[RELz] Mart's Mutant Mod 1.0 Beta 4

Post » Fri Apr 01, 2011 10:34 pm

I am pointing this out simply because having this creature in your mod would be awesome, this person has done a great job on it. http://www.fallout3nexus.com/downloads/file.php?id=5102, the creator has given permission for anyone to use and edit it as they see fit, just thought you should know. It would be a great addition.
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Guinevere Wood
 
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Post » Sat Apr 02, 2011 12:53 am

Dang it, 200 already. RL is still very busy but I'm modding most of this weekend and hope to have Beta 5 up by the end of it. Apologies for not responding to everyone's questions.

1. Is there a Feral Ghoul spawn point inside of Regulator HQ?
2. Has the PERception of all creatures been dramatically increased, or Sneak decreased?
3. Could mob AI versus sniping (in particular, Raiders) be improved?
4. Could you possibly toughen the "Boss"es, that is, named creatures (Raiders)?
5. Shouldn't configurable respawn rates be an integral part of MMM?
6. I'd decrease the weight of Molerat Teeth, and increase the value of Yao Guai and Deathclaw parts, at least the ones with no ingestive / recipe value. Is it possible to use a different model then the deathclaw claws for them?

Thankyou for repeating and being concise :)

1. If there is, I didn't put it there. MMMF3 alters the volume of what spawns at a point, but doesn't add or remove any points from the world.
2. No, PER hasn't changed on any vanilla creatures.
3. Yes I think it can. Reactiveness of enemies to long-range shots I -think- is a factor of some easily tweakble game settings. If anyone can point to a mod that does this, I can include them as defaults in MMMF3. I tend to agree, creatures and NPCs should react regardless of range.
4. Yes I can, and that's a great idea. I need help here -- I haven't completed the game yet, and there are plenty of named NPCs in the game that aren't bosses. If someone can give me a list of named bosses, I'll alter just these guys and maybe throw in some extra baddie goodness too (body guards, improved abilities etc -- more than just a basic stat boost).
5. You mean how frequent cells reset? There are so many mods that do this, and everyone has their own preference.
6. Already done -- see the previously posted Beta 5 changelog. All weights of new loot have been adjusted, and all new loot that confer health etc now operate over time instead of instantly.


I am pointing this out simply because having this creature in your mod would be awesome, this person has done a great job on it. http://www.fallout3nexus.com/downloads/file.php?id=5102, the creator has given permission for anyone to use and edit it as they see fit, just thought you should know. It would be a great addition.

Yeah I saw that. Has model issues but, mostly, does everyone want to see mammoths in F3?

Also, before you ask, yes Zenl's new Wannimingo is going in :) Oh, and so are the aliens. Special spawns *taps nose*.
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Rachell Katherine
 
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Post » Fri Apr 01, 2011 10:59 pm

Yeah I saw that. Has model issues but, mostly, does everyone want to see mammoths in F3?
It could always be an optional plug in. Either way, not a big deal.
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Kanaoka
 
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Post » Sat Apr 02, 2011 12:43 am

Each weapon has its own detection-level, so when you shoot at a creature with a sniper rifle and the shot fails to kill the creature then based on the detection-level the creature will start a search to find the origin of the shooter.
I believe that the sniper rifle has a rather large/high detection-level so when shot but not killed you will likely be found by the creature you shot at, and it will bring its friends!

You should take a look at http://home.comcast.net/~xodarap777/XFO/XFO_Readme_Current.html#Links which has a "sneak rebalance" and also take a look at the mod http://www.fallout3nexus.com/downloads/file.php?id=3388 which makes it possible to adjust your weapons to better fit your needs.


Right, if the shot's not a kill, the target does a search (sometimes, more than one creature participates). That I don't have a problem with. What's immersion-breaking for me is they ignore corpses in their midst - new corpses that I just created by popping the melon of their buddy. I can whittle down entire mobs of Raiders without any of them reacting. It'd be nice if they took cover, tried to discover where the fire's coming from, hunt me down, etc, etc.

