Mart's Mutant Mod RC6 Beta #1

Post » Sat Feb 19, 2011 6:06 am

Hi there,

After upgrading to MMM RC 6.0b2 I have come across a peculiar issue:

Sometimes, an enemy spawns that I cannot target. The cursor doesn't turn red as it should
and any bullets I throw at it seem to go through its body. When I shoot it in VATS, it does not
get hurt. This has happened with Raiders and Supermutants until now.

Whatever the mob shoots though hurts as usual. Also, this mob seems to have the ability
of "teleportation", sometimes it closes the distance by "teleporting" from place to place.

I have come across this with an old as well as a new game and it seems to be random.
When I quickload, the mob may behave as usual, or not.

Only things I have are MMM, FWE, DARN UI and Responsive Kill Reactions.

Has anybody come across this?
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Eliza Potter
 
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Post » Fri Feb 18, 2011 5:56 pm

Hi there,

After upgrading to MMM RC 6.0b2 I have come across a peculiar issue:

Sometimes, an enemy spawns that I cannot target.
Whatever the mob shoots though hurts as usual. Also, this mob seems to have the ability
of "teleportation", sometimes it closes the distance by "teleporting" from place to place.
Has anybody come across this?

Do not use quick load- it is bugged from 1.4 patch.
Load game from game menu
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TASTY TRACY
 
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Post » Sat Feb 19, 2011 2:11 am

Do not use quick load- it is bugged from 1.4 patch.
Load game from game menu


Didn't know that. Using CASM just in case :celebration:

Update: Did a little testing and these random mobs seem to have no collision. The
bullets hit the wall behind them and my avatar can pass through their body.
They are also immune to explosives.
It is very weird that it's only happening in some mobs while there other similar
mobs on the screen that I can still shoot just fine.
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GPMG
 
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Post » Fri Feb 18, 2011 11:03 pm

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).


I get random Behemoths all over the place. Seen two at once before...Hrm perhaps my machine can handle the slightly increased spawns.

I don't think I want feral ghoul rampage though. I hate fighting those things. The Reavers, especially, as they still tend to wig out and go into invulnerable spazz-out mode any time I shoot them.

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.



Main weapon: AK47
Backup weapon: S&W 500
Sneaky weapon: Suppressed M16
Medium-range weapon: M1 Garand
Long range/heavily armored weapon: M82
Contingency plan: M2 Browning


I've also made my own plugin for 20th. Those are the names you see in my pip boy, RoF and magazine capacity is tweaked on some weapons(The revolver, in particular, had a magazine tweak down to 5), HP increased on weapons that I feel should be more durable, even decreased it on the M16 a bit, and the M2 is quite realistic indeed. It now weighs ~110 pounds or so, is incredibly durable and fires at roughly 450 rounds a minute. I don't get any lag from firing that beast, and I absolutely love it. Shreds Behemoths, Reavers, Albino scorpions and Vertibirds in about two seconds flat. Shreds most humanoid enemies instantly.
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Invasion's
 
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Post » Fri Feb 18, 2011 6:28 pm

Didn't know that. Using CASM just in case :celebration:

Yes, especially with CASM.

Update: Did a little testing and these random mobs seem to have no collision.

During quick load NPC and other objects can be placed incorrectly. If you will visit Minefield, you will find you not able to disarm some of mines too.
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CRuzIta LUVz grlz
 
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Post » Sat Feb 19, 2011 6:39 am

Yes, especially with CASM.


During quick load NPC and other objects can be placed incorrectly. If you will visit Minefield, you will find you not able to disarm some of mines too.


Well I'll be... Good ol' Fallout keeps surprising me in the most unpleasant ways possible :banghead:

Thnx a lot for the advice, fixed my problem :foodndrink: (Is there some utility I should use Btw?
With FWE I die quite a lot and loading through the menu sux :( )

Weird that it occurred for the first time when I installed RC 6.0 but... that's Fallout for ya :brokencomputer:

Btw, loving the new MMM immensely!!! I also bet Fallout New Vegas will have some of these
nifty control panels. Whoever thought of it is a bloody genius :clap:
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Minako
 
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Post » Fri Feb 18, 2011 7:30 pm

Well I'll be... Good ol' Fallout keeps surprising me in the most unpleasant ways possible :banghead:

Thnx a lot for the advice, fixed my problem :foodndrink: (Is there some utility I should use Btw?
With FWE I die quite a lot and loading through the menu sux :( )

This is not problem of CASM, this mod use console commands from engine. This is problem of engine itself.
You can still use CASM for save purpose, but forget about quick load- with CASM or without it
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gary lee
 
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Post » Fri Feb 18, 2011 7:53 pm

Anyone else have a problem with feral ghoul reavers being overpowered? I still cant get through the museum of history offices to retrieve the picture. My ghoul spawns are 1x and 0% revive chance, but 4 reavers can pwn my entire party of 7. They just dont die when I shoot them lol.

