[RELz] Mart's Mutant Mod 1.0 Beta 4

Post » Sat Apr 02, 2011 5:40 am

love this mod! was wondering tho. i have the Tough Traders loaded and checked yet w/ all the increased spawns they're still getting killed. Hoff is almost dead and Crow lost his bull. am i doing something wrong? thanks!
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Laura Ellaby
 
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Post » Sat Apr 02, 2011 5:20 am

Don't forget the ghoul speed, HP and supermutant HP come from XFO's balance changes. The supermutants are beefed up in MMMF3 Beta 4, but not as far as XFO's boosts their health, and if you're loading the XFO plugin this will be taking priority.


Sorry for posting this in several places, thanks for replying to them all though!

I understand what your saying, but do you know which plugin would be the offending one? Is it your MMM + FOOK + XFO.esp, or one of XFOs standard ones, if the latter, do you know which one because I'm not using the XFO enemy rebalance as I'm using FOOK and MMM too.

Thanks for letting me annoy you yet again! :embarrass:
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Claire Vaux
 
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Post » Sat Apr 02, 2011 12:17 am

I would just like to add that in Fallout 1/2 the scale order was:
Gecko, Fire Gecko, Golden Gecko.....

The Golden Geckos are bigger and stronger than the Fire Geckos...
But the Fire Geckos are much tougher and could breath fire.
http://img18.imageshack.us/img18/8003/gecko.jpg

Fire Geckos also have a ver different model to Golden and Small geckos. (They use the same model)
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Jessie
 
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Post » Sat Apr 02, 2011 6:40 am

Sorry for posting this in several places, thanks for replying to them all though!

I understand what your saying, but do you know which plugin would be the offending one? Is it your MMM + FOOK + XFO.esp, or one of XFOs standard ones, if the latter, do you know which one because I'm not using the XFO enemy rebalance as I'm using FOOK and MMM too.

As it loads last it will be MMM + XFO + FOOK.esp. However if you grab the latest one I did tone down the Glowing Ones based on the feedback I saw in XFO's thread -- made them easier to kill with headshots as Xodarap did with the other Ghouls. I haven't changed any other of his settings however.


I would just like to add that in Fallout 1/2 the scale order was:
Gecko, Fire Gecko, Golden Gecko.....

The Golden Geckos are bigger and stronger than the Fire Geckos...
But the Fire Geckos are much tougher and could breath fire.
http://img18.imageshack.us/img18/8003/gecko.jpg

Fire Geckos also have a ver different model to Golden and Small geckos. (They use the same model)

The Geckos were based off the data from the http://fallout.wikia.com/wiki/Little_gecko. The description and stats including strength and hitpoints place the order as Little, Golden, Fire. It was ages since I played Fallout 2 however and I can't remember which was the biggest in terms of size :)
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Prohibited
 
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Post » Fri Apr 01, 2011 10:57 pm

As it loads last it will be MMM + XFO + FOOK.esp. However if you grab the latest one I did tone down the Glowing Ones based on the feedback I saw in XFO's thread -- made them easier to kill with headshots as Xodarap did with the other Ghouls. I haven't changed any other of his settings however.



The Geckos were based off the data from the http://fallout.wikia.com/wiki/Little_gecko. The description and stats including strength and hitpoints place the order as Little, Golden, Fire. It was ages since I played Fallout 2 however and I can't remember which was the biggest in terms of size :)



I am currently playing it through and I assure you the Golden Geckos are the biggest....
Please think about changing it, it just wouldnt be the same for me.. :(

The picture I posted even shows it... :(

If you are refering to this:
Fire gecko is the most deadly kind of geckos,

Then yes they are the most deadly but it doesnt mention anywhere they where the biggest.
The Golden Geckos are the largest form of Gecko in Fallout 2 and apparently the most beautiful.
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Elina
 
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Post » Fri Apr 01, 2011 5:17 pm

Gah didnt mean to post twice....

Look at the animations on the fallout wiki underneith their "Aimed shot green Mesh"

http://images4.wikia.nocookie.net/fallout/images/8/8c/Golden_Gecko.gif and http://images1.wikia.nocookie.net/fallout/images/8/86/Fire_Gecko.gif.....
You tell me the Golden one is not bigger....

