We need the King of monster mods back Maritgen

Post » Fri Feb 18, 2011 9:19 pm

It has cause so many corrupt saves and i have done a lot research and i am not the only one have problems with this mod a lot i even went to the extreme of disabling all my mods to see which one caused it i reinstalled my game to what was up and i ran IWS by it self to see and that was the problem. If Martigen if you see this please come to New Vegas love to have you here.
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willow
 
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Post » Sat Feb 19, 2011 12:14 am

ive been using IWS a while now and havent run into the problems youve mentioned. still, it would be great to have Mart back.
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Emily abigail Villarreal
 
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Post » Sat Feb 19, 2011 4:25 am

Personally, I hope Martigen enjoys his modding vacation and comes back for Skyrim.
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Chrissie Pillinger
 
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Post » Sat Feb 19, 2011 5:10 am

Corrupt saves are caused by the crappy Gamebryo engine, not IWS, you should switch to CASM, I haven't had a corrupt save since I started using CASM,
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jennie xhx
 
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Post » Sat Feb 19, 2011 6:10 am

Personally, I hope Martigen enjoys his modding vacation and comes back for Skyrim.

I couldn't agree more. It is possible that Martigen is a bit burnt out on modding and needs a rest. After all the work that 's been done with MMM over that last several years I think a break is well deserved. Same thing for DarN, who has been going nonstop for several years as well. Both of them have earned a break
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Charity Hughes
 
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Post » Sat Feb 19, 2011 2:42 am

I have not had a single corrupted save with IWS yet. hmm
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Bambi
 
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Post » Fri Feb 18, 2011 10:25 pm

I have not had a single corrupted save with IWS yet. hmm


The only corrupted savegame I had, (meaning CTD after loading) was when I pickpocketed
"Cram Opener" from that bounty hunter idiot in McCarren AFB

But that corrupted save was MY fault.

the OP also doesn't give much info either.
What he's done is the equivalent of calling a car mechanic and saying "My car doesn't work" and hanging up.

Absolutely no details about his load order, what other mods he's using, his computer specs etc....
The Castle, I wouldn't lose any sleep over it. it's not like you can troubleshoot a bug report that consists of "Mongo no like Mod, it make Mongo's game crash"
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JeSsy ArEllano
 
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Post » Sat Feb 19, 2011 5:18 am

I feel that IWS serves the purpose well enough, personally. A lot of the mutants added by MMM were lore-breaking (Wanamingos, for example, though I do realize they were optional) and more diverse wildlife can be created without MMM.

Basically, I have no problems with the absence.
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jodie
 
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Post » Sat Feb 19, 2011 10:19 am

The Castle, I wouldn't lose any sleep over it. it's not like you can troubleshoot a bug report that consists of "Mongo no like Mod, it make Mongo's game crash"


When I read that I remember the exact voice for some reason lol :)
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flora
 
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Post » Sat Feb 19, 2011 8:48 am

I feel that IWS serves the purpose well enough, personally. A lot of the mutants added by MMM were lore-breaking (Wanamingos, for example, though I do realize they were optional) and more diverse wildlife can be created without MMM.

Basically, I have no problems with the absence.


What was lore-breaking about Wanamingos?
Didn't you play FO 1 & 2?
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Sheila Reyes
 
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Post » Sat Feb 19, 2011 4:24 am

i think IWS+ A World of Pain add a lot of extra variety to the game. Running them both adds a lot more enemies and more places to explore. the creator of IWS is already adding more types of creatures to the game, and i think he is planning on adding more, so that should work as a more than adequate replacement for MMM.

my only hope is that the creator of A World of Pain edits some of the loot in his new locations, my level 6 has already found a battle rifle and an assault carbine in the area around goodsprings which seems a bit OP to me
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Solène We
 
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Post » Sat Feb 19, 2011 9:04 am

i think IWS+ A World of Pain add a lot of extra variety to the game. Running them both adds a lot more enemies and more places to explore. the creator of IWS is already adding more types of creatures to the game, and i think he is planning on adding more, so that should work as a more than adequate replacement for MMM.


At the moment my time is too limited to add more variations of creature types. However you can try a combination of IWS and http://www.newvegasnexus.com/downloads/file.php?id=39520.
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Krystal Wilson
 
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Post » Sat Feb 19, 2011 9:48 am

What was lore-breaking about Wanamingos?
Didn't you play FO 1 & 2?

They break lore because Chosen One pretty much wiped them out or at least stopped them from breeding by killing their last queen in Redding.
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clelia vega
 
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Post » Sat Feb 19, 2011 1:54 am

They break lore because Chosen One pretty much wiped them out or at least stopped them from breeding by killing their last queen in Redding.


Fallout 1 & 2 happened on the west coast, Fallout 3 happened on the East Coast.

Wiping something out on the West coast doesn't make it go extinct on the east coast.