Btw, Im not using any mods that increase weapon damage.
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Dustin Brown
 
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Post » Sat Feb 19, 2011 1:04 am

Haven't come across reavers, but Centaurs are quite tougher than I expected.

They require twice as many headshots as a Super Mutant Guner ^^
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Joey Avelar
 
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Post » Fri Feb 18, 2011 7:56 pm

Anyone else have a problem with feral ghoul reavers being overpowered? I still cant get through the museum of history offices to retrieve the picture. My ghoul spawns are 1x and 0% revive chance, but 4 reavers can pwn my entire party of 7. They just dont die when I shoot them lol.

Btw, Im not using any mods that increase weapon damage.

Under normal circumstances I never felt they were OP.


However, it seems they like to completely spazz out. The upper half of their ragdoll goes absolutely bonkers. When this happens they become invulnerable, even to my modded weapons. A direct hit with an entire MIRV shot only knocks one bar off when they are spazzing, whereas it's an instakill when they aren't.
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Brian Newman
 
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Post » Sat Feb 19, 2011 7:03 am

Under normal circumstances I never felt they were OP.

However, it seems they like to completely spazz out. The upper half of their ragdoll goes absolutely bonkers. When this happens they become invulnerable, even to my modded weapons. A direct hit with an entire MIRV shot only knocks one bar off when they are spazzing, whereas it's an instakill when they aren't.

That's the only time I've had issues with Reavers. Other then that, the anti-ghoul perk from Point Lookout works wonders when combined with a combat shotgun blast to the head. The superior defender perk would help a lot as well (also from Point Lookout).
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JLG
 
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Post » Sat Feb 19, 2011 2:37 am

Nah, few sneak attack headshots from a Desert Eagle does the job.
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-__^
 
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Post » Sat Feb 19, 2011 9:14 am

I was using a non-modded chinese assault rifle and it does practically nothing to reavers. I gotta keep backing up and using 6-7 stimpacks while pouring clip after clip into into them. Using all of my AP shooting point blank range into the reaver's head in VATS takes off about 1/4 of its hp. The really narrow hallways just make things worse, as my team gets split up and killed. I might need to start shooting the fat man into every room before I go in to clean things up a bit.
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Jeff Tingler
 
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Post » Fri Feb 18, 2011 7:07 pm

I'm sure that it can be fixed, in any case. I personally keep a .50 BMG sniper for when I fear I fight find Reavers, but that's just me. Then again, I keep powerful guns on hand in case of Behemoths, Gargantuans, and anything in PA that I don't like(including Outcasts).
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jennie xhx
 
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Post » Sat Feb 19, 2011 3:29 am

I'm sure that it can be fixed, in any case. I personally keep a .50 BMG sniper for when I fear I fight find Reavers, but that's just me. Then again, I keep powerful guns on hand in case of Behemoths, Gargantuans, and anything in PA that I don't like(including Outcasts).


A .50 BMG sniper? Im using vanilla weapons against reavers. Some of the modded weapons Ive seen have at least 2-3 times the firepower of vanilla weapons. I had FWE installed once, and I found a gun with 1000 dps. Its not quite the same using a gun with 45 dps.
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quinnnn
 
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Post » Sat Feb 19, 2011 2:35 am

I can almost say with 100% certainty that that 1000 DPS weapon was a automatic shotgun. They mess with the DPS thing in game so much it isn't funny.
As for the .50 cal BMG, it deals a sizable shot, but it's not always enough with one shot. And I don't use FWE or FOOK, so the damage is closer to vanilla most of the time(though Book of Earache says it's damage is more like 3/4 FWE, and it replaces all small arms and some larger. Pairs great with 20th Century Weapons, since they both use CALIBR), even though some weapons are more godly then vanilla, it's balanced by having rare ammo.
Besides, when I see swarms of Ferals, I pull out a DShK Degtyarov Shpagin and pray I have enough ammo.
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john palmer
 
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Post » Sat Feb 19, 2011 2:18 am

I can almost say with 100% certainty that that 1000 DPS weapon was a automatic shotgun. They mess with the DPS thing in game so much it isn't funny.