Darn it, something is affecting Stealth. With a 68 Sneak I'm getting instantly detected when I'm motionless, in shadow. As far as balancing it, thanks for the suggestion, but I like vanilla Stealth just the way it is - or was. It wasn't easy, took patience, and really didn't pay off or become very powerful until you started racking up some levels and getting it to at least 50.

Let's see, I can name three bosses off the bat - Ryan Briggs, Rocksalt, and errr - well that guy who comes to claim the Naughty Nightwear.

I've been using Luchaire's Better Drugs to prevent stim spamming and liven up drug use; nice to see the food side's getting covered.
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keri seymour
 
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Post » Sat Apr 02, 2011 5:32 am

Yeah I saw that. Has model issues but, mostly, does everyone want to see mammoths in F3?


In a word, no. They just seem too out of place, imoho.
But, should you choose to include them, please make it modular. :)
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Lynne Hinton
 
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Post » Sat Apr 02, 2011 4:35 am

In a word, no. They just seem too out of place, imoho.
But, should you choose to include them, please make it modular. :)


Ditto! Don't believe it's something you'd see in post-war game unless we are in caveman times.
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yermom
 
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Post » Fri Apr 01, 2011 9:21 pm

Bosses I've seen:

The hostile Wanderer, the oasis Drifter (the one in the church), Gallo, Jaime, Laszlo Radford, Lug-Nut, Mad Johnny Wes, The Roach King, Rocksalt, Smiling Jack, the Surgeon, Torcher, the Vault 106 Survivor, and Sam Warrick. There might be a couple that I missed. :]
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Maya Maya
 
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Post » Fri Apr 01, 2011 3:39 pm

Hey Mart, I had a cool idea, but it seems that it runs into issues with MMM.

My idea was this: When a baddie gets vaped or gooped by energy weapon crit kills, their surrounding comrades freak out and run. I applied the effect through an invisible explosion PlaceAtMe'd by the vaporization script. Howver, no matter how big I made the explosion, they never ran when I vaped one of their comrades (I put a visible placeholder explosion in to make sure that there was an explosion). While looking at your script setup, it seems that you affect their Confidence as well, and I think it may be overriding any changes done to the confidence.

Would you consider it to be something worthwhile to integrate into MMM? I can send you my WIP ESP.
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Kit Marsden
 
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Post » Sat Apr 02, 2011 3:38 am

Don't forget the two best bosses in the game:: The Antagonizer, and The Mechanist
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Eilidh Brian
 
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Post » Fri Apr 01, 2011 3:06 pm

Regarding...

Wasteland Mammoth:

I like it for the following reasons...
- The game still lacks passive creatures.
- The game utterly lacks BIG non-humanoid creatures!
- While a mammoth seems out of place, it is not as absurd as it seems. Plans to "revive" mammoths by genetical engineering are existent!
Unlike most other prehistorical animals, mammoths provided us with corpses in near-mint condition, so to say. ^_^
I fancy the idea of an animal, which was extinct before the nuclear holocaust, returning to existence afterward, by a bizarre twist of fate.

Of course, it would be nice if we'd have any mention of them in pre-war documents. A non-required bonus, though.


"Baddies freaking out and running" due to energy crits:

I'd only second that if reasonable enemies and numbers were affected.
Some of the raiders. Very few Talons, BoS members or similarly battle-hardened groups. Hardly any bosses, deathclaws, feral ghouls or super mutants (their brains are too slow for scare effects). Etc. (Reasonable!)


List of named bosses:

My impression is that shouting out random names left and right is not of any help to Martigen!
This is rather a task for a person who has a valid and complete list of them available.

