Mart's Mutant Mod RC6 Beta #1

Post » Fri Feb 18, 2011 9:53 pm

I went to the republic of dave together with a companion, and the brahmin on the republic grounds turned out to be crazed. One of them wasn't but that one also attacked. The companion killed it, but now all the kids inside the village have turned hostile against me and are running away from us. The parents don't seem to care. I'm not sure if the brahmin caused this but I think it did. Any ideas? No amount of stopcombat or scaonactor commands on the children, myself or my companions helps and I think all the brahmin are dead now.
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Cool Man Sam
 
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Post » Sat Feb 19, 2011 7:24 am

Ok I'm at a loss (though as a newb to modding thats not a long trip) I updated to this and now no matter what I do I keep getting messed up textures on most of my supermutants.. They seem to go from normal skin to adopting any and all other surfaces around them, from stones to wood, to pure flat black.

I have reinstalled everything from the mods to the game itself and nothing seems to help. Nothing has changed in regards to the game save for the updated mod, and now even reverting back to the old version don't seem to fix it.

I have always used MMM and FWE and now matter how I configure them I end up with messed up textures or invisible enemies and guns... It's times like this I wish I knew what the hell I was doing, for the sake of aksing clearly for help, and possably being able to solve my own problems.
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Shiarra Curtis
 
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Post » Sat Feb 19, 2011 12:52 am

Sorry guys been really busy recently and haven't had time to mod.

Nothing different. Only disabling MMM.esm itself can resolve this problem. May be this is some script problem, which accumulated with time.
I have crashes when:
-killed robot explode
-when I open console, menu, pip-boy
-when I aim my weapon onto enemy with zooming (simple look onto enemy does nothing wrong)
If I do nothing- then with time I will crash anyway, but if I am in the vicinity of the active veil only.
But... may be this is my local problem.

You should never get any sort of crash with exploding robots, that sounds like there may be graphics/audio driver issues. For menu/pip-boy, unless this started happening with MMM RC6 and its new menu there is literally nothing in MMM that be the cause of this. Same for aiming, MMM doesn't alter weapons etc. Is your machine running hot? :)

Thanks for the save in Zeta, I'll check it out asap.



Do you have in your future plans an integration with this amazing mod?

http://fallout3nexus.com/downloads/file.php?id=13690

Really great idea to include in game some human based creatures which got failure with FEV mutation or didn't get it right.

Yes, and permission has been granted. On the RC6 final to-do list.


Hey Martigen,
I think this version have some kind of problem when running with FOOK2.
I was getting a freeze every time I leave the vault on a fresh save game. Then, I tried reinstalling RC5 and the problem was gone.
Don't know if the problem was caused by RC6 or FOIP though.

MMM RC6 and FOOK2 currently appear to be incompatible. I'll release an updated FOIP patch for it once RC6 final is released, as the FOIP patch is a lot of work for FOOK.


I just happened to be looking at the spot where the alt travel caravan spawned - the caravan master and pack brahmin spawned OK
but a crazed brahmin ff000e16 and brahmin 450029f0 (which was also hostile) spawned the caravan master attacked and killed the 2
hostile brahmin.
45.... is the load order number of fwealttrav.esp in my load order.
When I used the caravan to travel to Rivet City, the same thing happened with that caravan;
When alttrav.esp was unchecked the caravan master, packbrahmin, hostile brahmin (450029f0) dissapeared but the Crazed Brahmin ff000e16
persists in the world space.

I went to the republic of dave together with a companion, and the brahmin on the republic grounds turned out to be crazed. One of them wasn't but that one also attacked. The companion killed it, but now all the kids inside the village have turned hostile against me and are running away from us. The parents don't seem to care. I'm not sure if the brahmin caused this but I think it did. Any ideas? No amount of stopcombat or scaonactor commands on the children, myself or my companions helps and I think all the brahmin are dead now.

Thanks for the reports guys. I've made some adjustments to the pack brahmins spawning and brahmin faction relations with the crazed ones but I'm beginning to think it's becoming more trouble than it's worth. I may shift all crazed brahmins into a seperate level list that is only accessed by increased spawns. This means you'd need IS active to have them spawn, but would forcibly prevent weird crazy [censored] going on like we currently have. Yet again, this engine frustrates me and reminds me why I got burnt out the first time.


hey martigen. are you still going to add the stalker monsters?

