New update fixes all LLs and a Plutonium NPC record from the original (NPC level did not match its legendary versions). Fixed the CoA Dogs by adding a new LL for the bas CoA to call on. Unique CoA NPCs still call on vanilla CoA LL for max compatibility. Thanks to PokeyGT for bringing these problems to my attention.
I also added Quantum Deathwings, as well as legendary deathwings and tames for them.
Hello thanks for all your work. I have all of ploptop and I've narrowed it down to this exact mod crashing my game at startup. I remove this and it loads no problem. It has something to do with the quantom one according to the crashlogs. Is there an easy fix that I could be doing something wrong? I can send my crash log and modlist if you have time but I was thinking something might jump out to you. Thank you again and for your time.
You can tell the issue of integrating multiple mods that edit the same leveled list while keeping the proportions. MM and PQC have a very difficult combination.
I'll have to take a look when I have time. After I update Wicked Deathclaws and release Wicked Mirelurks, I will release and update a PLOP that integrates all of them with better LL distribution and proper region/land variation including Interior/Exterior Top lists for dynamic spawning. The LLs will follow a tight and obvious naming convention to make patching as easy as possible.
After this I may try to make a dank injector framework based on a modified PLOP Master to inject everything properly. In time, this will get more better and more compatibler.
Hello- I have been using Ghouls Galore- which is fantastic. Best mod. My question is- this says it adds the missing quantum deathwings but do we need the deathwing mod? Ghouls Galore radpack has you download Nemesis (deathclaw replacer) as a requirement.. so how does this work? Sorry for being dense- still figuring all this out. Thank you
The deathwing mod is not needed. The deathwing is already in Plutonium creatures, I just added the needed mat swaps for a quantum one to exist.
The exact Nemesis file is specified in Ghouls Galore description. It is the standalone leaftongue happo file. That on is a non-replacer and adds the glowing Nemesis variant, plus that esp has a different name so the others won't work.
Ah perfect- Thank you. I just remember reading the deathwing mod was needed for plutonium creatures to get that deathclaw but if its already added in yours-- awesome!! For some reason I didn't know that was a standalone- not a replacer. I did get the right leaftongue happo file. Thanks for clarifying. I appreciate it.
Short Answer: That one requires all the downloads. Likely more than your looking for, but it harmonizes all the Ghoul type creatures and makes it easy to patch further if necessary.
Long Boring Answer: The PLOP file itself is an attempt to ease the pain of patching large amounts of NPC level lists and give users control over spawn rarity and variety.
I could make that patch, but it would take time away from my expansive Creature and Weather mods. I have to allocate my time. Level list patches are something modders should do themselves anyway, considering the endless combinations required to suit every load order.
I release PLOP based mods for special cases were deeper organisation and patching is required, it to achieve harmony between many mods that touch the same records.
Question, is there a particular reason the Quantum and Plutonion creatures spawn at the same levels? From what I understand the Quantum ones should be one tier below the plutonium ones. In my game I'll be setting the Quantum+Plutonium combined LL at the Quantum level and have them appear at their corresponding levels within it... There are instances where that would cause some overlap with the vanilla entries but finetuning that is the fun part.
(Isn't it wonderful what lengths we'll go tweaking leveled lists in XEdit for hours on end instead of playing the game...)
"(Isn't it wonderful what lengths we'll go tweaking leveled lists in XEdit for hours on end instead of playing the game...)" relating to this causes me deep pain.
To answer your question, the LL entries were set using the information on the mods description pages (it tells exactly when the creatures spawn in) and the minimum level or level set in the NPC record. I think I made the special variant spawn in slightly lower.
The main stack doesn't determine when all creatures spawn, but the entries they contain determine spawn level.
If you want even more diversity, change the flags
I personally want to make the Q and P stacks more rare in the main stack. If you want to control the rarity simply duplicate or delete the vanilla stacks. One in ten seems to be more common than I had expected, especially with common creatures and those that spawn in groups.
Ok! In my checking the records, in most cases the Q and P creature versions sit at the same level in the QP sublists. Most commonly they both sit at the same level as the Plutonium NPC record level. Which I suppose is actually not a big deal, with them spawning rarely it shouldn't feel jarring if a stronger one (P) happens to spawn earlier than a weaker one (Q) (typically Quantum creatures are ten levels lower in their NPC records than Plutonium ones).
There were a few select cases where P were set to spawn earlier than Q. But same applies there and the difference wasn't great.
More importantly, there was one Mirelurk LL where the Q+P sublist was called at level 1, which would make no enemy spawn at all if that list is called by the game and your level is too low. I forget which exact one it was, I could go check. This one: [LVLN:002499F0]
I'm also uncertain about the CoA attack dogs. The LL they're put in is one that some NPCs call on as actor template, including named ones. I don't know enough about how the template system works for how the scenario of a named NPC being templated on a dog would turn out. Maybe just to be certain I might do a separate LL in my game that includes the dogs, to be called by generic non-boss CoA spawns... Though I'm sure you've done more testing on this than I have.
It's been awhile since I made this, but I'll go through and address this. I may have messed up the levels when going through it the first time. As for the CoA dogs, I will spawn in the level lists they're added to, hopefully it isn't bugged. If you know of a quest that I can easily load spam to make sure the dogs aren't replacing named NPCs let me know. The base game has mixed enemy LLs and they seem to work just fine. The dogs will simply spawn instead of an NPC. Worst case scenario I'll have to place CoA dogs near groups and settlements, potentially adding them to some encounter zones.
I have moved the CoA dogs stack to a new list and overridden the bas CoA lvl records. As for the rest, I am releveling every list one by one. It should be done tonight.
