Mart's Mutant Mod RC6 Beta #1

Post » Sat Feb 19, 2011 8:41 am

What delamer said, scrap metal is the most valuable resource of the wasteland, I am not kidding. I need them for repair parts, Power Armor repair kits, ammo toolkits use them, i think RobCo Certified requires them too, and there's of course the collection quests from Walter and Winthrop. And it sounds like FWE 5.1 will make them even more needed.
User avatar
Wayne Cole
 
Posts: 3369
Joined: Sat May 26, 2007 5:22 am

Post » Sat Feb 19, 2011 8:16 am

Odd question, is there any issues between 6.0 and the latest fook2 release?

I can run either mmm 6.0 or fook2. If I try to run both in a new game I freeze exiting vault 101 every time. If I go back to that save game before exiting, and turn off either fook2 or mmm no freeze occurs. To make things even odder, if I revert back to mmm 5.0 I get no freezing exiting the vault.

Anyhow going to try reinstalling fallout, perhaps I had some left over files someplace messing things up. (Going out to lunch so reinstall time isnt an issue)
User avatar
Alex [AK]
 
Posts: 3436
Joined: Fri Jun 15, 2007 10:01 pm

Post » Sat Feb 19, 2011 7:57 am

I'm playing with RC 5.0 and am having a hard time killing Death Claw matriarchs. Are they supposed to be almost impossible? I fired 150 rounds of sniper rifle and finally killed it. I'd get critical hits with no visible change in the health bar. I also went in the Death Claw cavern, used a bottlecap mine and 6 regular mines and only took it's health down by about 1/3. I'm playing with FWE and MMM plus a bunch of other mods that shouldn't be impacting this. Is this normal? If so, then is there some weapon I should be using that' I'm not? Thanks.
User avatar
Tanya
 
Posts: 3358
Joined: Fri Feb 16, 2007 6:01 am

Post » Sat Feb 19, 2011 12:57 am

I'm playing with RC 5.0 and am having a hard time killing Death Claw matriarchs. Are they supposed to be almost impossible? I fired 150 rounds of sniper rifle and finally killed it. I'd get critical hits with no visible change in the health bar. I also went in the Death Claw cavern, used a bottlecap mine and 6 regular mines and only took it's health down by about 1/3. I'm playing with FWE and MMM plus a bunch of other mods that shouldn't be impacting this. Is this normal? If so, then is there some weapon I should be using that' I'm not? Thanks.

My experience tell me- the best weapons against deathclaw are autoshotguns or energy weapons
User avatar
Isaiah Burdeau
 
Posts: 3431
Joined: Mon Nov 26, 2007 9:58 am

Post » Sat Feb 19, 2011 5:31 am

My experience tell me- the best weapons against deathclaw are autoshotguns or energy weapons

Dart Gun. Cripple the legs, It will slow them down allowing a little extra time to plan your next move. That's just my opinion.
...And now back to your regularly scheduled thread :whistling:
User avatar
Sophie Louise Edge
 
Posts: 3461
Joined: Sat Oct 21, 2006 7:09 pm

Post » Fri Feb 18, 2011 10:12 pm

Aiming for the Matriarch's head should help; then again, I use Arwen's Realism Tweaks (ups headshot damage), so this may not help you all that much. Other than that, use the most powerful gun you can find. Energy Weapons are really useful too.
User avatar
patricia kris
 
Posts: 3348
Joined: Tue Feb 13, 2007 5:49 am

Post » Fri Feb 18, 2011 9:14 pm

Sneak attack headshots with Sniper Rifles and the Magnum revolver would be a good bet, however it's been a while since i encountered a matriarch with vanilla weapons. I use FWE, a sneak attack headshot from the Victory Rifle usually takes them out in one shot. Remember, you have nothing to fear if you see it first, if not, you won't live long enough to worry :D
User avatar
Brooks Hardison
 
Posts: 3410
Joined: Fri Sep 07, 2007 3:14 am

Post » Fri Feb 18, 2011 7:50 pm

Odd question, is there any issues between 6.0 and the latest fook2 release?

I can run either mmm 6.0 or fook2. If I try to run both in a new game I freeze exiting vault 101 every time. If I go back to that save game before exiting, and turn off either fook2 or mmm no freeze occurs. To make things even odder, if I revert back to mmm 5.0 I get no freezing exiting the vault.