Maybe. There are some that I'd like to add, closer to the lore, but I have a huge list of features to add so we'll see how I got. If not for RC6 then consideration for RC7.


Ok I'm at a loss (though as a newb to modding thats not a long trip) I updated to this and now no matter what I do I keep getting messed up textures on most of my supermutants.. They seem to go from normal skin to adopting any and all other surfaces around them, from stones to wood, to pure flat black.

I have reinstalled everything from the mods to the game itself and nothing seems to help. Nothing has changed in regards to the game save for the updated mod, and now even reverting back to the old version don't seem to fix it.

I have always used MMM and FWE and now matter how I configure them I end up with messed up textures or invisible enemies and guns... It's times like this I wish I knew what the hell I was doing, for the sake of aksing clearly for help, and possably being able to solve my own problems.

You haven't followed the installation instructions. It's all there. Follow every step. EVERY STEP. If I had a dollar...
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Zach Hunter
 
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Post » Fri Feb 18, 2011 8:30 pm

You should never get any sort of crash with exploding robots, that sounds like there may be graphics/audio driver issues. For menu/pip-boy, unless this started happening with MMM RC6 and its new menu there is literally nothing in MMM that be the cause of this. Same for aiming, MMM doesn't alter weapons etc. Is your machine running hot? :)
Thanks for the save in Zeta, I'll check it out asap.

I'm surprised myself. My character had level 10 and in my game I had only one occasional crash before. And I never had this problems in mothership Zeta, completed 4 times with RC5
At the same time- I always had similar problems in Arefu Expanded mod, which add many things into exterior and probably owercumber my videocard
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Clea Jamerson
 
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Post » Sat Feb 19, 2011 4:13 am

Hey Mart, I'd just like to say thanks for all your hard work on this. Your mods for both Oblivion and Fallout, since the earliest Oblivion release years ago, have been permanent fixtures in my game and I can't imagine playing without them. They add so much to the game experience, making it much more challenging and adding much more variety and awesomeness to the game that was lacking in the original vanilla games.
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April
 
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Post » Sat Feb 19, 2011 8:55 am

Spivey, on 02 August 2010 - 09:07 AM, said:

Ok I'm at a loss (though as a newb to modding thats not a long trip) I updated to this and now no matter what I do I keep getting messed up textures on most of my supermutants.. They seem to go from normal skin to adopting any and all other surfaces around them, from stones to wood, to pure flat black.

I have reinstalled everything from the mods to the game itself and nothing seems to help. Nothing has changed in regards to the game save for the updated mod, and now even reverting back to the old version don't seem to fix it.

I have always used MMM and FWE and now matter how I configure them I end up with messed up textures or invisible enemies and guns... It's times like this I wish I knew what the hell I was doing, for the sake of aksing clearly for help, and possably being able to solve my own problems.

You haven't followed the installation instructions. It's all there. Follow every step. EVERY STEP. If I had a dollar...




The latest version of fomm 0.12.x has a scripting problem with MMM, FWE and a few other fomods.
Try de-updating to fomm 0.11.9 then reactivating the fomods or just do a manual install, overwriting all.
Check out the last few posts of the FWE thread on this forum there is a very good discussion of what is happening reguarding fomm 0.12.x
Hope this helps and good luck. :thumbsup:
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Lisa
 
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Post » Sat Feb 19, 2011 3:49 am

The latest version of fomm 0.12.x has a scripting problem with MMM, FWE and a few other fomods.
Try de-updating to fomm 0.11.9 then reactivating the fomods or just do a manual install, overwriting all.
Check out the last few posts of the FWE thread on this forum there is a very good discussion of what is happening reguarding fomm 0.12.x
Hope this helps and good luck. :thumbsup:

Amy Wong companion also have similar problem
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Paula Ramos
 
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Post » Sat Feb 19, 2011 7:08 am

@Martigen
Thanks for the reports guys. I've made some adjustments to the pack brahmins spawning and brahmin faction relations with the crazed ones but I'm beginning to think it's becoming more trouble than it's worth. I may shift all crazed brahmins into a seperate level list that is only accessed by increased spawns. This means you'd need IS active to have them spawn, but would forcibly prevent weird crazy [censored] going on like we currently have. Yet again, this engine frustrates me and reminds me why I got burnt out the first time.


