Mart's Mutant Mod RC6 Beta #1

Post » Sat Feb 19, 2011 4:38 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.


What you can do is find someplace like your megaton home (or tennpenny home, basically a place without spawns) and save your game. Close it, and deactivate all the MMM plug ins, and load your save without those plug ins loading, and save again. Wait inside for 8 days (7.5 day respawn for FWE default setting) and save again. Close Fallout 3, install new MMM update, and enjoy!
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Harry Leon
 
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Post » Sat Feb 19, 2011 8:45 am

With FWE you can set the Respawn Timer to one hour from the control panel's "Immersion Settings", you only need to wait for one hour (or two to be safe) for the respawn. I could never be bothered to do nothing for 8 days :D
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Grace Francis
 
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Post » Fri Feb 18, 2011 5:41 pm

What you can do is find someplace like your megaton home (or tennpenny home, basically a place without spawns) and save your game. Close it, and deactivate all the MMM plug ins, and load your save without those plug ins loading, and save again. Wait inside for 8 days (7.5 day respawn for FWE default setting) and save again. Close Fallout 3, install new MMM update, and enjoy!


Thank you very much for the explanation - see, i would have done it the wrong way, hehe.

A last question in this matter though: Do i have to wait after updating MMM or can i just go on with my business?

ToJKa: Thanks for the hint. Now i can fit the update into my characters timetable :D
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Rebecca Dosch
 
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Post » Fri Feb 18, 2011 6:20 pm

Thank you very much for the explanation - see, i would have done it the wrong way, hehe.
A last question in this matter though: Do i have to wait after updating MMM or can i just go on with my business?
ToJKa: Thanks for the hint. Now i can fit the update into my characters timetable :D

Yes, you do.
And- be careful with respawn timer's change, it will work with fresh killed only. In another words- new timer will be applied only to creatures, which you will kill after change. So better disable primaru needs and wait 8 days. Just in case
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Valerie Marie
 
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Post » Sat Feb 19, 2011 3:57 am

Yes, you do.


Sorry, can you specify the answer? Like this it could mean "yes, you do have to wait" or "yes, you do go on with your business". ;)

Thanks.
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lucile
 
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Post » Sat Feb 19, 2011 7:24 am

Sorry, can you specify the answer? Like this it could mean "yes, you do have to wait" or "yes, you do go on with your business". ;)

Thanks.

yes, you must wait
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Angela
 
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Post » Fri Feb 18, 2011 9:56 pm

Are you sure? Mr. Gary didn't mention this either when he replied to my question. Also, how long would i have to wait after the update?
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Neil
 
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Post » Fri Feb 18, 2011 5:47 pm

Yes, you do.
And- be careful with respawn timer's change, it will work with fresh killed only. In another words- new timer will be applied only to creatures, which you will kill after change. So better disable primaru needs and wait 8 days. Just in case


Well, that explains why some areas i have gone trough haven't respawned. Still i haven't seen any repeatable CTDs or other unexpected behaviour with the one hour update.
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Lucie H
 
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Post » Sat Feb 19, 2011 4:49 am

So the word of the wise is to wait out another full respawn time frame after the clean save is done? Meaning with FWE's case, throughout the whole process you would have waited a total of 16 days? Just to make sure I understand this right and there's no confusion...
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matt white
 
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Post » Fri Feb 18, 2011 11:18 pm

That is certainly the "cleanest" way to do it. :)
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Ashley Clifft
 
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Post » Sat Feb 19, 2011 3:45 am

Ahhh, help! Something went wrong during my update. :(

1) Saved inside megaton home
2) removed MMM mods
3) Slept 8x24hours, saved
4) added MMM mods

Now when i load the savegame the game stays in the loading screen. I have to terminate FO3 via taskmanager.
The savegames (both auto and quicksave) are working fine when i remove MMM again. As soon as i add MMM again, the loading process seems to hang for some reason.

I used the RC6 FWE FOIP File, also left out the MMM Menu.

