Mart's Mutant Mod RC6 Beta #1

Post » Fri Feb 18, 2011 10:18 pm

Increased Increased Spawns (3-5) allows me to have awesome epic battles, but some areas can get overly crowded at times. Here are some things I noted while playing.

1. When I fast traveled to the GNR plaza after a reset, there were simply way too many brotherhood soldiers standing outside protecting it (20-25?). I feel they could be reduced a bit for the high spawn setting.

2. Large numbers of spawns were added to certain zones where the player should be fighting solo, most notably the Pitt. In the steelyard, I ran out of ammo rather quickly (you only get about 100 rounds for an assault rifle). I entered a building with only melee weapons at my disposal, saw 20 trogs shred 2 wildmen and then pour over me and my auto axe. 1 poorly-equipped player vs 20 trogs = epic loss. The other DLC zone I visited, Anchorage, seemed more reasonable.

3. Hordes of enclave soldiers spawn during "Take it Back!". The after crossing the bridge and making a right turn, the area at the end of the back-street is a nightmare. Either my game would crash, or I would be gunned down by the enclave. The ~7 lyons' pride members get mowed down rather quickly in that encounter. It seems that no brotherhood troops were added to help compensate for the enclave spawns. However, that would contribute more to the CTD-ness of the quest lol.

4. Super Mutant Gargantuans give rather parsimonious exp. Lol, on another note I was about to watch an epic battle between the BoS and a gargantuan, but an ini setting I was testing froze the game and the monster didnt spawn when I visited the area after reloading :(.
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Oyuki Manson Lavey
 
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Post » Sat Feb 19, 2011 8:41 am

[edit] OK sent PM with link to save games.

Thanks will check it out.



Increased Increased Spawns (3-5) allows me to have awesome epic battles, but some areas can get overly crowded at times. Here are some things I noted while playing.

1. When I fast traveled to the GNR plaza after a reset, there were simply way too many brotherhood soldiers standing outside protecting it (20-25?). I feel they could be reduced a bit for the high spawn setting.

4. Super Mutant Gargantuans give rather parsimonious exp. Lol, on another note I was about to watch an epic battle between the BoS and a gargantuan, but an ini setting I was testing froze the game and the monster didnt spawn when I visited the area after reloading :(.

Are you using RC6 Beta 2? Both of these should be fixed in that release, but let me know if this isn't the case.

2. Large numbers of spawns were added to certain zones where the player should be fighting solo, most notably the Pitt. In the steelyard, I ran out of ammo rather quickly (you only get about 100 rounds for an assault rifle). I entered a building with only melee weapons at my disposal, saw 20 trogs shred 2 wildmen and then pour over me and my auto axe. 1 poorly-equipped player vs 20 trogs = epic loss. The other DLC zone I visited, Anchorage, seemed more reasonable.

Great thanks for that, will see if I can disable spawns in the Steelyard. Any other areas of the Pitt they shouldn't apply?

3. Hordes of enclave soldiers spawn during "Take it Back!". The after crossing the bridge and making a right turn, the area at the end of the back-street is a nightmare. Either my game would crash, or I would be gunned down by the enclave. The ~7 lyons' pride members get mowed down rather quickly in that encounter. It seems that no brotherhood troops were added to help compensate for the enclave spawns. However, that would contribute more to the CTD-ness of the quest lol.

Can you be more specific as to the area? IS spawns are already reduced for Take it Back, but maybe not enough, or maybe they just need to be less in specific areas.

For everyone: especially for any areas with problems, I need exact locations otherwise it's hard to track down in the GECK.
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Margarita Diaz
 
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Post » Sat Feb 19, 2011 8:46 am

Yeah, Im using the latest version available. It says that BoS spawns were reduced for the increased spawns version. Perhaps it wasnt applied to the double increased ("increased increased") spawns? The BoS spawns at the mall dont seem to be problematic though. The mall area near the capitol is crawling with talon mercs, super mutants, robots, and enclave troops though lol. I managed to fight my way through after a couple tries.

I believe I saw +50 exp for the gargantuan kill (it spawned behind the wall of a ruined building near the anchorage outcast base, I shot through the window until it died). It may have been the exp amount for a different mob killed at around the same time, but I dont recall seeing a large amount show up at around that time. I havent killed another gargantuan since to verify.

