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[MOD] 辐射3增加怪物的數量(新版)Mart's Mutant Mod - Increased Spawns beta

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发表于 2008-12-13 11:37 | 只看该作者 |只看大图 回帖奖励 |倒序浏览 |阅读模式
Mart's Mutant Mod - Increased Spawns beta


This covers almost all of the creatures, there are some locations I'll be adding, but all the random spawns are covered. NPCs I'll add tomorrow or on the weekend, when I plan to upload the final.

Notes:

* If you use it with a current savegame, keep a backup of your save just before you started using the mod just in case.

* Give me feedback.

* To install -- aside from selecting the .esp -- load your game and go inside somewhere, then wait 4 days to let the cells reset (or less or more if you're using a different cell reset timescale).

* Note that not all spawn points are marked for an increase -- quest and other mechanism spawns aren't touched for obvious reasons.

Increased Spawn range:

This beta .esp uses a default of 2-5 spawns per spawn point. To change these values load up the .esp in FO3Edit and edit the Global variables:

MMM_IncreasedSpawnsMin
MMM_IncreasedSpawnsMax

Regarding Fallout 3 respawning:

In this thread there's been discussion of interior and exterior spawning, with some areas apparently not resapwning after the player has cleared them out. I haven't played far enough to see this yet, but feedback is very welcome on which areas you know to respawn, and which areas you know don't. When the GECK comes we can very likely adjust this behaviour.

So far, my testing with an internal area respawned like clockwork -- although I did discover a quirk in the engine: The first savegame loaded after loading Fallout 3 didn't trigger a respawn even if the cell reset time had passed (pre or post the save). However loading the exact same savegame again, and entering the interior, the respawns occured as they should. For some reason, the first savegame load doesn't trigger a cell respawn.


Regarding corpse cleanup:

Fallout 3 is behaving very differently from Oblivion so far, and is one reason this took so long to complete. Part of the change is that it seems temporary created references, like the corpses of extra spawns, don't cleanup. Indeed, they come back to life after a cell reset instead of being cleared out! They then become additive with the new spawns, and you've got a problem (savegame bloating, for example). This may be a setting we can change with the GECK, but in the meantime Increased Spawns takes this into account and removes corpses after the cell reset delay (i.e, just like in Oblivion).

The reason I mention this is because in my testing one time in eight the game would crash as I entered the test cell after repeated test runs, precisely when corpses from the previous run would get cleaned up. Restarting and loading at the exact same point and going inside again however worked just fine, which indicates it's not the code but something in engine, perhaps after dozens of corpse cleanups in the same session. That said, Fallout 3 has also crashed occasionally on me anyway so it's kind of hard to narrow down.

Anyway, please do report any odd behaviour, and if it's a fault of the engine dealing with too many corpses at once, I can easily stagger the cleanup code so doesn't all happen at the same time. Keep in my I was testing large numbers and multiple cell resets in a row, usually in your game a reset will occur once every three days, and even then corpse cleanup only in areas you are re-visiting after a reset.

spawn ranges

The range is weighted to the average, to ensure a reasonable spread and to minimise, for example, getting too little or too many spawns in one spot. For example, a even spread using 1-3 spawns (recommended) would be a 33% chance for 1 spawn (no change) and 33% chance for 3 (maybe too much too frequently). The weighted version places an emphasis on 2 spawns, with 1 and 3 being less common. The weighting then scales as you increase the maximum:

1-3 spawns (as in first post)
25% -- 1
50% -- 2
25% -- 3

Another way to look at this is as : 1, 2, 2, 3.

1-5 spawns
11% -- 1
22% -- 2
33% -- 3
22% -- 4
11% -- 5

Another way to look at this is as : 1, 2, 2, 3, 3, 3, 4, 4, 5.

And so on as you increase the Max limit. If you add a Min value, the median range is calculated between the Min and specified Max.

The final mod will use 1-3 for Increased Spawns and 2-5 for Increased Increased Spawns. You can then edit either of these .esps and add your own ranges using the previously mentioned global variables. Note: you can also set MMM_IncreasedSpawnsMin/Max in game from the console, but it doesn't get saved in your game, for a permanent value you need to edit the .esp.


下載
http://members.iinet.com.au/~amills/MMM-IS-Beta.zip

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