Anyhow going to try reinstalling fallout, perhaps I had some left over files someplace messing things up. (Going out to lunch so reinstall time isnt an issue)


If you look back further in the thread you'll see other posts on this issue, at the moment you can't run Fook2 beta2 and MMM6.
User avatar
Erin S
 
Posts: 3416
Joined: Sat Jul 29, 2006 2:06 pm

Post » Fri Feb 18, 2011 7:35 pm

Martigen- I have almost constant crashes in area between Moonbeam cinema and Seneka Station (near Arefu)
I begin new game, only DLC-s, FWE and MMM installed. Default settings.
As I can see- there are geckos, mirelurks and molerats only in this area
User avatar
Steve Fallon
 
Posts: 3503
Joined: Thu Aug 23, 2007 12:29 am

Post » Sat Feb 19, 2011 6:22 am

Martigen, do you ever plan on using any of these models?

http://www.fallout3nexus.com/downloads/file.php?id=7201
User avatar
Peter P Canning
 
Posts: 3531
Joined: Tue May 22, 2007 2:44 am

Post » Fri Feb 18, 2011 8:25 pm

What delamer said, scrap metal is the most valuable resource of the wasteland, I am not kidding. I need them for repair parts, Power Armor repair kits, ammo toolkits use them, i think RobCo Certified requires them too, and there's of course the collection quests from Walter and Winthrop. And it sounds like FWE 5.1 will make them even more needed.

Heard loud and clear, won't add scrapmetal to the list!


Odd question, is there any issues between 6.0 and the latest fook2 release?

I can run either mmm 6.0 or fook2. If I try to run both in a new game I freeze exiting vault 101 every time. If I go back to that save game before exiting, and turn off either fook2 or mmm no freeze occurs. To make things even odder, if I revert back to mmm 5.0 I get no freezing exiting the vault.

Not yet. I'll need to update the FOOK2 MMM FOIP plugin, and that's a heck of a lot more work than the FWE one, so I'll only do that once RC6 is up and released.


I'm playing with RC 5.0 and am having a hard time killing Death Claw matriarchs. Are they supposed to be almost impossible? I fired 150 rounds of sniper rifle and finally killed it. I'd get critical hits with no visible change in the health bar. I also went in the Death Claw cavern, used a bottlecap mine and 6 regular mines and only took it's health down by about 1/3. I'm playing with FWE and MMM plus a bunch of other mods that shouldn't be impacting this. Is this normal? If so, then is there some weapon I should be using that' I'm not? Thanks.

Couple of things to keep in mind:

* MMM randomises health within a set percentage range based off the actors normal base health. You might find a slightly weaker, or slightly stronger Deathclaw
* The healthbar is based off the base health, not the modified health. This can't be fixed, it's the way the game works. But it means if an actor is a 'stronger' variant you can hit them for a while before you see the bar dip (personally, I play with healthbars off, more intense combat!)
* FWE changes the Deathclaw bodyparts to make the head more vulnerable, and everywhere else three times tougher. Basically, go for the head or it's going to take a lot of damage to kill one.
* Matriachs are the queens of the Deathclaws, tougher than your average by far. Now factor in the above points :)


Martigen- I have almost constant crashes in area between Moonbeam cinema and Seneka Station (near Arefu)
I begin new game, only DLC-s, FWE and MMM installed. Default settings.
As I can see- there are geckos, mirelurks and molerats only in this area

Is this with the updated RC6 beta that I re-uploaded a few hours after posting this thread? (you can check you got the right file, I called the re-upload *-Beta2 instead of *-B2.). If it is, would appreciate the savegame and FOMM list (so I know which FWE modules are selected etc). Thanks.

Also forgot to mention, since you brought it up in the previous thread: the issue with FWE's Alternate Travel plugin is that it's not aware of the MMM templates. I can't fix this without Mez' help in the FWE master, but you can fix it yourself by editing the AT .esp and just pointing 'CrBrahmin' to 'CrBrahmin1' for the Brahmin Caravans. You don't need to do any changes to factions etc.