Yeah, I was beginning to question my sanity there for awhile, it seemed to be such a weird , random, occurance. But I'm glad my confused
comments were of some help.
I look forward to MMM RC6 with all the new creatures and features. :celebration:
BTW I always run MMM with IS active so making that a requisite for crazed brahmin spawns would be no problem, for me .

@delamer
Amy Wong companion also have similar problem


I've also had that too, as well as:
breezes male bodies, Enhanced Weather rain & snow, and probably some others I didn't notice.
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ZANEY82
 
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Post » Fri Feb 18, 2011 7:28 pm

The latest version of fomm 0.12.x has a scripting problem with MMM, FWE and a few other fomods.
Try de-updating to fomm 0.11.9 then reactivating the fomods or just do a manual install, overwriting all.
Check out the last few posts of the FWE thread on this forum there is a very good discussion of what is happening reguarding fomm 0.12.x
Hope this helps and good luck. :thumbsup:



Yep rolling back to my older FOMM seems to have fixed my issues... And by the way Mr. Martigen I do follow instructions, and no I don't hold it against anyone for the assumption on a newb I'm just as quick to blame me lol.. I just wanted to point out nowhere in the directions did I read anything about this issue....oooor did I just miss something heh.
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Jacob Phillips
 
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Post » Sat Feb 19, 2011 3:40 am

Martigen - I know your busy and have probably seen this, but if not thought I'd point it out.

http://www.fallout3nexus.com/downloads/file.php?id=13690 ... had to look up what that meant http://fallout.wikia.com/wiki/FEV (I like playing the game I don't get into lore for lore's sake - but lore friendly)

the author made a claim to compatibility with MMM (not sure which version) and even gave permission to another modder to use them, so I'd like to request inclusion if you ever get around to modding again.

all the best

[I just was trying to find updates I had missed over the last 2 months and found a bunch of new mods that look cool too - not experiencing that as much with Oblivion anymore]

[edit in response to below]
Doh!!!
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Fam Mughal
 
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Post » Sat Feb 19, 2011 8:20 am

Look at post #103, psymon. He already got permission and plans for it :D
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Frank Firefly
 
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Post » Fri Feb 18, 2011 6:20 pm

I just had one of the kids who started fleeing from the Republic of Dave when the brahmin were killed turn up in Fort Constantine. :rofl:
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Romy Welsch
 
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Post » Sat Feb 19, 2011 4:55 am

Well so I'm behind the ball on a few things.

Been away in Mount and Blade Warband mods for a while.

So installed latest beta and FOIP and several other updates I'd missed in last month. My first issue I found was repeatable so hopefully worth repeating.

Left megaton at dawn fought night ghouls - ate one of their eyes (I like how the heads blow up when you take the eyes - nice touch) ... So got the night eye effect and got bored with it and its extreme motion blur so I had the character wait an hour and got the sound effect that the drug had worn off but the night eye effect did not. Further the next time I waited the game crashed. Repeated that 3x.
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Roberto Gaeta
 
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Post » Sat Feb 19, 2011 8:19 am





Maybe. There are some that I'd like to add, closer to the lore, but I have a huge list of features to add so we'll see how I got. If not for RC6 then consideration for RC7.





how about a seperate MMM addon that adds them that way no need to worry about lore. if people want them they would use that file. just a idea.
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Anna Watts
 
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Post » Fri Feb 18, 2011 9:45 pm

I'm surprised myself. My character had level 10 and in my game I had only one occasional crash before. And I never had this problems in mothership Zeta, completed 4 times with RC5
At the same time- I always had similar problems in Arefu Expanded mod, which add many things into exterior and probably owercumber my videocard

I'll move the crazed Brahmins to an IS only level list, hopefully this will fix the problem in Zeta (though I can't see how, but that's the Fallout 3 engine for you)


Hey Mart, I'd just like to say thanks for all your hard work on this. Your mods for both Oblivion and Fallout, since the earliest Oblivion release years ago, have been permanent fixtures in my game and I can't imagine playing without them. They add so much to the game experience, making it much more challenging and adding much more variety and awesomeness to the game that was lacking in the original vanilla games.

You're welcome. It's posts like yours that make all the hard work worthwhile, thankyou :)


Yep rolling back to my older FOMM seems to have fixed my issues... And by the way Mr. Martigen I do follow instructions, and no I don't hold it against anyone for the assumption on a newb I'm just as quick to blame me lol.. I just wanted to point out nowhere in the directions did I read anything about this issue....oooor did I just miss something heh.

