Mart's Mutant Mod for NV?

Post » Sun Sep 26, 2010 7:08 pm

Has MArt said if he is going to be making his his Mutant Mod for NV?
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Stace
 
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Post » Sun Sep 26, 2010 6:08 pm

I read a post awhile where he was mentioning that he won't be doing anything with New Vegas. But who knows, maybe he'll change his mind.
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Franko AlVarado
 
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Post » Sun Sep 26, 2010 5:20 pm

Lame :(
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Rachel Eloise Getoutofmyface
 
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Post » Sun Sep 26, 2010 12:03 pm

Oh wow. Maybe his mod can be easily ported to NV?
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Emma Copeland
 
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Post » Sun Sep 26, 2010 10:40 pm

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.
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C.L.U.T.C.H
 
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Post » Sun Sep 26, 2010 10:58 am

Ah well. Hopefully someone will at least come up with an increased spawn mod.
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Guinevere Wood
 
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Post » Sun Sep 26, 2010 2:06 pm

Ah well. Hopefully someone will at least come up with an increased spawn mod.


Borg Mods are a dime a dozen -> there will be hundreds of them made before most people start to gravitate to the few that end up having the best overall options available -> this occurs with every mod-able game so this will eventually work itself out just wait for all of the Re-Texturers to start to resource re-hashes of the vanilla creatures and someone(multiple someones usually) will scoop up all of the available assets and put something together.
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Emzy Baby!
 
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Post » Sun Sep 26, 2010 10:36 am

Not Lame - unfortunate.


Same thing.

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


Extremely thankful of everything the modders do. I wonder if he'll let someone else take over the mod or if someone will create something similar.
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sarah simon-rogaume
 
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Post » Sun Sep 26, 2010 8:54 pm

I can completely understand if Martigen decides not to, it's a huge undertaking to create the more complex mods. Just creating a map back in the CoD:UO days, I spent 300-400 hours on it before I got it to beta quality (and probably 100 hours of that was learning what *not* to do in the editor and layout). It can be an absolute huge time sync between design, coding/layout, and then hours of testing. I came late to the FO3 modding scene and only spent 30-40 hours on the mods that I released back in August.

And, I suspect there's a lot of authors who simply want to play through it "as-is" the first week or two before deciding what to mod. Since a few of my mods will involve game balance, I need to play through at least twice before I get ready to make any real changes. If I do the mods that I'm thinking of, it's worse, because I'll be firing up GECK and looking at hundreds of locations - which will spoil a lot of the surprise factor for my own personal pleasure.

I'm hoping that he does eventually create a MMM for FO:NV. The Mohave desert needs an infusion of Elvis impersonator night ghouls....
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le GraiN
 
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Post » Sun Sep 26, 2010 11:36 pm

Has MArt said if he is going to be making his his Mutant Mod for NV?

Maybe. I do want to, but there's still work to be done on MMM for F3, after which any porting to NV will provide even more benefit. I'm currently tracking down a rare crash bug, and I have yet to finish the wounding plugin, but that should be soon and will add a great deal to F3 (and in turn, NV). At least those things, and perhaps a few other touches I'd like to get done before porting it.

I also don't have the game yet. It's hard to justify purchasing it when I don't have time to play it.


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.

Thanks behippo. And yes, a lot of time: MMM for Oblivion was over two years of work, F3 has been close to.


And, I suspect there's a lot of authors who simply want to play through it "as-is" the first week or two before deciding what to mod.

Heh, I never actually finished Oblivion. I haven't finished Fallout either. I end up finding more things I want to add or improve, and would rather play the game with these things in. Except, something like MMM, there's always one other feature to add, one other new creature to play with. I have a to-do list here of gameplay features and ideas some of which I'll probably never have time to do, but would add a great deal to the game. If modding was my job, it'd be a different matter, and I could spend more time doing these things. Done in free time, there's only so much I can do.


Ah well. Hopefully someone will at least come up with an increased spawn mod.

