[RELz] Mart's Mutant Mod 1.0 Beta 4

Post » Fri Apr 01, 2011 9:51 pm

Yeah I liked that too.

Would it be possible to have the flesh give +movement speed? Not as fast as one of them, but faster. Not sure if it'd be compatible with the sprint mod or coyote armor etc though.
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Rachel Briere
 
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Post » Sat Apr 02, 2011 4:24 am

Woohoo, new beta incoming.

But don't you sometimes find it strange what you can ingest in this game (especially now :P ), not only without getting seriously ill, but actually benefitting from it? ;)

But yeah, nice idea with the eyes!
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Alina loves Alexandra
 
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Post » Fri Apr 01, 2011 3:07 pm

Woohoo, new beta incoming.

But don't you sometimes find it strange what you can ingest in this game (especially now :P ), not only without getting seriously ill, but actually benefitting from it? ;)

But yeah, nice idea with the eyes!


Andale: Soylent Green is made of PEOPLE! :lol:
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Daramis McGee
 
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Post » Fri Apr 01, 2011 11:09 pm

Martigen,

Was wondering if you know of a mod that allows you to build traps? Like the shotgun one and the grenade one etc...

If there is one could you include it in your next roll out and if not how hard do you think it would be to build one?
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Louise
 
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Post » Fri Apr 01, 2011 6:40 pm

just awesome work you are doing here Martigen, wish i had more time to actualy play, lol.
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Unstoppable Judge
 
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Post » Sat Apr 02, 2011 2:07 am

just awesome work you are doing here Martigen, wish i had more time to actualy play, lol.



YOU FOOKER! GET BACK TO WORK!
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Bee Baby
 
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Post » Sat Apr 02, 2011 4:19 am

Woohoo, new beta incoming.

But don't you sometimes find it strange what you can ingest in this game (especially now :P ), not only without getting seriously ill, but actually benefitting from it? ;)

But yeah, nice idea with the eyes!


Clearly, strong stomachs are a survival advantage in the wasteland just like enormous chests on women. :P
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Rebecca Clare Smith
 
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Post » Fri Apr 01, 2011 4:26 pm

Clearly, strong stomachs are a survival advantage in the wasteland just like enormous chests on women. :P


They're like camel humps you know.
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BethanyRhain
 
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Post » Fri Apr 01, 2011 11:16 pm

Mart,

Are you sure the loot lists are correct for the night ghouls in the most recent update?
I'm seeing them drop regular feral loot including caps, metro tickets, even passcards and 5,56mm but not a single eye...
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Romy Welsch
 
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Post » Fri Apr 01, 2011 11:18 pm

Mart,

Are you sure the loot lists are correct for the night ghouls in the most recent update?
I'm seeing them drop regular feral loot including caps, metro tickets, even passcards and 5,56mm but not a single eye...

In Beta 5 they have the eyes and stuff, this is beta 4.
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Trevor Bostwick
 
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Post » Fri Apr 01, 2011 4:01 pm

doh!
why did I not remember that... :embarrass:
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Vickytoria Vasquez
 
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Post » Sat Apr 02, 2011 1:52 am

eta on the next update ?
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maria Dwyer
 
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Post » Fri Apr 01, 2011 7:02 pm

Adjusted Increased Spawns balance equations
Zones Respawn: Removed Fort Independence and RaiderNoSpawn

Mart, could you elaborate on these points? In my game Ive noticed that some npcs are missing (ie, theyre not dead, but they dont appear in the game world), one of which is the woman Outcast at Fort Independence. The others are Eulogy Jones and his hoes at Paradise Falls. Oh yeah before I forget. Any chance of adding some more slaver guards at the Paradise Falls entrance? From an immersion perspective having 1 guy (Grouse) guard the entrance is a bit absurd. That and the fact that the entrance is constantly attacked by Yau Guis, Radscorpions or Deathclaws constantly.
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sam smith
 
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Post » Fri Apr 01, 2011 7:59 pm

Can anyone help me? I'm getting the purple raiders and flickering creature textures error but I've set the load order up as suggested, inactivated the archive validation, extracted the files and waited four days in game. I've had this problem since I installed the mod yesterday and can't seem to fix it, anyhelp would be appreciated and I have tried reinstalling the mod severaltimes to no avail.
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Adrian Powers
 
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Post » Sat Apr 02, 2011 4:11 am

Inactivated archive invalidation? Well shouldnt you activate it? Is everything installed in the right place?