Martigen, do you ever plan on using any of these models?

http://www.fallout3nexus.com/downloads/file.php?id=7201

Yes I've looked at them and I've been thinking about it -- the supermutants mainly. The ghouls are good too but because there's only one clothing type per ghoul, it will always look like a clone everytime you meet it. If there were 6-7 varieties of clothing for each clothing type, it'd be a lot better and I'd probably include them.
User avatar
stephanie eastwood
 
Posts: 3526
Joined: Thu Jun 08, 2006 1:25 pm

Post » Sat Feb 19, 2011 8:57 am

Yes I've looked at them and I've been thinking about it -- the supermutants mainly. The ghouls are good too but because there's only one clothing type per ghoul, it will always look like a clone everytime you meet it. If there were 6-7 varieties of clothing for each clothing type, it'd be a lot better and I'd probably include them.
Looks like they're just the regular clothing meshes blendered onto ghouls, so they'll probably take any alternate textures the regular clothes would. I think there's at least 2-3 versions of the suits/prewar casual/combat armour/power armour/vault suits that'd work.
User avatar
Fluffer
 
Posts: 3489
Joined: Thu Jul 05, 2007 6:29 am

Post » Fri Feb 18, 2011 7:33 pm

I downloaded the first RC-6 beta two or three weeks ago from the link provided on the RC-5 thread. Does this beta have any significant differences from that one, and should I update or just wait for the final? I'm not currently using FWE or FOOK.

Thanks!

ETA - just finished The Pitt at Level 18 on Hard with RC-6. I thought the Trogs in the Steelyard were never going to stop coming! Made it through and got all the Ingots, but I was just about completely out of ammo and stims, and my Auto Axe was just about completely broken. Note to others - make sure you install the invisible Trog fix from the Nexus before entering the Steelyard.

Thanks again for the awesome mod! :D
User avatar
Jodie Bardgett
 
Posts: 3491
Joined: Sat Jul 29, 2006 9:38 pm

Post » Fri Feb 18, 2011 11:25 pm

DPS is insane! With my normal 1-3 Increased Spawns setting, I entered Anacostia Crossing station across from Rivet City to find between 18-20 Raiders waiting on me. Further down the train tracks was another cluster of 16 Raiders and when I exited at Penn Ave., my Level 24 character was overwhelmed by Muties streaming down the escalator. When the smoke cleared, I found at least 18 bodies. I normally have around 8 Muties there. I'm not sure I had 18 of them back when I ran Increased Increased Spawns.

I backed things down to Slightly Increased Spawns to keep my computer from exploding but it doesn't seem to have made much of a difference. It's still crazy tough and way too much fun. And by the way, that exploding bodypart thing makes me jump every time (in a good way).
User avatar
Bethany Watkin
 
Posts: 3445
Joined: Sun Jul 23, 2006 4:13 pm

Post » Sat Feb 19, 2011 5:29 am

DPS is insane! With my normal 1-3 Increased Spawns setting, I entered Anacostia Crossing station across from Rivet City to find between 18-20 Raiders waiting on me. Further down the train tracks was another cluster of 16 Raiders and when I exited at Penn Ave., my Level 24 character was overwhelmed by Muties streaming down the escalator. When the smoke cleared, I found at least 18 bodies. I normally have around 8 Muties there. I'm not sure I had 18 of them back when I ran Increased Increased Spawns.

I backed things down to Slightly Increased Spawns to keep my computer from exploding but it doesn't seem to have made much of a difference. It's still crazy tough and way too much fun. And by the way, that exploding bodypart thing makes me jump every time (in a good way).

Please be sure you have latest version of MMM- RC6 beta 2 new, cos beta had problem in this question

2 Martigen
Is this with the updated RC6 beta that I re-uploaded a few hours after posting this thread? (you can check you got the right file, I called the re-upload *-Beta2 instead of *-B2.). If it is, would appreciate the savegame and FOMM list (so I know which FWE modules are selected etc). Thanks.

Sorry for false alarm :( You are right- old beta 2 slipped through my fingers, don't know how. No crashes now.

Also forgot to mention, since you brought it up in the previous thread: the issue with FWE's Alternate Travel plugin is that it's not aware of the MMM templates. I can't fix this without Mez' help in the FWE master, but you can fix it yourself by editing the AT .esp and just pointing 'CrBrahmin' to 'CrBrahmin1' for the Brahmin Caravans. You don't need to do any changes to factions etc.

Done. Will post results today. Thank you

Feedback from scoobyFO3 (Nexus), he can't post here for some reason
Destroying all loot would actually be very, very bad for FWE Energy (Refugee) users.
Without EVE i have about 80-90% of them disintegrate.
With EVE it's practiacally 100%.
It will be difficult enough with all meat / parts gone. Destroying all loot would make EW next to impossible (or at least ridicoulsly difficult).