Im not sure what the spawn numbers are like in other areas of the Pitt, since I turned DLC spawns off after that fiasco (this time when Everett points to the trog on the roof, theres only1 trog like he says, instead of 5 lol). Technically the whole DLC is supposed to be played without any companions, but I managed to get my companions to show up on my way out by fast traveling. To fit the intention of the devs though, I think the spawns should be reduced to an amount reasonable for a lone player.

In "Take it Back!"...
Fight across the bridge with liberty prime (spawns reasonable), then turn right onto the side street (the irradiated metro landmark is located on that street). Thats the street with loads of enclave troops. I didnt get past there, so Im not sure about the area after that. You might want to check it.

Note: All of these are what Ive noted with the game set on "Normal" and MMM set to "Increased Increased Spawns". They may not apply to regular or standard increased spawns.
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luis ortiz
 
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Post » Sat Feb 19, 2011 8:24 am

I came across a Super Mutant Infantry enemy, that was invisible. You could only see the rifle he was carrying.

Any one know whats up with that? I thought a read a bit back about some super mutants and missing textures or meshes, but is them being invisible a texture or mesh problem?

Here's what I seen
http://imgur.com/icRbu.jpg

EDIT: I think it was something to do with the newest version of FOMM, and some resources not getting installed.. if this is what's wrong, how do I go about fixing it?

Thanks in advance.
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des lynam
 
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Post » Sat Feb 19, 2011 9:12 am

I'm aiding Outcast as I exited from the sub way. As I got into the ruins where the Mutants fighting the Outcasts which is the opposite there is a Floater. I had a tick in the FOMM for No Floaters. Now its crashing the game.

I am confuse about http://i140.photobucket.com/albums/r11/Gerza71/Fallout32010-08-0714-27-24-09.jpg with the last two lines.

Are they off or are they on. To me they looks like they are off.
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SEXY QUEEN
 
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Post » Sat Feb 19, 2011 4:21 am

I came across a Super Mutant Infantry enemy, that was invisible. You could only see the rifle he was carrying.
Any one know whats up with that? I thought a read a bit back about some super mutants and missing textures or meshes, but is them being invisible a texture or mesh problem?
Here's what I seen
http://imgur.com/icRbu.jpg
EDIT: I think it was something to do with the newest version of FOMM, and some resources not getting installed.. if this is what's wrong, how do I go about fixing it?
Thanks in advance.

Simply reinstall all assets (meshes, textures, etc.) manually

Gerza71
I am confuse about this with the last two lines.
Are they off or are they on. To me they looks like they are off.

They are currently on, this mean they enabled.

I'm aiding Outcast as I exited from the sub way. As I got into the ruins where the Mutants fighting the Outcasts which is the opposite there is a Floater. I had a tick in the FOMM for No Floaters. Now its crashing the game.

You changed spawn option. Are you sure you make proper upgrade procedure for MMM? You need wait in safe place 4 or 9 (with FWE installed) days
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hannah sillery
 
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Post » Fri Feb 18, 2011 7:26 pm

Yes I change spawn options and no at the second question I did not. I have to remove some options that come with MMM 6 through FOMM now that I can set it with the pipboy. I got used to MMM 5.

Its my bad.
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BethanyRhain
 
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Post » Sat Feb 19, 2011 9:01 am

Simply reinstall all assets (meshes, textures, etc.) manually




Thanks! that solved the problem perfectly!
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Astargoth Rockin' Design
 
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Post » Fri Feb 18, 2011 8:39 pm

I heard that reverting to the 11.x series of FOMM allows the mod to be installed correctly, because apparently its only an issue with the newer versions. Has anyone reported the problem to FOMM's devs? I posted a comment on the nexus, but no reply as of yet.
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Sista Sila
 
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Post » Sat Feb 19, 2011 1:35 am

Anyone played this successfully with the FOOK2 1.1 Beta 2 ?

Too many CDTs?
Does the quick and dirty foip compatability patch work ?


