[RELz] Mart's Mutant Mod 1.0 Beta 4

Post » Fri Apr 01, 2011 10:53 pm

I'll agree with everyone else who has quoted this so far...I like this idea. I always picture caravans a large group of people, not just one person with a guard.

Here is to the great Martigen considering the idea (if it is possible) :foodndrink:
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Elena Alina
 
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Post » Fri Apr 01, 2011 3:12 pm

My bad Vendayn, I should read posts better. I got your name and Xan Malones mixed up when I replied

I'm liking the trader idea too. I'm currently using Rasana's better caravans mod so that the whole caravan is set essential, but they will get attacked and fight back. Just my personal preference for how I want caravans to behave but it means I won't lose them either. I think having a larger caravan with just the trader set essential would be interesting and more realistic. Personally I wouldn't want them combined but just for each trader to have more guards who can die and respawn after a couple days perhaps. Keep the trader essential though. They tend to just flee in my game and let the guard and my character do all the fighting!
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luis ortiz
 
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Post » Fri Apr 01, 2011 6:25 pm

I do have a question now seeing that video...

how is increased increased spawns? I'm currently just using increased spawns, I try to make a more realistic, yet challenging approach to fallout 3. I have a lot of mods that make the game a lot harder or more realistic or add strategy to the gameplay. Never did use increased increased spawns before, but if its too unrealistic I don't think it would fit with my gamestyle. It does look like a lot of fun and large firefights are a lot of fun.
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Iain Lamb
 
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Post » Fri Apr 01, 2011 3:22 pm

what about adding stuff to caravans besides guards or other traders? I'm not sure what else could be in one...but a larger variety in caravans would be pretty cool.
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trisha punch
 
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Post » Sat Apr 02, 2011 6:30 am

I do have a question now seeing that video...

how is increased increased spawns? I'm currently just using increased spawns, I try to make a more realistic, yet challenging approach to fallout 3. I have a lot of mods that make the game a lot harder or more realistic or add strategy to the gameplay. Never did use increased increased spawns before, but if its too unrealistic I don't think it would fit with my gamestyle. It does look like a lot of fun and large firefights are a lot of fun.

personally...increased, increased spawns is just too much if you don't have a small army with you (ok maybe not a small army...but you definately need help) and since I prefer to play solo most of the time, Increased spawns is enough for me...but Feral Ghoul Rampage...now THAT is a must :P

Best scene ever, I come out of the back of the GNR building only to see about 100 of the buggers (ok I might be exaggerating a bit here but there were a TON of them). Then an idea hit me when I saw the bus the were all hanging around...and buses explode, big time! So I pulled out my missile launcher and let lose. Not only did the bus explode and wipe out every ghoul around it, it started a chain reaction that wiped out the entire block! It was such a priceless moment (and it saved me a ton of ammo :P), now if only I had gotten a video of it :(

TheDamned
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Ownie Zuliana
 
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Post » Sat Apr 02, 2011 5:58 am

Bit flat out tonight so will have to respond to posts later, but for now an update -- Beta 4.1 has been uploaded to Nexus as well as updated Optional Plugin files.

::: Beta 4 to Beta 4.1 update
  • Fixed bouncing Gargantuans -- his foes now fly not him!
  • Fixed fleeing Glowing Ones
  • Slightly reduced size of Little Geckos
  • Slightly reduced BoS spawns at The Mall for increased spawns
  • Tougher Traders: Boosted Traders, Guards and Brahmin
  • Hunting & Looting: Reduced chance of NPCs 'crouching'
  • No Geckos: Now works properly

::: Optional Files v1.1
  • Updated all plugins for MMMF3 Beta 4.1, FOOK 1.27
  • Fixed missing FOOK records in FWE + FOOK plugin



Thanks Martigen :icecream:
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lucile
 
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Post » Fri Apr 01, 2011 9:36 pm

personally...increased, increased spawns is just too much if you don't have a small army with you (ok maybe not a small army...but you definately need help) and since I prefer to play solo most of the time, Increased spawns is enough for me...but Feral Ghoul Rampage...now THAT is a must :P

Best scene ever, I come out of the back of the GNR building only to see about 100 of the buggers (ok I might be exaggerating a bit here but there were a TON of them). Then an idea hit me when I saw the bus the were all hanging around...and buses explode, big time! So I pulled out my missile launcher and let lose. Not only did the bus explode and wipe out every ghoul around it, it started a chain reaction that wiped out the entire block! It was such a priceless moment (and it saved me a ton of ammo :P), now if only I had gotten a video of it :(

TheDamned


yeah that woulda been a good video, seeing all those ghouls die.