My current load order (same as before!):

Fallout3.esmCRAFT.esmCALIBR.esmFO3 Wanderers Edition - Main File.esmMart's Mutant Mod.esmStreetLights.esmXepha's Dynamic Weather.esmDarNifiedUIF3.espStreetLights - Wasteland.espCRAFT - Activation Perk.espFO3 Wanderers Edition - Main File.espFO3 Wanderers Edition - Followers Enhanced.espFO3 Wanderers Edition - Alternate Travel.espFO3 Wanderers Edition - Optional Free Play After MQ.espWeaponModKits.espWeaponModKits - FWE Master Release.espMart's Mutant Mod.espMart's Mutant Mod - FWE Master Release.espXepha's Dynamic Weather - Main.esp=Subtle+Far=DOF1.1.esp=Extreme=MotionBlur1.1.espMerged.esp



Ideas?
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xx_Jess_xx
 
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Post » Sat Feb 19, 2011 3:07 am

Ahhh, help! Something went wrong during my update. :(

1. Do you disable or remove merged patch after removing previous version of MMM? You must
2. Do you recreated merged patch with new MMM installed?
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Jordan Fletcher
 
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Post » Sat Feb 19, 2011 7:15 am

Did you make a new merged patch?

Edit - ninja'd
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Kelly Upshall
 
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Post » Sat Feb 19, 2011 1:04 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

Thanks Delamer, I'll take a look, though nothing has changed about wastelanders ghouls in MMM, I only added more variants based off the vanilla template to the wastelanders list (that is, MMM makes no adjustments to any wastelander stats). If they give a karma drop now, they'll probably be doing it in vanilla too (unless FWE alters something).



Merged.esp

Just checking -- did you re-make your merged.esp after removing MMM and loading your game? If not, this .esp will be loading MMM for you (or parts of it) and your clean save wouldn't have worked properly. I don't know if this is the cause, but it might be -- you need to re-make your merged.esp after any change to the level list, no matter how small or big (so you then need to make it again after re-adding MMM, too).

EDIT: double-ninja'd!
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brenden casey
 
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Post » Fri Feb 18, 2011 6:28 pm

Ok here's the complete order of what i did:

1) Saved inside megaton home
2) removed MMM mods
3) recreated the Merged Patch
3) Slept 8x24hours, saved
4) added MMM mods
5) recreated the Merged Patch


Is that the correct order? I hope so, because i didn't backup my savegame before updating MMM...
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Manuela Ribeiro Pereira
 
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Post » Sat Feb 19, 2011 5:41 am

Thanks Delamer, I'll take a look, though nothing has changed about wastelanders ghouls in MMM, I only added more variants based off the vanilla template to the wastelanders list (that is, MMM makes no adjustments to any wastelander stats). If they give a karma drop now, they'll probably be doing it in vanilla too (unless FWE alters something).

Honestly- it is only second time when I visit this area, and first time it was long time ago. So may be this is vanilla or FWE issue.
PS All this refs have in the end 000942c6 and 000942c3 with Karma 0. No FWE involved

@Kaljostro
Is that the correct order? I hope so, because i didn't backup my savegame before updating MMM...

As I can see- you make all properly
1. Please save your saves in the safe location and try to begin new game- will you be able to do this?
2. Which error message do you have after terminating? B1 hang? App. crash?
3. You can give me your save with new MMM installed, I will try to look into this. There is plenty of reasons, which can hang your game, including multicore problem.
www.rapidshare.com
4. Please install and use CASM mod, it will help you to keep more saves, just in case. But don't use quick load, load your game from game menu
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Natalie Harvey
 
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Post » Fri Feb 18, 2011 6:35 pm

delamer:

1) I don't think i will start yet another new game.
2) I don't get any error message, because the game doesn't crash - the loading screen just continues to load without stopping.
3) Will do if i can't find a solution myself, thanks.

I also just tried the previous beta - and the savegame loads without problems. I'll try to do all the steps again with the working Beta1. However, i find it curious that i had the Mutant Mod Menu in the previous version already. I can't find this file in the old archives now, so i'm wondering if i screwed up my previous MMM install.
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Laura Richards
 
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Post » Fri Feb 18, 2011 8:05 pm

delamer:

1) I don't think i will start yet another new game.

I asked you about will you be able to begin new game, I'm not force you to do so. After you will able to see birth scene you can stop it
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Dean
 
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Post » Sat Feb 19, 2011 3:25 am

Ah, ok - yes, i am able to start a new game, seems to work without problems.

I noticed though that - me being an idiot - i already had Beta2 installed. That's the only way the Mutant Mod Menu made it into my mod list, and the date of the Beta2 archive also means that i already had Beta2. For some reason (someone posted about problems in Beta1 if i recall correctly) i thought i should update too, without looking at the version that i had.

I'm pretty sure i had the Beta1 FOIP patch installed though, could this cause the problems now that i'm trying to use the actual Beta2 FOIP patch? I did remove the FOIP while creating the clean save though.
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Richard Dixon
 
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Post » Sat Feb 19, 2011 1:28 am

Ah, ok - yes, i am able to start a new game, seems to work without problems.