Of course, my point is moot if no one here has such a list.
Still...I wouldn't want to be the one who's telling Martigen to comb a 200+ entries thread for all the names he requires. :nope:


Mob AI reaction to sniping:

It is an immersion breaker, when a group of creatures/people doesn't react in any way to the popping heads of their members!
If nothing else, they should at least start running/fleeing/taking cover.
(Enemies taking cover is something I sorely miss from F3. Shootouts seem really chaotic and boring, most times. With enemies running retardedly back and forth, if not just standing in the open like a target dummy. Tactics shouldn't just be a task for the player, but for the opposing AI, too!) :yuck:
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sam westover
 
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Post » Sat Apr 02, 2011 3:32 am

I'm still getting enemies that spawn with negative health values. Has anyone else noticed this? You notice it first as the fact that a target has just one little sliver on their displayed health bar (not in VATS). In VATS, if you start queuing up shots, you notice that the health bar doesn't decrease in size (projecting the potential HP loss). If you GetAV Health them in the console, you then see that their health is negative, sometimes in excess of -100.

I've never noticed this before MMM was installed.

As for the comment about selective freaking out over a comrade being vaped, the way I had it set up was to temporarily decrease their Confidence by 2. Enemies with higher confidence would weather it better than those without. Conditional checks could nullify it against certain targets.

EDIT: Did a bit of investigating. I found a spawn that consistently has the bug, a raider spawn in cell zBethOffice01 (Bethesda Offices West), ref ID 2575A.

I have commented out the script point in the aMMMzNPCOnLoadStats script that alters the NPC health, and his health is greater than 0 and is a comparable level to the raider right next to him (or her) With that script portion enabled? Negative health, in excess of -100.

Both spawn points are the same base object, which is even more perplexing since the other one, RefID AF8E2, does not have the health problem. Their objects are different-colored M-placeholders though, is there some difference between them?

EDIT 2: There is a difference, ID 2575A is a "Hard" rated, while AF8E2 is "Easy". Could that be involved in the problem?

EDIT 3: Haven't found the cause, but I put in a fix that seems to work: Right after Line 23 in aMMMzNPCOnLoadStats, I put the following bit of code (with the variable up near the top with the rest):

float HealthFixer....		if getav health < 0			set healthfixer to (-1.5 * getav health)			modav health healthfixer		endif


I used 1.5, but it may not be applicable in all cases. I originally tried -2 for the multiplier. The other raider in there had a health of 80-something (off of memory), but when that bit of script ran on the buggy health'd raider, it put his health up to 170 (which would be a bit too tough...). I'm not sure all affected NPCs will have the same level of health problem, but it does at least fix the health to be positive again.

I've seen ghouls and the fire ants affected by this too, so the bug is in the Creature counterpart to the NPC on load script.
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Alexander Lee
 
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Post » Fri Apr 01, 2011 10:45 pm

I'm still getting enemies that spawn with negative health values. Has anyone else noticed this?

Yes, this has been fixed for Beta 5, see the previously posted up-coming changelog. And yes, unfortunately, the solution is a workaround to simply not dynamically health adjust those records. The problem as you found appears to be with data in the ACHR records for those npcs/creatures, and the issue is with getav health on its own returning a very large negative value -- but only if run from a script, and only on actors placed with those ACHRs. As you noted, the very same scripts and getav health command works just fine elsewhere. The 'Easy' and 'Hard' values are supposed to be level modifiers, and just in case it was something to do with initilaisation, I even tried delaying the scripts by 60 frames with the same result. This is similar to the invincible Raiders bug which was causing actors to be unhittable if their scale was adjusted while it was also adjusted in the ACHR. These are the type of annoying engine bugs I spend more time debugging and working around than actually modding.

On the vaporisation, send it over. I probably won't do it for Beta 5, I'm trying to wrap it up this weekend.