There seriously needs to be a "How to install mods for dummies" thread stickied. Not that Im calling you a dummy or anything so please dont feel offended, heh.
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Katharine Newton
 
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Post » Fri Apr 01, 2011 6:07 pm

yes
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luis ortiz
 
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Post » Fri Apr 01, 2011 10:36 pm

I just noticed something and now it glares at me... Why are the burlap shorts on the night ghouls glowing?
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James Baldwin
 
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Post » Fri Apr 01, 2011 4:08 pm

Unlike with the Oblivion MMM I am more up to date with this, now. I just installed this version and already have seen new stuff.
I love those Little Geckos :wub: Unfortunately they tend to hang out with the Mirelurks and with Increased Increased Spawns I can only admire them from a distance :hehe:
Since switching back to HDR I'm noticing the detail and quality of the various textures of creatures, now. Those Super Mutants are a lot more scarier now.
I started a fresh new character and spend most of my time running away than fighting, and also more time viewing the various creatures through my sniper rifle scope from a safe distance :)

This is by far my favourite mod. Do we have anything along the lines of Oscuro's yet? In Oblivion MMM and OOO went well together as my PC couldn't handle FCOM :)
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Natalie J Webster
 
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Post » Fri Apr 01, 2011 2:49 pm

hi, the Mart's Mutant Mod - XFO + FOOK.esp patch in marts optional files turns some people skin in megaton the wrong color. for instance the guy who greets you when you first enter megaton is now white
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CArla HOlbert
 
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Post » Sat Apr 02, 2011 2:30 am

Adjusted Increased Spawns balance equations
Zones Respawn: Removed Fort Independence and RaiderNoSpawn

Mart, could you elaborate on these points? In my game Ive noticed that some npcs are missing (ie, theyre not dead, but they dont appear in the game world), one of which is the woman Outcast at Fort Independence. The others are Eulogy Jones and his hoes at Paradise Falls. Oh yeah before I forget. Any chance of adding some more slaver guards at the Paradise Falls entrance? From an immersion perspective having 1 guy (Grouse) guard the entrance is a bit absurd. That and the fact that the entrance is constantly attacked by Yau Guis, Radscorpions or Deathclaws constantly.

No unqiue NPCs are touched by MMM, so any missing NPCs are either vanilla (as witnessed in Megaton which the second Bethesda patch tries to fix), or perhaps they were genuinely killed off by something (if they're not marked Essential). The reason for the lack of reset at Fort Independence is a bug report that had the NPCs there spawning when the cell reset even if the original spawns hadn't been killed. Over time, the number grew exponentially. This isn't actually a problem with MMM, it seems the world references for the NPCs in those zones have a flag that's causing some odd behaviour with cell resets -- the actual NPC templates placed are the same as everywhere else in the world, where they don't grow exponentially. The cells were originally marked not to reset in vanilla, and obviously the NPC references there are desigened with that in mind. Actually curious if the other Forts are suffering this, but don't have time to look into it.


I just noticed something and now it glares at me... Why are the burlap shorts on the night ghouls glowing?

Yeah :/ They share the same emittance colour as the rest of the textures. To have the area around the eyes be 'translucent', I increased the emittance in the nif as well as used a colour matching the texture (so you get a red translucent glow around the eyes instead of white for the red-fleshed night ghoul). Prob is, shorts glow too. I'm not a model/texture expert so if there's an alternative solution I'm all ears :)


hi, the Mart's Mutant Mod - XFO + FOOK.esp patch in marts optional files turns some people skin in megaton the wrong color. for instance the guy who greets you when you first enter megaton is now white

That's Simms, and neither MMM or that plugin touches him. I heard similar reports in the FOOK thread, so perhaps look there.
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LuCY sCoTT
 
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Post » Fri Apr 01, 2011 5:19 pm

No unqiue NPCs are touched by MMM, so any missing NPCs are either vanilla (as witnessed in Megaton which the second Bethesda patch tries to fix), or perhaps they were genuinely killed off by something (if they're not marked Essential). The reason for the lack of reset at Fort Independence is a bug report that had the NPCs there spawning when the cell reset even if the original spawns hadn't been killed. Over time, the number grew exponentially. This isn't actually a problem with MMM, it seems the world references for the NPCs in those zones have a flag that's causing some odd behaviour with cell resets -- the actual NPC templates placed are the same as everywhere else in the world, where they don't grow exponentially. The cells were originally marked not to reset in vanilla, and obviously the NPC references there are desigened with that in mind. Actually curious if the other Forts are suffering this, but don't have time to look into it.