Hi there! I would love to use this mod but for some reason I keep crashing to desktop on the loading screen. I followed all the requirements but I am unsure what the problem is. Am I suppose to be installing the scripts from the original mods? I am banging my head here on what could be the problem. Plutionium creatures works just fine and so does quantum creatures but using this with LL patch keeps making me crash to desktop. Buffout is not helping me either.
I use this while I test and build mods on a massive load order with SS2 installed just to ensure maximum compatibility. I have no clue what the problem could be. You need the original mods installed and enabled for this to work. The resources are pulled from that.
Do not install the spell fix. It is included. Keep PC and QC enabled. This mod will replace those ESPs with esl flagged versions. This mod disinjects the originals.
The only thing I can think of is the legendary enemies mod that gives the NPCS and creatures names. Oh well I will mess around with it later. Idk maybe I had the spell patch installed, I will also look in xEdit and see if there is some sort of conflict. Thank you for the reply and your work!
What exactly does this mod? I have Plutonium and Quantum Creatures plus the patch installed, works fine except for some reason my game spawns a lot of glowing quantum ones (ghouls).
Maybe I should make them more rare. Quantum takeover at high levels was a problem in the base mod, so I made this. The LL flags might be stopping lower tiers from spawning. I'll add a flag that keeps the lower level variants in rotation, and make them rarer.
Ghouls Galore Radpack incorporates this and adds FO3 Quantum and Plutonium Ones so I might have to update that as well.
32 comments
Fixed the CoA Dogs by adding a new LL for the bas CoA to call on. Unique CoA NPCs still call on vanilla CoA LL for max compatibility.
Thanks to PokeyGT for bringing these problems to my attention.
I also added Quantum Deathwings, as well as legendary deathwings and tames for them.
After I update Wicked Deathclaws and release Wicked Mirelurks, I will release and update a PLOP that integrates all of them with better LL distribution and proper region/land variation including Interior/Exterior Top lists for dynamic spawning.
The LLs will follow a tight and obvious naming convention to make patching as easy as possible.
After this I may try to make a dank injector framework based on a modified PLOP Master to inject everything properly.
In time, this will get more better and more compatibler.
The exact Nemesis file is specified in Ghouls Galore description. It is the standalone leaftongue happo file. That on is a non-replacer and adds the glowing Nemesis variant, plus that esp has a different name so the others won't work.
I already did, and then some.
This is more then you asked for, but it does what you asked.
That one requires all the downloads. Likely more than your looking for, but it harmonizes all the Ghoul type creatures and makes it easy to patch further if necessary.
Long Boring Answer:
The PLOP file itself is an attempt to ease the pain of patching large amounts of NPC level lists and give users control over spawn rarity and variety.
I could make that patch, but it would take time away from my expansive Creature and Weather mods. I have to allocate my time. Level list patches are something modders should do themselves anyway, considering the endless combinations required to suit every load order.
I release PLOP based mods for special cases were deeper organisation and patching is required, it to achieve harmony between many mods that touch the same records.
Question, is there a particular reason the Quantum and Plutonion creatures spawn at the same levels? From what I understand the Quantum ones should be one tier below the plutonium ones. In my game I'll be setting the Quantum+Plutonium combined LL at the Quantum level and have them appear at their corresponding levels within it... There are instances where that would cause some overlap with the vanilla entries but finetuning that is the fun part.
(Isn't it wonderful what lengths we'll go tweaking leveled lists in XEdit for hours on end instead of playing the game...)
To answer your question, the LL entries were set using the information on the mods description pages (it tells exactly when the creatures spawn in) and the minimum level or level set in the NPC record. I think I made the special variant spawn in slightly lower.
The main stack doesn't determine when all creatures spawn, but the entries they contain determine spawn level.
If you want even more diversity, change the flags
I personally want to make the Q and P stacks more rare in the main stack. If you want to control the rarity simply duplicate or delete the vanilla stacks. One in ten seems to be more common than I had expected, especially with common creatures and those that spawn in groups.
There were a few select cases where P were set to spawn earlier than Q. But same applies there and the difference wasn't great.
More importantly, there was one Mirelurk LL where the Q+P sublist was called at level 1, which would make no enemy spawn at all if that list is called by the game and your level is too low.
I forget which exact one it was, I could go check.This one: [LVLN:002499F0]I'm also uncertain about the CoA attack dogs. The LL they're put in is one that some NPCs call on as actor template, including named ones. I don't know enough about how the template system works for how the scenario of a named NPC being templated on a dog would turn out. Maybe just to be certain I might do a separate LL in my game that includes the dogs, to be called by generic non-boss CoA spawns... Though I'm sure you've done more testing on this than I have.
As for the CoA dogs, I will spawn in the level lists they're added to, hopefully it isn't bugged.
If you know of a quest that I can easily load spam to make sure the dogs aren't replacing named NPCs let me know.
The base game has mixed enemy LLs and they seem to work just fine. The dogs will simply spawn instead of an NPC. Worst case scenario I'll have to place CoA dogs near groups and settlements, potentially adding them to some encounter zones.
Thank for your input.
As for the rest, I am releveling every list one by one. It should be done tonight.
Do not install the spell fix. It is included.
Keep PC and QC enabled.
This mod will replace those ESPs with esl flagged versions. This mod disinjects the originals.
What exactly does this mod? I have Plutonium and Quantum Creatures plus the patch installed, works fine except for some reason my game spawns a lot of glowing quantum ones (ghouls).
Ghouls Galore Radpack incorporates this and adds FO3 Quantum and Plutonium Ones so I might have to update that as well.
If this works, I'll finally be able run UNPC with Plutonium and Quantum creatures. Great stuff.