If you killed all the Squirrels in the State of Oregon, I'm pretty sure they'd still show up over here in MA, VT, FL, RI, DE etc......

And who gives a crap about lore?
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Big Homie
 
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Post » Sat Feb 19, 2011 5:41 am

And who gives a crap about lore?


I don't know... Fallout fans?

Wanamingos are specific to the west coast, and do not show up all over the country, which I believe is said in the Fallout Bible, but that doesn't really matter to you, so why bother.
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Jeremy Kenney
 
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Post » Fri Feb 18, 2011 11:49 pm

I don't know... Fallout fans?

Wanamingos are specific to the west coast, and do not show up all over the country, which I believe is said in the Fallout Bible, but that doesn't really matter to you, so why bother.


I'm a fallout fan, I have been since the first game came out, called "Wasteland" and the lesser known sequel "Fountain of Dreams"

That's why Martigen made Wanamingos Optional, along with a bunch of other optional ESPs, for
all the hardcoe Lore people.

I find Lore just downright silly. It's a game.
To argue that a non existent creature should exist in a non-existent future/world that is a game is silly.

I'm pretty sure I killed all the Deathclaws in FO 1&2 also.....
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Michelle Smith
 
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Post » Sat Feb 19, 2011 4:35 am

I'm a fallout fan, I have been since the first game came out, called "Wasteland" and the lesser known sequel "Fountain of Dreams"

That's why Martigen made Wanamingos Optional, along with a bunch of other optional ESPs, for
all the hardcoe Lore people.

I find Lore just downright silly. It's a game.
To argue that a non existent creature should exist in a non-existent future/world that is a game is silly.

I'm pretty sure I killed all the Deathclaws in FO 1&2 also.....


Yeah, I know that's why those ESPs existed, and it's great that they were made.

And it isn't silly, if a game is to have it's own universe and have previous installments, the games should follow what is said in those games and any outside source that is considered canon (Fallout Bible). Sure I'm not a freak about lore, I haven't read much of the Fallout Bible, but I do know generally what should and shouldn't be, and I like to keep what shouldn't be out of my game.

But yeah, if you don't care about lore that's fine, and I'll take back my Fallout fan comment, if that really means anything whatsoever.
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Kelly John
 
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Post » Fri Feb 18, 2011 10:38 pm

Yeah, I know that's why those ESPs existed, and it's great that they were made.

And it isn't silly, if a game is to have it's own universe and have previous installments, the games should follow what is said in those games and any outside source that is considered canon (Fallout Bible). Sure I'm not a freak about lore, I haven't read much of the Fallout Bible, but I do know generally what should and shouldn't be, and I like to keep what shouldn't be out of my game.

But yeah, if you don't care about lore that's fine, and I'll take back my Fallout fan comment, if that really means anything whatsoever.


Fallout 1 or 2 also had stuff from Monty Python and the Holy Grail in it, I haven't seen any references to it in FO3 or FONV..... :/
I've only seen a Star Wars reference in FONV, and that's only if you take that weird wasteland trait

I preferred Wasteland because of the "Consequence" part of the game, "Fountain of Dreams" was a lot smaller in scope, but you could
get beneficial mutations IIRC...
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Strawberry
 
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Post » Sat Feb 19, 2011 2:18 am

Seriously, this kind of post needs to stop. Castle stepped up and did what no one else has, he gave us an active spawn system. He has continued to improve upon his system and is beginning to offer further increases upon an already good mod. He's done great work and doesn't need to be knocked for it, nor does he need to be compared to mart. If you really don't like it, then go to the trouble of giving constructive criticism in his thread so he can improve on it. But this kind of stuff doesn't help the community or help get any better editions of mods out.
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Melly Angelic
 
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Post » Sat Feb 19, 2011 10:52 am

I don't have problems with IWS myself, but I only use the Core esm and the patrol/civ/guard esps. Definitely makes the Mojave more lively and dangerous.

Regarding this topic, all I'm gonna say is, beggars can't be choosers.
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Alan Cutler
 
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Post » Sat Feb 19, 2011 11:20 am

Fallout 1 or 2 also had stuff from Monty Python and the Holy Grail in it, I haven't seen any references to it in FO3 or FONV..... :/
I've only seen a Star Wars reference in FONV, and that's only if you take that weird wasteland trait


They're not considered canon, plain and simple. It doesn't have to be in the game to dictate whether it is/isn't. I'm not sure why you continue to bring up points, it is obvious we have different opinions on the matter and they aren't going to change.
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Add Meeh
 
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Post » Fri Feb 18, 2011 11:01 pm

I find Lore just downright silly. It's a game.
To argue that a non existent creature should exist in a non-existent future/world that is a game is silly.


Well consistency between games set in the same world is nice, but i agree with this.

Anyway, i've been a bit unsure about this IWS mod due to some comments about problems it may cause... But then again, i've already done everything there is to do in this game, what do i have to lose? :shrug:
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Cash n Class
 
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Post » Sat Feb 19, 2011 10:53 am

Well consistency between games set in the same world is nice, but i agree with this.

