Work continues on NPC/Creature re spawns but still a long way to go. With NPCs I am currently setting up max lvls 80, 85 and 90 depending on what the NPC is. Missiles, guns etc. Haven't started creatures yet. tons of templates involved. NPC has the most.
Ok I am finally back home from all my medical issues. I'm feeling pretty good. My left hand is still a little screwed up but much better so I am back to editing the NPC/Creature respawns but its going to take a lot of time. Many many templates to edit. The grey area is balance issues. The health of the NPC/creature increases with leveling so do I want everything to level to 100? I currently don't think that's a good idea. Getting mobbed by lvl 100 raiders or death claws could be a real problem. Weapons don't level after a certain point. They are balanced for a max lvl 30.
I did some editing for troubleshooting that shows me the level of the target and the template that spawns it. Example normally the target info shows "Raider" Now it shows "Raiderlvl20G" which means its a lvl 20 NPC from a template that spawns gun equipped raiders.
I think its actually better than just "raider" and I am thinking about leaving the names in the mod when it is finished.
MMM spawns are pretty weirdly coded. They basically overwrite the vanilla spawn points with MMM ones. Not bashing MMM, but that is something to keep in mind
yeah but i have lots and lots of spawns. even if they overwrite a few no big deal. I'm getting healthy raider spawns and I think I have figured out the templates for adding levels. I have made 1 lvl 15 and 1 lvl 20 raider template. Problem is testing. Unfortunately I seem to have had a minor relapse on my stroke. My left hand is just a blob hanging of my wrist right now. I need both hands to play so I cant do a real combat test. I have loaded the game and ran around Springfield looting and have made trips to Rivet City with no crashes so at least the game accepts the templates generally speaking. At least the game loads and will play without crashing
I'm going out of town for awhile to a friends house. He wants me to visit his Dr for this stroke thing. My friend had a fairly bad one about 6 months ago. We live In Asia. Hard to find trustworthy care over here. My buddy has been here 30 years and this is his long time family Dr.I'm taking my laptop so I will still be working on the Mod.
I would really like to find out If I solved the Leveling issue. Need to kill some raiders to see how the game handles the new templates. But will have to wait until my hand starts cooperating again.
You absolutely should bash MMM, it's a terribly buggy old mod which (in addition to conflicting with many other mods), will sooner or later break something in the game. Just read some of the thousands of comments (note no bugs tab, always a warning sign).
Yeah Thats true MMM is buggy and its a very old mod. If you know basic editing adding any esm/esp to this mod for re pawning is really simple. Its nothing but setting the re spawn flag in the NPC/Container ID box. Even if you dont know how to edit templates to re spawn there are still plenty of independent re spawns to keep your game interesting. But once you do that the mod will show a dependency on the added esm and if that esm depends on lots of third party meshes Nifs and textures the game will most likely crash if that esm is not always active in your load order,
It does appear that my adding of AWOP and MMM esms is causing conflicts with people who may not have those particular mods so i am now only using the standard game and official DLC esms, better deal for everyone. No matter where in your load order you put this mod you will get plenty of re spawns.
Lol True that but in its day it was the top mod. The bugs are more from the GECK than the actual mod itself. The GECK is extremely buggy which causes buggy mods. That's why I never got into level modding. I don't have the patience to deal with all the glitches. I started playing Bethesda back with Morrowind. This is the same base edit program for Morrowind and it still has the same bugs and clumsy interface/features. Bethesda never fixes their bugs. Each game they just update the original editor to fit the new games.
They should release the source code for the editor. 3rd party programmers could produce a powerful solid tool. The GECK is already powerful. Its just to buggy.
I'm up to lvl 35 raiders in my experimental template. I'm going to jump 10 lvl's at a time from here. 45 55 etc just not sure yet how high to go. maybe stop at 85 or 95. Depends on how powerful they get. Looks like skill wise 100 will always be max but their health increases with level. I looked at the MMM Behemoth. 2000 health. I don't think we want mobs of 2000 health enemies running around .
I renamed the NPCs to show what template they spawn from and what level they are. Curious if people may not actually like that? I was going to edit out my markers but got to thinking maybe it might be an interesting feature. I know other modders would find it useful because any issue you know exactly which template and level to check.
