[RELz] Mart's Mutant Mod 1.0 Beta 4

Post » Fri Apr 01, 2011 6:56 pm


Martigen's Mutant Mod for Fallout 3
----------------------------------------



"I eat danger for breakfast!" [Rhino, Bolt] Beta release


::: DOWNLOAD :::
---------------------

::: Fallout 3 Nexus -- http://www.fallout3nexus.com/downloads/file.php?id=3211 (90M) [282M uncompressed]

::: Fallout 3 Nexus -- http://www.fallout3nexus.com/downloads/file.php?id=3211 (90K)


::: Install Instructions :::
------------------------------

0) Make sure you have installed the latest version of http://www.fallout3nexus.com/downloads/file.php?id=944
1) Unzip the mod to your Fallout 3 Data directory -- make sure you have extracted the Meshes and Textures folders as well.
2) Use FOMM to select the following files to load (you MUST select both):
[*] Mart's Mutant Mod.esm
...
...
(other mods)
...
[*] Mart's Mutant Mod.esp
3) Optionally, also select your choice of plugins, loading after the .esp:
...
[*] Mart's Mutant Mod.esp
[*] Mart's Mutant Mod - Increased Spawns.esp
[_] Mart's Mutant Mod - Increased increased Spawns.esp
[*] Mart's Mutant Mod - Zones Respawn.esp
[*] Mart's Mutant Mod - Tougher Traders.esp
[*] Mart's Mutant Mod - Hunting & Looting.esp
[*] Mart's Mutant Mod - Natural Selection.esp
[_] Mart's Mutant Mod - Wounding Effects.esp

Also, make sure MMMF3 .esps are loaded last in your load order.

4) Go inside somewhere without creatures and NPCs, rest for 4 days
5) Save your game, and load your game.
6) Enjoy!


::: Overview :::
------------------

This mod is a port of MMM from Oblivion to Fallout 3. It focuses on adding a huge range of diversity to creatures and NPCs in the Fallout 3 world as well as adding new and unique creatures and NPCs to encounter. The mod is broken down into a core base and a range of optional modules.

The key results the mod achieves are:
  • Every creature and NPC is unique with its own stats, size, confidence, health, damage and even skin (texture)
  • Creatures and NPCs suffer improved wounding effects such as visible bleedng and statistic penalties
  • Creatures and NPCs can loot the corpses of fallen enemies, afterwhich you can find this loot if you kill them
  • Creatures and NPCs have improved behavioural AI based on class -- in any given group some may be aggressive towards you, some may be ambivalent, and others may avoid you outright.
  • Configurable increased spawns allow you tailor how many creatures and NPCs spawn in the game at any given spawn point
  • Improved faction system to better reflect inter-faction relations and ensure the player isn't the center of the universe
  • New creatures and NPCs to add variety to the wasteland -- all hand-crafted with their own stats, abilities, loot, weapons, textures and in some cases scripted AI behaviour.

Main features include:

:: Stat scaling
All creatures and NPCs have a sliding-scale random modified adjustment to their base values for STR, END, PER, INT, AGI, LUC, Speed and Health.

The adjustments range -3 to 3, with the following percentages: 30% no change, 30% -1/+1, 30% -2/+2, 10% -3/+3.

The exceptions are STR, END and Health values which are based on size (see next), as are loot drops for creatures (see below), where larger creatures are stronger, have more endurance, and more health.

:: Size scaling
Isn't it a little bit odd that all creatues and NPCs are identical in size? Indeed, so size scaling randomly adjusts size based off base value between a factor of +/- 20% for creatures, and +/- 12.5% for NPCs (though it's actually weighted -10% to +15%.). It's not quite a blanket rule -- Ghouls for example follow size scaling closer to NPCs, given they were formerely people.

As above, size is more than just visual variety -- it impacts the strength, endurance, and health. Larger creatures hit harder, and last longer.

:: Size based loot
Larger creatures will drop more meat, smaller ones less (or none at all). This may be expanded in future to include other types of loot.

:: Factions
A new faction system through the optional Natural Selection plugin ensures you're not always the center of the universe -- creatures and NPCs have foes they might consider more dangerous than you, and act accordingly.

Additionally a special No Attack faction protects Scavengers, their pets, and optionally traders (with the Tougher Traders) plugin from being attacked, without the need to mark them Essential (and thus prevent the player from killing them). It's also used for special creatures in the mod, such as the passive Wasteland Scorpion and Corpse Flies being largely ignored in favour of bigger threats.

:: Behaviour AI
Why is it that most creatures and NPCs seem to be hostile, despite the fact that in order to survive a creature or NPC still needs to pick its fights (otherwise, how did it last this long?)

Changes to wildlife on a creature-by-creature basis reflect that not all MoleRats are suicidal, and even a Vicious Dog can have the sense to avoid a fight it's got no chance of winning. NPCs, as well, can have a greater sense of self- preservation but to a lesser degree than creatures and, as with size and stat scaling, the chances are randomised based off their base value -- so Raiders are more likely to turn tail and run than Outcast for example.

:: Diverse Creature Skins
Most creatures in Fallout 3 have only a single texture, making every creature a clone of the next. Diverse Creature Skins provides a range of texture variants for each and every creature, so when you encounter a pack of rabid, yet slightly cute, MoleRats they all look a little different. This is one of those features that sounds simple but makes a huge impact in-game.

