- Form IDs have been recompacted. In that sense it is not backwards compatible. - To be clear, this only applies to this mod's Form IDs. This mod does not apply any edits to the original mod. - Be aware that "not backwards compatible" can manifest itself as invalid ID references. When this happens the engine may replace these spawns with Radroaches. That's what it automatically does as a default when it can't resolve references from a spawn point through its leveled list to the original enemy asset. It doesn't mean the parts aren't there. It means the IDs can't be linked up (because the compactor changed them). - This problem is simply hard to work around. You might add just ONE more Form or object to your mod, and the CK will still generate an ID out of bounds. Its ID generator didn't keep up with and isn't kind to the whole "new" (now old) concept of ESL flagged plugins. - I tested v0.2 on a save that used v0.1 and got Radroaches. I tested on a save that had never seen v0.1 and it works great. - I think I'm happy with the number of spawn points etc in v0.2. I mean to say that I am happy with the things that make new Forms (new IDs). In a next version I would probably refine the leveled list _contents_. This would not require new Form IDs. In other words, I might try to keep those stable for a v0.3. - You might be able to use Resaver to upgrade. Standard procedure. Remove v0.1. Start the game. Make a new save. Stop the game. Clean with Resaver. Start the game. Make a new save. Stop the game and activate v0.2. Start the game. I _have not_ tested this, but this is how I deal with similar mod upgrades in my billion-mod load order. It _might_ work. (What you're trying to do with this procedure is "orphan" those old IDs. Resaver detects the orphans and removes them -- essentially making your save as if it "never saw" v0.1.)
- I find the Heavy units to be challenging. - They haven't been placed anywhere that should ruin your day. The more casual parts of the zone are still casual. - v0.2 starts working with leveled lists, so exactly what spawns you get will be somewhat random.
I really like the idea of having more to do in the Mojave DLC mod. Nothing has happened with that mod for some time now. So this was a cool idea but I covered the entire area and saw no spawns what-so-ever. A shame I really wanted this to work.
You can tell where the one spawn is by the pics. Towards the ruins where all the Cazadors are. Sorry, I didn't mean to make folks run around the whole map. It presently is a non-conditional static encounter, so there are no cases in which they wouldn't spawn. Although that's exactly what I might do in the next rev -- i.e. make a few more spawns and make them less predictable. (I probably would have to move this spawn point anyhow cuz they murder some of the Cazadors.)
If you leave this in your load order (it's a free ESPFE), look at the first pic, notice where the "city" and road are and imagine the Cazador-infested ruins to the left out of frame. If you never see them there or a little further up that road towards the dead-end at the bridge and fence, plz report back.
If they don't show and you use MO2, hover over the plugin name and check to see if "Cyberman.esp" appears as a master. If it doesn't work for you I will fix it, but presently the only reason I can think it wouldn't is if that master relationship is not present. Oh, and if you think you're in the right spot, look for Radroaches. When the engine sees any spawn point without being able to find the master actor assets, it spawns Radroaches (yup, really). If it really doesn't work I will much appreciate your clues.
Thank you most kindly. I will most certainly try this again. Endorsed in any case. To give life to this DLC is a god-send. I rarely take this journey to this area because of how empty it is. I don't build here at all because of that fact. No updates from the developers or even any notion that this will proceed any further. So adding any signs of life is a ray of sunshine and it's highly appreciated. Thanks again for your interest in this venture in any case. And for the quick reply. Endorsed.
Perfect I found them from the photos at the Drive-in. Looking for the saucers now. If you can add a larger amount of enemies or make them harder to kill it would be perfect. Update: Found the saucers. Works as intended.:) More of a challenge if possible. Thank-you for your hard work.
Thank you! I wanted to be sure I was doing this in a correct and reproducible (i.e. you see what I see) way before I went further.
Regarding more, yep.
Regarding making them harder, I will probably leave that to leveled list distribution rather than twiddling stats and equipment. The idea (or sort of unofficial contract with the original author's work) is that I don't make them significantly different than the ones they spawn in the Commonwealth. Probably.
9 comments
- Form IDs have been recompacted. In that sense it is not backwards compatible.
- To be clear, this only applies to this mod's Form IDs. This mod does not apply any edits to the original mod.
- Be aware that "not backwards compatible" can manifest itself as invalid ID references. When this happens the engine may replace these spawns with Radroaches. That's what it automatically does as a default when it can't resolve references from a spawn point through its leveled list to the original enemy asset. It doesn't mean the parts aren't there. It means the IDs can't be linked up (because the compactor changed them).
- This problem is simply hard to work around. You might add just ONE more Form or object to your mod, and the CK will still generate an ID out of bounds. Its ID generator didn't keep up with and isn't kind to the whole "new" (now old) concept of ESL flagged plugins.
- I tested v0.2 on a save that used v0.1 and got Radroaches. I tested on a save that had never seen v0.1 and it works great.
- I think I'm happy with the number of spawn points etc in v0.2. I mean to say that I am happy with the things that make new Forms (new IDs). In a next version I would probably refine the leveled list _contents_. This would not require new Form IDs. In other words, I might try to keep those stable for a v0.3.
- You might be able to use Resaver to upgrade. Standard procedure. Remove v0.1. Start the game. Make a new save. Stop the game. Clean with Resaver. Start the game. Make a new save. Stop the game and activate v0.2. Start the game. I _have not_ tested this, but this is how I deal with similar mod upgrades in my billion-mod load order. It _might_ work. (What you're trying to do with this procedure is "orphan" those old IDs. Resaver detects the orphans and removes them -- essentially making your save as if it "never saw" v0.1.)
- I find the Heavy units to be challenging.
- They haven't been placed anywhere that should ruin your day. The more casual parts of the zone are still casual.
- v0.2 starts working with leveled lists, so exactly what spawns you get will be somewhat random.
Rascal's Cybermen don't leave home without 'em.
If you leave this in your load order (it's a free ESPFE), look at the first pic, notice where the "city" and road are and imagine the Cazador-infested ruins to the left out of frame. If you never see them there or a little further up that road towards the dead-end at the bridge and fence, plz report back.
If they don't show and you use MO2, hover over the plugin name and check to see if "Cyberman.esp" appears as a master. If it doesn't work for you I will fix it, but presently the only reason I can think it wouldn't is if that master relationship is not present. Oh, and if you think you're in the right spot, look for Radroaches. When the engine sees any spawn point without being able to find the master actor assets, it spawns Radroaches (yup, really). If it really doesn't work I will much appreciate your clues.
And for the quick reply. Endorsed.
Update:
Found the saucers. Works as intended.:)
More of a challenge if possible. Thank-you for your hard work.
Regarding more, yep.
Regarding making them harder, I will probably leave that to leveled list distribution rather than twiddling stats and equipment. The idea (or sort of unofficial contract with the original author's work) is that I don't make them significantly different than the ones they spawn in the Commonwealth. Probably.
Please tell me if this approach doesn't work or causes any problems. Thanks.
UPDATE: Got myself the fixes so that I shouldn't need to do this anymore.
https://www.nexusmods.com/fallout4/mods/51165