I am currently swamped with real life drama right now and haven't had much time for the mod. I am spending a lot of time with medical testing and I am not even at home right now and not sure even when I will be home again. Depends on the Dr's assessment of my tests, I should know more in a few days. Just hoping he doesn't recommend hospitalization. It's a very real possibility.
I have had the chance to test a few new raider NPC templates and they are spawning in the game so it works but I just can't get the time to edit the rest of the templates and test. If the doctor doesn't hospitalize me I hope to be back in my own house in about a week. looking forward to getting home.
I had my final consult with the doctor yesterday. My stroke was not caused by blood clots. I have no internal bleeding but I do have arteriosclerosis which is what caused the problem due to calcification of blood vessels. I will have to take several medications but the doc says I should live a long and healthy life as long as I follow medical instructions.
Still stuck here for awhile though working on a Veterans claim. My buddy collects from the VA and he took me to see some vet counselors who believe i should qualify. More doctors more paper work but if I can get approved I can use the VA for prescriptions and medical needs which would be a very good deal for me.
My left hand is still screwed up but doctor says that with medication that will clear up.
THERE IS AN EDITING ERROR IN THE VANILLA CARRY WEIGHT MOD.
I forgot to clear the re spawn flags in the 2 storage dumpsters outside the Megaton Town main gate. Newest uploaded file corrects that error. My sincere apologies for the oversight.
I have hit a brick wall on adding new levels to templates. There is 0 information on how to properly do it. All kinds of info on everything except editing templates. I was hoping that just linking to existing templates would use the already existing spawn points but it doesn't look like the templates are recognizing my templates.
It looks like the game wants you to physically place each NPC into the game. I dont know. Like I said I cant find any info. Lots of info on adding a single generic NPC which does involve physical placement but nothing on adding or editing templates. Not on youtube, not on the geck wiki, not in the nexus geck forum nowhere.
I do have the NPC Creature respawn itself finished. Just cant add new levels yet.
it looks like i am going to have to take some forced time off from the mod for awhile. it appears that i suffered some kind of stroke this morning. my left arm is totally useless. just hanging like a wet noodle. this afternoon some function did return to my left hand but very limited. i feel good. i really don't know what happened. one minute i was fine next I wasn't. I had just posted the vanilla mod and then got like this strange dizzy feeling and when it passed presto i was left like this. mini stroke i think. i can still edit one handed,. just going to take more time,
Actually freaked the wife out more than it did me. I seem to have full physical functionality restored today but my speech is still slurred. That seems to be slowly returning over time though also. When the event actually happened I couldn't communicate an understandable sentence. That was pretty freaky. You have the words in your brain but everything comes out garbled.
But anyway I need something to do something with myself so I'm back to playing around with this thing.
Did the new upload fix your crash problems?
What I am going to do from here on out is only use the Main and the DLC ESMs just to be safe. Even in my own game I had a weird issue today.
I use left mouse for movement. I was using the crafting bench in the crater side store and all of a sudden my character couldn't move. Stuck in place. I thought damn is my in game character having a stroke now to! So I go and check game settings and my movement selection was blank. Somehow it simply deselected itself. I have never had that happen before. I use a work bench mod. Optimal workbench i think it is called. If that mod caused the issue or not I don't know.
The plan right now is to simply set all the NPC/Creature flags to respawn, essential, or leave them alone. Because of certain player choices in the game it may not be wise to set certain NPC to respawn. When I think about it now leave the essentials alone to. If people want essential caravans etc there are other mods that can do that.
After I get all that working then I will look at adding lvls above the 30+ level. Going through the templates I did see just a very few set to lvl 42 characters. One of those is the Albino Scorpion you mentioned.
There is a setting called calculate to level in the templates. I am hoping that setting auto adjusts the health etc stats for the spawned character. If not then that means every character added above lvl 30 will have to be stats edited by hand.
Yeah, the new version did help in the crashing, so thanks a bunch for that. I also encountered the same bug where I would use the workbench and the PC would stutter for a second than return to normal (tested after I saw this post) I think it might be that workbench mod your using, because when the PC stutters after exiting the workbench, thats normal fallout game engine.