I apologise, usually missing textures are the result of an improprer install, but the latest FOMM release requires an update the FOMOD install script. This won't happen until RC6 final release however, so for the meantime install manually or use an older FOMM.


Well so I'm behind the ball on a few things.

Been away in Mount and Blade Warband mods for a while.

So installed latest beta and FOIP and several other updates I'd missed in last month. My first issue I found was repeatable so hopefully worth repeating.

Left megaton at dawn fought night ghouls - ate one of their eyes (I like how the heads blow up when you take the eyes - nice touch) ... So got the night eye effect and got bored with it and its extreme motion blur so I had the character wait an hour and got the sound effect that the drug had worn off but the night eye effect did not. Further the next time I waited the game crashed. Repeated that 3x.

Please, please tell me you have a savegame for me :) With both the old Night Ghoul eye system and the new one, when I test it in-game the effect wears off as it should. I have no idea why some users experience it not wearing off, especially now it's forcibly controlled via a token. Send me your savegame (rapidshare or similar) and PM me your mod list. If I can track down what's causing this I can fix it. If possible, disable as many mods as you can, re-save, and send me that save with the mod list (since chances are I don't have all the same mods you do). And, who knows, if the bug doesn't occur with the reduced mod list we also might be onto what else might be causing this.

EDIT: You mention you waited... the code sets a 3 minute timeframe, and this won't currently be affected by entering menu mode and waiting. Hence it won't have disappeared if you wait through the wait dialog. I could set this to a gamehour check as an alternative, and thereby you can wait it out also. I don't know if the timer plus waiting would cause a crash though, was that part repeatable 3x?
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Ryan Lutz
 
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Post » Sat Feb 19, 2011 8:06 am

Just got everything up and running nicely, game seems to run perfectly.
If I can just get someone to take a quick look at my little load order and let me know if everything is ordered properly I'll get to playing :P

Spoiler
Fallout3.esm
Anchorage.esm
ThePitt.esm
BrokenSteel.esm
PointLookout.esm
Zeta.esm
CRAFT.esm
CALIBR.esm
ArefuExpandedByAzar.esm
StreetLights.esm
FO3 Wanderers Edition - Main File.esm
Mart's Mutant Mod.esm
Companion Core.esm
RobCo Certified v2.esm
MMZombieCemetery.esm
Enhanced Weather - Rain and Snow.esm
DarNifiedUIF3.esp
CRAFT - Activation Perk.esp
SkillCheck.esp
WastelandMastery.esp
MaxLevelWorkaround-BS.esp
dD-Less Blood Time, Larger Blood.esp
ArefuExpandedByAzar-Radio.esp
StreetLights - Wasteland.esp
BoSPatrols.esp
Tailor Maid.esp
Tailor Maid Anchorage.esp
Tailor Maid PITT.esp
Tailor Maid Black Retex.esp
Tailor Maid Brokensteel.esp
Tailor Maid ZETA.esp
UPP - Pack 1.esp
UPP - Pack 2.esp
UPP - Experience Perks.esp
UPP - Quest Perks.esp
CASM.esp
FO3 Wanderers Edition - Main File.esp
FO3 Wanderers Edition - DLC Anchorage.esp
FO3 Wanderers Edition - DLC Broken Steel.esp
FO3 Wanderers Edition - DLC Mothership Zeta.esp
FO3 Wanderers Edition - DLC Point Lookout.esp
FO3 Wanderers Edition - DLC The Pitt.esp
FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp
FO3 Wanderers Edition - Optional Restore Tracers.esp
WeaponModKits.esp
WeaponModKits - FWE Master Release.esp
WeaponModKits - OperationAnchorage.esp
WeaponModKits - ThePitt.esp
WeaponModKits - BrokenSteel.esp
WeaponModKits - PointLookout.esp
WeaponModKits - Zeta.esp
Mart's Mutant Mod.esp
Mart's Mutant Mod - DLC Anchorage.esp
Mart's Mutant Mod - DLC The Pitt.esp
Mart's Mutant Mod - DLC Broken Steel.esp
Mart's Mutant Mod - DLC Point Lookout.esp
Mart's Mutant Mod - DLC Zeta.esp
Mart's Mutant Mod - Reduced Wasteland Spawns.esp
Mart's Mutant Mod - Tougher Traders.esp
Mart's Mutant Mod - Zones Respawn.esp
Mart's Mutant Mod - Mutant Mod Menu.esp
Mart's Mutant Mod - Zombie Cementery.esp
Mart's Mutant Mod - FWE Master Release.esp
RobCo Certified v2 Zeta Addon.esp
Companion Core DLC Addon.esp
RobCo Certified v2 FWE Patch.esp
Fellout-Full.esp
Fellout-Anchorage.esp
Fellout-BrokenSteel.esp
Fellout-PointLookout.esp
Fellout-Zeta.esp
Fellout-pipboylight.esp
Enhanced Weather - Rain and Snow in Fallout.esp
Enhanced Weather - Weather Sounds in Interiors.esp
Enhanced Weather - Sneak Bonus during Storms.esp
My Merged Patch.esp

