[RELz] Mart's Mutant Mod 1.0 Beta 4

Post » Fri Apr 01, 2011 10:14 pm

Hey Mart, any chance we could see some mutants that spawn with Flamers like in FEV? I think it's a pretty awesome idea in general, it's just that I'm pretty hooked on using FOOK. Or does FOOK override what Mutants spawn with?
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James Potter
 
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Post » Fri Apr 01, 2011 9:47 pm

j_m, I don't usually muck with inventories precisely so you can choose which equipment mods you want to use yourself, like FOOK or FEV. So, you might want to post that to the FOOK team or look at trying FEV.

And, on that note, I've updated the Optional Plugins for the latest FEV Beta:

::: http://www.fallout3nexus.com/downloads/file.php?id=3211
  • Updated FEV module to latest FEV Beta 2
  • Added new XFO + FEV module.
Module versions as at Optional Plugins 1.4:

Mart's Mutant Mod - FOOK.esp		 -- 1.1Mart's Mutant Mod - XFO.esp		  -- 1.2Mart's Mutant Mod - FWE.esp		  -- 1.1Mart's Mutant Mod - FEV.esp		  -- 1.1Mart's Mutant Mod - XFO + FOOK.esp   -- 1.2Mart's Mutant Mod - XFO + FEV.esp	-- 1.0

Remember whether you download these modules from here, or bundled in XFO or FOOK or FEV, you can use the version numbers displayed in the GECK or FOMM while highlighting the files to see if you have the latest version.

I'm a bit busy at the moment, will respond to the other posts later!
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Natasha Biss
 
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Post » Fri Apr 01, 2011 2:31 pm

Martigen,

First, thanks for the massive amounts of (hard) work on this. I simply could not play the game anymore without it.

Second - BEST scene ever... Inside the capital building (west) I ran into a 3 way fight going on... Robots, Talon Co, and Mutants... With a Gargantuan and Behemoth in the room... The Gargantuan knocked the behemoth across the room... along with 3 or 4 robots and like 6 Talon co jagg-offs.... :D Of course, I was in the 'line of body fire' and had to extricate myself then kill everyone that was on top of me as they were suddenly more interested in me than in the Garg. :P

So thank you...

Now for the not so fun stuff... Loading up your stuff in FO3Edit I get the following error reported... Don't know if they impact anything, but here goes;

[00:05] Background Loader: [Mart's Mutant Mod.esm] Building reference info.
[00:05] Background Loader: Error: record ARMO contains unexpected (or out of order) subrecord MOSD 44534F4D
[00:05] Background Loader: Errors were found in: zMMMzLootToken [ARMO:0403D1EC]
[00:05] Background Loader: Contained subrecords: EDID OBND SCRI BMDT MOSD ETYP DATA DNAM


Thank you again for this awesome mod! :)

Mynex
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Misty lt
 
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Post » Fri Apr 01, 2011 4:36 pm

Martigen I have a small request (I think). Can you please make your Glowing One and Gargantuan retextures optional on the next release?

Thanks.

Also, I have found something interesting reguarding the untargetable ants. They seem to be only worker ants and not soldiers. The ants are targetable outside of VATS but the hitbox is incredibly small. After the ant dies it collapses into itself making it barely bigger than it's torso and Havok goes nuts when you try to pick it up. I have encountered this at Greyditch, Springvale Elm., and Shalebridge.

About the launching Geckos. I noticed a gecko launch right when it was spawned so when the gecko was lost it respawned another, then another, and another. Endless spawning of everlaunching Geckos. :biglaugh:

Anyway I'm really likeing the mod. Excellent work. :thumbsup:
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JR Cash
 
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Post » Fri Apr 01, 2011 7:10 pm

Hey Mart,

I'm verry sorry if this has been asked before, but I really don't feel like trawling through the many posts of this thread to find out. Will MMMF3 include any completely custom creatures? As in, with new skeletons and all? Are there any in developement that you know of?

Cheers, and thanks for your time.
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Alexandra Ryan
 
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Post » Fri Apr 01, 2011 9:42 pm

Martigen I have a small request (I think). Can you please make your Glowing One and Gargantuan retextures optional on the next release?

Thanks.

Also, I have found something interesting reguarding the untargetable ants. They seem to be only worker ants and not soldiers. The ants are targetable outside of VATS but the hitbox is incredibly small. After the ant dies it collapses into itself making it barely bigger than it's torso and Havok goes nuts when you try to pick it up. I have encountered this at Greyditch, Springvale Elm., and Shalebridge.

About the launching Geckos. I noticed a gecko launch right when it was spawned so when the gecko was lost it respawned another, then another, and another. Endless spawning of everlaunching Geckos. :biglaugh:

Anyway I'm really likeing the mod. Excellent work. :thumbsup:

My expanation: A Gecko Machine Gun, stuck and hidden perpendicular to the ground.
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Courtney Foren
 
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Post » Fri Apr 01, 2011 3:21 pm

My explanation is the geckos are tired of Earth and the humans and are now leaving. They sent a message before they left, but I can't understand gecko.
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Chris Duncan
 
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Post » Fri Apr 01, 2011 4:16 pm

j_m, I don't usually muck with inventories precisely so you can choose which equipment mods you want to use yourself, like FOOK or FEV. So, you might want to post that to the FOOK team or look at trying FEV.