That's what I was thinking too setting all the NPCs to spawn back might be a bad idea (if the 101 overseer is dead, it would break the game if he spawned back in) plus other mods takes care of that respawn system.
Just a side note, I recently downloaded this mod (Treasure Maps_A Fist Full of Caps https://www.nexusmods.com/fallout3/mods/2090?tab=posts&BH=2) Its really fun, and challenging. I wonder if the respawn system would respawn these treasure loots (if that's the case, I'll be rolling in caps LOL)
That would make sense to have a level calculator and have ads spawn in accordingly. That way you can balance it out and the open-world won't be completely offset by high level enemies.
Keep up the good work and hope you get better every day!!!
Ok Added a clean GOTY only version. No other ESMs in it. That just means it wont respawn MMM or AWOP content. MMM has a fairly large Respawn base anyway so your MMM respawn mod should give you enough MMM content.
Well the good news is I have found what was causing the problems in my game and it had nothing to do with this mod. Mod is clean and safe.
My issue was from left over files from a Vortex uninstall.
If you ever decide to uninstall Vortex you should also reinstall the entire game for good measure. Do not save any mods downloaded to/by Vortex. What happens is Vortex adds a file to every folder in your textures, meshes etc in the game Data folder. That's hundreds of files with remaining Vortex tags. If you have the patience you can go through every folder and manually delete the Vortex file but that will be very time consuming.
Now that I have all new clean files the game is running normally again.
Cool! So I guess it was a vortex thing. I've since haven't had any crashes (so maybe it wasnt a conflict with MMM)... I'm gonna try the version you just posted, and see if that works alright too.
I would think you would be fine with Vortex. The issue stems from installing/uninstalling of plugins with Vortex. By that I mean the complete removal of a plugin. In your case you should just use the enable/disable function for plugins. The issue doesn't show up as a conflict in the FO3Edit tool because the tool is designed to only read esm/esp files. Its not going to show any stray Vortex files.
The new file is just a re balance of already existing changes. To me the caps seemed excessive in some cases because the vendors by design do level with the player. My intent was to create a comfortable amount of caps available for a large inventory sale due to the high carry weight especially during the early game period. As the vendors level more caps will become available in their inventories. Vendor caps level up every few levels up to level 20 .
I should add the only way this mod can really conflict with another mod is if that mod is also a re spawn type mod. It could cause erratic behavior in the game resulting in a crash.
I see, to that end. When the containers that respawn, would that break the game in any way?
Also, I've tried other leveling mods in the past, and since they scale to the PC, the only type of enemies seen after level 30 would be super mutant overlords, albino radscorpions, and deathclaws. Will this also be the same case? I've just started a new playthrough and only at lvl 11
It shouldn't. It would be very rare in the sense of causing crashes. Breaking quests could be a problem though. That would happen if I accidentally edited a quest item chest that actually caused the quest item to be overwritten and never spawn in the first place but again even that is rare. My own work I check everything in FO3Edit to make sure such things don't happen. But in modding anything is possible no matter how remote that possibility may be. Wish I could get some feed back from others but so far you are the only one giving me any info and it is much appreciated.
Another issue that causes problems with Bethesda games is saved games and to be honest i have no idea how to fix those kinds of problems. They do have save game edit tools but I have never used them. An example of saved game issues was a famous animation bug in Oblivion. Some one with the skills tracked it to the save games and created a file that actually had to be placed in the save game folder itself to fix it. Brilliant work. All those modders have moved on to other games now.
Bethesda games are extremely bugged. The company owes a great debt to the modding community because it is the advanced modders that actually fix their games.
Editing NPCs to respawn is a bit of a different story. Even in the regular game there are issues with the standard NPC re spawns. Bethesda has always had re spawning issues and sometimes those can cause crashes even without mods.
As to your lvl 100 question I have never played past level 30 myself but you bring up an interesting point I wasn't aware of. At first glance it seems like an easy fix. Time consuming but fixable. I could just add templates that spawn higher level matching NPC characters. Could be challenging but could be interesting and fun to.
When you went into the higher levels did the creatures become so weak that they were no longer even a threat? Fish in a barrel isn't much fun with out some great whites to give a challenge to the player.