Thanks everyone for your comments. I have read them and made notes (like with bosses), I just don't have time atm to reply to every post.
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Krystina Proietti
 
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Post » Fri Apr 01, 2011 4:53 pm

you might want to make a spawn remover esp for the pitt.........by the train station up north some enclave guys are spawning inside of one of the rocks. just thought id give you heads up.
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FITTAS
 
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Post » Fri Apr 01, 2011 5:45 pm

Alright Im going to complain about the Gargantuan. These things need to be sized down dramatically. I had one appear in Bailey's Crossing and it was so big it couldnt go anywhere. I find that to be game breaking, and not to mention ammo consuming. They need to be smaller because they cannot negotiate in some of these ruins they spawn at. Either make them spawn where there is a lot of open ground or tone their size down. Or make a variation called a 'Super Mutant Freak' that is the same size as a regular Mutant but only capable of melee and with a hit points more in line with regular Mutants. Current Gargs are just too much and dont make the game particularily fun, and if its not fun or if it doesnt work then it needs to change. Also looking forward to version 5 :)
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john palmer
 
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Post » Sat Apr 02, 2011 12:51 am

Alright Im going to complain about the Gargantuan. These things need to be sized down dramatically. I had one appear in Bailey's Crossing and it was so big it couldnt go anywhere. I find that to be game breaking, and not to mention ammo consuming. They need to be smaller because they cannot negotiate in some of these ruins they spawn at. Either make them spawn where there is a lot of open ground or tone their size down. Or make a variation called a 'Super Mutant Freak' that is the same size as a regular Mutant but only capable of melee and with a hit points more in line with regular Mutants. Current Gargs are just too much and dont make the game particularily fun, and if its not fun or if it doesnt work then it needs to change. Also looking forward to version 5 :)



Ha i had a guargantuan AND a behemoth spawn in that little building.


But anyways, i have a question about the new confidence levels. Im finding that most ghouls (especially glowing ones) are running away after the slightet damage. Glowings usually flee on sight. I think that the confidence levels of these creatures should be a little higher, as they are rather mindless (and i assume fearless as a result).
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Penny Courture
 
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Post » Sat Apr 02, 2011 5:19 am

*EDIT* Or not. New game sans FOOK and T3T Weapon Tweaks (as a standalone) and I am no longer getting this on Ants and Robobrains. Haven't run into a Gargantuan yet.
*Re-EDIT* Yes I am, just ran into a long string of ants (Springvale School) without the funkiness. And the one Robobrain near SDM I one-shot. Jumped to conclusions I guess.


Also some issues, with Hitboxes. Particularly on Ants and Robobrains, outside of VATS. Also, the Gargantuan has the same hitbox issues that Giants used to have, I'm having to kill the knees.

Most ant hitboxes are around and slightly below the abdomen. Also the hittable area seems very, very small.

Robobrain hitboxes seem to be just above the tracks. *However, this usually only happens after they are shot once. Pop them in the head once and if they don't die, shots anywhere except a small area of the tracks do not do damage, they either pass through or there is an impact effect but no damage.

Targeting via VATS at any body part on Ants and Robobrains works normally, but not Gargantuans; anything targeting the torso just goes right through. (Tested that bit repeatedly with MiniNukes and Missiles in VATS, they clip right through).
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victoria johnstone
 
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Post » Sat Apr 02, 2011 6:37 am

I am pointing this out simply because having this creature in your mod would be awesome, this person has done a great job on it. http://www.fallout3nexus.com/downloads/file.php?id=5102, the creator has given permission for anyone to use and edit it as they see fit, just thought you should know. It would be a great addition.


While that is some pretty good work and nice to see a custom creature, it doesn't really fit this game well at all (and no I'm not some canon freak, it just doesn't look right in this setting). If anything, I'd rather see that in MMM for Oblivion~ Would look right at home around the Jeralls. Now if someone can skin it and make it a mutant elephant, now that would be something cool.

4. Yes I can, and that's a great idea. I need help here -- I haven't completed the game yet, and there are plenty of named NPCs in the game that aren't bosses. If someone can give me a list of named bosses, I'll alter just these guys and maybe throw in some extra baddie goodness too (body guards, improved abilities etc -- more than just a basic stat boost).
6. Already done -- see the previously posted Beta 5 changelog. All weights of new loot have been adjusted, and all new loot that confer health etc now operate over time instead of instantly.