I have a mod that makes vehicles take more damage to explode, I didn't try a missile launcher on one but a lot of objects in game have "hp". Does add strategy so I can use vehicles as defense. The mod adds tons of objects as destructible.

On that note, I hid behind a vending machine and died when it exploded :P

As for the mod, Feral Ghouls creep me out too much lol...I have a mod that makes nights a lot darker and sound mods installed as well, so at night when I am running I hear this thing coming up behind me. And its even scarier if its night in real life...I think I'll avoid the feral ghoul rampage mod :P
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Ron
 
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Post » Fri Apr 01, 2011 9:32 pm

Yeah, arrived in georgetown by scouting.

I bet anybody here 50$ they haven't seen a firefight like this before. You can't even make out the weapon sound, it sounds like cracking static. I'm getting 9 FPS from a average of 70+

You arrive from the metro, you get attacked by around 5 - 10 Talon Company Mercs. Then another 10 - 40 Super Mutants spawn inside a building and completely jam the building entrance. Then you have another 15 Super Mutants with Rocket Launchers attacking you from the side. Then you try to run and you have another 15 - 30 Super Mutants going up the stairs. And then you notice another 10 - 20 Super Mutants attacking from Across the river which you cannot reach.

This is the first firefight i actually had to run from. I have 800+ stimpacks, but I'm getting damaged so fast that healing doesn't make a difference. Right now I'm trying to find a spot to hide and call in Enforcements via Enclave Commander

edit: A video of me escaping from there, doesn't look so difficult because i didn't stay long enough to get swarmed.
http://www.xfire.com/video/8afd9/

I had something like that happen a while back when I was messing with increased increased spawns and I was trying to get to the Outcast base for operation Anchorage. As soon as I came out of the metro one of the Oucasts came flying down from the top of the escalator with his head blown off, by the time I got to the top to see what was going on, the rest of them were dead and there were about 30 super mutants with assault rifles and miniguns... and two behemoths. I nearly got blown to hell before I barely esaped back to the metro before dying. I came back once I leveled up a bunch and cleared house though. :gun:
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He got the
 
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Post » Fri Apr 01, 2011 8:55 pm

Managed to kill everything and clear it out. But in the path ahead beyond the canol there was another small super mutant militia.

http://screenshot.xfire.com/screenshot/natural/11905deb5556e425a146ebe7c16f07788a8c0358.png
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sam westover
 
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Post » Fri Apr 01, 2011 7:13 pm

personally...increased, increased spawns is just too much if you don't have a small army with you (ok maybe not a small army...but you definately need help) and since I prefer to play solo most of the time, Increased spawns is enough for me...but Feral Ghoul Rampage...now THAT is a must :P

Best scene ever, I come out of the back of the GNR building only to see about 100 of the buggers (ok I might be exaggerating a bit here but there were a TON of them). Then an idea hit me when I saw the bus the were all hanging around...and buses explode, big time! So I pulled out my missile launcher and let lose. Not only did the bus explode and wipe out every ghoul around it, it started a chain reaction that wiped out the entire block! It was such a priceless moment (and it saved me a ton of ammo :P), now if only I had gotten a video of it :(

TheDamned


oh I forgot, I'm using enclave commander (well, just downloaded it from FOOK). So would it make more sense to play on increased, increased spawns since I'm using enclave commander? Or just stick with increased spawns like usual?
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Madison Poo
 
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Post » Sat Apr 02, 2011 12:16 am

oh I forgot, I'm using enclave commander (well, just downloaded it from FOOK). So would it make more sense to play on increased, increased spawns since I'm using enclave commander? Or just stick with increased spawns like usual?

Well...with Enclave Commander you should be fine with Increase, Increased spawns. I would say go for it! You get some pretty epic battles with Increased, Increased + Enclave Commander...not so realistic (just a tad too many creatures) but who doesn't like having huge 3 way battles (your force, a force of mutants and a group of raiders) good times, man, good times.