Yeah this could get real interesting. Would have to scale the weapons dmg to. Sounds like a fun project.
Gotcha, yeah my only concern would be certain containers that have quest items would break since they respawn, but imo its more of the issue with how the game engine handles respawn of containers. So far, it seems safe. I installed the second version of your mod, waited 72 in game hours and all the containers have respawned.
Here's a thought, how about respawing the items that would lay around in tables or out in the open world (for example, a whisky bottle that was sitting in a raider outpost that the PC picks up. If you wait 72 hours, the same whisky bottle would be in the exact same position on the table in the raider outpost. Just a thought....)
with the level being higher than 30, it was the exact opposite, the enemies scale higher than the PC (in addition to playing in the hardest difficulty and high enemy scaling in MMM) I was getting one-shotted by raiders and radscorpions around lvl 40ish. And to that end in Fallout 3, the NPC's dont scale to the enemy NPC, so they will quickly die as well. I saw that after a certain level when spawn points occur right outside of megaton, the caravan crew would get destroyed by a deathclaw.
There used to be a cell re spawn mod available. I downloaded it and it never seemed to work. I would love to figure it out. Good feed back on the level 30+ issue. I spent today working on a basic NPC re spawn. Getting ready to test it out. Hopefully the game engine won't conflict with it. If it does well game over. But I don't think it will. Gonna find out in a minute.
That cell mod maybe it only changed the time it takes for creature re spawns. It was just a single game setting edit.
So I used console commands to force my PC past lvl 30. the first time I did, the game crashed, but I think thats up to the game engine. So I tried it again, and this time it worked, but so far the spawn points seem like they were if the PC was at lvl 30... just wanted to point that out.
So it sounds like the mod you were using before did add something to NPC scaling if you were getting one shotted at lvl 40. That's good. So it can be done. I have a 30+ plus mod laying around in my unused mods folder. Never looked at it to see if there were any other edits besides the level modifier. I will have to take a look later.
I am very low level still because of all the editing I am doing but I did Grey Ditch and started Mine Field last night. I'm almost lvl 6 and the game ran very smooth. No issues at all so far with the current NPC edits. I'm almost lvl 6. These edits were the easy ones. I didn't have to edit any templates for these. Now comes the harder task of getting into templates for creatures and NPCs. First create a complete stable re spawn esp then I will worry about any other edits later.
It sounds like when Bethesda removed the lvl cap they removed it completely. I wondered if they did the same for the NPCs. But from the engine perspective that's all good news.
MultiMod is capable of supporting re spawn in the AWOP mod. If you dont have AWOP installed it simply doesn't use the files.
Not an issue.
If you haven't ever tried an AWOP mod you might really like it. He became famous with FNV and then he did this mod for FO3. No added meshes no textures. He use only stuff already in the game and he creates incredible levels. Tough levels to.
With his mod, and many others really. There can be occasional crash issues with doorways. Thats mostly because the GECK is really difficult to use for designing levels. The only thing with more bugs than Bethesda Games is the GECK modding tool that comes with the games.
I tried AWOP, imo its just too much, and coupled with another mod im using We Want More, which does similar things to AWOP,
My issue is that upon the loading screen of FO3, it will say that this mod depends on AWOP (saying that missing the AWOP master file), and then exits the game, before I even load a save
Im putting together a vanilla GOTY files only version. No other Masters. Should be done in a few hours. Not sure why its throwing the AWOP error now. Awop is part of the original upload. You have been playing with that ESM in the file the whole time. But the game is famous for throwing curve balls so lets eliminate all non GOTY esms and see what happens
Yes I to am getting crashes now to. Is it with the vendors? I am looking into it now. I have a post up on the forum in Geck modders forum. If its not the vendors then your issue is different than mine, Are you using Vortex?
If your issue is not with the vendors then is the Mod loading last? This version should have no issues with MMM.
I think I got an idea: make separate esps for each area. such as a one esp for increased vendor caps, one esp for leveling, and one esp for respawn, etc. That way each separate esp can be isolated and debugged. You can include the full package for modders that have no issue and want the full package as well.