And, on that note, I've updated the Optional Plugins for the latest FEV Beta:

::: http://www.fallout3nexus.com/downloads/file.php?id=3211
  • Updated FEV module to latest FEV Beta 2
  • Added new XFO + FEV module.
Module versions as at Optional Plugins 1.4:

Mart's Mutant Mod - FOOK.esp		 -- 1.1Mart's Mutant Mod - XFO.esp		  -- 1.2Mart's Mutant Mod - FWE.esp		  -- 1.1Mart's Mutant Mod - FEV.esp		  -- 1.1Mart's Mutant Mod - XFO + FOOK.esp   -- 1.2Mart's Mutant Mod - XFO + FEV.esp	-- 1.0

Remember whether you download these modules from here, or bundled in XFO or FOOK or FEV, you can use the version numbers displayed in the GECK or FOMM while highlighting the files to see if you have the latest version.

I'm a bit busy at the moment, will respond to the other posts later!



Thanking you Mr Martigen for all your help. :)
Also did you think about changing the scale of the Geckos?

I dunno if my post was drowned in the millions of loving posts or you read it but I just wanted to ask again.
Sorry if im nagging I just want the cute little Fire Geckos back that looks small and lovely but spout flames. :P
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Alexis Acevedo
 
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Post » Fri Apr 01, 2011 3:35 pm

My explanation is the geckos are tired of Earth and the humans and are now leaving. They sent a message before they left, but I can't understand gecko.


So long and thanks for all the flies.
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luis dejesus
 
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Post » Sat Apr 02, 2011 5:26 am

Now, due to all the real life garbage going on I never really had a chance to start a game with MMM or with MMM+FOOK. Well last night I decided to give myself some play time. I also played a little more today. All I have to say is I have NEVER needed to use the fatman before. It's a good thing I had it in my inventory with a level 5 character hitting Jefferson Memorial on the way from Megaton. I come across the bridge by the water and see not just 1 supermutant like always......there were.....SIX. And with the way FOOK changes things, my little hunting rifle would NOT have saved me. Thanks MART!
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Nims
 
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Post » Fri Apr 01, 2011 3:40 pm

Hey Mart, any chance we could see some mutants that spawn with Flamers like in FEV? I think it's a pretty awesome idea in general, it's just that I'm pretty hooked on using FOOK. Or does FOOK override what Mutants spawn with?


Lol spit on me while your at it?

Seriosely why not ask the person who did it?

Or dont I get credit for being the first to have WORKING flamethrowers on mutants?

You ask Mart and Link to put Flamers in FOOK...

How sad.
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Nikki Morse
 
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Post » Fri Apr 01, 2011 11:44 pm

Hey Mart, any chance we could see some mutants that spawn with Flamers like in FEV? I think it's a pretty awesome idea in general, it's just that I'm pretty hooked on using FOOK. Or does FOOK override what Mutants spawn with?



Lol spit on me while your at it?

Seriosely why not ask the person who did it?

Or dont I get credit for being the first to have WORKING flamethrowers on mutants?

You ask Mart and Link to put Flamers in FOOK...

How sad.


Looks like he did? I may be wrong but...FEV?
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Blackdrak
 
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Post » Sat Apr 02, 2011 4:08 am

Looks like he did? I may be wrong but...FEV?


When you have spent the last 10 days creating probability trees in the GECK and your only "public" success is asked to be replicated.
You may be cranky too....

What's sad is that you can't accept the possibility of another mod using an idea that you implimented first. Thats like ID going around suing every FPS that has a shotgun in it. Good ideas are meant to be shared, not turned into some egotistical mental circle jerk.


Lol... xD
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Hilm Music
 
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Post » Sat Apr 02, 2011 4:20 am

Lol spit on me while your at it?

Seriosely why not ask the person who did it?

Or dont I get credit for being the first to have WORKING flamethrowers on mutants?

You ask Mart and Link to put Flamers in FOOK...

How sad.

Actually I didn't quite know how the alloting of weapons worked and which mod specifically did what because I remember back when I was using just Mart's mod before FOOK, and the supermutants used different weaponry than vanilla mutants did. Mart correctly directed me over to the FOOK guys where I made the request to them. I have nothing against you, or your mod, and I mentioned FEV in both requests.

What's sad is that you can't accept the possibility of another mod using an idea that you implimented first. Thats like ID going around suing every FPS that has a shotgun in it. Good ideas are meant to be shared, not turned into some egotistical mental circle jerk.
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Emmie Cate
 
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Post » Fri Apr 01, 2011 3:28 pm

Nothing like people derailing a Mod release thread by not discussing the mod that the thread is actually about :whistle:
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Phillip Hamilton
 
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Post » Fri Apr 01, 2011 10:22 pm

You're right, I asked a question in a wrong spot and was directed where to go, it SHOULD have just ended there.

