground.

I'm glad I came across it though cause I was jotting down notes on things to do to improve the overall game flow between both Nevada and DC (including mods), and one thing I was tossing around in Lieu of all the bodies was a quick mod to simply remove the corpse once I've looted it (with an MCM toggle). I won't be storing anything in them, and it would help to clean up the objects that havok and the engine has to keep track of. Possibly improving performance overall. Though I'd want them to fade out like in the game rather than just zip out.

Edit: Or better yet, once they're looted have them crumble to dust and disappear! That would be better!

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does anyone get the menu bug

does anyone get the menu bug where all your settings reset themselve and if so how do i fix it?

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Yeah, check up a few posts if

Yeah, check up a few posts if you get a chance; I can't remember which variable it is right off. It's a bug in the MCM code for Mart's where if you set size scaling or something to > 0, it resets your variables. You'll need to set the one that causes it to 0 until a fix is implemented.

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Anyone else getting the bug

Anyone else getting the bug where taking Nigh Ghoul Eyes doesnt give you night vision and speeds up your walking speed? I consumed one before and it worked.But when it wore off,it didnt work when I tried to consume another. 

 

I attached my load order as well to see maybe if it's another mod or something.

File Attachments: 

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Data\Meshes\creatures\ghoul

Data\Meshes\creatures\ghoul\ghoulvariant.nif is corrupted, delete it to stop crashes in some cells.

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Deathclaw_Mayor16 wrote:

Deathclaw_Mayor16 wrote:

 

Anyone else getting the bug where taking Nigh Ghoul Eyes doesnt give you night vision and speeds up your walking speed? I consumed one before and it worked.But when it wore off,it didnt work when I tried to consume another. 

 

I attached my load order as well to see maybe if it's another mod or something.

 

That's by design. It's got, IIRC, a sort of cool down that prevents a person from being able to keep the effect going forever.  It was in the original version and wasn't something I changed.

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Oh.Was it like that in the

Oh.Was it like that in the original? Actually didnt know that.Didnt know it had some sort of cool down. Makes sense.

Edit:Tested it in Vanilla Fallout 3.It doesnt have a cooldown.You can keep using it and using it. Must be something I screwed up.

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Weird. I never played with

Weird. I never played with mods in Fallout 3. I guess I head canon'd the eye thing when I discovered it shortly after I took over.  I know it's been there since I picked up the ball of MMM.  Now that I've stopped messing with FO4, and my Minecraft frenzy is on the ebb, I'll have time to update my FNVEdit and open the GECK to take a look at Ghoul Eyes and maybe fix the MCM thing once and for all.

 

Though the ghoul eye thing seems like a good idea.  I mean, it's essentially a nonaddictive performance enhancing drug.  There should be SOME limiting factor there.

 

I dunno.

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Could you look into the

Could you look into the problems with ghoul rampage spawning other creatures, iguana's not being disabled in the cells around megaton and the stalker boars not being disabled when turned off.

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Whatever happened to the MMM

Whatever happened to the MMM-NV plugin? Still a thing?

And was there ever a plugin which added Project Nevada support (I can't really recall since it has been a long time since I last used MMM)?

Also, what exactly does the zMMMzNoAttack faction prevent? Prevention of NPC's getting killed by the new monsters? Would be pretty lame if yes.

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I posted the MMM NV plugin I

I posted the MMM NV plugin I thought somewhere around here.

I don't think it's compatible with the current MMM esm though, I've since fixed a few bugs in it, it has a few more.

As for the faction, I think it's to prevent the creatures from attacking the caravans but I'm not certain about that.

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Would the game become more

Would the game become more unstable / more laggy if I add the MMMHumanoid script to every NPC?

 

scn zMMMzzHumanoid

short iRunLoad

Begin OnLoad
    if iRunLoad == 0 && GetDead == 0
        set iRunLoad to 1
        castimmediateonself zMMMzControlScriptNPC
    endif
End

Begin OnDeath
    castimmediateonself zMMMzSkeletonDecay
End

just strange to see that some NPC's can decay and others can not.

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You can't add the control

You can't add the control script to a lot of NPC's because they have their own scripts, or if you did you would get a spawning loop that would eventually cascade and crash your game.

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The scripts:

The scripts:

zMMMzSpawnLvlOutcastGun

zMMMzSpawnLvlOutcastMelee

zMMMzSpawnLvlOutcastSpecial

zMMMzSpawnLvlOutcastPatrolGun

zMMMzSpawnLvlOutcastPatrolMelee

zMMMzSpawnLvlOutcastPatrolSpecial

have not been compiled and therefore are not enabled.

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I love MMM but one thing I

I love MMM but one thing I always thought it needed is an option to modify increased spawns according to how many companions you have.  If I have 5 companions I can tear into a large group of monsters without issue but if I'm solo, not so much unless it's late game where I'm basically a god.  I usually end up setting MMM to the default preset at the beginning of the game and then changing it to the hardest preset when I hit level 10-15 or so and actually have a few companions.

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anstand wrote:

anstand wrote:

 

The scripts:

zMMMzSpawnLvlOutcastGun

zMMMzSpawnLvlOutcastMelee

zMMMzSpawnLvlOutcastSpecial

zMMMzSpawnLvlOutcastPatrolGun

zMMMzSpawnLvlOutcastPatrolMelee

zMMMzSpawnLvlOutcastPatrolSpecial

have not been compiled and therefore are not enabled.

They are all compiled on my end.

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RoyBatty wrote:

RoyBatty wrote:

 

anstand wrote:

 

The scripts:

zMMMzSpawnLvlOutcastGun

zMMMzSpawnLvlOutcastMelee

zMMMzSpawnLvlOutcastSpecial

zMMMzSpawnLvlOutcastPatrolGun

zMMMzSpawnLvlOutcastPatrolMelee

zMMMzSpawnLvlOutcastPatrolSpecial

have not been compiled and therefore are not enabled.