Back before the FO3Edit mod that is exactly what modders had to do. Small independent esp to make trouble shooting easier which was still extremely difficult because you had no debugger or conflict tools. Just the human eye searching every nook and cranny for where the problem could be. Then came FO3 edit and some other tools and things improved massively. With this tool 5 edits or 5000 edits you can find an issue easy. Which is my current problem. According to FO3Edit there are no issues. There is nothing esm/esp wise that is conflicting with the vendors. Unless a changed container is truly unique or quest specific there shouldn't be any issues and even then it shouldn't be a crash issue. It will simply mean you cant finish a quest or an NPC is missing required inventory.
My suspicion for my problem is it came from Vortex. Vortex is very nice if you are just downloading mods. But if you are editing it becomes a problem. It is difficult to remove older version plugins and the overwrite function for the newest edit doesn't always work. I couldn't at first understand why my edited esps were showing such weird behavior in game. Then I found out the old ones were not actually uninstalled. I looked on line and saw lots of complaints about how Vortex was overwriting with old info. So now I have switched to NMM which is much nicer for modding.
This mod adds no textures meshes etc where problems usually arise. This mod is very simple. You just set a re spawn flag and change a count number in the vendor chest. Thats it. I have been making this mod for every Bethesda game since Morrowind and this is the first time I have had an issue with it. I have an FNV mod on nexus that is apparently still active. I haven't checked on that one in ages and it was actually a little more advanced than this one. Never had an issue with it.
I thought I had completely uninstalled Vortex but then last night I found in my Data folder meshes, textures etc files every folder has a Vortex management tag file in it. Hundreds of these tags across all the folders so that could be why I am still having problems. I just finished doing a complete new game install.
41 comments
I did some editing for troubleshooting that shows me the level of the target and the template that spawns it. Example normally the target info shows "Raider"
Now it shows "Raiderlvl20G" which means its a lvl 20 NPC from a template that spawns gun equipped raiders.
I think its actually better than just "raider" and I am thinking about leaving the names in the mod when it is finished.
Thoughts?
I'm going out of town for awhile to a friends house. He wants me to visit his Dr for this stroke thing. My friend had a fairly bad one about 6 months ago. We live In Asia. Hard to find trustworthy care over here. My buddy has been here 30 years and this is his long time family Dr.I'm taking my laptop so I will still be working on the Mod.
I would really like to find out If I solved the Leveling issue. Need to kill some raiders to see how the game handles the new templates. But will have to wait until my hand starts cooperating again.
It does appear that my adding of AWOP and MMM esms is causing conflicts with people who may not have those particular mods so i am now only using the standard game and official DLC esms, better deal for everyone. No matter where in your load order you put this mod you will get plenty of re spawns.
They should release the source code for the editor. 3rd party programmers could produce a powerful solid tool. The GECK is already powerful. Its just to buggy.
I'm up to lvl 35 raiders in my experimental template. I'm going to jump 10 lvl's at a time from here. 45 55 etc just not sure yet how high to go. maybe stop at 85 or 95. Depends on how powerful they get. Looks like skill wise 100 will always be max but their health increases with level. I looked at the MMM Behemoth. 2000 health. I don't think we want mobs of 2000 health enemies running around .
I renamed the NPCs to show what template they spawn from and what level they are. Curious if people may not actually like that? I was going to edit out my markers but got to thinking maybe it might be an interesting feature. I know other modders would find it useful because any issue you know exactly which template and level to check.
Just hoping he doesn't recommend hospitalization. It's a very real possibility.
I have had the chance to test a few new raider NPC templates and they are spawning in the game so it works but I just can't get the time to edit the rest of the templates and test. If the doctor doesn't hospitalize me I hope to be back in my own house in about a week. looking forward to getting home.
Still stuck here for awhile though working on a Veterans claim. My buddy collects from the VA and he took me to see some vet counselors who believe i should qualify. More doctors more paper work but if I can get approved I can use the VA for prescriptions and medical needs which would be a very good deal for me.
My left hand is still screwed up but doctor says that with medication that will clear up.
THERE IS AN EDITING ERROR IN THE VANILLA CARRY WEIGHT MOD.
