Mart's Mutant Mod for NV?

Post » Mon Sep 27, 2010 3:11 am

Not Lame - unfortunate.

Modders give a ton of their time to produce mods for others - with nothing but thanks and a feeling of accomplishment. Mods the size of MMM take an exceptional amount of time. I can understand a modder deciding not to pursue additional hundreds of hours of work.

Let's be thankful for the mods we do get.


+1

Martigen is a legend in the community and his accomplishments have been well-appreciated and will be for years to come. No one should bash him.

This just leaves the field open to another budding modder to fill in the gaps, and we should look at it like that and use MMM as the standard of excellence for others to follow.

Miax
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joeK
 
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Post » Mon Sep 27, 2010 1:29 am

I never got to do a complete playthrough of Fallout 3 with MMM, my old pc was too slow and I'm busy playing New Vegas on my new one, though I did spend about a week with it before NV's release, I loved the variation it added, the ghoul rampage/night ghouls were especially good fun :flamethrower:

I look forward to the day you get stuck into New Vegas, thanks Mart.
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Dylan Markese
 
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Post » Sun Sep 26, 2010 11:27 pm

Well yeah...but Bethesda hired him not Obsidian.


Nope. Jorge Salgado is an Obsidian dev, just check his account here on the Bethesda boards.

EDIT: Btw, animals not being automatically aggressive is not exactly an idea that only Martigen had. I have the utmost respect for his work on Fallout 3, but a lot of games had that before (like, say, the Gothic saga). No idea on how it's being implemented which may have been influenced by Mart's mod (being one of the biggest Fallout 3 mods, they surely have looked at that).
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D LOpez
 
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Post » Mon Sep 27, 2010 12:47 am

altered enemy AI

That could still use a lot of work. :P
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Vincent Joe
 
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Post » Mon Sep 27, 2010 12:44 am

I'd be happy enough with Increased Spawns, since there's so much more variety in creatures than was in F3.

The world needs more people like you.


Seconded. That's a very kind thing he's offering.

Anyway, I'd love to see an MMM port for NV.
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Beth Belcher
 
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Post » Mon Sep 27, 2010 3:00 am

I want to just say thanks for all the incredible work from Martigen.
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Chris Ellis
 
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Post » Mon Sep 27, 2010 2:53 am

Martigen, considering the many years of fun I've had with MMM for Oblivion and Fallout, I'd be more than happy to gift you a copy of New Vegas on Steam, just PM me your Steam ID.

Not pushing for a port, just a thanks.

Also, your PM inbox thing is full.

That... would be amazing. I don't know what to say. Thankyou, especially because here in Aus Fallout NV is US$90, which is a patent rip-off given the parity of the Aussie dollar. Are you Australian? If you are then I'll turn the offer down, I don't want anyone paying extorted prices. Valve says the publisher sets the pricing, and Zenimax/Bethesda needs to know this is not appropriate, not to mention a slap in the face to loyal customers -- this one was reason I wasn't planning to get the game anytime soon.

But if you're not Australian, or any country where it's over-priced, I thank you humbly. I can't promise an MMM for NV just yet (there's still some work to do for MMM for F3 first), but as soon as I get a copy of the game I will make an Increased Spawns at the least (this time with menu configuration and maybe a subset of MMM features).

Mythgaard, your generosity is inspiring.



Obsidian seem to have "borrowed" a lot of ideas from Mart. For example, the amount of animals and ghouls that spawn is generally much higher than Fo3, plus variations in mutants and animals like baby molerat, Bighorn bull, large dog as well as more variation in reactions such as smaller animals not being as aggresive.

I'd like to think so, but NV has been in production a while, and I'm not sure how developed MMM was when Obsidian started. If they did, at all, take any inspiration from MMM then it's nice to know I've made a difference.



I believe that's actually one of the selling points of this game. Fallout 3 mods have left their footprint in just about every aspect of gameplay in New Vegas. Examples: modding your weapons, creating ammunition, "hardcoe Mode," altered enemy AI, iron sights. It wouldn't surprise me that they'd also look at a mod like MMM for inspiration when designing this new title. I don't really know, but I wouldn't be surprised if this updated engine and the GECK to use it have a number of features related to this new gameplay that makes it easier for the Martigen and others to port their mods over.