I've been playing solo a lot lately though, so Increased, Increased just got to be way too much alone :P
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sam
 
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Post » Fri Apr 01, 2011 6:52 pm

Hey Martigen is there a possibility if you and the creator of F.O.O.K will get together and make some sort of supermod?
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Dina Boudreau
 
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Post » Sat Apr 02, 2011 3:29 am

Hm...I have to say...
The latest gargantuan is not to my liking.
Aside of that, MMM is still my favorite mod!

Martigen...
Is it possible to overwrite the new gargantuan with the version of beta3?
Guess I'll just try it.

Also, the gargantuan was free when I visited Evergreen Mills to check on him. But I never set him free (and I only assume that I can do that). The gate to his compound was still locked and electrified, while he was walking around leisurely among the raiders. Yes...leisurely. He never attacked a single raider (Not even while I was still hidden).
He didn't like the way I was staring at his ridiculously small legs, though...so he attacked me.
I assume he doesn't attack the raiders because I didn't trigger the "player set gargantuan free"-script yet?

I am also using a few mods that might interfere with creature behavior, though. Such as "MTC Wasteland Travellers" and "Tricking enemies with your armor" by iliary_rus (could anyone recommend a good disguise mod?).
Does anyone else have experience with one of these mods in conjunction with MMM?

The important questions summarized:
1 - Does MMMBeta4 set the gargantuan outside of his cell? If so, that'd be a bug, no?
2 - Can I simply exchange the gargantuan (& glowing one) meshes with the previous version, so that he looks normal again, or may that cause bugs? I kinda don't want to fight Johnny Bazooka in a mutant costume.
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rolanda h
 
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Post » Fri Apr 01, 2011 4:17 pm

I hung out in the museum of history, after waiting 4 days I went outside (got a crash), rearranged fook and mmm, went outside, noticed that there were still a ton of BoS and a few Mutants made quickly dead by said BoS. I then ran around for a bit, was about to go to the Lincoln Memorial and got a crash. Did I do something wrong with the whole waiting for cells to reset thing? I waited in the lobby where only Fawkes chills. Butch was with me at the time as well (could this play a role?). What I noticed is that if MMM.esm is before Calibr and Fook esms it becomes a bit more stable.
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Emma Louise Adams
 
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Post » Sat Apr 02, 2011 2:24 am

greatest mod that compliments great mods!

Somebody should model and texture new crazy junk weapons for the behemoths! Like half a telephone poll or a tree... a dead Brother hood body. I don't know, just something more then a strange looking oversized firehydrant.
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Jack Moves
 
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Post » Sat Apr 02, 2011 12:00 am

I ran into 3 flying geckos... just hanging out in the wastes, and randomly shooting up into the stratosphere until I could nolonger see them through a sniper scope. I meant to remember where it happenned, but I have only a very vague idea. A large bowl shaped hillside with a couple of irradiated craters bordering a very large debri free valley. I'll have to keep my eyes open for it in the future. :mellow:
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Danny Warner
 
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Post » Fri Apr 01, 2011 4:52 pm

I ran into 3 flying geckos... just hanging out in the wastes, and randomly shooting up into the stratosphere until I could nolonger see them through a sniper scope. I meant to remember where it happenned, but I have only a very vague idea. A large bowl shaped hillside with a couple of irradiated craters bordering a very large debri free valley. I'll have to keep my eyes open for it in the future. :mellow:


I've had about 3 of them too in several locations. Never seen this before I got the MMM version with Geckos.

Amusing more than anything! :rolleyes:
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Lifee Mccaslin
 
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Post » Fri Apr 01, 2011 9:10 pm

I recently had a car shooting people into space.
One after another, they simply appeared out of the ground belwo the car and speeded past me, straight up into infinity...

