[RELz] Mart's Mutant Mod 1.0 Beta 4

Post » Fri Apr 01, 2011 6:59 pm

haha, thats epic
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Jenna Fields
 
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Post » Fri Apr 01, 2011 2:59 pm

Hey Mart,

Would you happen to know why the Behemoths in my game carry http://img7.imageshack.us/img7/9356/largehydrant.jpg :P?

That was an old bug.
I reported it here: http://www.gamesas.com/bgsforums/index.php?showtopic=958148&st=20&p=13841007&#entry13841007
And the solution: http://www.gamesas.com/bgsforums/index.php?s=&showtopic=958148&view=findpost&p=13844864
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Cash n Class
 
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Post » Fri Apr 01, 2011 10:24 pm

Well, Gawd dam the flying Geckos! Even with the latest available "No Gecko" plugin [beta 4.1, I guess] I still ran into one strolling nonchalantly along an overpass section.....well he was labled a little Gecko so maybe he came from a seperate spawn list or something......annoying.....seems like the little buggers are compulsary!
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Tania Bunic
 
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Post » Fri Apr 01, 2011 3:43 pm

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 :( )

I'm pretty sure it's coming from the optional "hunting and looting" esp
and in the end that's why I removed it from my modlist, as soon as 1 ennemy is killed they all crouch around the body (that's to show they are looting it's body) it's not a rare problem it happens constantly and most of the time let's say 8/10 fights I see this behaviour from one or all the npcs that are supposed to fight me :/

My only other "problem" with MMM I think ! (I play fook+mmm) is that I play with dogmeat + 2 "robco certified" bots and raiders flee all the time, I don't know if it's because of my group size (4 people) but it's a bit annoying.

Other than that I love MMM, was a fan in oblivion and still am in fallout 3
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Marnesia Steele
 
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Post » Sat Apr 02, 2011 3:46 am

They're attuned to the moon's gravity
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Noely Ulloa
 
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Post » Fri Apr 01, 2011 4:20 pm

Hey all, just popping in to say RL is still uber-busy but I've been working on Beta 5 in my spare moments. Some of the new features are very time consuming too, I'm in the process of adding 54 new variant ghouls who will have a very special purpose.

ETA... maybe weekend, otherwise sometime the following week. Current changelog:

::: Beta 5

- Fixed 1HP enemies issue (vanilla bug)
- Fixed hard to target Ants issue (vanilla bug)
- Fixed Glowing Ones not always glowing (vanilla bug)
- Fixed Glowing Ones fleeing (vanilla bug with skeletons)
- Fixed alpha on Ghoul variation shorts (vanilla bug)
- Fixed Deathclaw meat acting as a poison for weapons
- Fixed Night Ghoul glowing shorts (thanks MadCat221!)
- Fixed some creatures not getting their size-scaled loot
- Updated Corpse Fly skeleton to prevent Corpse Flies pushing objects around
- Updated Gargantuan skeleton to better balance proportions
- Updated Gargantuan knockback effect -- can now send gibs flying or obliterate a foe
- Updated RadScorpions and Geckos to add to AnimalFriends (thanks OnlyToast!)
- Updated Glowing One variant normal maps and textures in the meshes
- Added new Deathclaw Matriach (backward horns), an even deadlier Deathclaw with knockback!
- Added new Deathclaw Young, baby Deathclaws that appear from level 7
- Added new Deathclaw Matriach horns as loot for Deathclaw Matriach
- Added new Fireflies -- passive, multi-hued, tiny flies that can appear at night
- Added knockback to Behemoth special attack, a weaker version of the Gargantuan's
- Added Feral Ghoul Flesh as loot to Feral Ghouls
- Added Glowing Ones now dismember or explode a short time after death
- Added new world model and Pipboy icon for Gecko Skin
- Added Night Ghoul Eyes as loot to Night Ghouls -- grants night vision!
- Added new loot items to Bemehoth and Gargantuan loot
- Added No Attack faction to Player faction robots
- Greatly improved Behemoth and Gargantuan loot diversity
- Adjusted weights of all new loot items
- Adjusted glow emittance on Glowing Ones meshes
- Adjusted all new loot ingestible benefits to be time based
- Adjusted Fire Gecko confidence to make them more fearless
- Slightly reduced chance of animals and some NPCs to flee
- Increased Spawns: Adjusted Increased Spawns balance equations
- Hunting & Looting: Fixed looting enemies not responding, properly this time
- Hunting & Looting: Added chance for NPCs to not loot, more realistic in groups
- Zones Respawn: Removed Fort Independence and RaiderNoSpawn

No explanations atm, too busy to go into, but I will post a teaser screenie...