Yeah I saw that. Has model issues but, mostly, does everyone want to see mammoths in F3?

Also, before you ask, yes Zenl's new Wannimingo is going in :) Oh, and so are the aliens. Special spawns *taps nose*.


4. I hope to see more boss creatures, it's something the game is sorely lacking in and the preexisting named NPCs like Rocksalt or Commander Jabsco really aren't that great, Jabsco is probably the only one that could really be a "boss" in the default game since he is a lot more powerful than other NPCs, especially the Talon Mercs.
6. Nice to see, weights on a lot of stuff didn't make sense, like Yao Guai eyes weighing three pounds which is huge for an eyeball and more than their meat O_o.

Like I said with the other quote~

Yay! Was there a thread about the aliens made or was it mentioned in here? I haven't seen anything about it and looked it up on the nexus, looks nice. Has anyone rigged the failed supermutants you find in Vault 87 yet? Those would be neat too.
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Ludivine Poussineau
 
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Post » Fri Apr 01, 2011 7:54 pm

I could see the Mammoths being used up in Anchorage, but not in regular Fallout.

At least make it modular, and if you DO add them, change the spelling from MOMMOTH to Mammoth...thanks :)
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Kevan Olson
 
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Post » Sat Apr 02, 2011 5:59 am

Ha i had a guargantuan AND a behemoth spawn in that little building.


But anyways, i have a question about the new confidence levels. Im finding that most ghouls (especially glowing ones) are running away after the slightet damage. Glowings usually flee on sight. I think that the confidence levels of these creatures should be a little higher, as they are rather mindless (and i assume fearless as a result).


Same issue, yeah. I encountered three Glowing Ones in a subway, and they ALL ran away from me, and they were at (or nearly) full hit points.

As for the Gargantua: as my current character is a Sneak & Small Guns build, these guys are more trouble than they're worth! You really have to have some Big Guns, in particular the Fat Boy, to dent them. Otherwise, I can expend every bit of ammo I'm carrying and still not kill them.

Not that is necessarily a bad thing, I suppose, but yeah, the "fun factor" is not really there. At Evergreen Mills, there was no way I was letting that one out of his cage. I knew he'd decimate the Raiders with little or no damage to himself, then come after me. I finally got tired of him elevating my threat meter up to DANGER while I was sneaking around the place killing Raiders, so I killed him via console.
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Lloyd Muldowney
 
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Post » Fri Apr 01, 2011 6:41 pm

Any mirrors for this? My download keeps getting cut off at 98% on Nexus, very frustrating.
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Christine
 
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Post » Fri Apr 01, 2011 6:49 pm

is the beta 5 up yet
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Jessica Raven
 
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Post » Fri Apr 01, 2011 9:31 pm

I imagine that MMM b5 will be accompanied by the creation of a new thread. I'm surprised this one's still live, actually. :stare:
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Evaa
 
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Post » Sat Apr 02, 2011 2:16 am

Not yet, life has been really busy of late but I'm still working on it. The delay is partly working around Bethesda bugs, partly expanding the update by including newly released content (like the Wannimingo), and partly a bunch of new features that have simply taken time to create but are almost done. Beta 5 is the largest update yet.
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sophie
 
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Post » Sat Apr 02, 2011 12:13 am

Ive loaded the mod, and all the textures are mixed up. Ive watched a mole rat and super mutant alternate between atleast 10 textures. it looks really weird.

p.s. Same thing with CFW mod. What did i do wrong?
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Steve Smith
 
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Post » Fri Apr 01, 2011 2:50 pm

Ive loaded the mod, and all the textures are mixed up. Ive watched a mole rat and super mutant alternate between atleast 10 textures. it looks really weird.

p.s. Same thing with CFW mod. What did i do wrong?

You forgot http://www.fallout3nexus.com/downloads/file.php?id=944, which will solve your problem once you run it and hit activate.
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Maria Leon
 
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