I forgot to clear the re spawn flags in the 2 storage dumpsters outside the Megaton Town main gate. Newest uploaded file corrects that error. My sincere apologies for the oversight.
It looks like the game wants you to physically place each NPC into the game. I dont know. Like I said I cant find any info. Lots of info on adding a single generic NPC which does involve physical placement but nothing on adding or editing templates. Not on youtube, not on the geck wiki, not in the nexus geck forum nowhere.
I do have the NPC Creature respawn itself finished. Just cant add new levels yet.
Hope ya feel better!!
But anyway I need something to do something with myself so I'm back to playing around with this thing.
Did the new upload fix your crash problems?
What I am going to do from here on out is only use the Main and the DLC ESMs just to be safe. Even in my own game I had a weird issue today.
I use left mouse for movement. I was using the crafting bench in the crater side store and all of a sudden my character couldn't move. Stuck in place. I thought damn is my in game character having a stroke now to! So I go and check game settings and my movement selection was blank. Somehow it simply deselected itself. I have never had that happen before. I use a work bench mod. Optimal workbench i think it is called. If that mod caused the issue or not I don't know.
The plan right now is to simply set all the NPC/Creature flags to respawn, essential, or leave them alone. Because of certain player choices in the game it may not be wise to set certain NPC to respawn. When I think about it now leave the essentials alone to. If people want essential caravans etc there are other mods that can do that.
After I get all that working then I will look at adding lvls above the 30+ level. Going through the templates I did see just a very few set to lvl 42 characters. One of those is the Albino Scorpion you mentioned.
There is a setting called calculate to level in the templates. I am hoping that setting auto adjusts the health etc stats for the spawned character. If not then that means every character added above lvl 30 will have to be stats edited by hand.
Yeah, the new version did help in the crashing, so thanks a bunch for that. I also encountered the same bug where I would use the workbench and the PC would stutter for a second than return to normal (tested after I saw this post) I think it might be that workbench mod your using, because when the PC stutters after exiting the workbench, thats normal fallout game engine.
That's what I was thinking too setting all the NPCs to spawn back might be a bad idea (if the 101 overseer is dead, it would break the game if he spawned back in) plus other mods takes care of that respawn system.
Just a side note, I recently downloaded this mod (Treasure Maps_A Fist Full of Caps https://www.nexusmods.com/fallout3/mods/2090?tab=posts&BH=2) Its really fun, and challenging. I wonder if the respawn system would respawn these treasure loots (if that's the case, I'll be rolling in caps LOL)
That would make sense to have a level calculator and have ads spawn in accordingly. That way you can balance it out and the open-world won't be completely offset by high level enemies.
Keep up the good work and hope you get better every day!!!
Happy New Year!!!
Ok Added a clean GOTY only version. No other ESMs in it. That just means it wont respawn MMM or AWOP content. MMM has a fairly large Respawn base anyway so your MMM respawn mod should give you enough MMM content.
My issue was from left over files from a Vortex uninstall.
If you ever decide to uninstall Vortex you should also reinstall the entire game for good measure. Do not save any mods downloaded to/by Vortex. What happens is Vortex adds a file to every folder in your textures, meshes etc in the game Data folder. That's hundreds of files with remaining Vortex tags. If you have the patience you can go through every folder and manually delete the Vortex file but that will be very time consuming.
Now that I have all new clean files the game is running normally again.
The new file is just a re balance of already existing changes. To me the caps seemed excessive in some cases because the vendors by design do level with the player. My intent was to create a comfortable amount of caps available for a large inventory sale due to the high carry weight especially during the early game period. As the vendors level more caps will become available in their inventories. Vendor caps level up every few levels up to level 20 .
Also, I've tried other leveling mods in the past, and since they scale to the PC, the only type of enemies seen after level 30 would be super mutant overlords, albino radscorpions, and deathclaws. Will this also be the same case? I've just started a new playthrough and only at lvl 11
Another issue that causes problems with Bethesda games is saved games and to be honest i have no idea how to fix those kinds of problems. They do have save game edit tools but I have never used them. An example of saved game issues was a famous animation bug in Oblivion. Some one with the skills tracked it to the save games and created a file that actually had to be placed in the save game folder itself to fix it. Brilliant work. All those modders have moved on to other games now.