Hmmm sorry if I sound rude...
Very sleep deprived. :o

Love the new updates..
Ghouls are abit zombie like... but why shouldnt they be? :)
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Jordan Moreno
 
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Post » Fri Apr 01, 2011 9:29 pm

Gah didnt mean to post twice....

Look at the animations on the fallout wiki underneith their "Aimed shot green Mesh"

http://images4.wikia.nocookie.net/fallout/images/8/8c/Golden_Gecko.gif and http://images1.wikia.nocookie.net/fallout/images/8/86/Fire_Gecko.gif.....
You tell me the Golden one is not bigger....

I'm pretty sure that Martigen indicated he was willing to change it.
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lexy
 
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Post » Fri Apr 01, 2011 6:21 pm

Martigen...I was looking at your ESM and ESP and I got extremely confused...what, exactly, is the point of the ESP? also, what does Natural Selection change?

My guess is that the ESP is there to prevent, err those not so good with load order, from overwriting an entry that MMMF needs and thereby causing instability/incompatibility.

But maybe I'm just blowing smoke on this one?
TheDamned
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Dan Wright
 
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Post » Fri Apr 01, 2011 3:43 pm

Hi. I just wanted to say that the work that you and the collection of modders assisting have done is quite amazing. And I'd like to offer a bit of feedback for the most recent release and possible future releases. I love the geckos. I've only encountered one so far, but it came out of nowhere since it blended in with the brownish yellow scenery. However, I do notice quite a few people have complained about them, saying they are a bit too cuddly. To thedamned/zenl- If it were in your abilities, perhaps to appease those people who find the geckos too cute, but most likely still want geckos for the added lore and diversity- could you alter the base model to create new type of gecko? A fierce gecko or something like that. Sharp teeth, long claws, slitted eyes. But not to replace the geckos you've already added, since I wouldn't want to part with them. Just a suggestion if it does fall in your abilities. (Plus Floaters? That would be awesome to add, too.)

Also, a while back, several threads ago, I recall someone asking about added failed FEV experiments to the game, much like the dead ones in the vault. Now that Lord Nincompoop is adding his/her assistance in skeleton alteration, it seems you might have what you need to create them. I'm not sure the effort it would take, but using the original Fawkes model and going from there would be a good start. Especially since they would all originally be from the vault and he already has the pants. Again, I don't know the effort it would take to put this into motion, but just a suggestion. Possible faction ally to supermutants, but most likely crazed and enemy to everything.

Thanks again for all the awesome work Mart, Koldorn, Thedamned, Lord Nincompoop, Zenl, and everyone else that have helped put together this wonderful mod.
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Leanne Molloy
 
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Post » Sat Apr 02, 2011 5:43 am

Hi. I just wanted to say that the work that you and the collection of modders assisting have done is quite amazing. And I'd like to offer a bit of feedback for the most recent release and possible future releases. I love the geckos. I've only encountered one so far, but it came out of nowhere since it blended in with the brownish yellow scenery. However, I do notice quite a few people have complained about them, saying they are a bit too cuddly. To thedamned/zenl- If it were in your abilities, perhaps to appease those people who find the geckos too cute, but most likely still want geckos for the added lore and diversity- could you alter the base model to create new type of gecko? A fierce gecko or something like that. Sharp teeth, long claws, slitted eyes. But not to replace the geckos you've already added, since I wouldn't want to part with them. Just a suggestion if it does fall in your abilities. (Plus Floaters? That would be awesome to add, too.)

Also, a while back, several threads ago, I recall someone asking about added failed FEV experiments to the game, much like the dead ones in the vault. Now that Lord Nincompoop is adding his/her assistance in skeleton alteration, it seems you might have what you need to create them. I'm not sure the effort it would take, but using the original Fawkes model and going from there would be a good start. Especially since they would all originally be from the vault and he already has the pants. Again, I don't know the effort it would take to put this into motion, but just a suggestion. Possible faction ally to supermutants, but most likely crazed and enemy to everything.

Thanks again for all the awesome work Mart, Koldorn, Thedamned, Lord Nincompoop, Zenl, and everyone else that have helped put together this wonderful mod.