I'd like to think so about this too. Bethesda obviously thinks the modding scene is important, or we wouldn't even get the GECK at all, but sometimes I think the company gives just enough to keep the wheel going but nothing more beyond that. With the exception of tools like FOSE, as far as I'm aware there's very little official support for modding when there's so much more the company could do (an .exe with debug info like Oblivion had, even as an optional download, for eg would be a massive timesaver). It's economics though likely, they need to move onto the next title etc.



any chance you can also make a Soft Unleveler for NV? (if you recall, i asked you for one in FO3. im hoping to get another positive response) :D

Yeah it was a good idea for F3 :) I could conceiveably add this to the Increased Spawns NV without too much trouble.



I want to just say thanks for all the incredible work from Martigen.

Thanks, and thanks to everyone who says thanks! Really, in the end, this is what makes working on mods so rewarding -- knowing that the work is appreciated.
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Rachie Stout
 
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Post » Mon Sep 27, 2010 4:03 am

I'd like to think so, but NV has been in production a while, and I'm not sure how developed MMM was when Obsidian started. If they did, at all, take any inspiration from MMM then it's nice to know I've made a difference.


I really don't think there's any question that they did, some things are just too conveniently similar for it not to be in some way inspired by MMM. Oh and thanks :D I wouldn't have bothered with a second playthrough of FO3 without MMM coupled with FOOK, and I'm currently on my 5th or 6th. That's how much difference it makes to the game in my opinion. Having said that, I wish it didn't make me crash quite as much as it does.
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Baylea Isaacs
 
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Post » Mon Sep 27, 2010 1:47 am

No matter how early Obsidian began development, wouldnt MMM for Oblivion have come first anyway? and the spawn and variation changes were already in place by then. i agree that its pretty obvious they recognized the popularity of MMM and adapted at least some of its features.
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Robert Devlin
 
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Post » Sun Sep 26, 2010 11:45 pm

No matter how early Obsidian began development, wouldnt MMM for Oblivion have come first anyway? and the spawn and variation changes were already in place by then. i agree that its pretty obvious they recognized the popularity of MMM and adapted at least some of its features.


Well technically Oscuro did some fairly similar stuff with Oscuro's Oblivion Overhaul, and he now works for Obsidian, but I still don't think that's where the inspiration came from.
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Mélida Brunet
 
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Post » Sun Sep 26, 2010 5:16 pm

Are you Australian? If you are then I'll turn the offer down, I don't want anyone paying extorted prices.


Nope, US. Just PM me your Steam ID.
:)

*edit* I think I just found you on Steam, I've never used any of the community features before, heh.

*ed2* I have no idea how to PM on this thing.
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i grind hard
 
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Post » Mon Sep 27, 2010 2:41 am

Nope, US. Just PM me your Steam ID.
:)

*edit* I think I just found you on Steam, I've never used any of the community features before, heh.

*ed2* I have no idea how to PM on this thing.


If you mean on Steam, you have to have the person on your friends list or be in a group with them in order to contact them. Or you can leave a comment on their Steam ID page if they allow it, which many people don't. Either that or they never read them.

So just add him to your friends, and you can discuss it when he accepts. Or you can wait until he posts again and/or PMs you here.

Now on a separate note: Martigen, I wouldn't have gotten half my amount of playtime in Oblivion and FO3 without your mods. You are a gentleman and a scholar.

And Mythgaard, for gifting NV to this fine man, you are also quite awesome.
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Hearts
 
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Post » Sun Sep 26, 2010 1:57 pm

Cheapest i found the game was here : http://www.direct2drive.co.uk/1/9894/product/Buy-Fallout-New-Vegas-Download

i got the key instant, and then whent to Steam to activate the key with steam and downloaded it :)


Hope it fetch good interest to start up the modding
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SEXY QUEEN
 
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Post » Sun Sep 26, 2010 4:01 pm

Yeah I figured it out earlier, then Steam Community crashed, lol. I fired off an invite, so as soon as that goes through it's all good (turns out to gift someone you need either their email associated with the Steam account, or have them on your friends list).

I haven't actually been on Steam much since they added the community features and achieves and whatnot. When the last big push for DoD:S was, a couple of years I think.
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Naughty not Nice
 
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Post » Mon Sep 27, 2010 4:13 am

hey mart if you do MMM for nv will it include the stalker stuff? like as a seperate esp?
(for those that dont know stalker is the only game series that legally allows people to add there models to other games)
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Wanda Maximoff
 
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Post » Sun Sep 26, 2010 8:50 pm

hey mart if you do MMM for nv will it include the stalker stuff? like as a seperate esp?
(for those that dont know stalker is the only game series that legally allows people to add there models to other games)


Bloodsvckers in NV? :ahhh:
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Jinx Sykes
 
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Post » Sun Sep 26, 2010 10:34 pm

Bloodsvckers in NV? :ahhh:

that would be AWESOME! make it where there inviso abilityhas a random amount of time and you will see them then they vanish then appear again.
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Toby Green
 
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Post » Sun Sep 26, 2010 8:15 pm

Thanks to Mythgaard I now have a copy of New Vegas. I've been going over the .esm for half an hour and it's... interesting :)

In Oblivion spawns were managed by placed level lists, which determined both the types of spawns that can appear and the the percentage chance of them appearing.