User avatar
Suzie Dalziel
 
Posts: 3443
Joined: Thu Jun 15, 2006 8:19 pm

Post » Sat Feb 19, 2011 6:57 am

Looks like they're just the regular clothing meshes blendered onto ghouls, so they'll probably take any alternate textures the regular clothes would. I think there's at least 2-3 versions of the suits/prewar casual/combat armour/power armour/vault suits that'd work.

Ok I'll check them out.


I downloaded the first RC-6 beta two or three weeks ago from the link provided on the RC-5 thread. Does this beta have any significant differences from that one, and should I update or just wait for the final? I'm not currently using FWE or FOOK.

Yes. Bug fixes, Soft Unleveling and DPS now works as intended, and the new menu system among other updates.

ETA - just finished The Pitt at Level 18 on Hard with RC-6. I thought the Trogs in the Steelyard were never going to stop coming! Made it through and got all the Ingots, but I was just about completely out of ammo and stims, and my Auto Axe was just about completely broken. Note to others - make sure you install the invisible Trog fix from the Nexus before entering the Steelyard.

Thanks again for the awesome mod! :D

No worries :) Thanks for the story!



DPS is insane! With my normal 1-3 Increased Spawns setting, I entered Anacostia Crossing station across from Rivet City to find between 18-20 Raiders waiting on me. Further down the train tracks was another cluster of 16 Raiders and when I exited at Penn Ave., my Level 24 character was overwhelmed by Muties streaming down the escalator. When the smoke cleared, I found at least 18 bodies. I normally have around 8 Muties there. I'm not sure I had 18 of them back when I ran Increased Increased Spawns.

I backed things down to Slightly Increased Spawns to keep my computer from exploding but it doesn't seem to have made much of a difference. It's still crazy tough and way too much fun. And by the way, that exploding bodypart thing makes me jump every time (in a good way).

Are you using RC6 Beta 1 or Beta 2 (posted in this thread)? Beta 1 had an incremental spawning bug with DPS that would see you getting insane numbers at levels above 10, Beta 2 fixes this. But yes the DPS bonus gets applied on your initial selection for spawns too. So if you're using Increased Increased (3-5), DPS 5, and you're level 15 your actual range will be 3-8 per spawn point.

You can check what bonus you're currently having added to the maximum by bringing down the console in-game and typing 'sqv zmmmzmmm', and look at the value for iLevelMod. Add this to whatever you set your Increased Spawns setting to and that will be your maximum. Again though, make sure you're using Beta 2. See the table in the first post to look up what type of bonus DPS adds to elements like Increased Spawns for each player level.
User avatar
jason worrell
 
Posts: 3345
Joined: Sat May 19, 2007 12:26 am

Post » Sat Feb 19, 2011 5:24 am

Are you using RC6 Beta 1 or Beta 2 (posted in this thread)? Beta 1 had an incremental spawning bug with DPS that would see you getting insane numbers at levels above 10, Beta 2 fixes this. But yes the DPS bonus gets applied on your initial selection for spawns too. So if you're using Increased Increased (3-5), DPS 5, and you're level 15 your actual range will be 3-8 per spawn point.

You can check what bonus you're currently having added to the maximum by bringing down the console in-game and typing 'sqv zmmmzmmm', and look at the value for iLevelMod. Add this to whatever you set your Increased Spawns setting to and that will be your maximum. Again though, make sure you're using Beta 2. See the table in the first post to look up what type of bonus DPS adds to elements like Increased Spawns for each player level.


I'm using RC6 Beta 2. I had it set to 1-3 Max Spawns with DPS set at Default. I'm using Slightly Increased Spawns now and it's more manageable. I've also had two cases of enemies quickly respawning. My respawn time is set at FWE's 7.5 day default. I entered the Satcom Array NW-07C near the Abandoned Car Fort making sure to finish off all of the Enclave outside before heading in. Two minutes later, I exited the building only to be greeted by four Enclave soldiers. Several previously dead Raiders came back to life at the Car Fort earlier. With RC5, I often had new enemies spawn around me when reloading a save but I never had dead enemies respawn when immediately exiting/reentering a cell.