 

They are all compiled on my end.

Download MMM from the OP and see for yourself.

You probably fixed it for yourself some time ago.

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Ah yeah, I did some stuff to

Ah yeah, I did some stuff to it I'm sure. I don't remember needing to compile any scripts though.

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Can this tetexture pack be

Can this retexture pack be used on fallout 3?

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This is a really minor thing

This is a really minor thing but for anyone that cares for doing the challenges,the Yao Gui challenge wont update on any that you kill with this mod active.Just a head's up for anyone that like's to do them.

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Deathclaw_Mayor16 wrote:This

Deathclaw_Mayor16 wrote:

This is a really minor thing but for anyone that cares for doing the challenges,the Yao Gui challenge wont update on any that you kill with this mod active.Just a head's up for anyone that like's to do them.

Not "any", but "most". Like most other mods that increase spawns and/or add more creatures, they often make their own entries for creatures, including some that already exist. The game, however, is looking for the original form ids rather than the new ones. So you tend to not get credit for killing Yao Gaui/Mole Rats/etc in quests unless the mod adds those new ids to the quest... which none tend to do.

 

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They need added to the form

They need added to the form list.

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RoyBatty wrote:

RoyBatty wrote:

 

Here's that RWED patch btw, since people have been wanting it.

download it here

Hello!  To Roy, or anyone who may know this...  I can't say off the top of my mind where I picked up this file called:  marts_mutant_mod_-_bleed.7z  However, is it safe to believe that this named file is the successor to this one linked in quote?  Or is BLEED and RWED two separate mods and the RWED patch linked still an accurate patch?

Thanks!

EDIT:  I grabbed the .7z file I mentioned from here - https://taleoftwowastelands.com/comment/43048

Reading that page gives me the impression that it is the successor, however, I'm just making sure and also for those who may read all of these comments now into the future with how to make MMM work with TTW.

Kudos for this conversion!!

CyberDanz The public junkie who LOVES Fallout!

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Pupp and I made BLEED to

Pupp and I made BLEED to replace RWD, the MMM - BLEED patch is compatibility patch for MMM

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Thanks, Roy!  I've already

Thanks, Roy!  I've already downloaded BLEED on the FNV Nexus and used the said patch I referred to, along with this copy of MMM per instructions posted.  I've been test playing the combo (MMM, BLEED) since I posted my question.  My God!  I couldn't get off my test play to continue modding!!  lol  I enjoy it that much, and so far, no issues (of course, I haven't tried turning on DPS).  With BLEED and setting 1,3 for increased spawns has been challenging enough so far.  I'm not a hardcore player, and this combo seems to offer a nice little balance adding difficulty without actually playing hardcore.  I can only imagine hardcore.. lol  I'd have to cheat my way through it!

EDIT:  I suppose if hardcore is what someone is after.. then I'd go with PANZER!  That's too much for my plate, though.  And, oh... those HD Textures provided in this thread.. NICE!!

CyberDanz The public junkie who LOVES Fallout!

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So I just need the sounds

So I just need the sounds/textures/meshes from the original right, and none of the ESM or ESP files?  Plus Mart's Mutant Mod.esm and the Mart's Mutant Mod Merged Patch Helper.esp from the TTW conversion?  I'm not using the TTW Reputation plugin.

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Correct. Also make sure you

Correct. Also make sure you delete the mentioned meshes so they don't make the game CTD.

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Thanks.  Works great. 

Thanks.  Works great. 

One thing to note for anyone new to MMM, if you try the presets, you probably do not want to keep all of the settings from the B preset.  I forgot to tweak it and my first encounter with ghouls...  OMG. 

Where there normally would have been 3-5 ghouls, there were probably around 100, many of which came back to life after being killed repeatedly.  Gained several hundred  exp in 1 ghoul encounter...  I tweaked the extra spawn settings, the ghoul rampage setting, and the soft unleveling setting to something a little less extreme for my game.  If you don't want to tweak those settings I would recommend the A preset.

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You might also try Enemy

You might also try Enemy Ranks and Legendaries. The author now makes a TTW version.

http://www.nexusmods.com/fallout3/mods/21868/?

 

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jlf65 wrote:

jlf65 wrote:

 

You might also try Enemy Ranks and Legendaries. The author now makes a TTW version.

http://www.nexusmods.com/fallout3/mods/21868/?

 

Definitely looks interesting.  I do tend to prefer small numbers of strong enemies rather than endlessly spawning weaker enemies.  Apparently there's an incompatibility with MMM though that means no mirelurks will ever spawn anywhere.

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khumak wrote:jlf65 wrote:

khumak wrote:

jlf65 wrote:

 

You might also try Enemy Ranks and Legendaries. The author now makes a TTW version.

http://www.nexusmods.com/fallout3/mods/21868/?

 

 

Definitely looks interesting.  I do tend to prefer small numbers of strong enemies rather than endlessly spawning weaker enemies.  Apparently there's an incompatibility with MMM though that means no mirelurks will ever spawn anywhere.

Yeah, the author has said he'll look into it. I tend to use one or the other, not both. MMM has more to it, but can be a bit much at times. ERL is more simple, but more limited. I do find myself playing with ERL active more often than MMM.

 

Jenova_Prime
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Joined: 06/27/2017 - 20:46
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Should the MMM Configuration

Should the MMM Configuration panel be appearing under apparel in the pip boy or in the MCM? For me its not appearing in either place. 

H_bomba
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I'm not getting a main menu..

I'm not getting a main menu... 
I don't know why it's happening but the main menu just doesn't appear with MMM Active. I followed the instructions!

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