[RELz] Mart's Mutant Mod 1.0 Beta 4

Post » Fri Apr 01, 2011 9:01 pm

I was playing Resident Evil 5 last night and one of the bosses features something that could possibly be nice to add to the gargantuans or behemoths. One of the bosses is similar to the El Gigante from RE4, except around his waist are several entire corpses. How well could something like that be pulled off for a variant gargantuan or behemoth?
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Khamaji Taylor
 
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Post » Sat Apr 02, 2011 5:42 am

Which also reminds me that sometimes creatures partially walk into the ground or walk with their bodies horizontally not parallel to the ground (only seen Yao Guai do that), like walking up a slope, even though there is none.
But those are vanilla bugs, I assume?


OK, I've seen this, Wild Dogs halfway sticking out of the ground and they look like they're swimming, radscorpions the butts in the air and head underground,
and the ocassional launching Deathclaw, I've even found a couple of Brahmin One is standing there grazing,
and the other one is just a http://i62.photobucket.com/albums/h93/pakleglia/ScreenShot179.jpg sticking out of a puddle
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leni
 
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Post » Fri Apr 01, 2011 7:37 pm

Hm...

My sincerest apologies to thedamned!

I decided to check the Geckos in-game.
And the fire-geckos are a very suitable and welcome addition to F3. Brilliant skin. Nothing too cute about them.
Personally, I'd prefer them smaller and less aggressive. But that is a point with no relevance at all.

Thanks, thedamned, for a great model! And, yeah, I am an idiot. So much fuss about nothing. :embarrass:
Thanks, Martigen, for including them!

I cannot say much about the little-geckos yet, though.
Just as others reported...they seem to rocket off into the sky.


Maybe http://www.fallout3nexus.com/imageshare/images/947809-1236869241.JPG will get you to like em even more?
Hopefully it will be in the next release.
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Nathan Barker
 
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Post » Fri Apr 01, 2011 3:13 pm

OK, I've seen this, Wild Dogs halfway sticking out of the ground and they look like they're swimming, radscorpions the butts in the air and head underground,
and the ocassional launching Deathclaw, I've even found a couple of Brahmin One is standing there grazing,
and the other one is just a http://i62.photobucket.com/albums/h93/pakleglia/ScreenShot179.jpg sticking out of a puddle

Yeah, I'm pretty sure that a vanilla game bug, something with the paths you can map out(only mucked around with GECK here and there,but that's what it seems like).

As for a behemoth with corpses around it's waist would be pretty awesome, especially if they were just regular corpses with ragdoll physics working. Maybe even corpses strapped around the behemoth like armor that you'd have to blow off in order to hurt it. It'd make for some real gruesome carnage and a tough fight.
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danni Marchant
 
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Post » Fri Apr 01, 2011 4:00 pm

Hey Martigen is there a possibility if you and the creator of F.O.O.K will get together and make some sort of supermod?

You mean, like we already have? :)

See the Optional Files download on the MMMF3 Nexus page.


The important questions summarized:
1 - Does MMMBeta4 set the gargantuan outside of his cell? If so, that'd be a bug, no?
2 - Can I simply exchange the gargantuan (& glowing one) meshes with the previous version, so that he looks normal again, or may that cause bugs? I kinda don't want to fight Johnny Bazooka in a mutant costume.

1 - No, something else you're loading caused that
2 - It won't cause bugs to exchange the meshes, but you need to copy them to the new MMMF3-* mesh directories respectively.


I hung out in the museum of history, after waiting 4 days I went outside (got a crash), rearranged fook and mmm, went outside, noticed that there were still a ton of BoS and a few Mutants made quickly dead by said BoS. I then ran around for a bit, was about to go to the Lincoln Memorial and got a crash. Did I do something wrong with the whole waiting for cells to reset thing? I waited in the lobby where only Fawkes chills. Butch was with me at the time as well (could this play a role?). What I noticed is that if MMM.esm is before Calibr and Fook esms it becomes a bit more stable.

That's placebo. Re-arranging the .esms won't make a difference. Both FOOK and MMMF3 core .esps override (or rather re-establish) their settings from the .esms in the load order.

If your game is crashing and it's not a] hardware related (heat, overlock, older stressed hardware, drivers) or b] just plain old Falllout 3 crashes, try cleaning your savegame in case there's gumph left over from past mods/changing mods. I detailed a how-to do this here -- but note there are caveats. Please read the guide carefully:

::: http://www.gamesas.com/bgsforums/index.php?s=&showtopic=960580&view=findpost&p=13877387


greatest mod that compliments great mods!

