This works great as a master patch for LLs if used properly at the end of a load order. When I get a large amount of armor and weapon mods installed I'll run through the leveled items for a complimentary override, and make an AIO of all commonly used LLs with forwarded fixes.
Effectively they are spawns placed by hand, the bad thing is that this mod does not have a proper timer for each spawn, so if you kill enemies with the KHA command, more enemies come out in seconds which can cause a drop in FPS by a large number of bodies, but it is a very cool mod, because it adds a variety of enemies. I don't know if PLOP can fix the timer issue, I'm too new to this.
This mod handles complicated Level Lists by stacking them. What you need is a simple patch that targets that timer setting. Post your request for a patch on the og author's page, they seem responsive.
This is a neat idea, nonetheless for this to be easily adopted it should be dynamically generated via a synthesis patcher. That way it would automatically resolve the conflicts when other creature mods are added, and the different plugins like "MM LFAW - PLOP" would only indeed have to add the new leveled lists.
Not sure how to do that. The point of this is really to control rarity. I don't know how I could even automate the stacking and even if I did it would still need to be manually adjusted at the end.
Running an automated patcher might not be easier for most users anyway, and it would require some fine tuning anyway.
Is there a way to keep this mod and some patches made with it and not f*#@ up every other LL?
I have two patches, one for mutant menagerie and one for plutonium and quantum creatures, but the problem is that plop messes with every single LL which means that everything else that I don't have a patch for doesn't spawn, and I have like 100 mods between armor and guns that would need patching, which would be an absolute ass to do.
There are two files. One reads PLOPTOP. The other reads Override file. The override file contains overrides of all the LLs so users can deal with that if it needed. The PLOPTOP contains no overrides and is simply called on by patches for LL control. These duplicates have fixes forwarded so I don't have to repeat this process with every LL patch.
Multiple enabled PLOP patches must be patched or merged since I cannot create a PLOP for every load order. The PLOP master contains a lightweight easily updateable LL setup that makes complicated LL structures easy to patch while controlling the rarity of spawns.
Since Plutonium Q and MMLFAW are injecting into every creature LL, releveling required touching every LL (it was hell, twice). Now anyone can twice as easily patch those to their own contentment.
Can you confirm that flagging a quest override as "deleted" disables the quest? i think no, because you have to do that in the original mod to take effect. if its just the override, the original quest will just start and do its job. at least i get all injection messages from the PLOP-Patches you made, which i see as a sign that the quest works as intended - which is no good for manual LList edits. I really love your PLOP btw. I did post something similar on another mod, but hope you maybe read this before i mess up my game (LLists) :P
You are correct, upon loading, many injections still occur. Empty shell method works. I'll update the description and the MM LFAW PLOPs. The newest updates of the other mods contain ESL flagged replacers and no longer need this treatment. I think the questless skk injectors are for SKK Stalkers are something, so I might leave those, but an optional disinjector script replacer would be nice for authors that want more control over SKK behavior. Thanks for pointing this out.
This is so nice, easy and so on. im doing a patch for ghouls galore now and horizon. just needs one additional file to forward the LLs edited by horizon. Yay, so genius! thanks !
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Do you think you can create a patch for this mod Natural Occupation? is a I use, but I do not know if you can create a PLOP patch.
What you need is a simple patch that targets that timer setting.
Post your request for a patch on the og author's page, they seem responsive.
Running an automated patcher might not be easier for most users anyway, and it would require some fine tuning anyway.
I have two patches, one for mutant menagerie and one for plutonium and quantum creatures, but the problem is that plop messes with every single LL which means that everything else that I don't have a patch for doesn't spawn, and I have like 100 mods between armor and guns that would need patching, which would be an absolute ass to do.
Multiple enabled PLOP patches must be patched or merged since I cannot create a PLOP for every load order.
The PLOP master contains a lightweight easily updateable LL setup that makes complicated LL structures easy to patch while controlling the rarity of spawns.
Since Plutonium Q and MMLFAW are injecting into every creature LL, releveling required touching every LL (it was hell, twice). Now anyone can twice as easily patch those to their own contentment.
I do appreciate a mod with a funny acronym..
Can you confirm that flagging a quest override as "deleted" disables the quest? i think no, because you have to do that in the original mod to take effect. if its just the override, the original quest will just start and do its job. at least i get all injection messages from the PLOP-Patches you made, which i see as a sign that the quest works as intended - which is no good for manual LList edits.
I really love your PLOP btw. I did post something similar on another mod, but hope you maybe read this before i mess up my game (LLists) :P
Thanks for pointing this out.