Mart's Mutant Mod RC6 Beta #1

Post » Sat Feb 19, 2011 2:01 am

thanks for the info guys I hope they come out with a cp for fook 2 beta 2 eventually cause sure you can play fook 2 without it but it isnt the same I love this mod keep up the great work Martigen :thumbsup:
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Jack Bryan
 
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Post » Sat Feb 19, 2011 2:12 am

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?

So- you have no DLC installed?
If you can- please give me your save, I will take a look
www.rapidshare.com
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Heather Dawson
 
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Post » Fri Feb 18, 2011 7:10 pm

So- you have no DLC installed?
If you can- please give me your save, I will take a look
www.rapidshare.com


I figured it out..Need to keep hands off of cheats Code..Nothing has to do with your Mod..Thank you for your response though..You have a excellent Mod and i thank you for it!! :fallout: mmm..............
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Carlos Rojas
 
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Post » Sat Feb 19, 2011 7:31 am

I figured it out..Need to keep hands off of cheats Code..Nothing has to do with your Mod..Thank you for your response though..You have a excellent Mod and i thank you for it!! :fallout: mmm..............

Thank you, but this is not my mod :)
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yessenia hermosillo
 
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Post » Sat Feb 19, 2011 7:27 am

Dude the SoftUnleveling is the [censored]! :foodndrink:
I like what i read about this beat!
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Ross
 
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Post » Sat Feb 19, 2011 4:53 am

Maestro, take it away!

::: RC6 FINAL CHANGELOG

  • Fixed Deathclaws, Geckos etc restoring health after anti-launch code triggers
  • Fixed Night Perception penalty being applied to NPCs with power armor helmets
  • Fixed (probably) rare raised ghouls with dragging body parts
  • Fixed bug that was preventing Baby Molerats from spawning
  • Fixed friendly Super Mutants at Chevy Chase (thanks go to Kralore)
  • Fixed too many Outcasts at Fort Independence (inside and out)
  • Fixed oddities caused by inheritance of Brahmin lists with Crazed Brahmin.
  • Fixed Night Ghoul Vision (hopefully) by implementing an entirely new system for it
  • Fixed exponential Increased Spawns increase after level 10 with dynamic player scaling
  • Added New Feature -- Pipboy menu system. Configure MMM from your Pipboy!
  • Added New Feature -- Body Part Amputation (inspired by Cipscis' Amputate!)
  • Added New Feature -- Soft Unleveling
  • Added New Feature -- Dynamic Player Scaling
  • Added New Creature -- Iguanas
  • Added New Creature -- Super Mutant Enforcer
  • Added New Creature -- Abominable Mutants
  • Added New Creature -- YaoGuai Pups
  • Added New Creature -- Wild Boar
  • Added New Creature -- Monstrous Dog
  • Added New Creature -- Enclave Deathclaw Alpha
  • Added New ingestible -- Wild Boar Meat
  • Added New items -- Wild Boar Ears, Monstrous Dog Teeth, Yao Guai Pup Claws
  • Added 3 skinned variants for Iguanas
  • Added 4 skinned variants for Wild Boar
  • Added 4 skinned variants for Monstrous Dog
  • Added 4 skinned variants for Yao Guai Pups
  • Added 8 skinned variants for Super Mutant Enforcer
  • Added 40 skinned and shaped variants for Abominable Mutants
  • Added 40 skinned and shaped variants for Centaurs, including new extra arm and spike varieties
  • Added 31 skinned variants for Protectrons, Mr Gutsy and Sentry Bots thanks to DarkSloth74
  • Added unique skins for Enclave, Outcast, Talon and Army for robots
  • Added unique SentryBot guards for Eden
  • Added unique Police, Special Forces, Swat and UN Protectrons as rare wasteland spawns, player friendly.
  • Added unique new Wastelander Ghoul variants
  • Added two new Increased Spawns settings for Menu users
  • Added diversity to enclave companion spawns
  • Added Soft Unleveling to Dynamic Player Scaling, increments by 2% per scale
  • Added Feral Ghoul Raise to Dynamic Player Scaling, increments 5% per scale
  • Added minimum experience rewards for Behemoths (150 xp) and Gargantuans (300 xp)
  • Added aggro radius to Crazed Brahmin, tweaked behaviour
  • Added fix to remove Ash and Goo piles at cell resets (previously UFP tweak, now in MMM)
  • Updated Night Ghoul Eyes to now provide AP bonus and double movement speed for a short time
  • Updated Night Ghoul Eye vision to be passed by waiting
  • Updated Gooification/Disintigration, Goo and Ash piles no longer contain body parts or meat for creatures
  • Updated Glowing Ones tp no longer have loot (they explode soon after death in MMM)
  • Updated Metro, Office and the Super Duper Mart Protectrons to now be Police skinned Protectrons
  • Updated Menu to include options for all the new creature types
  • Slightly increased chance of Baby Molerats and Vicious Dog Pups spawning
  • Slightly increased chance of Crazed Brahmin
  • Slightly increased chance of Firelurks spawning
  • Slightly decreased spawn numbers for BoS at GNN with increased spawns
  • Slightly decreased spawn numbers for BoS at The Mall with increased spawns
  • Slightly delayed appearance of Wanamingos by one level
  • Slightly adjusted weights and prices of various creature parts to better reflect weight and reward
  • Slightly improved performance of Fireflies and Night Ghouls
  • Greatly increased diversity of robot spawns for wasteland robot spawns
  • Greatly reduced chance of Mirelurk Kings spawning from Mirelurk lists
  • Greatly increased wilderness spawns spread code to reduce locality combat and increase diversity
  • DLC Broken Steel: Fixed minor updates missing from changes in master file
  • DLC Broken Steel: Updates for Soft Unleveling
  • New Plugins: Master Menu Module, Soft Unleveler, Soft Unleveler hardcoe, Dynamic Player Scaling, No Iguanas, No Abominable Mutants, No Stalker Mutants