Bethesda games are extremely bugged. The company owes a great debt to the modding community because it is the advanced modders that actually fix their games.
Editing NPCs to respawn is a bit of a different story. Even in the regular game there are issues with the standard NPC re spawns. Bethesda has always had re spawning issues and sometimes those can cause crashes even without mods.
As to your lvl 100 question I have never played past level 30 myself but you bring up an interesting point I wasn't aware of. At first glance it seems like an easy fix. Time consuming but fixable. I could just add templates that spawn higher level matching NPC characters. Could be challenging but could be interesting and fun to.
When you went into the higher levels did the creatures become so weak that they were no longer even a threat? Fish in a barrel isn't much fun with out some great whites to give a challenge to the player.
Yeah this could get real interesting. Would have to scale the weapons dmg to. Sounds like a fun project.
Here's a thought, how about respawing the items that would lay around in tables or out in the open world (for example, a whisky bottle that was sitting in a raider outpost that the PC picks up. If you wait 72 hours, the same whisky bottle would be in the exact same position on the table in the raider outpost. Just a thought....)
with the level being higher than 30, it was the exact opposite, the enemies scale higher than the PC (in addition to playing in the hardest difficulty and high enemy scaling in MMM) I was getting one-shotted by raiders and radscorpions around lvl 40ish. And to that end in Fallout 3, the NPC's dont scale to the enemy NPC, so they will quickly die as well. I saw that after a certain level when spawn points occur right outside of megaton, the caravan crew would get destroyed by a deathclaw.
Good feed back on the level 30+ issue. I spent today working on a basic NPC re spawn. Getting ready to test it out. Hopefully the game engine won't conflict with it. If it does well game over. But I don't think it will. Gonna find out in a minute.
That cell mod maybe it only changed the time it takes for creature re spawns. It was just a single game setting edit.
I am very low level still because of all the editing I am doing but I did Grey Ditch and started Mine Field last night. I'm almost lvl 6 and the game ran very smooth. No issues at all so far with the current NPC edits. I'm almost lvl 6. These edits were the easy ones. I didn't have to edit any templates for these. Now comes the harder task of getting into templates for creatures and NPCs. First create a complete stable re spawn esp then I will worry about any other edits later.
It sounds like when Bethesda removed the lvl cap they removed it completely. I wondered if they did the same for the NPCs. But from the engine perspective that's all good news.
Not an issue.
If you haven't ever tried an AWOP mod you might really like it. He became famous with FNV and then he did this mod for FO3. No added meshes no textures. He use only stuff already in the game and he creates incredible levels. Tough levels to.
With his mod, and many others really. There can be occasional crash issues with doorways. Thats mostly because the GECK is really difficult to use for designing levels. The only thing with more bugs than Bethesda Games is the GECK modding tool that comes with the games.
My issue is that upon the loading screen of FO3, it will say that this mod depends on AWOP (saying that missing the AWOP master file), and then exits the game, before I even load a save
If your issue is not with the vendors then is the Mod loading last? This version should have no issues with MMM.
My suspicion for my problem is it came from Vortex. Vortex is very nice if you are just downloading mods. But if you are editing it becomes a problem. It is difficult to remove older version plugins and the overwrite function for the newest edit doesn't always work. I couldn't at first understand why my edited esps were showing such weird behavior in game. Then I found out the old ones were not actually uninstalled. I looked on line and saw lots of complaints about how Vortex was overwriting with old info. So now I have switched to NMM which is much nicer for modding.
This mod adds no textures meshes etc where problems usually arise. This mod is very simple. You just set a re spawn flag and change a count number in the vendor chest. Thats it. I have been making this mod for every Bethesda game since Morrowind and this is the first time I have had an issue with it. I have an FNV mod on nexus that is apparently still active. I haven't checked on that one in ages and it was actually a little more advanced than this one. Never had an issue with it.
I thought I had completely uninstalled Vortex but then last night I found in my Data folder meshes, textures etc files every folder has a Vortex management tag file in it. Hundreds of these tags across all the folders so that could be why I am still having problems. I just finished doing a complete new game install.