In Fallout, Beth threw this out the window and instead placed actors using templates that referenced level lists or other actors. On the one hand this made creating an increased spawns mod more complicated, but also comes with its own flexibility and power as well. It took a while, but we got something quite consistent with a bit work and this what you see in MMM.

In New Vegas... Obsidian has decided they prefer the Oblivion method and have kind of fudged into the Fallout system. Kind of square peg, round hole. They're using 'null' creature entries for chanced leveled lists, literally called ILikeOblivionChancedSpawns, for percentage chance encounters where these actors use empty models and which are then killed on spawn, later to be cleaned up by the engine (so you never see anything).

It's not ideal, because it's a different spawn system yet again. There's a few entry points where I can add increased spawns, and I've decided how I'll approach it. On the one hand it's more work (need spawn scripts for all the new percentage chance actor templates) but on the other I may be able get away with not creating new increased spawn actor entries because by using the system they have, Obsidian have created another layer of templates and I can use these to spawn the appropriate creatures and NPCs.

I think it'll take about a week to do, and this includes controlling the rate of spawns via a Pip-boy menu. I also plan to include Soft Unleveling and Reduced Wasteland Spawns options, though again these might have to be implemented differently due to the way Obsidian has set the spawns.

I want to get MMM 6.2 out for Fallout 3 first, which is almost done, and then I'll get started on this. So maybe a week or two there'll be something on NV Nexus.


Also:

Seeing as some people appear to have jumped forum camps I'll point you to this thread here where I'm looking for talented modders to help out on MMM. Of note is a new crafting plugin which will be great, but I don't have time to do myself. If you can help out, these will eventually make it to an MMM for NV feature list too. This feature list plus wounding effects -- yes, this will be going into RC 7 -- may signal MMM to be 'feature complete', and I'll be able to leave it as is for the moment and call it a final version 1.0 :) And maybe, actually play the game and then get into NV (modding and playing).

http://www.gamesas.com/index.php?/topic/1134607-rec-marts-mutant-mod-needs-you/
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RaeAnne
 
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Post » Mon Sep 27, 2010 2:01 am

ILikeOblivionChancedSpawns, really? Looking forward to this Mart. :)
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Darren
 
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Post » Mon Sep 27, 2010 2:47 am

I'm sorry to say I can't help with providing decayed skeleton meshes or corpse textures... :(
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Josh Lozier
 
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Post » Sun Sep 26, 2010 5:52 pm

They're using 'null' creature entries for chanced leveled lists, literally called ILikeOblivionChancedSpawns, ).

Nice! :rofl:

There are quite a few funny IDs like that. There's also a faction with the ID 'DontTazeMeBroFaction'.
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luis dejesus
 
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Post » Sun Sep 26, 2010 7:37 pm

Bloodsvckers in NV? :ahhh:

If this gets added in, I'll literally crap mah pants.

Bloodsvckers, snorks, burers, pseudogiants, poltergeists. Any of those will do (I can only imagine how hard it would be to take down a pseudogiant in New Vegas :bolt:).

If you can really add S.T.A.L.K.E.R. models to the game without a problem (I know GSC is more than ok with it, but I'm not sure on Bethesda's take), I may just add some S.T.A.L.K.E.R. weapons while I'm at it. I would love to go around the wastes sniping people with my draugonav or even S.T.A.L.K.E.R.'s take on the gauss rifle.
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Andy durkan
 
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Post » Mon Sep 27, 2010 3:19 am

People have already added Stalker stuff (weapons mainly) to FO3 and the mod's up on Nexus the last time I heard. Don't see why the baddies from Stalker couldn't be imported.
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CHangohh BOyy
 
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Post » Mon Sep 27, 2010 3:57 am

Martigen, knowing that you are lending your talents to VN makes my day. I look forward to what you and your team come up with. Thank you for your time in helping me pass my time.
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neen
 
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Post » Sun Sep 26, 2010 4:49 pm

Team? I though Mart worked alone.
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lacy lake
 
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