This I could do relatively quickly, create a stand-alone plugin like I did for F3. Thanks to all the work that's gone into MMM for F3, there is a lot of learning to take across that would make an ISFNV easier and more efficient too. But I still need to get the game first.
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jess hughes
 
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Post » Sun Sep 26, 2010 10:21 pm

I'd be happy with just feral ghoul rampage :D
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Kim Kay
 
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Post » Sun Sep 26, 2010 12:29 pm

Nice to hear an official word from you Mart , its great to hear that you got an interest in someday making it ^ ^

oh out of curiosity the crash bug your looking for , is the feral ghoul crash bug ? that was a big issue for me in Fo3 whenever the ghouls were alerted [ usually in the sewers ] the game would crash just before they did their alert animation , it made me unable to complete Reilly's Ranger Quest until i disabled MMM @-@ , if that is that bug i hope you manage to squash it! good luck!
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nath
 
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Post » Sun Sep 26, 2010 2:19 pm

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.
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Amy Gibson
 
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Post » Sun Sep 26, 2010 11:08 pm

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

The world needs more people like you.
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Eddie Howe
 
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Post » Mon Sep 27, 2010 1:56 am

New Vegas at the moment has a much larger variety in its monsters. The big issue is that I don't think there is really much room for randomization as there was with Fallout 3. Everywhere you go there is something going on where having swarms could unbalance the game and cause NPCs to be overtaken and wiped out, thus destroying quests before you have a chance to do them.
http://i.imgur.com/QwPPh.jpg
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Luna Lovegood
 
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Post » Sun Sep 26, 2010 6:02 pm

New Vegas at the moment has a much larger variety in its monsters. The big issue is that I don't think there is really much room for randomization as there was with Fallout 3. Everywhere you go there is something going on where having swarms could unbalance the game and cause NPCs to be overtaken and wiped out, thus destroying quests before you have a chance to do them.
http://i.imgur.com/QwPPh.jpg


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'm not saying Mart couldn't make it better, just that the overhaul wouldn't be quite as extreme as what was required for FO3.
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Captian Caveman
 
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Post » Sun Sep 26, 2010 7:44 pm

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 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.
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Mariaa EM.
 
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Post » Mon Sep 27, 2010 2:20 am

Well, even New Vegas having a greater variety of monsters there are still places to improve, like more random textures, more random spawns, even add some creatures with random stats meaning that some creatures will still pose treat to high level player.

Mythgaard , you're just awesome :)
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Victoria Bartel
 
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Post » Mon Sep 27, 2010 12:51 am

Mythgaard...that's a great idea. Think we could guilt trip Dracomies into doing Project Beauty New Vegas with that method? ^_^
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Alexandra Louise Taylor
 
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Post » Mon Sep 27, 2010 3:16 am

Didn't Obsidian hire Oscuro of Oscuro's Oblivion Overhaul fame? I think we're mostly seeing his ideas and work from Oblivion ported over when it comes to things like crafting, mob control, and so on.

Would like to see a MMM for NV but I understand if it doesn't show or comes out way later. It's all supposed to be for fun, mod making too. GJ on the MMM series by the way.
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Connor Wing
 
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Post » Sun Sep 26, 2010 8:30 pm

Great to see Mart on the NV scene!

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
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Mason Nevitt
 
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Post » Sun Sep 26, 2010 4:36 pm

Didn't Obsidian hire Oscuro of Oscuro's Oblivion Overhaul fame? I think we're mostly seeing his ideas and work from Oblivion ported over when it comes to things like crafting, mob control, and so on.


Well yeah...but Bethesda hired him not Obsidian. So if it was Oscuro ideas then why were they not included in the Bethesda version and then suddenly made an appearance in the Obsidian game? Not saying that Oscuro had no influence on FO3 but the ammo benches and weapon mods in particular are far too close to CALIBR and Weapons Mod Kit to be coincidences.
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Lil'.KiiDD
 
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Post » Sun Sep 26, 2010 7:10 pm

Looking at New Vegas' features, many seem to be inspired by mods for Fallout 3. Imitation is the most sincere form of flattery. They saw what the popular mods in FO3 did (primary needs, ironsights, wmk, Mart's variety, higher number of guns and ammunitions, etc) and rolled with that. I think the modders should be pleased that they had an impact on the creation of an entirely new game. In the Best Buy video the devs even flat out say that weapon mods were inspired by WMK.
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Jessica Phoenix
 
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Post » Sun Sep 26, 2010 11:31 pm

Mythgaard...that's a great idea. Think we could guilt trip Dracomies into doing Project Beauty New Vegas with that method? ^_^


Nah, I think he said he already has NV? But that doesn't change the fact he quit... (or so he said, unless a miracle happens, I am not sure) :sadvaultboy:
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Richus Dude
 
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Post » Sun Sep 26, 2010 4:39 pm

So far, the game seems to have Amputate built in (took forever before I figured it out.. I was looting Mantis forelegs ...), pups for coyotes, geckos, etc... but it doesn't have Ghoul Raise, and a bunch of other things.
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Nina Mccormick
 
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