These are some of the creatues and the number of variants in the mod:
  • 3 Brahmin
  • 3 Radroach
  • 3 Deathclaw
  • 3 Giant Ant
  • 4 Molerat
  • 4 Yao Guai
  • 4 Bloatfly
  • 4 Vicious Dog
  • 5 Centaur
  • 5 RadScorpion
  • 8 Mirelurk
  • 20 Feral Ghoul
  • 104 Supermutant

:: Diverse NPCs
Just like Diverse Creature Skins, the NPCs in the game also get some treatment. Mostly, and for the moment, this focuses on Raider diversity and includes 100 Raider variants all with new unique faces, hair, etc. Additionally, there are 12 variable tattoos styles which are mixed and matched across 28 different race variations.

The result is a much wider scope of Raider appearance you will encouter in the game, and greatly fleshes them out as a faction in the Wasteland.

:: New Loot
Geckos, Vicious Dogs, Vicious Pups, Molerats, Mirelurks, Ants, Yao Guai and Radscorpions all now have extra loot apart from their meat -- fur for the dogs, teeth for the Molerats, claws for the Mirelurks, antennae for the Ants, eyes for the Yao Guai and stingers for the Radscorpions.

Fur from the Vicious Dogs and Vicious Pups can be sold, with the Pup fur being lighter and more valuable. Like meat on creatures, fur is size-scaled and larger animals yield more. Likewise for the Geckos, larger creatures yield more skin in addition to meat, and the Fire Gecko skin is the most valuable of all.

For creatures like Mirelurks, Ants, Radocorpions, Molerats, and Yao Guai the number of extra loot you get will range from 0-2 randomly for each creature (i.e 2 claws, or 1 antennae, etc).

The Deathclaw loot deserves special mention -- as one of the toughest creature fights in the game, Deathclaws drop both new Deathclaw Meat and Deathclaw Blood. The meat is quite toxic, and not terribly valuable. The blood, however, can be consumed to distill the Deathcalw's Rage and provide the following benefits for one minute: +5 strength, +5 AP, -4 intelligence, +1 HP per second. It's also valuable, and can be sold.

As with other creatures, the larger the Deathclaw the more meat and blood you will be able to get.

:: New Creatures & NPCs
What's an MMM without new creatures and NPCs? Just to start, the first release of MMM for Fallout 3 will have:
    :: Supermutant Gargantuan -- the guy the Behemoth goes to when he runs home to mummy, and has right hook that sends enemies flying. You don't want to meet mummy. Really, seriously. What, you got a death wish? Ok...
    :: Firelurk -- just when you thought the Mirelurks couldn't get any more dangerous, one of these brethren will show up. As the name suggests he's a Mirelurk, only he breathes fire... he also drops a unique loot: Firelurk Saliva. Hey, what do you think he's using for fuel?
    :: Wasteland Scorpion -- first of many passive creatures. This is a small, loner creature (just like the real thing) which will avoid you if it can. It just wants to find a rock and live to see another day. Be kind, eh? Or not.
    :: Wild Dog -- semi-passive wasteland scavenger. He's no friend to the Vicious Dogs, but he's not necessarily yours either. Push him into a corner and he'll fight, otherwise he'll probably leave you alone.
    :: Night Ghouls -- You've heard reports of Ghouls roaming the wasteland at night, but you didn't believe them. You still won't... that is until you run into them first hand. They travel in packs, and see better in the dark than you too. Oh, for a bigger torch than the Pip- Boy...
    :: Corpse Fly -- These little creatures have a chance to appear at a corpse after a number of hours. They are ignored by other creatures and NPCs and a non-hostile, though you can take pot-shots at them in VATS if you want to. They add a unique dynamic to the Fallout 3 world, where even the smallest creatures can be seen to scavenge...
    :: Vicious Dog Pups -- small, hungry, and seeing you as a threat. They're weaker and do less damage of course, but they drop a unique soft fur that you can sell. They'll also try and follow their parents when they're around.
    :: Young Mole Rats -- Mole Rats tend to keep their young safe in burrows so you won't see these often, but if you happen to catch them out in the open you'll find them fast but easy prey. Because they are rare, their teeth fetch a higher price than that of their parents.
    :: Little Geckos -- Little Geckos are the smallest of the Geckos and generally passive, and as such are ignored by most wildlife. They are will fight back if attacked, but don't post a large threat. Their skin can can be collected and sold.
    :: Golden Geckos -- Golden Geckos are mutated by feeding near radiated waste, and as a result are immune to radiation adn slightly larger in size, more likely to be aggressive, and can swipe with poisonous claws. Being more dangerous, their skin is more valuable to sell.
    :: Fire Geckos -- Fire Geckos are the largest of this breed and extremely dangerous -- they attack on sight and can ignite flames on their foes on impact. Naturally, they are immune to fire as well. Their hide is the most valued of all, and can fetch a good price.

Between size scaling, stat scaling, behaviour and diverse skins every creature you meet is literally unique. See a group of Vicious Dogs? Each one looks different, has its own temperament, has its own size, moves at its own speed, has its own endurance and health, and its own strength and damage. Fighting in the wasteland will never be the same, every encounter is unique!


:: Other features
  • Night Ghouls that appear only at night, and are faster and stronger than normal Feral Ghouls
  • Wild Dogs and Wasteland Scorpions may appear at wasteland spawn points, and are generally passive
  • 3% chance of a special Supermutant spawn with muties, which includes 8 variant Behemoths and the Supermutant Gargantuan
  • A new food -- Radscorp Meat -- added to Radscorps. Afterall, you can eat pretty much everything else. It heals well but has high rads
  • Slightly reduced chance of Robots and Radscorps for wasteland spawn points
  • Evergreen Mills Behemoth replaced with Gargantuan (great in tandem with Increased Spawns)
  • Robots aren't included in stats/size/confidence scaling -- afterall, they are machines, produced identically off the production line
  • Corpse Flies may appear at corpses after a certain amount of time. They can be VATS targeted and killed, if you feel like some sharpshooting
  • GMSTs adjusted to extend corpse lifetime, the number of corpses before cleanup, and the number of actors able to be in combat at one time.
  • Centaur base size and hitpoints increased (more tweaks like this may follow, or other mods can adjust such factors)


::: Optional plugins :::
---------------------------

Naturally, MMMF3 comes with a range of plugins to add features or alter the operation of the mod. In this release you will find:

:: Increased Spawns
Both the Increased Spawns and Increased Increased Spawns modules enable the same functionality from the standalone MMMF3 - Increased Spawns mod you're probably already using.