Total active plugins: 76
Total plugins: 76


Thanks in advance!
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Antony Holdsworth
 
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Post » Fri Feb 18, 2011 11:17 pm

Just got everything up and running nicely, game seems to run perfectly.
If I can just get someone to take a quick look at my little load order and let me know if everything is ordered properly I'll get to playing :P
Thanks in advance!

This will be better
Fallout3.esmAnchorage.esmThePitt.esmBrokenSteel.esmPointLookout.esmZeta.esmCRAFT.esmCALIBR.esmArefuExpandedByAzar.esmCompanion Core.esmRobCo Certified v2.esmMMZombieCemetery.esmFO3 Wanderers Edition - Main File.esmMart's Mutant Mod.esmEnhanced Weather - Rain and Snow.esmStreetLights.esmDarNifiedUIF3.espCRAFT - Activation Perk.espSkillCheck.espWastelandMastery.espMaxLevelWorkaround-BS.espdD-Less Blood Time, Larger Blood.espArefuExpandedByAzar-Radio.espBoSPatrols.espTailor Maid.espTailor Maid Anchorage.espTailor Maid PITT.espTailor Maid Black Retex.espTailor Maid Brokensteel.espTailor Maid ZETA.espUPP - Pack 1.espUPP - Pack 2.espUPP - Experience Perks.espUPP  - Quest Perks.espCASM.espRobCo Certified v2 Zeta Addon.espCompanion Core DLC Addon.espFO3 Wanderers Edition - Main File.espFO3 Wanderers Edition - DLC Anchorage.espFO3 Wanderers Edition - DLC Broken Steel.espFO3 Wanderers Edition - DLC Mothership Zeta.espFO3 Wanderers Edition - DLC Point Lookout.espFO3 Wanderers Edition - DLC The Pitt.espFO3 Wanderers Edition - Followers Enhanced (BrokenSteel).espFO3 Wanderers Edition - Optional Restore Tracers.espRobCo Certified v2 FWE Patch.espWeaponModKits.espWeaponModKits - FWE Master Release.espWeaponModKits - OperationAnchorage.espWeaponModKits - ThePitt.espWeaponModKits - BrokenSteel.espWeaponModKits - PointLookout.espWeaponModKits - Zeta.espMart's Mutant Mod.espMart's Mutant Mod - DLC Anchorage.espMart's Mutant Mod - DLC The Pitt.espMart's Mutant Mod - DLC Broken Steel.espMart's Mutant Mod - DLC Point Lookout.espMart's Mutant Mod - DLC Zeta.espMart's Mutant Mod - Zombie Cementery.espMart's Mutant Mod - FWE Master Release.espFellout-Full.espFellout-Anchorage.espFellout-BrokenSteel.espFellout-PointLookout.espFellout-Zeta.espFellout-pipboylight.espEnhanced Weather - Rain and Snow in Fallout.espEnhanced Weather - Weather Sounds in Interiors.espEnhanced Weather - Sneak Bonus during Storms.espStreetLights - Wasteland.espMy Merged Patch.esp

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Sarah Evason
 
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Post » Sat Feb 19, 2011 6:12 am

Thanks for the help, I made the order changes you recommended.

I also noticed that in the revised list you posted you left out, MMM Tougher Traders, Mutant Mod Menu, and Zone Respawns.. should those be removed completely or not?
Not sure what all the mutant mod menu replaces...

Cheers, and thanks in advance.
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+++CAZZY
 
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Post » Sat Feb 19, 2011 5:23 am

Thanks for the help, I made the order changes you recommended.

I also noticed that in the revised list you posted you left out, MMM Tougher Traders, Mutant Mod Menu, and Zone Respawns.. should those be removed completely or not?
Not sure what all the mutant mod menu replaces...

