12/14/2024: I finally got around to updating for the 1.4+ version of MM. This update adds the Giant Ant variants into the leveled lists I modified with this file.
2/24/2024: I can confirm that this mod is still compatible with the latest version of Mutant Menagerie - Life Finds a Way (version 1.3). The latest update doesn't change the leveled lists I modify here so you'd still want this mod or one like it if you don't want radroaches in Vault 111 potentially replaced with harder opponents. EDIT: Whelp, on further testing there are two more leveled lists that were added with 1.3 that partially mitigated my changes (Del20_LCharLadybugInjected [LVLN:05120790] and Del20_LCharRadRoachAmbushInjector [LVLN:050E4B1A]). I've added them to the latest version which I'll be putting up in a few minutes.
My problem is that even though this will get rid of the boom bugs in the opening, it won't get rid of the ones outside. And the boom bugs are invisible for some reason.
Hypothetically, this mod will keep randomly spawning boombugs from spawning until you hit level 5. Now, it is true that if there are any fixed spawn points that will always spawn a boombug, this mod won't affect that.
The invisibility issue is likely due to a texture/mesh issue with the boombugs on your installation. Could be a bad install for MM, or a mod that changes the texture/mesh paths for boombugs. Leveled lists have no effect on textures/meshes.
Do you mean to prevent spiders from spawning, or replace the model of spiders with another model? Both should be doable. The issue with removal would be that you could fairly easily remove them from the leveled lists, but the hand-placed spawns would be very tedious to find and remove. Best bet would be for a texture artist (which I unfortunately am not), or even MM's author, to do replacer textures for the spiders to make them not look like spiders.
So, I don't think it is this mod, but shortly after installing this mod, radroaches all appear to be showing up as really small, almost real-size, not radroach size. I cannot find anything else that would have affected the size of the bug, but even after uninstalling this mod and Mutant Menagerie, they are still small and I do not have any other mods that affect creatures. Does anyone have any thoughts on the issue?
Yeap, that's how the mod works if your character is below level 5. The mod should have no effect after your reach level 5. I arbitrarily picked level 5, but you can change that to a lower level if you'd like in xEdit.
The way the leveled lists work with Mutant Menagerie, leeches, bee swarms, boom bugs, small radscorpions, stingwings, cave crickets, etc can all spawn at level 1 for any given "bug" spawn trigger (including during the initial escape from vault 111). This mod ups the level trigger of those spawns to level 5. Unfortunately there isn't a less invasive way to go given how Mutant Menagerie changes spawns that I was able to find.
I've added an image to the mod if you want to revert any of the leveled list changes in your copy, though doing so will result in a more difficult play experience (which I know a lot of people look for).
I still ended up with 1 large boombug in vault 111, on the wall right before you enter the room with the pipboy. Atleast 1 in this hallway consistently spawns for me.
So, I've run the vault about 30 times in testing and wasn't able to get anything other than radroaches to spawn. Now, it's possible that you have another mod that modifies the same Leveled NPC records that I'm changing here that reverts the changes I've made. It's also possible that the Deep Edits version has another Leveled NPC record that I'm not aware of that I missed (though I wasn't able to find anything when I checked it). Also, if you're (somehow) over level 5 when you first exit the cryopod, this mod won't have an effect on the script spawning list.
Also also, if you aren't starting from before you enter the cryopod from the pre-war opening (i.e., applying this mod at any point after you enter the cryopod), it won't work since the game generates the enemies from the lists between when the cyropod closes and when it opens and you fall out.
I went ahead and added a couple more Leveled NPC records (Del20_LCharLadybug [LVLN:05016D2A] and Del20_LCharLadybugCage [LVLN:0500E634] just in case that helps.
31 comments
I finally got around to updating for the 1.4+ version of MM. This update adds the Giant Ant variants into the leveled lists I modified with this file.
2/24/2024:
I can confirm that this mod is still compatible with the latest version of Mutant Menagerie - Life Finds a Way (version 1.3). The latest update doesn't change the leveled lists I modify here so you'd still want this mod or one like it if you don't want radroaches in Vault 111 potentially replaced with harder opponents.
EDIT: Whelp, on further testing there are two more leveled lists that were added with 1.3 that partially mitigated my changes (Del20_LCharLadybugInjected [LVLN:05120790] and Del20_LCharRadRoachAmbushInjector [LVLN:050E4B1A]). I've added them to the latest version which I'll be putting up in a few minutes.
The invisibility issue is likely due to a texture/mesh issue with the boombugs on your installation. Could be a bad install for MM, or a mod that changes the texture/mesh paths for boombugs. Leveled lists have no effect on textures/meshes.
The way the leveled lists work with Mutant Menagerie, leeches, bee swarms, boom bugs, small radscorpions, stingwings, cave crickets, etc can all spawn at level 1 for any given "bug" spawn trigger (including during the initial escape from vault 111). This mod ups the level trigger of those spawns to level 5. Unfortunately there isn't a less invasive way to go given how Mutant Menagerie changes spawns that I was able to find.
I've added an image to the mod if you want to revert any of the leveled list changes in your copy, though doing so will result in a more difficult play experience (which I know a lot of people look for).
Also also, if you aren't starting from before you enter the cryopod from the pre-war opening (i.e., applying this mod at any point after you enter the cryopod), it won't work since the game generates the enemies from the lists between when the cyropod closes and when it opens and you fall out.
You are probably right I must have another mod affecting spawns. I will test out your change and let you know if it is fixed for me
Thanks
Tested 3 times with the same mods I have and on the same difficulty (survival) and each time I only got radroaches!
Thanks again for your help and the swift update.