If you currently use the standalone Increased Spawns the MMMF3 installation will overwrite this for you and replace it with the required module for MMMF3.

Increased Spawns adds 1-3 spawns per spawn point, while Increased Increased Spawns adds 2-5 per point. The feature is actually configurable, and you can set whatever range you want by editing either plugin and changing the MMMzIncreasedSpawnsMin and MMMzIncreasedSpawnsMax values.

Note: It is highly recommended to use a slower leveling mod while running Increased Spawns.

For more information on how the plugin works, see the README - Increased Spawns.txt file.

:: Zones Respawn
By default most areas, especially interiors, in Fallout 3 are marked as 'Never Resets' such that once you clear an area, it stays cleared. This module enables these areas to respawn, with the exception of areas which shouldn't, such as the Vaults and some areas related to the main quest line.

Note: This mod does not change or provide modules to change the amount of time before a cell 'resets', which defaults to 3 days. There are plenty of other mods to change this for you.

:: Feral Ghoul Rampage
For those zombie movie addicts, Feral Ghoul Rampage multiplies the volume of Feral Ghoul spanws by 5, on top of the result from Increased Spawns. So for example if you are using Increase Spanws instead of 1-3 Feral Ghouls you will see 5-15 at any Feral Ghoul Spawn point. If you load this with Increased Increased spawns, make sure you're packing nukes!

:: [ Wounding Effects ] -- in development
While crippling works quite well in Fallout 3, does it make sense that a SuperMutant near death is able to swing his nailboard as hard as when he first met you?

With wounding, pentalties are applied against certain statistics the more wounded they become -- badly wounded enemies will hit with less damage, aim less accurately, and move slower.

Bleeding effects will add spurting blood to wounded creatures and NPCs which starts midly and increases as they become more wounded.

:: Natural Selection
Author: ACE

While some factions behave as you would expect in Fallout 3, many others don't. Natural Selection ensures creatures and NPCs properly attack or ignore foes logically based on type, as well as ensure the PC isn't the centre of the universe -- tired of a dog thinking you're the most dangerous creature in the universe while a SuperMutant bears down on you both? Not anymore!

Thanks to ACE for working with me on this and creating the plugin.

:: Tougher Traders
By default MMMF3 will automatically protect Scavengers from being beat-up on by the local wildlife, while still enabling them to be killed by the player, and the same is true of Traders if you load this plugin. Traders were made optional for this protection so that you can use mods like Roadwarden where you play quests to protect Traders from attack. If you don't want Traders getting killed off mid-game, load this.

:: Hunting & Looting
The Wasteland is a dangerous place where resources are sparse -- so why do NPCs like Raiders kill a foe and just leave all that good loot lying around? With this plugin creatures & NPCs will loot the corpses of fallen foes, taking what they can. If you then kill them, you will find this loot on their corpse. This can include weapons, ammo, armour, food, and drugs.

This adds much more than a simple dynamic to the game. NPCs for example may pick up extra weapons to use as a backup, or find more stimpacks to heal themselves. When you find an NPC, he could well be using a weapon he looted from the corpse of a foe further down the road.

Note: In the Beta only NPCs are included. Additionally, in Fallout 3 currently (as I may be able to fudge this) NPCs only pickup weapon types they don't currently have. For example if they have a ranged weapon but no melee weapons, they may pickup a baseball bat but ignore a gun. They also can't pickup equipped items on corpses, a limitation carried over from Oblivion. For this reason you'll find grenades, food, drugs, etc looted more often than weapons and armor (maybe this a good thing we don't want to change, leaving you to get them).

:: No Corpse Flies
A simple plugin to prevent Corpse Flies from appearing at corpses after a number of hours, as they can have a performance impact. That said Corpse Flies have been significantly enahnced since the Alpha, now coming with a unique texture, optimised model, optimised code, and reduced numbers.


::: Making your own MMMF3 plugins :::
-----------------------------------------------

With the MMMF3 master file Mart's Mutant Mod.esm you can now do the following:
  • Create new plugins to add or modify content in MMMF3
  • Create compatibility or integration plugins for other mods, by building them with the MMMF3 master file
To add or change content simply load Mart's Mutant Mod.esm in the GECK, make your changes, and save as a new .esp.

To build a compatibilty or integration plugin, use FO3Edit to determine which records or fields you want to populate across to MMMF3 (or vise versa). You can then use FO3Edit to copy new records into a mod, or a new dependent plugin, and use either FO3Edit or the GECK to populate fields as required.

See me for more help if you're the author of a mod and want to provide MMMF3 integration as a core or optional plugin with your download.

Note: when you load the .esm the GECK it will report warnings for certain records. This is normal, the GECK is just unaware of certain modding techniques, simply click 'Yes to all' to continue.


::: Contributor credits :::
------------------------------

Koldorn is my partner in crime. Most of the variant textures and some of the new creature textures you see, as well as the superb tatoos for the Raiders, were designed by Koldorn. While I built the functionality of the mod, Koldorn is responsible for the look and feel.