Zenl is currently working on a new model (grr he beat me to it :P) I'll most likely do a texture for it once he is done with it...(prays he will redo the UV map...working with the Deathclaw UV on the Gecko mesh is...unfavorable >_<)

I'd still prefer using the original model though as it fits the canon more...but I wouldn't mind having the new variant as a "boss" type Gecko similar to the Behemoth/Gargantuan

TheDamned
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Andres Lechuga
 
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Post » Fri Apr 01, 2011 6:09 pm

Mart, I've had a chance this afternoon to play around and see if I can pinpoint the cause of the bouncy gargantuans. No luck however. I unchecked all my other mods, just leaving MMM active and it still happened. I activitated all my other mods again, went inside and waited 4 days to reset the cells, went to Evergreen Mills and ... no change. Still bouncy. I console commanded myself to the entrance as you suggested and when I released him it still happened. Finally I unchecked all but MMM again and waited another 4 days and that made no difference either. Whatever I've tried hasn't made any difference. I must have watched that Gargantuan bounce around and die about 20 times. Something very odd is going on and I can't work it out. I'll PM you a list of the mods I use and perhaps you can spot something. Hopefully carcanclaw will send you theirs as well as they're getting the same problem. If you have any other suggestions I'll give them a try.

ETA - I should clarify as I haven't posted a mod list here. I don't use any of the balance mods such as FOOK or XFO or FWE. Also none of my mods should touch the game physics.
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Victoria Vasileva
 
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Post » Sat Apr 02, 2011 6:31 am

I had an idea that could work for your mod, not sure if its possible or not. Your increased spawn .esps do something a little similar, but not really exactly how I picture it.

What if spawns slowly raised in population? Not all of them would fit. But, for example, you find a Brahmin herd and protect it for a few days or whatever time is chosen. You could check on them every once in awhile and make sure they aren't being attacked. Then after awhile there would slowly be more and more Brahmin in this herd. There would need to be a limit in place, otherwise there would be 100s of Brahmin all over...maybe after awhile the herd could split up and migrate to another area?

For something like Raiders, raiders could join in from other areas or off the official map and over time there would be more Raiders. Again a limit would need to be in place (at least I think there would)..like I said, increased spawns does something similar but it doesn't work exactly how I see my idea.

Hopefully this makes sense, if not I'll try and find a better way to explain it.
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Kaylee Campbell
 
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Post » Sat Apr 02, 2011 12:37 am

love this mod! was wondering tho. i have the Tough Traders loaded and checked yet w/ all the increased spawns they're still getting killed. Hoff is almost dead and Crow lost his bull. am i doing something wrong? thanks!
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Euan
 
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Post » Fri Apr 01, 2011 4:37 pm

Gave this a try today and its a ton of action packed fun. I was strolling by the Super Duper Mart when I saw a huge mob running across the parking lot. When I zoomed in for a better look thats when I got a big surprise when I saw it was a huge group of raiders headed my way! I told my self, "Holy crud! Its a frigging militia size gang of raiders!" I quickly grabbed some grenades out of my inventory and started to toss em to dwindle their numbers then finishing the rest off with some F.O.O.K. designed machine guns. Lotta fun lotta fun :D



Ran into a possible bug. Just outside of Gray Ditch along the long highway and underpass with all the wrecked cars and usually with raiders around. I saw a raider fighting one of those Enclave eye bots after he destroyed it he knelt down but was a bit irrational in his movements going back and forth. When I approached him slowly he never acttacked me and was drawing his gun then holstering it over and over til he knelt down which is when he stopped. Since he didnt acttack me I ignored him and kept on walking down the highway after like a distance of ten feet the game ctd on me. This reminds me of the similar behaviour early versions of MARTIGEN'S MONSTER MOD for OBLIVION would act like with the dungeon adventurers.