Yeah :/ They share the same emittance colour as the rest of the textures. To have the area around the eyes be 'translucent', I increased the emittance in the nif as well as used a colour matching the texture (so you get a red translucent glow around the eyes instead of white for the red-fleshed night ghoul). Prob is, shorts glow too. I'm not a model/texture expert so if there's an alternative solution I'm all ears :)



That's Simms, and neither MMM or that plugin touches him. I heard similar reports in the FOOK thread, so perhaps look there.


The solution is in the glowmap: the region that corresponds to the shorts should be 100% black.
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Pixie
 
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Post » Sat Apr 02, 2011 4:25 am

Just a quick update -- I've been super busy so haven't had time to work on the next update much but, that said, I lied about Beta 5.

It's going to have quite a bit more than the previously listed fixes and new textures :)

I have quite a long to-do list for it, one of which was completing a feature that took two nights to get working properly -- the Gargantuan's Strike.

In Beta 4 I added the chance for the Garg to cause a knock-back effect when he strikes. The problem is, the effect is triggered directly by the Garg's strike in the actor dialog, and as it turns out this only gets applied by the engine if the target actor isn't dead. This meant actors wouldn't fly back for killing blows. Which kinda ruins how just cool the Garg could be :) This isn't just about having them fly back as they die, I wanted to create gibs-in-flight for those times when an actor is dismembered by a killing blow -- imagine the sheer splatter as a NPC is dismembered by the Gargantuan's giant fist, sending bits flying across the battleground with the same velocity as the knockback of the blow!

It turns out, the act of dismemberment cancels out physics -- i.e, a flying body dismembered to gibs stops mid-air when it seperates, kind of ruining the effect. So I spent a while working on this, and ended up coding a system that uses two different spells and a token to produce the following:
  • NPCs are knocked back by the force of a Gargantuan strike
  • If they strike should kill them, they are still knocked back with velocity as they die
  • There's a chance for a NPC to be dismembered on impact as they are knocked back if they die
  • There's a chance for an NPC to be completely obliterated at the impact of the Gargantuan's strike
This may sound like a lot of work for one creature, but the effect is so absolutely worth it :) There are basically three different ways NPCs (and creatures too, I should note) can die from the Gargantuan's strike. Evergreen Mills is a complete battleground now as the Gargantuan decimates the Raiders, sending bodies and gibs and limbs flying in all directions across the area :)

The screenshots don't do justice to action in-game (and it's hard to snap gibs in-flight), but here's a quick teaser:

::: http://members.iinet.net.au/~amills/MMMF3-GargStrike1.jpg
::: http://members.iinet.net.au/~amills/MMMF3-GargStrike2.jpg
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Harry-James Payne
 
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Post » Sat Apr 02, 2011 1:57 am

Okay, correction about the night ghoul pants: the problem isn't in the glowmap, it's in the fact that the night ghoul pants don't point to it. The texture system is a bit different with FO3, they're all held together in a new object called the "BSShaderPPLightingProperty", and have to be manually entered. The space for the Glowmap is right beneath the Normal map in the list Match the glowmap that the rest of the body uses to the pants in NIFSkope and the problem is solved.
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Andrew Perry
 
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Post » Fri Apr 01, 2011 5:43 pm

Okay, correction about the night ghoul pants: the problem isn't in the glowmap, it's in the fact that the night ghoul pants don't point to it. The texture system is a bit different with FO3, they're all held together in a new object called the "BSShaderPPLightingProperty", and have to be manually entered. The space for the Glowmap is right beneath the Normal map in the list Match the glowmap that the rest of the body uses to the pants in NIFSkope and the problem is solved.

*attempts to understand*

Nope, over my head :) Are you able to fix the nifs and send them to me?

And thankyou :)

EDIT: Ah wait, so the pants section isn't pointing to the glowmap while the parent of the tree is (going from memory in nifskope)?
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Laura Shipley
 
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Post » Fri Apr 01, 2011 7:51 pm

The parent is the root node. The body mesh is properly pointing to the glowmap, while the pants mesh is pointing to no glowmap. Without the glowmap to act as a mask, the pants in their entirety take on whatever its emissive material color is.

Each mesh contains a "BSShaderPPLightingProperty, and within each is a subproperty called "BSShaderTextureSet". In the Block Details section (if disabled, go to View menu > Block Details to reveal it), is a section called "Textures". Expand it, and put this line into the empty space beneath the normal map line on each feral ghoul's pants mesh:
textures\mmmf3\creatures\ghoulferal\mmmnightghouleyesgreen_g.dds


If you use MMM_nightghoul_v3_old.nif, then you're SOL because that one was apparently made with an old version of NIFSkope that didn't properly update the arrays on save, and is completely borked as far as NIFSkope is concerned.
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Nienna garcia
 
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