Cheers, and thanks in advance.

All this options from MMM plugins you will find in MMM menu item, with FWE installed it handled by MMM-FWE esp
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Naazhe Perezz
 
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Post » Fri Feb 18, 2011 10:25 pm

I'm not sure I entirely understand..

So I should remove MMM Tougher Traders, MMM Zone Respawn?

Because the MMM Mutant Mod Menu handles these options?

Here's my load order as of now, I'll remove any plugins that I don't need, just not sure which are useless now.

Spoiler
Fallout3.esm
Anchorage.esm
ThePitt.esm
BrokenSteel.esm
PointLookout.esm
Zeta.esm
CRAFT.esm
CALIBR.esm
ArefuExpandedByAzar.esm
Companion Core.esm
RobCo Certified v2.esm
MMZombieCemetery.esm
FO3 Wanderers Edition - Main File.esm
Mart's Mutant Mod.esm
Enhanced Weather - Rain and Snow.esm
StreetLights.esm
DarNifiedUIF3.esp
CRAFT - Activation Perk.esp
SkillCheck.esp
WastelandMastery.esp
MaxLevelWorkaround-BS.esp
dD-Less Blood Time, Larger Blood.esp
ArefuExpandedByAzar-Radio.esp
BoSPatrols.esp
Tailor Maid.esp
Tailor Maid Anchorage.esp
Tailor Maid PITT.esp
Tailor Maid Black Retex.esp
Tailor Maid Brokensteel.esp
Tailor Maid ZETA.esp
UPP - Pack 1.esp
UPP - Pack 2.esp
UPP - Experience Perks.esp
UPP - Quest Perks.esp
CASM.esp
RobCo Certified v2 Zeta Addon.esp
Companion Core DLC Addon.esp
FO3 Wanderers Edition - Main File.esp
FO3 Wanderers Edition - DLC Anchorage.esp
FO3 Wanderers Edition - DLC Broken Steel.esp
FO3 Wanderers Edition - DLC Mothership Zeta.esp
FO3 Wanderers Edition - DLC Point Lookout.esp
FO3 Wanderers Edition - DLC The Pitt.esp
FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp
FO3 Wanderers Edition - Optional Restore Tracers.esp
RobCo Certified v2 FWE Patch.esp
WeaponModKits.esp
WeaponModKits - FWE Master Release.esp
WeaponModKits - OperationAnchorage.esp
WeaponModKits - ThePitt.esp
WeaponModKits - BrokenSteel.esp
WeaponModKits - PointLookout.esp
WeaponModKits - Zeta.esp
Mart's Mutant Mod.esp
Mart's Mutant Mod - DLC Anchorage.esp
Mart's Mutant Mod - DLC The Pitt.esp
Mart's Mutant Mod - DLC Broken Steel.esp
Mart's Mutant Mod - DLC Point Lookout.esp
Mart's Mutant Mod - DLC Zeta.esp
Mart's Mutant Mod - Tougher Traders.esp
Mart's Mutant Mod - Zones Respawn.esp
Mart's Mutant Mod - Mutant Mod Menu.esp
Mart's Mutant Mod - Zombie Cementery.esp
Mart's Mutant Mod - FWE Master Release.esp
Fellout-Full.esp
Fellout-Anchorage.esp
Fellout-BrokenSteel.esp
Fellout-PointLookout.esp
Fellout-Zeta.esp
Fellout-pipboylight.esp
Enhanced Weather - Rain and Snow in Fallout.esp
Enhanced Weather - Weather Sounds in Interiors.esp
Enhanced Weather - Sneak Bonus during Storms.esp
StreetLights - Wasteland.esp
My Merged Patch.esp

Total active plugins: 75
Total plugins: 75

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Marguerite Dabrin
 
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Joined: Tue Mar 20, 2007 11:33 am

Post » Fri Feb 18, 2011 7:12 pm

The FWE/MMM compatibility patch already provides an MMM options menu, so I think you leave that out as well.
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Emily Graham
 
Posts: 3447
Joined: Sat Jul 22, 2006 11:34 am

Post » Fri Feb 18, 2011 9:18 pm

And Tougher Traders and Zone Respawn is intergrated in one of the mods now? or the in game menus?

See haha, been out of the FO3 loop long enough I have no idea whats goin on anymore lol

So, just to clarify...