I noticed though that - me being an idiot - i already had Beta2 installed. That's the only way the Mutant Mod Menu made it into my mod list, and the date of the Beta2 archive also means that i already had Beta2. For some reason (someone posted about problems in Beta1 if i recall correctly) i thought i should update too, without looking at the version that i had.

I'm pretty sure i had the Beta1 FOIP patch installed though, could this cause the problems now that i'm trying to use the actual Beta2 FOIP patch? I did remove the FOIP while creating the clean save though.

If I understand you correctly, you are free to upgrade from Beta 1 to Beta 2
Just be sure you have correct beta 2- it was reuploaded due to some issues
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Kim Kay
 
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Post » Sat Feb 19, 2011 12:08 am

Hm, very odd. I managed to load the savegame with up-to-date MMM - i first loaded an earlier savegame that works with the new MMM, then just loaded the clean savegame which normally doesn't load. Not sure if this can be called a "solution", the game crashes now when i exit it (windows error message "Windows detected a problem..."), but maybe i can recover my savegame that way. Will try this later today.
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Emmi Coolahan
 
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Post » Sat Feb 19, 2011 1:00 am

Hm, very odd. I managed to load the savegame with up-to-date MMM - i first loaded an earlier savegame that works with the new MMM, then just loaded the clean savegame which normally doesn't load. Not sure if this can be called a "solution", the game crashes now when i exit it (windows error message "Windows detected a problem..."), but maybe i can recover my savegame that way. Will try this later today.

Ah- I see now. Yes, such variant is possible, but very strange with such load order.
Please check how many applications you have in the background, including antiviral software.
Another reason for this bug to appear- some glitch, which occur during the save
Please try to resave your game into new slot and try to load it as usual. If it will be OK- then you are lucky one
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krystal sowten
 
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Post » Fri Feb 18, 2011 9:15 pm

I managed to find a molerat teeth after making a molerat's head explode with the repellent stick. Maybe I looted him too quickly? When I exited the molerat's inventory without taking the teeth, and then opened his inventory again, the teeth was gone.

BTW Soft Unleveling only works with increased spawns, does that mean with any of the increased spawn modes active? Even with the slightly increased spawns?
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Sian Ennis
 
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Post » Sat Feb 19, 2011 7:10 am

BTW Soft Unleveling only works with increased spawns, does that mean with any of the increased spawn modes active? Even with the slightly increased spawns?

With any, including SIS
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Etta Hargrave
 
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Post » Sat Feb 19, 2011 7:16 am

I managed to find a molerat teeth after making a molerat's head explode with the repellent stick. Maybe I looted him too quickly? When I exited the molerat's inventory without taking the teeth, and then opened his inventory again, the teeth was gone.

Basically, yes :) I've got a delay in the code because the GetContainer returns null in the first few frames, so I gave it a few seconds upon death before checking if a limb is missing. I figured someone would do a quick kill-and-loot at some stage and pick this up :) I'll shorten the delay for the next release.

BTW Soft Unleveling only works with increased spawns, does that mean with any of the increased spawn modes active? Even with the slightly increased spawns?

Yes, but a note on SIS -- I designed Increased Spawns with a range of 1-3 as a minimum, as the equation actually averages it out so that the most common chance is, well, the average. So for 1-3 spawns you have 25% chance of 1, 50% chance of 2, and 25% chance of 3 rather than 33% equal. This way you're guaranteed an effect while still maintaining outliers for more or less spawns.

If you using 1-2 (as SIS is set to -- originally added by FWE but I've left it in for the new menu module) it won't therefore give you 50% chance of each, the average is 1.5 and this gets rounded down, so your chances are closer to 75% chance of 1, 25% chance of 2.

Keep in mind 1 of those spawns at any time is always the original vanilla spawn. So if you're using 1-3 and the average is 2, it's always 1 original vanilla spawn, 1 increased spawn. And, of course, there are a number of features in MMM which can only operate on the increased spawn -- Soft Unleveling is one, Feral Ghoul Raise is another, and I can't remember the other one (at work atm!). So if you're using SIS, you're only going to see these effects 25% of the time (well, if your Feral Ghoul Raise is set to the default 50%, then actually only 12% of the Feral Ghouls you meet).

So SIS is an option, but if you're after an average of 50% chance of 2 at a spawn point, the default values of 1-3 are actually what will deliver this -- you just have a 25% chance of getting 1, and 25% chance of getting 3 for that extra spice of variety!
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{Richies Mommy}
 
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