Don't know if it has anything to do with MMM, though.
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Isaiah Burdeau
 
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Post » Sat Apr 02, 2011 4:02 am

Regarding "bzFO3MaleBodiesV1dot0" [and male nvde re-skins generally, I guess.]..........While my PC is enjoying his new found Manhood, I find that while about half of dead, looted male Raiders are looking like tattoed dead guys quite nicely there are some who seem to have the remnants of "brown underwear" showing too, sorta superimposed with the new male organ.......Now formerly I did replace some male mesh with one which removed the t-shirt at least [better allowing the viewing of tattoos] but sort of reckon that the new mod would overwrite this 'un, so I'm not sure if it would be some default MMM "tattoed-raider" mesh or texture thats causing this now or not.......it seems obvious though that there are a mixed bunch of Raider body types and some work better than others with the new "nvde patch" but I dunno which ones or why.......I wouldn't even mind if the weird glitched guys showed totally as "guys wearing underwear" you know, one thing or the other........
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Elle H
 
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Post » Fri Apr 01, 2011 8:17 pm

From what I have heard, Deathclaws in vanilla did this too, but I never noticed it.
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Philip Rua
 
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Post » Fri Apr 01, 2011 10:23 pm

From what I have heard, Deathclaws in vanilla did this too, but I never noticed it.

Yup deathclaws have the "shooting" issue as well...Didn't someone fix that though (or try to?)

TheDamned
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Sabrina Steige
 
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Post » Fri Apr 01, 2011 5:11 pm

Mart,

I just got an idea/suggestion.
Recently I've been trying out the flamer, and there is a very large problem I'm facing. Namely that the flamer - obviously - has a very limited range. OTOH a flamer (IRL) is somewhat of a terror weapon, not really intended to swiftly kill, rather demoralize.
In FO3 this absolutely not the case. It has some damage (not quite enough) but because of its limited range, you have to let enemies close on you. Now the problem is, that the enemies apparently do not mind at all to charge and attacck you in close quarters combart inside a flaming burning inferno. This is ridiculous, and at the same time makes flamers poor chioce of a weapon IMHO.

Now the idea of sorts:
If a creature is on fire, it should be highly urged to cease attacking and flee. I think MMM has the means to make this happen.
What do you think? Possible?
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gemma king
 
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Post » Sat Apr 02, 2011 5:08 am

I recently had a car shooting people into space.
One after another, they simply appeared out of the ground belwo the car and speeded past me, straight up into infinity...

Don't know if it has anything to do with MMM, though.
Me too.
I ran into 3 flying geckos... just hanging out in the wastes, and randomly shooting up into the stratosphere until I could nolonger see them through a sniper scope. I meant to remember where it happenned, but I have only a very vague idea. A large bowl shaped hillside with a couple of irradiated craters bordering a very large debri free valley. I'll have to keep my eyes open for it in the future. :mellow:
And exactly those were it. Two geckos, stuck in a car right up the hill north of Smith Casey's Garage, where I rest among the molerat corpses to pass the cell reset time for MMM. Interestingly, one of them managed to get out to come to my aid when some sentry bots attacked. No idea what was causing this, first happened after beta 4.
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Brandon Bernardi
 
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Post » Sat Apr 02, 2011 12:22 am

Hm...

My sincerest apologies to thedamned!

I decided to check the Geckos in-game.
And the fire-geckos are a very suitable and welcome addition to F3. Brilliant skin. Nothing too cute about them.
Personally, I'd prefer them smaller and less aggressive. But that is a point with no relevance at all.

Thanks, thedamned, for a great model! And, yeah, I am an idiot. So much fuss about nothing. :embarrass:
Thanks, Martigen, for including them!

I cannot say much about the little-geckos yet, though.
Just as others reported...they seem to rocket off into the sky.

BUG REPORT:

I was at the border of Canterbury Commons.
Upon turning around I noticed something flying straight upwards.
When it hit the area where the sky/map-ceiling ended, it reappeared on the rocky ground only to fly straight up into the sky again, immediately.
It repeated that procedure without a sign of ever stopping.
I moved in closer and could figure, without a doubt, that the gecko tried to walk but never managed to advance from the spot where it respawned.
Stepping into that spot didn't achieve anything. The gecko just flew right through me.
It was not invincible to my punches, though. I hit it once, which turned it hostile towards me. Angry at me, it flew off into the sky...and vanished.
I turned around a few times, but the red radar blip was gone.

Which also reminds me that sometimes creatures partially walk into the ground or walk with their bodies horizontally not parallel to the ground (only seen Yao Guai do that), like walking up a slope, even though there is none.
But those are vanilla bugs, I assume?
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BethanyRhain
 
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Post » Sat Apr 02, 2011 3:24 am

Aaaah the gecko is doing the notorious deathclaw skeleton launch. Some of the claw companion mods fixed that. I assume that the gecko is using the same skeleton.
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Louise Dennis
 
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