We no longer need, Zone Respawn, Tougher Traders, and the MMM Mutand Mod Menu, as long as you're using FWE and MMM together?

Forgot to add a mod I had downloaded (Wasteland Whisperer), I revised my load order and removed the unneeded plugins

How does this look?

Spoiler
Fallout3.esm
Anchorage.esm
ThePitt.esm
BrokenSteel.esm
PointLookout.esm
Zeta.esm
CRAFT.esm
CALIBR.esm
ArefuExpandedByAzar.esm
Companion Core.esm
RobCo Certified v2.esm
Wasteland Whisperer v2.esm
MMZombieCemetery.esm
FO3 Wanderers Edition - Main File.esm
Mart's Mutant Mod.esm
Enhanced Weather - Rain and Snow.esm
StreetLights.esm
DarNifiedUIF3.esp
CRAFT - Activation Perk.esp
SkillCheck.esp
WastelandMastery.esp
MaxLevelWorkaround-BS.esp
dD-Less Blood Time, Larger Blood.esp
ArefuExpandedByAzar-Radio.esp
BoSPatrols.esp
Tailor Maid.esp
Tailor Maid Anchorage.esp
Tailor Maid PITT.esp
Tailor Maid Black Retex.esp
Tailor Maid Brokensteel.esp
Tailor Maid ZETA.esp
UPP - Pack 1.esp
UPP - Pack 2.esp
UPP - Experience Perks.esp
UPP - Quest Perks.esp
CASM.esp
RobCo Certified v2 Zeta Addon.esp
Wasteland Whisperer v2 Broken Steel Addon.esp
Companion Core DLC Addon.esp
FO3 Wanderers Edition - Main File.esp
FO3 Wanderers Edition - DLC Anchorage.esp
FO3 Wanderers Edition - DLC Broken Steel.esp
FO3 Wanderers Edition - DLC Mothership Zeta.esp
FO3 Wanderers Edition - DLC Point Lookout.esp
FO3 Wanderers Edition - DLC The Pitt.esp
FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp
FO3 Wanderers Edition - Optional Restore Tracers.esp
RobCo Certified v2 FWE Patch.esp
WeaponModKits.esp
WeaponModKits - FWE Master Release.esp
WeaponModKits - OperationAnchorage.esp
WeaponModKits - ThePitt.esp
WeaponModKits - BrokenSteel.esp
WeaponModKits - PointLookout.esp
WeaponModKits - Zeta.esp
Mart's Mutant Mod.esp
Mart's Mutant Mod - DLC Anchorage.esp
Mart's Mutant Mod - DLC The Pitt.esp
Mart's Mutant Mod - DLC Broken Steel.esp
Mart's Mutant Mod - DLC Point Lookout.esp
Mart's Mutant Mod - DLC Zeta.esp
Mart's Mutant Mod - Zombie Cementery.esp
Mart's Mutant Mod - FWE Master Release.esp
Fellout-Full.esp
Fellout-Anchorage.esp
Fellout-BrokenSteel.esp
Fellout-PointLookout.esp
Fellout-Zeta.esp
Fellout-pipboylight.esp
Enhanced Weather - Rain and Snow in Fallout.esp
Enhanced Weather - Weather Sounds in Interiors.esp
Enhanced Weather - Sneak Bonus during Storms.esp
StreetLights - Wasteland.esp
My Merged Patch.esp

Total active plugins: 74
Total plugins: 74

User avatar
leigh stewart
 
Posts: 3415
Joined: Mon Oct 23, 2006 8:59 am

Post » Fri Feb 18, 2011 9:55 pm

I'm not sure I entirely understand..

So I should remove MMM Tougher Traders, MMM Zone Respawn?

Because the MMM Mutant Mod Menu handles these options?

Here's my load order as of now, I'll remove any plugins that I don't need, just not sure which are useless now.


Zone respawn, tougher traders, new MMMenu- all of this handled by FWE itself and MMM-FWE compatibility patch. With FWE installed, you need only MMM.esm, MMM.esp, MMM-FWE CP and MMM DLC support.
User avatar
Taylor Thompson
 
Posts: 3350
Joined: Fri Nov 16, 2007 5:19 am

Post » Fri Feb 18, 2011 10:39 pm

Thanks for clearing that up for me!

I've got everything installed and running perfectly so far! Now to play!

Here's my load order for reference etc.