Somebody should model and texture new crazy junk weapons for the behemoths! Like half a telephone poll or a tree... a dead Brother hood body. I don't know, just something more then a strange looking oversized firehydrant.

If someone made them, I would add them :)


Now the idea of sorts:
If a creature is on fire, it should be highly urged to cease attacking and flee. I think MMM has the means to make this happen.
What do you think? Possible?

I like this! Yes, I can make this happen. Will see if I can add it for the next update :)


Aaaah the gecko is doing the notorious deathclaw skeleton launch. Some of the claw companion mods fixed that. I assume that the gecko is using the same skeleton.

Which companion mods specifically? I can integrate this fix.
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Jake Easom
 
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Post » Sat Apr 02, 2011 5:46 am

I think the http://www.fallout3nexus.com/downloads/file.php?id=4119 mod does have a work around for that launching issue.
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luis ortiz
 
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Post » Fri Apr 01, 2011 10:40 pm

Well... it does, but what it actually does is that it checks every two minutes whether the baby DC is "launching", and if it is, resets his position near the player.
This solution is not really viable for agressibe creatures unfortunately.
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jesse villaneda
 
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Post » Fri Apr 01, 2011 7:11 pm

I'll have to keep looking then. :(
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Kirsty Collins
 
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Post » Fri Apr 01, 2011 6:47 pm

Forgot to say -- new version of the MMMF3 Optional Files is up:

::: http://www.fallout3nexus.com/downloads/file.php?id=3211

Changelog:
  • Removed Ghoul changes from XFO and XFO + FOOK plugins
  • Removed FWE + FOOK plugin by request
  • Updated FWE plugin to FWE 3.2a

Note: The removal of the Ghoul changes are not, of course, in line with Xodarap's vision -- I've removed these based on feedback seen in his thread, and until such a time that Xodarap can add/improve his changes for these in the next release. This means the Ghouls are back to using MMMF3's stats.
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Taylah Illies
 
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Post » Sat Apr 02, 2011 5:18 am

Sorry to keep harping on about it [Perhaps MALE pc nudity is such a "hot" or trigger issue that nobody here is using such mods or will "admit" it or something...which ,frankly, would be just weird].....anyhow I'M using such a mod ........what I tried raising,before... [this makes 3 times, so if all I get is yet another embarrased "ladies club" style silence, I'll just drop the question...] ...was the issue whereby some, but not all of the Raiders, if dead and nvde are showing sort of mixed textures that look like both underwear and the new "full" look simultaneously......these guys are the ones that show in "vanilla" MMM as wearing sort of brown underpants, I think there are female versions of 'em too.....but of course those ones cause no such glitches........There seems to be a few versions of Raider body types running about in any given ingame bunch. This is a perfectly serious question intended as a quite sober request for some feedback about how best to deal with this issue.....as I say I would be very suprised, given how many people use MMM, if statistically some users at least were not also using this [or a similar] mesh for their PCs and thus were seeing the same glitch.
EDIT
Like I'm no modder but if I knew the names for these NPCs mesh/texs/whatevers maybe putting Vanilla ingame boxers back on 'em would be an acceptable workaround, as in "ok so SOME [more urbane?] raiders own and wear Boxer shorts, big deal........or if their own "ghostly underwear" is a texture purely, removing/changing that.....as long as I don't lose any cool tattoo varients then you know, whatever works..............
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Naazhe Perezz
 
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Post » Fri Apr 01, 2011 4:52 pm

...the issue whereby some, but not all of the Raiders, if dead and nvde are showing sort of mixed textures that look like both underwear and the new "full" look simultaneously...