Gameplay:
Natural Seclection factions -- ACE

Variant textures:
Ant & Molerat -- FalloutRaven
Behemoth -- FalloutRaven
Radscorpions -- Koldorn and FalloutRaven
Brahmin variants -- Sektor
Vicious Dog, Bloatfly, Mirelurk, Vicious Pups, Gecko variants -- Martigen
Raider tatoos -- Koldorn (inspired by YutGurt)
Radroach, Deathclaw, Yao Guai, Centaur, Supermutants and Feral Ghouls -- Koldorn
Night Ghouls -- Koldorn and Tyana Rie

Creature textures:
Firelurk texture -- Sektor
Firelurk rigging -- SaidenStorm
Gargantuan skeleton - Lord Nincompoop
Corpse Fly, Wasteland Scorpion, Gargantuan, Night Ghoul -- Koldorn
Glowy creature variants -- Tyana Rie

New creatures:
Gargantuan, Glowing One and Corpse Fly skeletons -- Lord Nincompoop
Vicious Pups -- Zenl
Geckos -- Zenl and thedammed

Thanks also go to ElminsterEU for FO3Edit and Timeslip for FOMM.


::: Contributing to MMMF3 :::
-----------------------------------

There's always room for more new creatures, skin variants, and features. As above you can make your own compatible plugins, and I'm happy to help you creatre them. Indeed, like Natural Selection, they can even be included as part of the core mod.

As always, credit is given for any work so if you want to be involved let me know!

User avatar
Floor Punch
 
Posts: 3568
Joined: Tue May 29, 2007 7:18 am

Post » Sat Apr 02, 2011 1:40 am

::: Link to previous threads
:: http://www.gamesas.com/bgsforums/index.php?showtopic=964511
:: http://www.gamesas.com/bgsforums/index.php?showtopic=958148
:: http://www.gamesas.com/bgsforums/index.php?showtopic=955019
:: http://www.gamesas.com/bgsforums/index.php?showtopic=950783
:: http://www.gamesas.com/bgsforums/index.php?showtopic=949792
:: http://www.gamesas.com/bgsforums/index.php?showtopic=944983
:: http://www.gamesas.com/bgsforums/index.php?showtopic=943479
:: http://www.gamesas.com/bgsforums/index.php?showtopic=933839
:: http://www.gamesas.com/bgsforums/index.php?showtopic=929548
:: http://www.gamesas.com/bgsforums/index.php?showtopic=938690
:: http://www.gamesas.com/bgsforums/index.php?showtopic=932382

::: Beta 4 Changelog
  • Added new skeleton for the Gargantuan

  • Added new skeleton for the Corpse Fly

  • Added new skeleton for the Glowing One

  • Added new Vicious Dog Pups and variants

  • Added new Little Geckos and variants

  • Added new Golden Geckos and variants

  • Added new Fire Geckos and variants

  • Added new Mole Rat Young and variants

  • Added Vicious Dog Fur as loot for Vicious Dogs

  • Added Vicious Pup Fur as loot Vicious Pups

  • Added Gecko Meat and Gecko Skin as loot for Geckos

  • Added Ant Antennae as loot for Ants

  • Added Radscorp Stinger as loot for Radscorpions

  • Added Molerat Teeth as loot for Molerats

  • Added Baby Mole Rat Teeth as loot for Mole Rat Young

  • Added Mirelurk Claw as loot for Mirelurks

  • Added Yao Guai Eyes as loot for Yao Guai

  • Added Deathclaw Meat as loot for the Deathclaw

  • Added Deathclaw Blood as loot for the Deathclaw

  • Added knockback effect to the Gargantuan's right-armed strike

  • Added minimum spawn level of 6 before random Behemoth and Gargantuan spawn

  • Slightly reduced chance of wasteland Behemoths and Gargantuans to spawn

  • Boosted Behemoth and Gargantuan health

  • Boosted SuperMutant, Brute, and Master health

  • Fixed some female raiders with wrong voice type (vanilla bug)

  • Fixed Glowing Ones not always glowing (vanilla bug)

  • Fixed some raiders getting stuck in AI loops

  • Improved Evergreen Mills Raider diversity further

  • Improved Glowing Ones making them more fearless

  • Reduced chance of Roamers and Glowing Ones in ghoul packs by 25%

  • Reduced timeframe for looting NPCs to loot by 25%

  • NPCs looting in combat that get hit will now retaliate

  • Zones Respawn: Set Arlington Library to not respawn

  • Natural Selection: Removed some factions that may cause issues

  • New plugin: No Geckos

:: New Loot
Geckos, Vicious Dogs, Vicious Pups, Molerats, Mirelurks, Ants, Yao Guai and Radscorpions all now have extra loot apart from their meat -- fur for the dogs, teeth for the Molerats, claws for the Mirelurks, antennae for the Ants, eyes for the Yao Guai and stingers for the Radscorpions.

Fur from the Vicious Dogs and Vicious Pups can be sold, with the Pup fur being lighter and more valuable. Like meat on creatures, fur is size-scaled and larger animals yield more. Likewise for the Geckos, larger creatures yield more skin in addition to meat, and the Fire Gecko skin is the most valuable of all.

For creatures like Mirelurks, Ants, Radocorpions, Molerats, and Yao Guai the number of extra loot you get will range from 0-2 randomly for each creature (i.e 2 claws, or 1 antennae, etc).

The Deathclaw loot deserves special mention -- as one of the toughest creature fights in the game, Deathclaws drop both new Deathclaw Meat and Deathclaw Blood. The meat is quite toxic, and not terribly valuable. The blood, however, can be consumed to distill the Deathcalw's Rage and provide the following benefits for one minute: +5 strength, +5 AP, -4 intelligence, +1 HP per second. It's also valuable, and can be sold.