-Exo
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Jade
 
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Post » Sat Feb 19, 2011 8:41 am

I heard that reverting to the 11.x series of FOMM allows the mod to be installed correctly, because apparently its only an issue with the newer versions. Has anyone reported the problem to FOMM's devs? I posted a comment on the nexus, but no reply as of yet.

It's not a problem with FOMM. Kaburke, the FOMM developer did an update to FOMM to fix some problems and the fixes exposed a problem with the install scripts for some large mods. The mods need to update their scripts in order to be properly compliant with the scripting language.

MMM, FWE and ART have all had their scripts updated, with FWE's being released and the other two waiting for the next release of the mods.
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dell
 
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Post » Fri Feb 18, 2011 6:31 pm

It's not a problem with FOMM. Kaburke, the FOMM developer did an update to FOMM to fix some problems and the fixes exposed a problem with the install scripts for some large mods. The mods need to update their scripts in order to be properly compliant with the scripting language.

MMM, FWE and ART have all had their scripts updated, with FWE's being released and the other two waiting for the next release of the mods.


Alright, as long as somebody updates their stuff to make it work, its all good :). Still waiting for FOMM to adjust the update system to the new BOSS-F URL, cause checking for updates causes a crash right now.

Hmm noticed another annoyance while doing a quest. The area of the museum of history for the Head of State quest (get the picture of the lincoln memorial) has been rather problematic. Its a ghoul-type area, which is usually not too hard for me because I have 0% revive chance and ghoul spawns at 1x, but for some reason I cant get through the second floor alive. I went in with fawkes and 5 human followers...and failed miserably. Upon closer examination, its the feral ghoul reavers that are kicking my ass all over the place lol.
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Bereket Fekadu
 
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Post » Fri Feb 18, 2011 6:01 pm

Is the mod still compitable with Fook? I haven't seen any mention of it. Also, when new vegas ships, are there any plans to incoporate enemies from the Vegas Wasteland to D.C.?
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Kahli St Dennis
 
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Post » Sat Feb 19, 2011 12:22 am

Also, when new vegas ships, are there any plans to incoporate enemies from the Vegas Wasteland to D.C.?
I'd assume only if someone creates the models from scratch, or existing models can be adapted to suit. Bethesda has said that resources cannot be exchanged between games.
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Naazhe Perezz
 
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Post » Fri Feb 18, 2011 10:29 pm

Martigen- I have issue to report. No [censored] this time- new game with latest RC6, only one crash before.
Problem occur in Zeta DLC- constant crash in Cargo Hold area. Source of the problems- a disposal area, which periodically shoot Rotten Brahmin's corpses and Yao_guais.


I think i'm having this problem now too, game crashes at random intervalls when i'm near the trash chute. Tested without MMM and the game ran fine while standing quite a while near the chute.
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Adam
 
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Post » Fri Feb 18, 2011 10:16 pm

as always i'm absolutely loving your mod, it makes wasteland encounters so much less boring

recently i ran into the winged mud ants from puce moose's http://www.fallout3nexus.com/downloads/file.php?id=12296(possibly in the other quest mods by him as well) and thought they would be a fantastic addition to MMM if you could get permission.

also long-range acid spitting ants is a very nice change from the normal biting and breathing fire
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Assumptah George
 
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Post » Sat Feb 19, 2011 1:16 am

I have one question.


Do the Gargantuans spawn at all in RC6? I've been using RC5 for a while, long enough to finish one character and completely play a second to 100%+ completion, yet the only gargantuan I've encountered is the one in the raider camp. I use 20th Century Weapons, so the Behemoths pose absolutely no challenge whatsoever to me...

Edit: I don't run Increased Spawns, as if I do the spam of NPCs slows my CPU to a crawl. As much as I'd love having a reason to carry 85,000 rounds of ammo my machine won't let me :(
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Katie Samuel
 
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Post » Sat Feb 19, 2011 12:43 am

There seems to be damn lot of spawns in the Wasteland. I walked a short distance north of the Seneca station to get to the Pitt and have already encountered 2 Albino Radscorpions, 1 Deathclaw Matriarch with 3 young ones, 3 Giant RadScorpions with 6 normal ones, atleast 5 Yao Guai's and some dogs and Mole Rats :ahhh: This is with slightly increased spawns, 12% less wasteland spawns and level 15.