Sounds like the same issue people were having with the ladies nudity mod's in combination with the tattoo's.
There was a fix for this but I can't remember what it was, maybe someone else remembers and could post it?
[edit]
Ah never mind, I've found it!
And I'm sorry to say that this won't fix your problem BURROLOCO as I think it only works on the females.
You can find it here: http://www.fallout3nexus.com/downloads/file.php?id=3768
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Project
 
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Post » Fri Apr 01, 2011 10:37 pm

Oh well, thanks very much Acrun for looking it up for me and all.....even if its a slightly different issue it provides clues and a "handle" on the situation regarding where to start, at least........Yeah, well reading that Mods info it seems such issues stem from MMM tattoed raider textures being applied to new meshes [in my case the new nvde male one] so logically, say 50% of MMM raiders are using the "standard" male Bod, like the PC does [Mesh and Tex, nvde or not] and looking Good while the rest are applying a different style of tattoed tex to it which includes "brown underwear".......these guys look glitched. So, .....click ...whirr...."brain work double-plus-ungood/moddingwise".........I need to delete certain MMM raiders [these glitched guys] Texs or somehow "give" 'em new meshes to use.........
Are there any tools which allow the editing of textures, the "snipping" out of the "undies" part?.....
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Rebecca Dosch
 
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Post » Sat Apr 02, 2011 5:23 am

Forgot to say -- new version of the MMMF3 Optional Files is up:

::: http://www.fallout3nexus.com/downloads/file.php?id=3211

Changelog:
  • Removed Ghoul changes from XFO and XFO + FOOK plugins
  • Removed FWE + FOOK plugin by request
  • Updated FWE plugin to FWE 3.2a

Note: The removal of the Ghoul changes are not, of course, in line with Xodarap's vision -- I've removed these based on feedback seen in his thread, and until such a time that Xodarap can add/improve his changes for these in the next release. This means the Ghouls are back to using MMMF3's stats.


Good to see updates again for the compatibility.
Why was the FWE + FOOK + MMM version removed? I was planning on starting a game with all those mods in it!
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oliver klosoff
 
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Post » Sat Apr 02, 2011 4:19 am

Good to see updates again for the compatibility.
Why was the FWE + FOOK + MMM version removed? I was planning on starting a game with all those mods in it!

FOOK and FWE themselves aren't compatible and there are no plans to make them compatible any time soon. So having a "patch" to make MMM compatible with both FWE and FOOK makes no sense. I would recommend just using XFO for now if you want to use FOOK, as it is itself a great mod and FWE is largely based on it. MMM and FOOK and XFO are all compatible.

...which leads me to my next question...the MMM + FOOK + XFO patch included with MMM is still based on FOOK 1.27 or something right? The FOOK team has been releasing patches like mad and it is now up to 1.3b, which I'm sure you now Mart. So to use all 3 together should we load the MMM + XFO patch from MMM and then the MMM + FOOK patch from FOOK until the MMM + FOOK + XFO patch is updated?
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Kieren Thomson
 
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Post » Fri Apr 01, 2011 6:52 pm

Hm...

My sincerest apologies to thedamned!

I decided to check the Geckos in-game.
And the fire-geckos are a very suitable and welcome addition to F3. Brilliant skin. Nothing too cute about them.
Personally, I'd prefer them smaller and less aggressive. But that is a point with no relevance at all.

Thanks, thedamned, for a great model! And, yeah, I am an idiot. So much fuss about nothing. :embarrass:
Thanks, Martigen, for including them!


Gah no! I didn't make that model, all credit for that goes Zenl! I'm just helping with textures :embarrass:

but thanks all the same for acknowledging me! Zenl is doing some refinements on the models (actually I think he is done, as pointed out in his post http://www.gamesas.com/bgsforums/index.php?s=&showtopic=965236&view=findpost&p=13962041) and I bet you will like those even more (I know I do, and I was very skeptical of them at first ;))

TheDamned
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Rachael Williams
 
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Post » Sat Apr 02, 2011 1:32 am

...which leads me to my next question...the MMM + FOOK + XFO patch included with MMM is still based on FOOK 1.27 or something right? The FOOK team has been releasing patches like mad and it is now up to 1.3b, which I'm sure you now Mart. So to use all 3 together should we load the MMM + XFO patch from MMM and then the MMM + FOOK patch from FOOK until the MMM + FOOK + XFO patch is updated?

No it's based on the latest FOOK release -- linksauges' 1.3 release was basically an update to use the MMMF3 - FOOK module from the Optional Files.

The description of the plugin has a version number in it, visible if you look at it in the GECK or FOMM. If linkesauge or I update it, the version number will be increased. This way, you can tell which is the latest version. You should find the MMMF3 - FOOK plugin is identical in the Optional Files and the latest FOOK download.