As with other creatures, the larger the Deathclaw the more meat and blood you will be able to get.

:: New Creatures
:: Vicious Dog Pups -- small, hungry, and seeing you as a threat. They're weaker and do less damage of course, but they drop a unique soft fur that you can sell. They'll also try and follow their parents when they're around.
:: Young Mole Rats -- Mole Rats tend to keep their young safe in burrows so you won't see these often, but if you happen to catch them out in the open you'll find them fast but easy prey. Because they are rare, their teeth fetch a higher price than that of their parents.
:: Little Geckos -- Little Geckos are the smallest of the Geckos and generally passive, and as such are ignored by most wildlife. They are will fight back if attacked, but don't post a large threat. Their skin can can be collected and sold.
:: Golden Geckos -- Golden Geckos are mutated by feeding near radiated waste, and as a result are immune to radiation adn slightly larger in size, more likely to be aggressive, and can swipe with poisonous claws. Being more dangerous, their skin is more valuable to sell.
:: Fire Geckos -- Fire Geckos are the largest of this breed and extremely dangerous -- they attack on sight and can ignite flames on their foes on impact. Naturally, they are immune to fire as well. Their hide is the most valued of all, and can fetch a good price.


::: Beta 3 Changelog
  • Fixed invincible creatures & NPCs
  • Fixed small Behemoths and Gargantuans
  • Fixed Capitol Building Behemoth freeze
  • Fixed Evergreen Mills clones
  • Fixed NukaCola Mirelurks
  • Fixed Corpse Flies appearing after No Corpse Flies loaded
  • Fixed Corpse Flies spawning from Robot corpses
  • Fixed changed globals not sticking on optional mod add/removal
  • Added Big Town residents to special No Attack faction
  • Added chance of collared slaves being protected by No Attack faction
  • Added Protector Casdin to the No Attack faction
  • Boosted Mirelurk confidence levels
  • Boosted Firelurk glow effect
  • Updated textures from FalloutRaven for some creature variants
  • Updated Giant Ant meshes to try and fix a Bethesda bug
  • Updated Night Ghoul textures from Tyana Rie
  • Updated corpse removal code for more stability
  • Increased Spawns: Added Outcast at the outpost
  • Increased Spawns: Added Vertibird Patrols with reduced numbers
  • Increased Spawns: Slightly increased Enclave wasteland patrol volumes
  • Increased Spawns: Slightly reduced BoS spawns at monument and surrounding areas
  • Zones Respawn: Super Duper Mart added back as respawning
  • Zones Respawn: All editor-placed dead Creatures & NPCs now stay dead as they should
  • Feral Ghoul Rampage: Now uses a global to set multiplier amount
  • Feral Ghoul Rampage: Now increases Night Ghoul spawns too
  • Tougher Traders: Added player as ally to the Trader faction
  • New Corpse Fly glowing texture from LostAntihero
  • New Gargantuan skeleton from Lord Nincompoop
  • Made Tyana's Glowy Creatures optional


::: Beta 2 Changelog
  • Fixed Scavenger encounters with enemies not occuring as they should
  • Fixed Behemoths spawning inside appearing frozen instead of disappearing as they should
  • Added Arefu residents to special No Attack faction to prevent Night Ghouls killing them
  • Improved distribution of tattoos for Raiders
  • Improved visibility of looting by allowing during combat
  • Added Bloatfly diverse skin variants
  • Added Mirelurk diverse skin variants
  • Added Vicious Dog diverse skin variants
  • Added Tyana's glowy bits for Yao Guai, Radscorp, Radroach, and DeathClaw
  • Updated Brahmin diverse skin variant texture from Sektor
  • Hunters and Scavengers given variable stat/size scripts plus looting ability
  • Most FFE encounter NPCs given stat/size scripts plus looting ability
  • Boosted BoS numbers at The Mall when Increased Spawns is enabed
  • Boosted BoS numbers at Arlington when Increased Spawns is enabed
  • Boosted BoS numbers at Falls Church when Increased Spawns is enabed
  • Natural Selection plugin: fixed Brian Wilks and Mister Buckingham (thanks Sterling)

::: Screenshots
Increased Spawns
:: http://members.iinet.com.au/~amills/zMMMF3-IS1.jpg
:: http://members.iinet.com.au/~amills/zMMMF3-IS2.jpg

New Creatures
:: http://members.iinet.com.au/~amills/MMMF3-Firelurk.jpg
:: http://members.iinet.com.au/~amills/zMMMF3-NightGhouls.jpg
:: http://members.iinet.com.au/~amills/zMMMF3-Gargantuan.jpg
:: http://members.iinet.com.au/~amills/zMMMF3-WastelandScorpion.jpg
:: http://members.iinet.com.au/~amills/zMMMF3-CorpseFlies2.jpg (shot courtesy of Arks4)

Diverse Creatures
:: http://members.iinet.com.au/~amills/zMMMF3-Ghouls2.jpg
:: http://members.iinet.com.au/~amills/zMMMF3-Ghouls3.jpg
:: http://members.iinet.com.au/~amills/zMMMF3-Molerats.jpg
:: http://members.iinet.com.au/~amills/zMMMF3-ViciousDogs.jpg
:: http://members.iinet.com.au/~amills/zMMMF3-Bloatfly.jpg
:: http://members.iinet.com.au/~amills/zMMMF3-Diverse1.jpg
:: http://members.iinet.com.au/~amills/zMMMF3-Mirelurk.jpg
:: http://members.iinet.com.au/~amills/zMMMF3-Supermutants.jpg