Edit: I reinstalled RC6 Beta 2 to make sure it was the correct one and ran through Anacostia Crossing to Penn. Ave. again with 1-3 Max Spawns and DPS set at Default. Upon entering Anacostia Crossing this time, there were 15 Raiders waiting for me on the platform. Exiting at Penn. Ave, I had 17 Muties. I reloaded and exited at Penn. Ave. again and this time there were 20 Muties. iLevelMod shows a value of 4. Seven spawns per point seems a tad bit excessive, imo. I'll have to turn off DPS. 3-4 spawns per point is a fun challenge but 7 is exhausting and rough on the hardware.
User avatar
Siobhan Thompson
 
Posts: 3443
Joined: Sun Nov 12, 2006 10:40 am

Post » Fri Feb 18, 2011 6:03 pm





Yes. Bug fixes, Soft Unleveling and DPS now works as intended, and the new menu system among other updates.


No worries :) Thanks for the story!




I went ahead and updated to Beta 2 tonight - I deleted all the Beta 1 files through FOMM, extracted the Beta 2 files with the menu .esp to Data, created a new merged patch and then waited in my Megaton house for four days. I didn't get much of a chance to hit a spawn area to check out the mod - I didn't have much time and what I did have I spent humping loot back from The Pitt, as well as rescuing half of Megaton from the Springvale void. However, the menu system seems to work just fine on my Pip Boy PDA.

Hopefully I'll have a bit more time tomorrow evening and I can start checking out just what this release does out there in the Wastes. I'll keep you posted!
User avatar
Elisha KIng
 
Posts: 3285
Joined: Sat Aug 18, 2007 12:18 am

Post » Sat Feb 19, 2011 7:47 am

Hey Mart !!! Thanks for this amazing mod, and your constant efforts to improve it for the FW community!

A quick question: If I'm using MMM with FWE, and using your FOIP compatibility patch, do I still have to use the MMM Menu plugin or will the MMM menu options be handled by the FWE menu as per previous versions?

Thanks for your answer, YS
User avatar
Quick Draw III
 
Posts: 3372
Joined: Sat Oct 20, 2007 6:27 am

Post » Sat Feb 19, 2011 6:31 am

Hey Mart !!! Thanks for this amazing mod, and your constant efforts to improve it for the FW community!
A quick question: If I'm using MMM with FWE, and using your FOIP compatibility patch, do I still have to use the MMM Menu plugin or will the MMM menu options be handled by the FWE menu as per previous versions?
Thanks for your answer, YS

Sorry if I will answer instead. :)
No, FWE users don't need this additional menu plugin, MMM menu will be handled by MMM-FWE.esp. And new menu will be separated from from FWE control panel for now
User avatar
Alexander Lee
 
Posts: 3481
Joined: Sun Nov 04, 2007 9:30 pm

Post » Sat Feb 19, 2011 8:29 am

Sorry if I will answer instead. :)
No, FWE users don't need this additional menu plugin, MMM menu will be handled by MMM-FWE.esp. And new menu will be separated from from FWE control panel for now


Great - thanks a lot :)
User avatar
Cathrine Jack
 
Posts: 3329
Joined: Sat Dec 02, 2006 1:29 am

Post » Sat Feb 19, 2011 6:54 am

Going to try the new beta, sounds good. Mart's Mutant Mod Mutant Mod Menu? MMMMMM...
User avatar
Alexandra Ryan
 
Posts: 3438
Joined: Mon Jul 31, 2006 9:01 am

Post » Sat Feb 19, 2011 3:19 am

Martigen- thank you. Your recommendation about Brahmins works perfectly
User avatar
Cccurly
 
Posts: 3381
Joined: Mon Apr 09, 2007 8:18 pm

Post » Sat Feb 19, 2011 7:39 am

Have some issues
There is Ghoul village in the center of 07D-09F square, inhabited by wastelanders. This wastelanders are enemies, but give karma drop when killed by main character. The same wastelanders can be meeted on the way from this village to Arefu.
Some REFID- 0003357c, 0003357d, 4672e, 46762
User avatar
Chenae Butler
 
Posts: 3485
Joined: Sat Feb 17, 2007 3:54 pm

Post » Sat Feb 19, 2011 4:48 am

How do i need to install the new Beta? I never played that much FO3 with mods to know what is right. I know the instructions say to rest for 8 days somewhere inside (using FWE), but also says something about a clean-save, and somewhere else (not sure where) i read about removing MMM entirely, saving, adding the updated MMM and then resting, or similar.

So could somebody please explain the steps to ensure a clean update for FWE? Thank you.
User avatar
Nina Mccormick
 
Posts: 3507
Joined: Mon Sep 18, 2006 5:38 pm

PreviousNext

Return to Fallout 3