ANYway, like Osiris454 requested, I'd also like to see the gargantuan and glowing one reskin/skeleton to be an optional feature if at all possible in the next release. Hopefully as an esp for each because I'm quite partial to the gargantuan, but the deformed glowing ones seem a bit out of place.
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Chris Johnston
 
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Post » Fri Apr 01, 2011 11:30 pm

I was looking at a Mod which allows the Player [by speaking with Moira Brown about 'em] to enable the Enclave starting to appear, early or whenever.......thus one could ignore the MQ to an extent if a RPer and so on.........I was wondering how this would work if you were already using MMM? Would it be as simple a matter as them starting to spawn in exactly the way Raiders, Outcasts or Molerats do? Just in the increased numbers that MMM is designed to spawn 'em.....? or would this "artificial" way of triggering 'em break anything with MMM? I ask because it would be Majorly cool to be able to RP an uninvolved Wasteland Wanderer [hunting for teeth and skins ,lets say, for a living] and still have the option to Interact with occasional Enclave units too.......I'm a bit fuzzy on how this would be "meant" to run....I assume MMM just checks if they are enabled by game events and spawns 'em [or not] depending?
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Michael Korkia
 
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Post » Fri Apr 01, 2011 6:21 pm

I'm no expert in this, so take it with a grain of salt.

The way I understand MMM works is that it alters the spawning lists.
MMM in itself does not spawn anything, it just changes things that are already supposed to spawn.
So if enclave is supposed to spawn they will. If you have increased spawns on, they will spawn in increased numbers.
That's about it (provided I'm correct).
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lucy chadwick
 
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Post » Fri Apr 01, 2011 2:45 pm

edit. if starting new game do i need to wait x amount of days?
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Sun of Sammy
 
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Post » Sat Apr 02, 2011 4:48 am

edit. if starting new game do i need to wait x amount of days?


Not at all.
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Flash
 
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Post » Fri Apr 01, 2011 6:21 pm

http://www.gamesas.com/bgsforums/index.php?showtopic=966997

Thought that be relevant to a maker of Mutant mods...
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flora
 
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Post » Fri Apr 01, 2011 4:12 pm

I have a dumb question. I'm still using version 1 beta 3. The files on the nexus are 1.0 beta 4 full which is another 90mb dl, and 1.4 to 4.1 so do I have to dl the entire mod again?
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evelina c
 
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Post » Sat Apr 02, 2011 6:10 am

Apologies for the lack of replies, I've been insanely busy lately. What free time I've had, I've been modding not foruming.

Current up-coming changelog for Beta 5 promises to squash the remaining bugs so I can move forward with features like wounding:

::: Beta 5
  • Fixed 1HP enemies issue (vanilla bug)
  • Fixed hard to target Ants issue (vanilla bug)
  • Fixed Glowing Ones not always glowing
  • RadScorpions and Geckos added to AnimalFriends (thanks OnlyToast!)
  • Added Feral Ghoul Flesh as loot to Feral Ghouls
  • Added Night Ghoul Eyes as loot to Night Ghouls*
  • Adjusted weights of all new loot items
  • Adjusted all new loot ingestible benefits to be time based
  • Adjusted Increased Spawns balance equations
  • Zones Respawn: Removed Fort Independence and RaiderNoSpawn
* Feral Ghouls now drop Feral Ghoul Flesh, which is not particularly appetising but there none the less, and Night Ghouls drop both flesh and a chance of Night Ghoul Eyes, making taking them out more rewarding -- eating these not only briefly grants higher perception, but also night vision for a while :) Like the Gargantuan knock-back introduced in Beta 4, these are some of the smaller features that flesh out the mod.

Big kudos go to gimpyparrot who sent me a savegame of the 1HP bug, allowing me to track it down. And the reason it was so hard to track down? Like the invulnerable Talon and Raider issues, this isn't a bug with MMMF3. No, it's yet another vanilla bug with Fallout 3 that I have to work around -- like the invulnerable Talon bug, this is again a function of ACHRs causing problems with commands issued in scripts. So the is the Ant problem, actually, but while I haven't been able to narrow down the exact cause of that one, I've added a workaround.

There may also be some updated skeletons, new variants and new meshes/textures.

::: http://members.iinet.net.au/~amills/MMMF3-NightGhoulEyes1.jpg
::: http://members.iinet.net.au/~amills/MMMF3-NightGhoulEyes2.jpg

As before, if anyone is interested in making new Pip-boy icons for the new loot and/or world models, let me know.
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Janeth Valenzuela Castelo
 
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Post » Sat Apr 02, 2011 2:23 am

Oooo... a reason to kill them instead of run! Nice ;) (And running is possible if you're close enough to a town/building :P )
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Naazhe Perezz
 
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Post » Sat Apr 02, 2011 5:21 am

Oooo... a reason to kill them instead of run! Nice ;) (And running is possible if you're close enough to a town/building :P )

More to the point, I love the symmetry that if you kill one and eat his eyes, you'll gain his ability for a while to see any others and thus help you fight them. Using their abilities against them :)
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Mel E
 
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