Diverse NPCs
:: http://members.iinet.com.au/~amills/zMMMF3-DiverseNPC1.jpg
:: http://members.iinet.com.au/~amills/zMMMF3-DiverseNPC2.jpg
:: http://members.iinet.com.au/~amills/zMMMF3-DiverseNPC3.jpg


::: Coming up for 1.0 release
  • No Spawn Chance plugin
  • Wounding Effects plugin
  • More new creatures
  • Little creatures and Boss creatures/NPCs

User avatar
Juan Suarez
 
Posts: 3395
Joined: Sun Nov 25, 2007 4:09 am

Post » Fri Apr 01, 2011 3:43 pm

::: How to update
Whether installing the mod for the first time, or updating from one version to the next, always do the following:
:: Follow the Installation Instructions steps 1-5.
Easy!

::: Mini-FAQ
:: What's the suggested load order?

This is actually covered in the Installation Instructions, but here's a visual guide made by arcana75:
--- Start of mod list ---
Fallout3.esm
Mart's Mutant Mod.esm
...
--- all kinds of other mods here ---
...
Mart's Mutant Mod.esp
Mart's Mutant Mod - Increased Spawns.esp
Mart's Mutant Mod - Zones Respawn.esp
Mart's Mutant Mod - Tougher Traders.esp
Mart's Mutant Mod - Hunting & Looting.esp
Mart's Mutant Mod - Natural Selection.esp
--- End of mod list ---
:: I'm getting invisible/purple/exclamation mark creatures and NPCs
  • The Meshes and Textures haven't been extracted and installed
  • The latest version of http://www.fallout3nexus.com/downloads/file.php?id=944 hasn't been installed
:: There are mismatching skin tones on some Raiders/NPCs
  • http://www.fallout3nexus.com/downloads/file.php?id=944 hasn't been installed -- the latest version, which adds bLoadFaceGenHeadEGTFiles=1 to the ini
  • Add bLoadFaceGenHeadEGTFiles=1 to your Fallout3.ini, or re-install the latest http://www.fallout3nexus.com/downloads/file.php?id=944
:: Does the Evergreen Gargantuan count towards the achievement?
  • Yes, all Behemoths and Gargantuans count towards the achievement. I made sure of it :)

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Marie Maillos
 
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Post » Sat Apr 02, 2011 6:12 am

::: Making use of the globals
MMMF3 is designed to be modularised from the ground up, and you may notice most (but not all, for functional reasons) of the optional plugins actually just toggle global variables in the main mod.

Here's an explanation of the global variables so you can further tailor the mod if the values used in the plugins aren't to your liking. Either edit these in the optional MMMF3 .esps, or create a new .esp by editing the globals from the MMMF3 master:
  • MMMzIncreasedSpawnsMin [1]
  • MMMzIncreasedSpawnsMax [0]
    These control the minimum and maximum spawns to appear at spawn points. MMMzIncreasedSpawnsMin shouldn't be set to less than 1. Setting MMMzIncreasedSpawnsMax to 0 will disable Increased Spawns (the default). The plugins Increased Spawns.esp and Increased Increased Spawns.esp set these values to 1-3 and 2-5 respectively. For more information how the spawns percentages are distributed, see the README - Mart's Mutant Mod - Increased Spawns.txt file included in the mod.

  • MMMzBehemothChance [3]
    Sets the chance for Behemoths and Gargantuans to appear randomly in the wasteland with Supermutant spawns. When this occurs there is a 1 in 5 chance of the spawn being a Gargantuan, otherwise it will be one of 8 different Behemoth variants. Note this setting is distinct from Increased Spawns, and works even if it isn't enabled.

  • MMMzSpecialEncounterChance [15]
    Controls the chance for a special wasteland spawn. During the day this includes the passive Wild Dog and Wasteland Scorpion, at night this will spawn the far from passive Night Ghouls...

  • MMMzCorpseFlies [15]
    This controls whether Corpse Flies can spawn around corpses after six hours, and then chances of this occuring. If set to -1, Corpse Flies will be disabled. The default is a 15 percent chance.

  • MMMzLooting [0]
    Controls whether creatures & NPCs will loot corpses during and after a fight. Any value larger than 1 enables looting behaviour.

  • MMMzWounding [0]
    Controls whether creatures & NPCs will suffer wounding penalties and visibly bleed the more damaged they become. Currently doesn't do anything, the Wounding Effects plugin is in development.

  • MMMzSpawnsChanceNone [-1]
    Also currently disabled, this will toggle and set the percentage for no spawns once this feature is complete.
  • MMMzFeralGhoulMult [5]
    Sets the multiplier value for the Feral Ghoul Rampage.esp plugin, which defaults to 5. Keep in mind this multiplier is applied against the result of the Increased Spawns value, so you'll see 5-15 Feral Ghouls when using Increased Spawns (1-3) and a crazy 15-25 when using Increased Increased Spawns (3-5). Set this higher if you're crazy!

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SEXY QUEEN
 
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Post » Fri Apr 01, 2011 6:36 pm

Wooooooot! Beta 4, rawr. :flamethrower:
Edit: *cower* Didn't know Mart was still posting :P Sorry to take the post spot..
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Evaa
 
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Post » Fri Apr 01, 2011 10:05 pm

Forgot to add on the new loot:

Note: There are currently no feasible equivalents for real-world models or Pip-boy icons for the new items. If anyone would like to make them, that would be gerat and of course you'll go in the Credits! :)

Also:

::: Mart's Mutant Mod -- Optional Plugins

On Nexus is an optional file containing plugins designed to complement FOOK, XFO and FWE. Some of these are simply updated versions of the same plugins you get when you download FOOK or XFO, others are new -- for example I've made two plugins to combine MMMF3 + FOOK + XFO and MMMF3 + FOOK + FWE. Ultimately, these plugins will be updated by myself or the respective mod authors as new versions of these mods are released.

