Welcome to the AFK Mods bug tracker. In order to report an issue, you need to have a VALIDATED account to post one. Once you have followed the link the registration email sent you, please select a project from the drop down menu below. Select “Open New Issue” and fill out the form with as many details as possible.

Please also consider sending your bug report to Bethesda if you are reporting on an issue with Skyrim Special Edition, Fallout 4, or Starfield. Doing so will help everyone on all platforms.

Issue Data
Status: Closed
Issue Type: Bug Report
Project: Unofficial Oblivion Patch
Component: Vanilla Game
Category: Placed References
Assigned To: Nobody
Platform: All
Severity: Very Low
Votes: 0
Watching: N/A
Opened By BFG99 on May 18, 2022 10:03 pm
Closed By Arthmoor on Feb 16, 2023 1:11 am
Resolution: Not Feasible

Issue #32414: Creature Spawn Chance Issue

 
Certain creature leveled lists have a nonzero "Chance None" value. When, for example, Chance None = 25%, there is a 25% chance of zero creatures from the leveled list spawning in a cell, and a 75% chance of all placed references from that list having a creature. So, for example 25% chance of no creatures, and 75% chance of 3 creatures in a cell, if that cell has 3 references. There is no chance of 1 or 2 creatures.

It is debatable whether that was the intended effect, or whether Bethesda intended for each reference to have a 75% chance of spawning (i.e. 42% chance of 3 creatures, 42% chance of 2 creatures, 14% chance of 1 creature, 2% chance of 0 creatures). If this latter behavior was intended, then the current implementation is incorrect.

See https://www.nexusmods.com/oblivion/mods/50261 for more info.

Comments

5 comment(s) [Closed]
BFG99 said:
 
Almost forgot: New Vegas uses the same engine and creature spawns were handled using the latter approach (42/42/14/2). This lends credence to the idea that that was what Bethesda intended.

Arthmoor said:
 
I haven't looked at the mod itself yet, but based on the file description this wouldn't be feasible to include into the UOP as described. He's pretty adamant that it must load after the Bashed Patch at the very least, and obviously the UOP can't do that. I don't want to introduce any further supplemental files into the distribution since that inevitably causes confusion due to the fact that nobody reads anything anymore.

BFG99 said:
 
Good catch - I hadn't noticed the "after Bashed Patch" note on that mod. I suppose it'd still be possible to implement the changes in UOP/USIP, then any leveled lists that aren't touched by any subsequent mods would carry through. But that's not a great option. The only other option would be (like you said) some sort of scripted plugin add-on, and agreed that that's not a good idea.

Arthmoor said:
 
I'll have a look at the plugin file later. It gives the impression of making a lot of edits to generate new lists and that's probably not something we'd want to be doing either.

Arthmoor said:
 
After examining what this plugin is doing, it's not a suitable thing to include in the UOP. It forces its changes using grossly incompatible dummy lists and a massive control script. No wonder it wants to be loaded after the Bashed Patch - it wouldn't be able to be properly processed into one anyway.

Showing Comments 1 - 5 of 5