Am using F.O.O.K. and the compatible esp you created for it with MMM. Thanks :D
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Rich O'Brien
 
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Post » Sat Apr 02, 2011 6:58 am

Gave this a try today and its a ton of action packed fun. I was strolling by the Super Duper Mart when I saw a huge mob running across the parking lot. When I zoomed in for a better look thats when I got a big surprise when I saw it was a huge group of raiders headed my way! I told my self, "Holy crud! Its a frigging militia size gang of raiders!" I quickly grabbed some grenades out of my inventory and started to toss em to dwindle their numbers then finishing the rest off with some F.O.O.K. designed machine guns. Lotta fun lotta fun :D



Ran into a possible bug. Just outside of Gray Ditch along the long highway and underpass with all the wrecked cars and usually with raiders around. I saw a raider fighting one of those Enclave eye bots after he destroyed it he knelt down but was a bit irrational in his movements going back and forth. When I approached him slowly he never acttacked me and was drawing his gun then holstering it over and over til he knelt down which is when he stopped. Since he didnt acttack me I ignored him and kept on walking down the highway after like a distance of ten feet the game ctd on me. This reminds me of the similar behaviour early versions of MARTIGEN'S MONSTER MOD for OBLIVION would act like with the dungeon adventurers.


Am using F.O.O.K. and the compatible esp you created for it with MMM. Thanks :D


I'm running into the same bug for a lot of things. Its happened with the wastelanders in that town full of ghouls...kinda north east part of the map. I've seen this happen with the mirelurks too, the first time I saw it happen was I was running through the car fortress place and saw like 6 Mirelurks running in place not attacking me. I attacked them and crashed. The wastelanders would seem to get "stuck" and keep running in place and were crouched, after a while they did get unstuck except for one and then they attacked me normally. I didn't get a crash from the wastelanders, at least that one time.

So I've seen it twice and it seems to effect a whole bunch of NPCs.

I'm using XFO/MMM and FOOK, all files are loaded correct (I made sure) and fook is loaded first, XFO second and MMM is last.
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rheanna bruining
 
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Post » Fri Apr 01, 2011 5:10 pm

Gave this a try today and its a ton of action packed fun. I was strolling by the Super Duper Mart when I saw a huge mob running across the parking lot. When I zoomed in for a better look thats when I got a big surprise when I saw it was a huge group of raiders headed my way! I told my self, "Holy crud! Its a frigging militia size gang of raiders!" I quickly grabbed some grenades out of my inventory and started to toss em to dwindle their numbers then finishing the rest off with some F.O.O.K. designed machine guns. Lotta fun lotta fun :D



Ran into a possible bug. Just outside of Gray Ditch along the long highway and underpass with all the wrecked cars and usually with raiders around. I saw a raider fighting one of those Enclave eye bots after he destroyed it he knelt down but was a bit irrational in his movements going back and forth. When I approached him slowly he never acttacked me and was drawing his gun then holstering it over and over til he knelt down which is when he stopped. Since he didnt acttack me I ignored him and kept on walking down the highway after like a distance of ten feet the game ctd on me. This reminds me of the similar behaviour early versions of MARTIGEN'S MONSTER MOD for OBLIVION would act like with the dungeon adventurers.

Am using F.O.O.K. and the compatible esp you created for it with MMM. Thanks :D


I've seen this right outside of Megaton after letting the cells respawn. A whole group of raiders was kneeling down there while only two of them were actually fighting me (and poor Mickey :( )
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Kanaoka
 
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Post » Fri Apr 01, 2011 4:21 pm

I can confirm a similar problem with Glowing Ones in Friendship Station. They do not fight and always run away if shot at (which is kind of merciful seeing the zero damage i was doing to them). I have this and FOOK

Fallout3.esm
Anchorage.esm
CALIBR.esm
FOOK.esm
Mart's Mutant Mod.esm
ROTS3.esp
ModBetterPowerArmor60.esp
Slower Levelling - slow.esp
Wasteland Weather Overhaul .9.esp
Prototype Laser Mod.esp
UPP - Pack 1.esp
UPP - Original Perks.esp
UPP - Quest Perks.esp
UPP - Pack 2.esp
UPP - Experience Perks.esp
Better Companions NonEss.esp
Repair Rethought.esp
TalonStandardIssueFinal.esp
Fun with Karma Redone.esp
GalaxyNewsRadio100[M].esp
beret.esp
FOOK.esp
Mart's Mutant Mod.esp
Mart's Mutant Mod - Increased Spawns.esp
Mart's Mutant Mod - Feral Ghoul Rampage.esp
Mart's Mutant Mod - Natural Selection.esp
Mart's Mutant Mod - Tougher Traders.esp
Mart's Mutant Mod - Hunting & Looting.esp
Mart's Mutant Mod - Zones Respawn.esp
Mart's Mutant Mod - FOOK.esp
Burnification.esp
FleshBurningPlasma.esp