Be read the README contained in the archive, that's why it's there :)
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Anna Kyselova
 
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Post » Fri Apr 01, 2011 11:27 pm

HUZZAH! Can't wait to check out the geckos. Congrats on the new release! :celebration:
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Roddy
 
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Post » Sat Apr 02, 2011 6:31 am

looks great, congrats on the release! :D

ps: GECKOS!!
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Charleigh Anderson
 
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Post » Sat Apr 02, 2011 2:05 am

Any news on the status of the wounding plugin? I'd like to help if you are having trouble or need an extra pair of hands. Everything you've done so far is amazing and far beyond the scope of what most people set out to do.
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Victoria Vasileva
 
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Post » Fri Apr 01, 2011 5:59 pm

Hey, just downloaded Beta4, thanks for the great work!

As I'm a bit unsure about the Geckos ;) I activated the "No Geckos" Plugin.
But what did just come strolling around the corner? A Golden Gecko! :D
Admittedly they do look quite good, but still a bit too cute for my taste.

Anyway, "No Geckos" is second but last in my load order, only XFO compatibility comes after that.
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meghan lock
 
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Post » Fri Apr 01, 2011 10:20 pm

Hey, just downloaded Beta4, thanks for the great work!

As I'm a bit unsure about the Geckos ;) I activated the "No Geckos" Plugin.
But what did just come strolling around the corner? A Golden Gecko! :D
Admittedly they do look quite good, but still a bit too cute for my taste.

Anyway, "No Geckos" is second but last in my load order, only XFO compatibility comes after that.

Sounds like Mart either forgot something...or Mart forgot something? :P

P.S. Geckos are supposed to look "cute" that's what makes them so deadly ;)
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W E I R D
 
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Post » Sat Apr 02, 2011 6:19 am

P.S. Geckos are supposed to look "cute" that's what makes them so deadly ;)


Hm, maybe you could include Nibbler from Futurama?

Although it could upset the Ecosystem a bit...
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Danii Brown
 
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Post » Sat Apr 02, 2011 12:43 am

Hm, maybe you could include Nibbler from Futurama?

Although it could upset the Ecosystem a bit...

That would be awesome! :hehe:

If creating a custom creature wasn't so hard (it's one thing to model a new creature using the old one's model) then I would so do that. Though that is beyond me...I can edit meshes, and edit textures...but creating a creature from scratch...I don't think I could :(
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Cool Man Sam
 
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Post » Sat Apr 02, 2011 6:01 am

In case it helps finding the problem with the No-Geckos-plugin, all the Geckos I encountered so far (about 10 in 1-2 hours, mostly Golden ones, some small ones) were neutral towards me.
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Eliza Potter
 
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Post » Sat Apr 02, 2011 5:02 am

I'm a layman all this, but I'm guessing the geckos appear because the spawn chance is set to -1 instead of 0 in the No Geckos.esp.

You may try opening it in FOMM/TESsnip and setting it to 0, then test.
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glot
 
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Post » Sat Apr 02, 2011 5:35 am

Mart, just a quick question about the Gargantuans. Are they supposed to fall over and bounce around like rubber balls every time they take a swing at and hit something? I checked out the one at Evergreen Mills and it spent more time on it's back or bouncing over the trains than it did actually fighting. I loaded the save 3 times and each time the raiders slaughtered it. Must admit it looked hilarious, whack a raider, fall over, bounce about as the raiders went flying in the opposite direction. I don't have any mods that change weapon damage so it won't be that knocking it over.
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Rhi Edwards
 
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Joined: Fri Jul 28, 2006 1:42 am

Post » Sat Apr 02, 2011 7:09 am

I'm finding all the Glowing Ones with so much health that a full 12.5 Depleted won't kill them, I'm using MMM+FOOK+XFO. Seriously, it's ridiculous, I have to kill them via console :/
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Jonathan Braz
 
Posts: 3459
Joined: Wed Aug 22, 2007 10:29 pm

Post » Sat Apr 02, 2011 12:52 am

Eh, I'm on the fence about the new glowing ghouls, they seem a little... blocky. That random bit sticking downwards really doesn't sit well with me. It'll be fine to just remove that new mesh for them, right?(I mean on my end)
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Luis Longoria
 
Posts: 3323
Joined: Fri Sep 07, 2007 1:21 am

Post » Sat Apr 02, 2011 2:53 am

Any news on the status of the wounding plugin? I'd like to help if you are having trouble or need an extra pair of hands. Everything you've done so far is amazing and far beyond the scope of what most people set out to do.

The wounding plugin I'm going to do after I'm happy the mod is bug-ish-free (with this engine, it seems there will always be glitches).


Hey, just downloaded Beta4, thanks for the great work!

As I'm a bit unsure about the Geckos ;) I activated the "No Geckos" Plugin.
But what did just come strolling around the corner? A Golden Gecko! :D
Admittedly they do look quite good, but still a bit too cute for my taste.

Anyway, "No Geckos" is second but last in my load order, only XFO compatibility comes after that.

Dang it! I added the No Geckos last as a request and I've probably missed something. I'm pretty sure the code to toggle them is ok so I probably left them in a level list from when I was testing them in-game.


I'm a layman all this, but I'm guessing the geckos appear because the spawn chance is set to -1 instead of 0 in the No Geckos.esp.