Spoiler
Fallout3.esm
Anchorage.esm
ThePitt.esm
BrokenSteel.esm
PointLookout.esm
Zeta.esm
CRAFT.esm
CALIBR.esm
ArefuExpandedByAzar.esm
Companion Core.esm
RobCo Certified v2.esm
Wasteland Whisperer v2.esm
MMZombieCemetery.esm
FO3 Wanderers Edition - Main File.esm
Mart's Mutant Mod.esm
Enhanced Weather - Rain and Snow.esm
StreetLights.esm
DarNifiedUIF3.esp
CRAFT - Activation Perk.esp
SkillCheck.esp
WastelandMastery.esp
MaxLevelWorkaround-BS.esp
dD-Less Blood Time, Larger Blood.esp
ArefuExpandedByAzar-Radio.esp
BoSPatrols.esp
Tailor Maid.esp
Tailor Maid Anchorage.esp
Tailor Maid PITT.esp
Tailor Maid Black Retex.esp
Tailor Maid Brokensteel.esp
Tailor Maid ZETA.esp
UPP - Pack 1.esp
UPP - Pack 2.esp
UPP - Experience Perks.esp
UPP - Quest Perks.esp
CASM.esp
RobCo Certified v2 Zeta Addon.esp
Wasteland Whisperer v2 Broken Steel Addon.esp
Companion Core DLC Addon.esp
FO3 Wanderers Edition - Main File.esp
FO3 Wanderers Edition - DLC Anchorage.esp
FO3 Wanderers Edition - DLC Broken Steel.esp
FO3 Wanderers Edition - DLC Mothership Zeta.esp
FO3 Wanderers Edition - DLC Point Lookout.esp
FO3 Wanderers Edition - DLC The Pitt.esp
FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp
FO3 Wanderers Edition - Optional Restore Tracers.esp
RobCo Certified v2 FWE Patch.esp
WeaponModKits.esp
WeaponModKits - FWE Master Release.esp
WeaponModKits - OperationAnchorage.esp
WeaponModKits - ThePitt.esp
WeaponModKits - BrokenSteel.esp
WeaponModKits - PointLookout.esp
WeaponModKits - Zeta.esp
Mart's Mutant Mod.esp
Mart's Mutant Mod - DLC Anchorage.esp
Mart's Mutant Mod - DLC The Pitt.esp
Mart's Mutant Mod - DLC Broken Steel.esp
Mart's Mutant Mod - DLC Point Lookout.esp
Mart's Mutant Mod - DLC Zeta.esp
Mart's Mutant Mod - Zombie Cementery.esp
Mart's Mutant Mod - FWE Master Release.esp
Fellout-Full.esp
Fellout-Anchorage.esp
Fellout-BrokenSteel.esp
Fellout-PointLookout.esp
Fellout-Zeta.esp
Fellout-pipboylight.esp
Enhanced Weather - Rain and Snow in Fallout.esp
Enhanced Weather - Weather Sounds in Interiors.esp
Enhanced Weather - Sneak Bonus during Storms.esp
StreetLights - Wasteland.esp
My Merged Patch.esp

Total active plugins: 74
Total plugins: 74


Thanks for all the help!
User avatar
jessica robson
 
Posts: 3436
Joined: Mon Oct 09, 2006 11:54 am

Post » Sat Feb 19, 2011 9:22 am

Please, please tell me you have a savegame for me :) With both the old Night Ghoul eye system and the new one, when I test it in-game the effect wears off as it should. I have no idea why some users experience it not wearing off, especially now it's forcibly controlled via a token. Send me your savegame (rapidshare or similar) and PM me your mod list. If I can track down what's causing this I can fix it. If possible, disable as many mods as you can, re-save, and send me that save with the mod list (since chances are I don't have all the same mods you do). And, who knows, if the bug doesn't occur with the reduced mod list we also might be onto what else might be causing this.

EDIT: You mention you waited... the code sets a 3 minute timeframe, and this won't currently be affected by entering menu mode and waiting. Hence it won't have disappeared if you wait through the wait dialog. I could set this to a gamehour check as an alternative, and thereby you can wait it out also. I don't know if the timer plus waiting would cause a crash though, was that part repeatable 3x?

I waited by pressing the wait button 'T' then chose default of one hour.

I'll test more get back to you - need to get a few other things done right now but will get back to you.

===============

[edit] OK sent PM with link to save games.
User avatar
asako
 
Posts: 3296
Joined: Wed Oct 04, 2006 7:16 am

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