::: SCREENIES

::: http://members.iinet.com.au/~amills/MMMF3-Enforcer.jpg
::: http://members.iinet.com.au/~amills/MMMF3-Iguana1.jpg
::: http://members.iinet.com.au/~amills/MMMF3-Iguana2.jpg
::: http://members.iinet.com.au/~amills/MMMF3-Centaur.jpg
::: http://members.iinet.com.au/~amills/MMMF3-Boar.jpg
::: http://members.iinet.com.au/~amills/MMMF3-MutantDog.jpg
::: http://members.iinet.com.au/~amills/MMMF3-AbominableMutant.jpg
::: http://members.iinet.com.au/~amills/MMMF3-YaoGuaiPup.jpg

::: http://members.iinet.com.au/~amills/MMMF3-DeathclawAlpha.jpg

::: http://members.iinet.com.au/~amills/MMMF3-ProtectronVars.jpg
::: http://members.iinet.com.au/~amills/MMMF3-GutsyVars.jpg
::: http://members.iinet.com.au/~amills/MMMF3-SentryVars.jpg

::: http://members.iinet.com.au/~amills/MMMF3-Menu1.jpg
::: http://members.iinet.com.au/~amills/MMMF3-Menu2.jpg


::: ETA: SOON
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helen buchan
 
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Post » Sat Feb 19, 2011 1:23 am

zomfg!! :drool:
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Louise Dennis
 
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Post » Sat Feb 19, 2011 6:49 am

Excellent! Hopefully FWE gets a release not long after MMM!
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Matt Fletcher
 
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Post » Sat Feb 19, 2011 6:07 am

I think I'm going to put off playing Fallout 3 for a while, the release of a new FWE (hopefully) and MMM are too close.
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Astargoth Rockin' Design
 
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Post » Sat Feb 19, 2011 9:09 am

Martigen- incredible changelog!
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Sara Johanna Scenariste
 
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Post » Sat Feb 19, 2011 12:49 am

Martigen- incredible changelog!

Thanks Delamer :)

I'm just working on docuementation now. This actually takes time, probably upload Thursday. Kaburke has nicely created a new FOMM install script, which I'm just adding now.

RC6 is a large update: the .esm is almost 20% larger, and the install size is 33% larger -- clocks in at just past 600M now with all the new creatures and variants. Uploading is going to take a while on my link...
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Phoenix Draven
 
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Post » Sat Feb 19, 2011 7:41 am

Thanks Delamer :)

I'm just working on docuementation now. This actually takes time, probably upload Thursday. Kaburke has nicely created a new FOMM install script, which I'm just adding now.

RC6 is a large update: the .esm is almost 20% larger, and the install size is 33% larger -- clocks in at just past 600M now with all the new creatures and variants. Uploading is going to take a while on my link...


Holy crap! 600M! And Thursday! :D

Just to elaborate on my previous drooling - The Stalker mutants look brilliant - and the Mutant Dogs and the FEV subjects and, and, and... Can't wait! :ahhh:

:goodjob:
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TASTY TRACY
 
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Post » Fri Feb 18, 2011 10:00 pm

Thanks Delamer :)

I'm just working on docuementation now. This actually takes time, probably upload Thursday. Kaburke has nicely created a new FOMM install script, which I'm just adding now.

RC6 is a large update: the .esm is almost 20% larger, and the install size is 33% larger -- clocks in at just past 600M now with all the new creatures and variants. Uploading is going to take a while on my link...


This'll be my first time using MMM, but after reading so much about it and seeing it, I really can't wait.

What S.T.A.L.K.E.R. mutants are you putting in? Please say Bloodsvckers! They were one of the scariest creatures in the S.T.A.L.K.E.R. games!
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Darian Ennels
 
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Post » Fri Feb 18, 2011 10:18 pm

MMM: Now with more features, including more creatures. Bugs are on the run, so it's time to have some fun. :celebration:

The SM Enforcer and Deathclaw Alpha look badass.