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

Wannimingo, Floaters, and some other goodies to be added before releasel.
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Tamara Primo
 
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Post » Sat Apr 02, 2011 6:55 am

Nothing on fixing the flying gekos? :(
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Anna Beattie
 
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Post » Sat Apr 02, 2011 5:19 am

One armed ghoul? Will he still try to use the arm? Is it just an invisible texture or is he actually one-armed? Could the arm still be shot-off?
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Crystal Clarke
 
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Post » Sat Apr 02, 2011 3:42 am

I'm having some supernaturally weird issue with ArchiveInvalidation Invalidated causing huge cell loading stutters when enabled (even on a vanilla install), I've been trying to get this mod working right for days now and I've got a thread with the details if anyone cares to look...it's a real hair pulling situation.

http://www.gamesas.com/bgsforums/index.php?showtopic=975531

Anyway, my real question is, how would I run MMM without having to use AII? Is setting bInvalidateOlderFiles=1 alone enough to make it work or would I have to create an invalidation text file listing MMM's new files?

Thanks for the hard work Mart (and others), I really want to get this mod working if only for the night ghouls :shocking:
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Jordyn Youngman
 
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Post » Fri Apr 01, 2011 5:11 pm

You'd need to go through the text file thingy.

The AII problem is weird tho.. VERY weird.
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Laura-Lee Gerwing
 
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Post » Sat Apr 02, 2011 6:35 am

YAY!

Dismember before death?
Mart, if you pulled THAT out of your hat, you're positively awesome.
:bowdown:
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RUby DIaz
 
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Post » Sat Apr 02, 2011 1:44 am

You'd need to go through the text file thingy.

The AII problem is weird tho.. VERY weird.


Yeah, I've hit a brick wall so I'm hoping someone with a deeper knowledge of these things comes along and helps :sad:
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Sami Blackburn
 
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Post » Fri Apr 01, 2011 6:46 pm

Okay, so im following a caravan to another city, we come arcoss a group of talon company, who run to attack me. Instead of the caravan helping me to kill them, they turn around and start attacking me instead.

Im presuming this has to do with MMM cause it a feature so that certain factions wont attack the caravan, am i right? and is there a add-on mod that stops this? if not what do i have to edit?
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matt
 
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Post » Fri Apr 01, 2011 5:30 pm

Okay, so im following a caravan to another city, we come arcoss a group of talon company, who run to attack me. Instead of the caravan helping me to kill them, they turn around and start attacking me instead.

Im presuming this has to do with MMM cause it a feature so that certain factions wont attack the caravan, am i right? and is there a add-on mod that stops this? if not what do i have to edit?


Post your load order in a codebox, might be that it's off. I presume you or one of your companions didn't accidently hit them with madly spraying automatic fire? I pissed off the robot junk dealer near Tenpenny last night when a deathclaw scared the crap out of me, and he was engaging it.
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JUan Martinez
 
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Post » Fri Apr 01, 2011 9:24 pm

damn, im not at my Desktop at the moment.

I can tell you that im a very light mod user, MMM and a few of the plug-ins takes up 50% of my load order. My other mods are either item adders or slight personal edits, nothing that would effect this issue. As soon as i get back i will get the list. One thing, how do you get the mod list from fomm? ive never had to before.
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Gemma Archer
 
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Joined: Sun Jul 16, 2006 12:02 am

Post » Fri Apr 01, 2011 9:37 pm

Hey all, just popping in to say RL is still uber-busy but I've been working on Beta 5 in my spare moments. Some of the new features are very time consuming too, I'm in the process of adding 54 new variant ghouls who will have a very special purpose.

ETA... maybe weekend, otherwise sometime the following week. Current changelog:

::: Beta 5

- Fixed 1HP enemies issue (vanilla bug)
- Fixed hard to target Ants issue (vanilla bug)
- Fixed Glowing Ones not always glowing (vanilla bug)
- Fixed Glowing Ones fleeing (vanilla bug with skeletons)
- Fixed alpha on Ghoul variation shorts (vanilla bug)
- Fixed Deathclaw meat acting as a poison for weapons
- Fixed Night Ghoul glowing shorts (thanks MadCat221!)
- Fixed some creatures not getting their size-scaled loot
- Updated Corpse Fly skeleton to prevent Corpse Flies pushing objects around
- Updated Gargantuan skeleton to better balance proportions
- Updated Gargantuan knockback effect -- can now send gibs flying or obliterate a foe
- Updated RadScorpions and Geckos to add to AnimalFriends (thanks OnlyToast!)
- Updated Glowing One variant normal maps and textures in the meshes
- Added new Deathclaw Matriach (backward horns), an even deadlier Deathclaw with knockback!
- Added new Deathclaw Young, baby Deathclaws that appear from level 7
- Added new Deathclaw Matriach horns as loot for Deathclaw Matriach
- Added new Fireflies -- passive, multi-hued, tiny flies that can appear at night
- Added knockback to Behemoth special attack, a weaker version of the Gargantuan's
- Added Feral Ghoul Flesh as loot to Feral Ghouls
- Added Glowing Ones now dismember or explode a short time after death
- Added new world model and Pipboy icon for Gecko Skin
- Added Night Ghoul Eyes as loot to Night Ghouls -- grants night vision!
- Added new loot items to Bemehoth and Gargantuan loot
- Added No Attack faction to Player faction robots
- Greatly improved Behemoth and Gargantuan loot diversity
- Adjusted weights of all new loot items
- Adjusted glow emittance on Glowing Ones meshes
- Adjusted all new loot ingestible benefits to be time based
- Adjusted Fire Gecko confidence to make them more fearless
- Slightly reduced chance of animals and some NPCs to flee
- Increased Spawns: Adjusted Increased Spawns balance equations
- Hunting & Looting: Fixed looting enemies not responding, properly this time
- Hunting & Looting: Added chance for NPCs to not loot, more realistic in groups
- Zones Respawn: Removed Fort Independence and RaiderNoSpawn

No explanations atm, too busy to go into, but I will post a teaser screenie...

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

Wannimingo, Floaters, and some other goodies to be added before releasel.

I imagine Bethesda just loves you, you always make their games better.

I have an older beta, do I just install over the old beta?
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Charles Mckinna
 
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Post » Fri Apr 01, 2011 5:39 pm

Right click then copy load order to clipboard.
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Reanan-Marie Olsen
 
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Post » Fri Apr 01, 2011 5:17 pm

oh gawd that guys missing his arm?
poor fella...
If only this could be ported over to humans?
make them bleed out?
OMG SO MANY POSSIABLYITYEJTSLJERLSE!
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Jack Walker
 
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Joined: Wed Jun 06, 2007 6:25 pm

Post » Fri Apr 01, 2011 8:01 pm

IncSpawns is just a module. It's fine without it, just like a person can live without socks.


Ok, thanks
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Nicole Kraus
 
Posts: 3432
Joined: Sat Apr 14, 2007 11:34 pm

Post » Fri Apr 01, 2011 5:00 pm

okay here's my list:

Fallout3.esm
Anchorage.esm
Mart's Mutant Mod.esm
Unofficial Fallout 3 Patch.esp
FollowersHire_ByCharisma.esp
Mart's Mutant Mod.esp
Mart's Mutant Mod - Natural Selection.esp
Mart's Mutant Mod - Hunting & Looting.esp
Mart's Mutant Mod - Zones Respawn.esp
Mart's Mutant Mod - Increased Spawns.esp
Slower Degradation (-50%).esp
CaravanUpgrades.esp
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Emily abigail Villarreal
 
Posts: 3433
Joined: Mon Aug 27, 2007 9:38 am

Post » Sat Apr 02, 2011 12:21 am

Nothing on fixing the flying gekos? :(

It's a bug with the original deathclaw mesh or skel on which the geckos are based, and the fix will be to monitor the Z axis and reset it, which is kinda resource consuming. It's on the to-do list.


One armed ghoul?

Yes! He can lose either arm, or even both...

Will he still try to use the arm?

No! It's physically and skeletally and animatedally and VATSally gone for him.

Is it just an invisible texture or is he actually one-armed?

He is actually one-armed!

Could the arm still be shot-off?

You mean the good arm? Yes it can still be shot off!


YAY!

Dismember before death?
Mart, if you pulled THAT out of your hat, you're positively awesome.
:bowdown:

Not quite :) There are engine limitations that prevent this, but I'm doing something special close to this :)
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Laura-Jayne Lee
 
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Post » Fri Apr 01, 2011 4:34 pm

That's flipping amazing, mart :)
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Alan Whiston
 
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Post » Sat Apr 02, 2011 2:28 am

Mart is that only for ghouls?
To see that on animals or humans would be mad...
Also do legs work??
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Angus Poole
 
Posts: 3594
Joined: Fri Aug 03, 2007 9:04 pm

Post » Sat Apr 02, 2011 4:31 am

Hey all, just popping in to say RL is still uber-busy but I've been working on Beta 5 in my spare moments.


Coolies. Thanks for the update and keep up the good/FANTASTIC work. :D
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Budgie
 
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Post » Fri Apr 01, 2011 10:11 pm

Again with the Geckos.......sorry, but whats the story with regard to "Little Geckos"? Are all such small Animal varients drawn from a seperate Spawn list? I'm asking because, altough I'm using the latest No Gecko plugin [due mostly to the "launching" issue], I'm still occasionally running into these little Fellas, sort of wandering about..........
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tannis
 
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