I'm aware that after disabling and uninstalling the mod, the the creatures still remain in the character save but, if the mod is disabled and uninstalled will a new save game continue as normal with the normal creatures?
I wish a modular version (one esp for each creature or group of creature) was released to better control what pests spawn. I mean i dont like the feral gohul replacements (trogs mainly), but i did like the aliens and the humanoids.
make sure to clean save as creatures added to leveled lists will stay in your save file even after uninstalling. Nice idea but all I see is packs of albino rad scorpions at every turn. I did get the scripted spawning to stop after uninstalling by disabling the "enabled" flag on the scripts in fo3edit and then console restarting the quest.
I'd started a new game and noticed aliens were spawning and I decided on this playthrough I wasn't going to use this mod so went to uncheck it in FOMM but then saw it already was? Well I've had it where I had made a merge patch before and unchecked the main esp but forgot to uncheck my merge patch so I checked and I don't have a merge patch.
So somehowit's still spawning dlc creatures even though the esp isn't in the load order anymore and I've started a brand new game. I see below that others have also reported something similar but I hadn't see anyone mention it continuing even through a new game so I thought I'd mention it.
Well, as much as I like the idea, I've run into some severe problems with this mod. When I had it loaded, none of the Mirelurks or Super Mutants along the river (except for those scripted on the Skybridge) appeared. But no new monsters in their place either. Pretty deserted feel then, eh? ;-)
Once I removed the mod (and spent 3 days inside), the Lurks and Mutants were back where they were supposed to be. So far so good, but out in the Wasteland, only DLC creatures keep spawning but none of the original creatures seem to appear (except for several molerats but those may actually be scripted or put in individually) - and that with the mod removed from the load order.
Now, I even have a basic grasp of some GECK stuff, having worked with it in the past, but I cannot access it right now. And honestly I wouldn't even know which scripts to remove the DLC creatures from.
So, it would be awesome if the author could provide us with an explanation of how to effectively "undo" the mod? Do we really need the GECK installed or could this also be accomplished through FO3Edit?
As far as I can tell by reading the description this mod is basically all scripted. Basically meaning... you'll have to make a new save. Scripts can be very hard to remove from your game.
Ive got a little problem, I uninstalled the mod a few days ago and waited for 4 days, then kept playing - and the DLC creatures still keep showing up all over the wastes! And I cant walk for a minute without bumping into aliens or point lookout's baddies, while other mods' creatures barely show up... Did this script get incorporated in my savegame or something? How do I remove it? Thank you
I also noticed that...Also Ironman you may want to leave instructions on how can we edit your file so that Chimera Tanks no longer spawn indoors if you don't want to do it...
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So somehowit's still spawning dlc creatures even though the esp isn't in the load order anymore and I've started a brand new game. I see below that others have also reported something similar but I hadn't see anyone mention it continuing even through a new game so I thought I'd mention it.
Once I removed the mod (and spent 3 days inside), the Lurks and Mutants were back where they were supposed to be. So far so good, but out in the Wasteland, only DLC creatures keep spawning but none of the original creatures seem to appear (except for several molerats but those may actually be scripted or put in individually) - and that with the mod removed from the load order.
Now, I even have a basic grasp of some GECK stuff, having worked with it in the past, but I cannot access it right now. And honestly I wouldn't even know which scripts to remove the DLC creatures from.
So, it would be awesome if the author could provide us with an explanation of how to effectively "undo" the mod? Do we really need the GECK installed or could this also be accomplished through FO3Edit?