Anyway, i've been a bit unsure about this IWS mod due to some comments about problems it may cause... But then again, i've already done everything there is to do in this game, what do i have to lose? :shrug:


What problems have you heard that IWS causes?

Here's my load list, (note that I'm also using CASM for savegames, instead of the junky gamebryo engine that famously corrupts savegames)

Spoiler

FalloutNV.esm
ClassicPack.esm
Advanced Recon Tech.esm
IWS-Core.esm
MikotoBeauty.esm
Detect Traps.esm
XFO - 1aa - Accuracy Revamp - mild.esp
Community Bugfix Compilation Patch.esp
XFO - 1bg - Dmg - Skill-Var - 5x.esp
CASM.esp
XFO - 2ac - Armor - DR+DT - revamp - high.esp
Purge Cell Buffers.esp
Bobblehunt.esp
Free Play after MQ.esp
MikotoBPWastersOverhaul.esp
MikotoBPCCFull.esp
PMT - Destructible Ordnance.esp
PMT - QuieterVats.esp
PMT - Sound Fixes.esp
Existence2.0.esp
xatmosSkillPerks.esp
BlackMountainRadioEverywhere.esp
IWS-Core-Patrols.esp
IWS-Core-Guards.esp
IWS-Core-Civilians.esp
IWS-AS-LowSpawns.esp
XFO - 3be - rarity - caps - easier.esp
IWS-MoreSpawns.esp
IWS-UltraSpawns.esp
More Ammo.esp
Craft Overhaul 1.1.esp
Advanced Recon Gear.esp
XFO - 3ce - rarity - meds - easier.esp
Advanced Recon Tech.esp
XFO - 4ba - Perks - Perk Every Level.esp
Advanced Recon Armor.esp
bzArmour.esp
XFO - 5a - SPECIAL & Stats Rebalance.esp
XFO - 5b - Skills - SP Formula Rebalance.esp
NoDegradation.esp
XFO - 5c - Skills - Better Med Surv Repair.esp
ELECTRO-CITY - CompletedWorkorders.esp
ELECTRO-CITY - Highways and Byways.esp
ELECTRO-CITY - IncreasedWastelandSpawnCOMPATIBILITYPatch.esp
Nevada Skies - URWLified.esp
XFO - 6aa - Epic Skills - Effects Over 100 (NVSE req).esp
ELECTRO-CITY - Darker Nights.esp
ELECTRO-CITY - Imaginator.esp
WeaponModsixpanded.esp
MikotoBeauty.esp
FO3 Face Presets.esp
XFO - 6be - Pacing - Vanilla (JUST No Cap).esp
ExplosionsKnockDownCritical.esp
DeadlierExplosivesNV.esp
XFO - 8a - Cripple & Body Part Revamp.esp
Detect Traps - Perk.esp
Detect Traps - Traponator 4000.esp
XFO - 8b - Speed Increases.esp
Advanced Recon Tech - Detect Traps.esp
XFO - 9a - Enemies - AI revamp.esp
NewVegasStrip&FreesideMarkers_v2.esp
MeltdownActivator.esp
SaveCass.esp
XFO - 9da - Enemies - NPC Healing - low.esp
aaaJNFSniperZooming.esp
DarNifiedUINV.esp
ShilohDS-Color Maps and Icons.esp
WMX Patch.esp

Total active plugins: 68
Total plugins: 72


Once in a great while I'll get a CTD from a transition, (Entering/Exiting a building, cave, etc).... but that's it.
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Grace Francis
 
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Post » Sat Feb 19, 2011 8:55 am

Mainly big amounts of people getting killed by the new creatures, including quest important people. I did install it, and encountered an Evolved Centaur in Primm (no new sheriff yet).

And i get those CTD constantly (without IWS that is). I think it started after i included a world texture replacer mod, though i doubt that's the culprit as i have 1GB GPU RAM and 4GB system RAM :shrug:
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ruCkii
 
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Post » Fri Feb 18, 2011 8:45 pm

Mainly big amounts of people getting killed by the new creatures, including quest important people. I did install it, and encountered an Evolved Centaur in Primm (no new sheriff yet).

And i get those CTD constantly (without IWS that is). I think it started after i included a world texture replacer mod, though i doubt that's the culprit as i have 1GB GPU RAM and 4GB system RAM :shrug:


Wow that's really weird, I've never run into a Centaur in Primm, ever.....
When I very first started using the mod (with an earlier character and version of the mod)
I was getting weird things like that happening, but now after starting a couple of new games,
(Due to adding even more mods) it seems that the "Monsters that shouldn't spawn where they don't belong"
thing has ironed itself out.

I used to use a world texture replacer, but I ditched it, because I have everything set on Ultra, and even with 4gb
it would cause some stutter
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Jeff Turner
 
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