Mart's Mutant Mod for NV?

Post » Mon Sep 27, 2010 12:21 pm

Just a little bump to keep this thread alive.....
User avatar
Thema
 
Posts: 3461
Joined: Thu Sep 21, 2006 2:36 am

Post » Mon Sep 27, 2010 2:09 pm

Just a little bump to keep this thread alive.....


Right now with the release of 1.5 IWS is essentially exactly what MMM for FNV would be. Once I continue to update the configurable scripts to further enhance spawns ect the only difference will most likely be the amount of time that went into hand placed spawns. ( Well in FNV hand placed spawns are a must anyway )

So if you want MMM for FNV right now check IWS right now.
User avatar
Tanya Parra
 
Posts: 3435
Joined: Fri Jul 28, 2006 5:15 am

Post » Mon Sep 27, 2010 2:05 pm

For the most part iws does what mmm would do. However, mmm would also have additional creature types and more skins available. However, I still love it :-)
User avatar
Sophie Payne
 
Posts: 3377
Joined: Thu Dec 07, 2006 6:49 am

Post » Mon Sep 27, 2010 7:29 am

also creature behavior in addition to other features. still im using iws now and ive no complaints
User avatar
Skivs
 
Posts: 3550
Joined: Sat Dec 01, 2007 10:06 pm

Post » Mon Sep 27, 2010 2:38 pm

For the most part iws does what mmm would do. However, mmm would also have additional creature types and more skins available. However, I still love it :-)


oh!
Ok yeah I stand corrected. I do plan to add more creature types to the world though but that sort of thing will be after vacation.
I would love to run into shambers, behemoths, mirlurks, troggs, night ghouls/troggs, super mutant nightkins, super mutant overlords again. ( Do plan to make a lot of these optional for IWS but some are kind of ripping MMM too much.... I want new ideas too.. )

Not to mention some of the other creature types and the huge amounts of variations on on ghouls.
A lot of work for MMM went into making super mutants able to use more weapon types and such right?
What were other things that MMM did for FO3?
User avatar
vanuza
 
Posts: 3522
Joined: Fri Sep 22, 2006 11:14 pm

Post » Mon Sep 27, 2010 2:15 pm

oh!
Ok yeah I stand corrected. I do plan to add more creature types to the world though but that sort of thing will be after vacation.
I would love to run into shambers, behemoths, mirlurks, troggs, night ghouls/troggs, super mutant nightkins, super mutant overlords again. ( Do plan to make a lot of these optional for IWS but some are kind of ripping MMM too much.... I want new ideas too.. )

Not to mention some of the other creature types and the huge amounts of variations on on ghouls.
A lot of work for MMM went into making super mutants able to use more weapon types and such right?
What were other things that MMM did for FO3?

http://www.gamesas.com/index.php?/topic/1119869-relz-marts-mutant-mod-10-rc-61/
User avatar
Rowena
 
Posts: 3471
Joined: Sun Nov 05, 2006 11:40 am

Post » Mon Sep 27, 2010 9:58 am

oh!
Ok yeah I stand corrected. I do plan to add more creature types to the world though but that sort of thing will be after vacation.
I would love to run into shambers, behemoths, mirlurks, troggs, night ghouls/troggs, super mutant nightkins, super mutant overlords again. ( Do plan to make a lot of these optional for IWS but some are kind of ripping MMM too much.... I want new ideas too.. )

Not to mention some of the other creature types and the huge amounts of variations on on ghouls.
A lot of work for MMM went into making super mutants able to use more weapon types and such right?
What were other things that MMM did for FO3?


Thanks TheCastle, keep up the good work! There are thing u can add like new animation for different types of ghouls (I believe there are some new animation in nexus), so different ghoul act a little differently.
User avatar
Jordan Moreno
 
Posts: 3462
Joined: Thu May 10, 2007 4:47 pm

Post » Mon Sep 27, 2010 1:42 pm

A lot of work for MMM went into making super mutants able to use more weapon types and such right?

I don't really recall that being a "lot of work on the part of MMM", though I might just not be recalling correctly. I know there was a separate mod that added other weapon animations for SM's, and then it was just a matter of adding weapons to the formlist of weapons they can use...

What were other things that MMM did for FO3?

Severely increased the toughness of wandering traders and their guards (so they could survive the larger number of encounters they met up with), as well as toughened up / increased the spawns of "placed" guards/patrols (so things like the BoS guards at the Washington Monument wouldn't be overwhelmed by the larger number of SM's in the area).

...I'm sure there are more, but those are the things that I recall poking Mart about until they were fixed...
User avatar
sarah
 
Posts: 3430
Joined: Wed Jul 05, 2006 1:53 pm

Post » Mon Sep 27, 2010 12:27 pm

http://www.gamesas.com/index.php?/topic/1119869-relz-marts-mutant-mod-10-rc-61/


hah!
That's an intimidating list to say the least..
User avatar
Rudi Carter
 
Posts: 3365
Joined: Fri Sep 01, 2006 11:09 pm

Post » Mon Sep 27, 2010 1:31 am

oh!
Ok yeah I stand corrected. I do plan to add more creature types to the world though but that sort of thing will be after vacation.
I would love to run into shambers, behemoths, mirlurks, troggs, night ghouls/troggs, super mutant nightkins, super mutant overlords again. ( Do plan to make a lot of these optional for IWS but some are kind of ripping MMM too much.... I want new ideas too.. )

Not to mention some of the other creature types and the huge amounts of variations on on ghouls.
A lot of work for MMM went into making super mutants able to use more weapon types and such right?
What were other things that MMM did for FO3?


Maybe you could include these http://www.newvegasnexus.com/downloads/file.php?id=38877
User avatar
Dawn Farrell
 
Posts: 3522
Joined: Thu Aug 23, 2007 9:02 am

Post » Mon Sep 27, 2010 1:16 am

Mart also randomized the stats/height of creatures somewhat from what I remember.
User avatar
Music Show
 
Posts: 3512
Joined: Sun Sep 09, 2007 10:53 am

Post » Mon Sep 27, 2010 6:57 am

Mart also randomized the stats/height of creatures somewhat from what I remember.


I know NV randomizes height and size I don't know about stats. Different skins would be good, such as the ghoul skin that was just released. Possibly some assets from the current MMM could be use if permissions were given. Mole Rats, super muties centaurs etc... Then again mart may have beta1 almost ready :D
User avatar
Juan Cerda
 
Posts: 3426
Joined: Thu Jul 12, 2007 8:49 pm

Previous

Return to Fallout: New Vegas