Some stats as at RC2:
* Over 2000 new or changed entries
* Over 1000 files in meshes, textures, sounds etc
* Around 187 new scripts
* Total NPC entries -- 453
* Most NPC variants -- 177 Raiders
* Total Creature entries -- 492
* Most creature variants -- 120 Super Mutants
* More hours of work than I care to remember. Mostly fun, when the engine isn't a POS.
Changelog:
::: RC 2.0
* Placed sounds in the correct directory!
* Fixed Deathclaw Matriarch never dropping her horns
* Fixed player Robots not attacking or being attacked
* Fixed some 'No...' plugins not working as intended
* Fixed Feral Ghouls with legs or heads missing still raising
* Fixed Disintegrated or Gooified Feral Ghouls still raising
* Fixed Disintegrated or Gooified Glowing One and Robots exploding
* Fixed EvergreenMills switch not triggering Gargantuan (vanilla bug)
* Fixed Bethesda Ghouls not using Rampage and other Feral Ghoul features
* Added new Feral Ghoul mini boss -- the Rambler
* Added Feral Ghouls can now raise in realtime in front of you!
* Added environmental lights to Firefies and Corpse Flies
* Added Slavers to backup Grouse while Increased Spawns is enabled
* Added Girdershade residents to No Attack for protection from wildlife
* Added chance for Robots to explode on death in dozens of different ways
* Added explosive force and damage to Glowing One and Robot deaths
* Added Pipboy icons and world models for all new MMMF3 loot (thanks Drag0ntamer!)
* Added Corpse Flies given no collision and prevented showing up on radar
* Added FireFlies given no collision and prevented showing up on radar
* Added Ragdoll data to Geckos, Wanamingos and Floaters
* Added L0Ki's FOMOD install script for a FOMOD version
* Reduced Giant Radscorpion chance by one third
* Reduced Behemoth/Matriarch knockback effect to 50% chance for Player
* Slightly boosted Floater health
* Slightly boosted speed for cripple legged fleeing Wanamingos
* Slightly reduced Feral Ghoul loot
* Slightly reduced Radscorpion increased spawns
* Updated fix for launching Geckos
* Updated Night Ghoul vision effect on player checks for current effect first
* Natural Selection: Updated Feral Ghoul related faction relationships to animals
::: New Creatures
:: The Rambler -- The Rambler is a bigger, stronger, beefier and more dangerous Feral Ghoul. His claws are also toxic, and will poison you on contact. Dangerous as he is, he's called a Rambler for a reason and limps slowly along, lunging towards you -- don't let him get close!
::: New Features
:: Feral Ghoul Raise -- There is now a chance for Feral Ghouls to raise in front of you, where you see them get up right as you approach, sometimes right when you least expect it...
Raising Feral Ghouls, without or without limbs missing, will have a 50% chance to raise while you're away to encounter them later as you trawl back through a dungeon, or instead to raise only as you get in range of them. These dead Feral Ghouls, prior to raising, also don't show up on your radar so you don't know which ones they are...
...as usual, however, to prevent Feral Ghoul raising you need to shoot of its legs or head.
:: Environmental Lights -- Corpse Flies and Fireflies now cast light on their environment. See the eerie effect of Corpse Flies lighting up the dead, while the wilderness Fireflies look stunning in the night time air.
:: Robots Explode -- Robots now have a chance of exploding with force a few seconds after they die. If they do explode, there are dozens of different dismemberment combinations, and with a chance for a full explosion for complete destruction.
:: New models and icons -- Thanks to Dragontamer all the new MMMF3 loot creatures drop will now have unique Pipboy icons and world models. Dragontamer is still working on the models at the moment, but I can tell you the icons are superb smile.gif
:: Skeleton Decay -- Corpses will now decay to skeletons after a time. To keep it simple and efficient the effect works at cell resets -- bodies will become skeletons after one reset, and then the skeletons themselves will disappear at the next. This means in zones that respawn after one reset you will fight fresh enemies among the skeletal bodies of their former comrades. Additionally, skeletons aren't always complete -- they have a randomised engine to create full body skeletons, part body skeletons, or combinations of body and limbs -- perhaps animals or Feral Ghouls took a chunk out of them while their bodies lay and rot... waste not want not afterall!