Seems to me- shotguns don't intended to be automatic in the game, so engine don't recognize damage properly. This is not problem of FWE or FOOK, this is problem of all mods, which created auto shotguns.
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victoria gillis
 
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Post » Sat Feb 19, 2011 4:11 am

I'm sure that it can be fixed, in any case. I personally keep a .50 BMG sniper for when I fear I fight find Reavers, but that's just me. Then again, I keep powerful guns on hand in case of Behemoths, Gargantuans, and anything in PA that I don't like(including Outcasts).


i carry around the modded gauss rifle from EVE for the REALLY nasty mobs like reavers and gargantuans and just pin them down with the knockback effect while my 2 allies go rodney king on on them, problem is that doesn't work to well when there are more than 2 mobs to try cycling shots through
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Amy Melissa
 
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Post » Sat Feb 19, 2011 1:30 am

Guys when I said I wanted MMM 6 to be compatable with fook 2 I meant eventually not right now as for the CP space oden made it doesnt work quite right with beta 2 people get constant freezing or ctds go on the fook website once in a while and you might know this geez.
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Kortniie Dumont
 
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Post » Fri Feb 18, 2011 7:46 pm

I believe Martigen said that the FOOK2 compatibility patch will be updated after FOOK2 1.1 final is released.
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Tyrel
 
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Post » Fri Feb 18, 2011 8:55 pm

I have no idea what a .50 BMG sniper is, as Im quite sure its a modded weapon. The only weapon I have that has a chance of 1-shotting a reaver is a Fat Man, and Im not even sure it would do it if I didnt aim it perfectly. Is there any way to nerf them for those of us who use 45 dps guns (to put things in perspective, the same chinese assault rifle in FWE has like 125 dps and the minigun has over 400 - its been a while, not sure if its been changed).

And yes, the 1000 dps gun was a FN FAL auto shotgun from FWE. I may go back to using FWE if they implement ini-based config as an option. The increased weapon damage was also bothering me, as my followers ditched their infinite ammo weapons in favor of looted ones because the follower mods give weapons scaled more to the vanilla game.
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chirsty aggas
 
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Post » Sat Feb 19, 2011 6:29 am


Please- ask FWE questions in FWE thread.
I have no idea what a .50 BMG sniper is, as Im quite sure its a modded weapon. The only weapon I have that has a chance of 1-shotting a reaver is a Fat Man, and Im not even sure it would do it if I didnt aim it perfectly. Is there any way to nerf them for those of us who use 45 dps guns (to put things in perspective, the same chinese assault rifle in FWE has like 125 dps and the minigun has over 400 - its been a while, not sure if its been changed).

Reaver is a boss, he must be strong
And yes, the 1000 dps gun was a FN FAL auto shotgun from FWE.

This is not so, FN-FAL- assault rifle, not autocombat shotgun. You probably talking about HK CAWS
I may go back to using FWE if they implement ini-based config as an option.

We will not- we have game-based config in FWE. What's wrong with it?
The increased weapon damage was also bothering me, as my followers ditched their infinite ammo weapons in favor of looted ones because the follower mods give weapons scaled more to the vanilla game.

I don't know what do you talking about. FWE followers don't have infinite weapon. Many independent mods (Jessi, Kelsy, Brianna, Ami Wong) have option, which weapon to use.
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Josh Lozier
 
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Post » Sat Feb 19, 2011 1:04 am

For follower infinite ammo weapons, I was referring to custom follower mods, not FWE. The problem was that even though I selected the follower's unique weapon, it would loot a different weapon the first chance it gets, due to the fact that the modded default weapons are stronger than the follower's unique weapon.

Yes, I was probably referring to the HK CAWS, dont quite remember all of the names. I do remember picking up a FN FAL though.

As for the config stuff, Im more used to using ini configs for quite a few mods in Oblivion, but it seems nobody uses it for FO3. Although in-game config allows having different configs for each save, it also means having to re-do the whole thing for each save, even if you want the exact same config values. I guess modders could provide a list of all of the globals used by their mods w/ descriptions so users can just do a "bat X" command to apply their preferences.

Finally got through the museum of history offices. The area near the poster was so full of mobs that I had to wade through corpses to grab it. There were so many glowing ones that whatever else was up there kept getting knocked down and couldnt get down the stairs. I need some rad-away now though.
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adam holden
 
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Post » Fri Feb 18, 2011 10:51 pm

I guess modders could provide a list of all of the globals used by their mods w/ descriptions so users can just do a "bat X" command to apply their preferences.


Making a mod customizable takes twice as much as making the mod itself. That's just a bit too much :drool:
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Thomas LEON
 
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Post » Fri Feb 18, 2011 5:06 pm

Great Mod..Loved the hordes of creatures..haha..I do have a problem..When i level up to my next level, the game just freeze after i click my last perk..The only Mods i have is Mmm Beta 6,,That is it.When i disable the Mmm Mod i can level up..I have no problem with the Mmm Mod Rc 5..Just the Beta 6 Mod is giving me a rough time..I only have the fallout3 and its updated to 1.7.There is no expansion pack in my game..Any suggestion?
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Jinx Sykes
 
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