You may try opening it in FOMM/TESsnip and setting it to 0, then test.

Nope -1 is correct :) The checks for creatures like Geckos and Corpse Flies is against a global variable that also acts as their chance to spawn. Set the chance to 0 and they simply don't trigger -- however the Fallout 3's random number generator runs from 0-99, and so '0' is still actually a 1% chance. Hence, -1 prevents the statement triggering.


Mart, just a quick question about the Gargantuans. Are they supposed to fall over and bounce around like rubber balls every time they take a swing at and hit something? I checked out the one at Evergreen Mills and it spent more time on it's back or bouncing over the trains than it did actually fighting. I loaded the save 3 times and each time the raiders slaughtered it. Must admit it looked hilarious, whack a raider, fall over, bounce about as the raiders went flying in the opposite direction. I don't have any mods that change weapon damage so it won't be that knocking it over.

No they're not supposed to do that -- I did two runs at Evergreen Mills and never saw the Gargantuan fall over once, and he had no problem cleaning out all the Raiders (especially with his increased health now too).

Are you using any physics mods? And for the Raiders to slaughter it, what mods are you using for weapons/balance? If you try it with just MMMF3 loaded (and do a 'coc evergreenmillsentrance' from the console to warp right there) what do you get? Be curious to see which mods are causing this, in case others are using the same mods too.


I'm finding all the Glowing Ones with so much health that a full 12.5 Depleted won't kill them, I'm using MMM+FOOK+XFO. Seriously, it's ridiculous, I have to kill them via console :/

That's XFO's balance changes. Take it up with Xodarap in the XFO thread :)


Eh, I'm on the fence about the new glowing ghouls, they seem a little... blocky. That random bit sticking downwards really doesn't sit well with me. It'll be fine to just remove that new mesh for them, right?(I mean on my end)

Random bit sticking downwards? If there's a problem with it, Lord Nincompoop can fix it. If you want to revert them, I'll post instructions later when I'm back at my PC.
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Queen
 
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Post » Sat Apr 02, 2011 4:20 am

I updated using latest MMM, XFO and FOOK. So far the combo is going well.

I quite like the slow ghouls, but high HP, bar the head! The Super Mutants are too strong IMO though, I was playing on very easy and several SMs needed 10+ 10mm Pistol rounds to the head to kill them, previously it would only take 2-4 on very easy.

btw I do like the Geckos. I haven't seen any non-hostile ones yet, but then I have only found about 4 'packs' of them at level 4 or under.
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Dalia
 
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Joined: Mon Oct 23, 2006 12:29 pm

Post » Sat Apr 02, 2011 4:44 am

Using your latest update and FOOK, I just came across a bug of only being able to kill ants through VATS. I've started a new game and tried to kill the ants in the Springvale Elementary School but all of them seem to be invincible unless I switch into VATS mode. Any clues about what could be happening here? Cheers, Mart!
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Donald Richards
 
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Post » Fri Apr 01, 2011 7:11 pm

Hey man, I just wanna thank you for making this. This and F.O.O.K have revitalized my FO3 experience and I think this is what FO3 should have been when it was released. Keep up the great work.
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sarah taylor
 
Posts: 3490
Joined: Thu Nov 16, 2006 3:36 pm

Post » Fri Apr 01, 2011 3:52 pm

I updated using latest MMM, XFO and FOOK. So far the combo is going well.

I quite like the slow ghouls, but high HP, bar the head! The Super Mutants are too strong IMO though, I was playing on very easy and several SMs needed 10+ 10mm Pistol rounds to the head to kill them, previously it would only take 2-4 on very easy.

btw I do like the Geckos. I haven't seen any non-hostile ones yet, but then I have only found about 4 'packs' of them at level 4 or under.

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.


Using your latest update and FOOK, I just came across a bug of only being able to kill ants through VATS. I've started a new game and tried to kill the ants in the Springvale Elementary School but all of them seem to be invincible unless I switch into VATS mode. Any clues about what could be happening here? Cheers, Mart!

No, as per last thread I can't duplicate this -- If I go straight to Springvale with only MMMF3 loaded, the ants can all be hit just fine. It must be a combination of some other mods (and I don't think it's FOOK, since ants don't use guns!) -- PM me your mod list and we'll start a process of elimination.
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BRIANNA
 
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Joined: Thu Jan 11, 2007 7:51 pm

Post » Sat Apr 02, 2011 2:34 am

Ok... the new Glowing Ones and Gargantuan are awesome in game (just like you said they'd be!) Thanks!! :goodjob:

The Geckos fit in surprisingly well, though I did see a few of them "fly" into the sky from that same glitch that Deathclaws have.

I've also seen the Gargantuan glitch Helith described... they seem to knock themselves down whenever they hit something. And when you kill the new Glowing Ones or Gargantuan their arms and head seem to get svcked into their bodies. lol
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Len swann
 
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Post » Fri Apr 01, 2011 5:27 pm

Ok... the new Glowing Ones and Gargantuan are awesome in game (just like you said they'd be!) Thanks!! :goodjob:

The Geckos fit in surprisingly well, though I did see a few of them "fly" into the sky from that same glitch that Deathclaws have.

I've also seen the Gargantuan glitch Helith described... they seem to knock themselves down whenever they hit something. And when you kill the new Glowing Ones or Gargantuan their arms and head seem to get svcked into their bodies. lol

Can you also PM me your mod list? I don't get the Gargs knocking themselves down in my testing, but then I test only with MMMF3 loaded (to ensure any bugs I see are actually with the mod). Worst comes to worst I can disable knockback on them, but it means even if you nuke the svckas they'll take it and still be standing!
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Ladymorphine
 
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