For using XFO + FOOK, you must use the Mart's Mutant Mod - XFO + FOOK.esp file, loading the MMMF3 - XFO followed by the MMMF3 - FOOK patch will not work (and why we have a MMMF3 - XFO + FOOK .esp in the first place :) ). Right now what you're getting is MMM's creature balance not XFOs, but otherwise everything else is working.
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Emmanuel Morales
 
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Post » Sat Apr 02, 2011 7:08 am

Just made an update to the optional files for pj's new FEV:

::: http://www.fallout3nexus.com/downloads/file.php?id=3211

Changelog:
  • Added new FEV module based on the FEV Beta

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Miss Hayley
 
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Post » Sat Apr 02, 2011 2:48 am

Mart

I'm still seeing glow ones running away from me. Both in the Franklin tunnels and in the Museum of History. I had waited my four days, and I am using MMM beta 4 with fook and the 1.3 fook files which I think contains the latest compatibility patch.
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Teghan Harris
 
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Post » Sat Apr 02, 2011 4:42 am

Mart

I'm still seeing glow ones running away from me. Both in the Franklin tunnels and in the Museum of History. I had waited my four days, and I am using MMM beta 4 with fook and the 1.3 fook files which I think contains the latest compatibility patch.

I think I know how to fix this, it shows up differently for different people. It's not a bug with the mod, but the engine, and I have to work around it.
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lacy lake
 
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Post » Sat Apr 02, 2011 3:57 am

Just made an update to the optional files for pj's new FEV:

::: http://www.fallout3nexus.com/downloads/file.php?id=3211

Changelog:
  • Added new FEV module based on the FEV Beta


Thanks for the updates and skilled work of buetiful creativity Martigen :cake:
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Taylah Haines
 
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Post » Sat Apr 02, 2011 12:02 am

I would just like to thank you Martigen for all your hard workin making these compatibility patches, FIOP and the MMM.
The FO3 modding community is lucky to have dedicated modders like yourself that give so much to us.
Cheers to you :foodndrink:
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Tiffany Castillo
 
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Post » Sat Apr 02, 2011 12:47 am

I would like to share an experience I had in Fallout 3, it was freaking awesome. I have FOOK/XFO and MMM. With just increased spawns.

So, I go to a place called Shantytown filled with a bunch of wastelanders (ghouls) and I kill them all. I go to each of the huts to get the items inside. Well, the last hut I went to I decided to hang out for a little while. I go outside and a bunch of raiders are now occupying the town. A few minutes later after I was finding places for barricades a large army of Mutants (about 6 of them) and started attacking me and the Raiders. I get the heck out and find a place to watch the raiders vs mutants. After that was over, the mutants decided to occupy Shantytown. I saved and then got to safety and waited 5 days (I know its 4 days, but I like waiting an extra day)...and the mutants were still occupying Shantytown. I then reloaded my save, since waiting was just a test and I got really hungry and thirsty :P

So that was awesome...first raiders decide to occupy the place and then mutants. Never seen that before.
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Jordyn Youngman
 
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Post » Sat Apr 02, 2011 5:40 am

Either MMM or FOOK or a combination thereof is causing serious ctds in the Capitol Building West area. Would anyone out there running this combination (with Increased Spawns) try that area out and report back so I stop being paranoid and accept it as a lost zone. Im going to cross post this in the FOOK thread.
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Miragel Ginza
 
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Post » Sat Apr 02, 2011 5:49 am

Hey, why do the skins on most of the animals in the wild keep like shape shifting? They don't keep one skin. Like for example a dog will run at me, and he will blink other dog skins. Very annoying, ruins the immersion.

How can I fix this?

It happens with the new Ghouls, mole rats, geckos, everything.

Oh, BTW, for some reason Geckos don't move at all. They just stand there, and when attacked the just take damage and don't react.
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Alessandra Botham
 
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Post » Sat Apr 02, 2011 12:45 am

Hey, why do the skins on most of the animals in the wild keep like shape shifting? They don't keep one skin. Like for example a dog will run at me, and he will blink other dog skins. Very annoying, ruins the immersion.

How can I fix this?

It happens with the new Ghouls, mole rats, geckos, everything.

Oh, BTW, for some reason Geckos don't move at all. They just stand there, and when attacked the just take damage and don't react.


Archive Invalidation Invalidated.

Either that or use the toggle invalidation in Fallout Mod manager.


About the Geckos, no clue. Try posting your load order here and maybe we can help you out.
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Minako
 
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