Perhaps the work the Dynamic Player Scaling? I'll propably have to switch it off.

BTW, the MoleRats were two advlts with three cubs. Are them, the RadScorpion and Deathclaw "families" intentional? If so :goodjob:
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Kelvin Diaz
 
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Post » Fri Feb 18, 2011 10:11 pm

For some reason, Ramblers and some Ghouls rapidly change textures, plus most super mutants are now invisible... but i have Archive Invalidation enabled. What could cause this?
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Chris Jones
 
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Post » Sat Feb 19, 2011 3:33 am

For some reason, Ramblers and some Ghouls rapidly change textures, plus most super mutants are now invisible... but i have Archive Invalidation enabled. What could cause this?

Try toggling it on and off.
If that doesn't help you probably have missing files and reinstallation is the simplest solution.
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roxxii lenaghan
 
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Post » Sat Feb 19, 2011 1:44 am

Ugh, tried disabling the FOMM Archive Invalidation, and reenabling it. Still got inviso muties :cryvaultboy:

Reinstalled MMM, STILL INVISIBLE.
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Penny Courture
 
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Post » Sat Feb 19, 2011 2:38 am

If installing by FOMM, use 11.9 or manually install the resource files.
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Allison C
 
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Post » Sat Feb 19, 2011 7:47 am

There seems to be damn lot of spawns in the Wasteland. I walked a short distance north of the Seneca station to get to the Pitt and have already encountered 2 Albino Radscorpions, 1 Deathclaw Matriarch with 3 young ones, 3 Giant RadScorpions with 6 normal ones, atleast 5 Yao Guai's and some dogs and Mole Rats :ahhh: This is with slightly increased spawns, 12% less wasteland spawns and level 15.


The northwest corner of the map has always been dense with the higher level spawns I thought. Especially the upper half of the Potomac river valley. There's that whole Deathclaw Sanctuary up there. Seeing albinos and matriarchs at level 15 sounds a bit hard-core, unless you're just getting unlucky with the RNG. In RC5, I'm still only seeing giant scorpions and maybe solitary mature deathclaws at level 14. The Yao Guai showed up in the last few levels, but I'm having no trouble dispatching them at 14 as a small gun type.

The garantuan that spawned out in the open, along with multiple super-mutant bruts, SW of Georgetown though... that one I'm avoiding completely until I get closer to level 20 with perfect gun skills. (This is with RC5... so I guess albinos and matriarchs isn't far-fetched.) No way I can take it at level 14 with my current skills and small guns.

(Personally, I always head northeast from Seneca and stay between Paradise Falls and Germantown until I get up past Reclining Groves Rest home, then I swing northwest to get to the radio beacon for Pitt or head over to the alien homing signal.)
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REVLUTIN
 
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Post » Fri Feb 18, 2011 5:45 pm

If installing by FOMM, use 11.9 or manually install the resource files.

That fixed it, thanks!
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Budgie
 
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Post » Fri Feb 18, 2011 7:27 pm

I have one question.


Do the Gargantuans spawn at all in RC6? I've been using RC5 for a while, long enough to finish one character and completely play a second to 100%+ completion, yet the only gargantuan I've encountered is the one in the raider camp. I use 20th Century Weapons, so the Behemoths pose absolutely no challenge whatsoever to me...

Edit: I don't run Increased Spawns, as if I do the spam of NPCs slows my CPU to a crawl. As much as I'd love having a reason to carry 85,000 rounds of ammo my machine won't let me :(

I'm fairly certain that they only spawn as a chance on all MMM Behemoth spawns, which I think only spawn if you're using Increased Spawns.
I'd suggest trying at the very least slightly increased spawns, which would allow for you to use Feral Ghoul Rampage(which can be fun when you have hundreds of bullets to fire).

Say, what weapon are you using with 20th Century Weapons? I find that most weapons using the 12.7x108mm cause some lag on my game, even more so if they fire really quickly. Maybe this only happens when you use eXcalibr, since they seem to let off a blast of fire when they hit, like the Zhu Rong.
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Alisia Lisha
 
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