Total active plugins: 32
Total plugins: 37
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Assumptah George
 
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Post » Sat Apr 02, 2011 4:00 am

seems like everyone with this issue also has FOOK...

I don't use FOOK and I have not yet experienced anything like this (yet :o)

TheDamned
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Monika Krzyzak
 
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Post » Sat Apr 02, 2011 2:36 am

I can confirm a similar problem with Glowing Ones in Friendship Station. They do not fight and always run away if shot at (which is kind of merciful seeing the zero damage i was doing to them). I have this and FOOK


I had the same problem, the glowing one in the Friendship Heights metro station would only run away from me. However, I could (and did) chase him down and kill him. I'm using MMM and XFO but not FOOK.
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Aaron Clark
 
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Post » Sat Apr 02, 2011 4:17 am

When there are 10 of them, wasting ammo on unwilling opponents is just not an option.
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Veronica Flores
 
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Post » Sat Apr 02, 2011 12:13 am

I've seen this right outside of Megaton after letting the cells respawn. A whole group of raiders was kneeling down there while only two of them were actually fighting me (and poor Mickey :( )


Yes this too was shortly after a respawn of four days inside my Megaton house then heading out to the wasteland.

Oh noes! Not MICKEYYYYYY!!!! :ooo: What will I do with all my purified water now? Oh wait a minute theres that guy at Rivet city...
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Emma Louise Adams
 
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Post » Sat Apr 02, 2011 6:32 am

Mart, how big are you on adding just a little bit to the landscape? I ask because: When running around the Jefferson Memorial its quite easy to sneak past their little barricade and realize that there is really no Enclave presense. I'd love to see the Purifier (and western approach from the Citadel) reinforced with Enclave patrols to give the impression of the Enclave actually being in control within this area.
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elliot mudd
 
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Post » Fri Apr 01, 2011 9:42 pm

Zenl is currently working on a new model (grr he beat me to it :P) I'll most likely do a texture for it once he is done with it...(prays he will redo the UV map...working with the Deathclaw UV on the Gecko mesh is...unfavorable >_<)

I'd still prefer using the original model though as it fits the canon more...but I wouldn't mind having the new variant as a "boss" type Gecko similar to the Behemoth/Gargantuan

TheDamned


I agree. I wouldn't trade the original geckos for anything, but I always like a bit more variety like a boss gecko with an altered model would give.
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Chloé
 
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Post » Sat Apr 02, 2011 6:34 am

Something's up with the BoS spawn at the Mall Outpost. They outnumber the super mutants now. I came out of the metro expecting to run to the aid of the BoS but the Mutants were just so totally outnumbered that I had to laugh a little. Did it have something to do with the cell not being properly reset after updating the mod?

Here's a shot http://img8.imageshack.us/img8/9171/wewin.jpg There are still a whole bunch of BoS further to the right.
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Ross
 
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Post » Fri Apr 01, 2011 2:54 pm

Great mod, love almost everything about, just needs the glitches to be ironed out.

For the people having weird AI behavior issues with the NPCs kneeling down, try disabling the looting (it created weird Behavior in which the BoS Outcasts started Kneeling down near corpses). Right now my only two problems are bouncy Gargs and flying geckos (the latter is more annoying, since I like nice, clear, views of the scenery).

Also, not a request or anything, but hoping to see these in the future:
~Deathclaw Babies
~Floaters
~Mantis'
~Spore Plants
~Giant Wasps
~Komodo Dragons
~Wanamingos
And maybe even the pig rats, giant rats (on second though, scratch that, I don't want to be reminded of Oblivion's giant rats), Cyberdogs, and the other centaur variation (the one with a n extra dog head).
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Jessica Thomson
 
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