And Iguanas! :wub:
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Elle H
 
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Post » Fri Feb 18, 2011 5:29 pm

Very cool stuff comin' down the pipe Mart!

FWE 6.0 is on track to be released very close to MMM RC 6 . . . we couldn't possibly let Mart push out an update and sit by the sidelines could we ;)
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Andrea P
 
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Post » Fri Feb 18, 2011 5:27 pm

I love you modder guys and girls :wub: Without you Fallout 3 had been gathering dust for a long while now.

And FWE 6? I thought next release was to be 5.10?

Regardless, i agree with Xepha :drool:
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Ridhwan Hemsome
 
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Post » Fri Feb 18, 2011 11:47 pm

Any thoughts about porting in some Oblivion MMM spiders? Or are they dependent on an Oblivion base skeleton or item?

I just wanna see giant tarantulas fighting radscorpions in the desert.
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Aaron Clark
 
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Post » Sat Feb 19, 2011 5:41 am

How long after the release of RC6 will the FOOK2 patch be out?
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Rhi Edwards
 
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Post » Fri Feb 18, 2011 8:03 pm

I love you modder guys and girls :wub: Without you Fallout 3 had been gathering dust for a long while now.

And FWE 6? I thought next release was to be 5.10?

Regardless, i agree with Xepha :drool:

We have not decided with the version number for now.
Some think that the list of changes is too large for 5.10
Others believe that the list of changes is too small for 6.0 :)
So- may be 5.50?
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JESSE
 
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Post » Fri Feb 18, 2011 9:27 pm

5.56

Use ammunition types for all your version numbers from now on.
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kristy dunn
 
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Post » Fri Feb 18, 2011 6:47 pm

We have not decided with the version number for now.
Some think that the list of changes is too large for 5.10
Others believe that the list of changes is too small for 6.0 :)
So- may be 5.50?


Are you trying to undermine my authority?! :P
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Kristian Perez
 
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Post » Fri Feb 18, 2011 9:57 pm

Holy crap! 600M! And Thursday! :D

Just to elaborate on my previous drooling - The Stalker mutants look brilliant - and the Mutant Dogs and the FEV subjects and, and, and... Can't wait! :ahhh:

:goodjob:

Thanks Xepha :)


What S.T.A.L.K.E.R. mutants are you putting in? Please say Bloodsvckers! They were one of the scariest creatures in the S.T.A.L.K.E.R. games!

Boar and Pseudo Dog. I did look at the blood svcker, it's certainly closer to Fallout lore than some of the other Stalker creatures, but I had limited time and we have enough Ghoul variants for the moment. Might come back to for next release.


MMM: Now with more features, including more creatures. Bugs are on the run, so it's time to have some fun. :celebration:

The SM Enforcer and Deathclaw Alpha look badass.

And Iguanas! :wub:

They do don't they? The Encforcer mesh is thanks to c.i.b, Deahtclaw Alpha tumbajumba. I made variants of each utilising MMM textures, and both of them can be found spawning with Enclave either in patrols or check points after level 8 and 14 respectively. I think I may have given them a chance to appear in vertibird drops too. Of course, if you're using the new Soft Unleveling feature, you might get to encounter one a little bit earlier...

The Iguanas are awesome, and of course we have Sesom to thank for those :)


Any thoughts about porting in some Oblivion MMM spiders? Or are they dependent on an Oblivion base skeleton or item?

I just wanna see giant tarantulas fighting radscorpions in the desert.

I have actually, at least some other Oblivion monsters, but I haven't checked how compatible the meshes are yet. As far as I can remember, the spiders are user-made original meshes too (i.e, we can distribute them).


How long after the release of RC6 will the FOOK2 patch be out?

Well, I'm aiming for the weekend. It's going to be very time consuming and hard to make.


5.56

Use ammunition types for all your version numbers from now on.

Haha :) And what would a creature mod use? "Deathclaw Spikes Edition", "Molerat Snout Release", "Yao Guai Pup Fur Of Doom RC"?
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Nancy RIP
 
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Post » Sat Feb 19, 2011 8:30 am

How long after the release of RC6 will the FOOK2 patch be out?

I'm glad I'm not using FOOk2 or any mods that require me to wait longer every time something cool is released because a compatibility patch is needed :D

Or a modder who needs to take care of that...
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Scott Clemmons
 
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Post » Sat Feb 19, 2011 3:01 am

Are you trying to undermine my authority?! :P

No, Sir!
FWE 6.0, Sir! :nuke:
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Matthew Aaron Evans
 
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Post » Fri Feb 18, 2011 11:42 pm

So, is it being released today?

*hopes for a yes*
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barbara belmonte
 
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