Mart's Mutant Mod RC6 Beta #1

Post » Fri Feb 18, 2011 11:08 pm

Thanks for the detailled explanation, I think I'll get some more ammo and switch to 1-3 then! :)
User avatar
Amelia Pritchard
 
Posts: 3445
Joined: Mon Jul 24, 2006 2:40 am

Post » Sat Feb 19, 2011 9:20 am

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. One of them (at least) is broken in some way and crash the game. Crash can occur when I enter menu, Pip-boy, make some killing, or at any time at all.
I resolve this problem temporarily by disabling activator 01007c90 DLC05CargoBeginTrushDumpTrigger (from Zeta), which initiate the "shooting" script. This is a place, where you can start searching.
Some refs, which I was able to collect from the game without MMM activated
Brahmins- ff000f14, ff001054
Yao_guais- ff0001286, ff0001287, ff0001288, ff0001289, ff000a46, ff000f14, ff001054
User avatar
Michelle Smith
 
Posts: 3417
Joined: Wed Nov 15, 2006 2:03 am

Post » Sat Feb 19, 2011 6:05 am

I don't know if this is an MMM or/and FWE issue .... but here goes ...


Reguarding FWE's Alternate Travel plugin.

I changed the CrBrahmin to CrBrahmin1 in FWEAltTravel....esp for all the alt travel Brahmin Caravans.
Everything seemed to be working well. I started a couple of play throughs, one to level 15, with no problems.
On my most recent playthrough, as a Regulator, after exiting the start shack and arriving at the regulator headquarters
I noticed a mixture of Crazed Brahmin, Mad Brahmin and regular Brahmin.
- I didn't think too much of this - it just made the start a liitle more exciting than usuall , what with Mad & Crazy Brahmin &
wild dogs all attacking me as the game initialized.
- Travelled on to Megaton -- Gina's (alt travel caravan master) pack brahmin was proper, but both of the side kick Brahmin
were dead ... one was a normal Brahmin, the other a Crazed Brahmin - ff001480
-I continued playing with alt travel enabled but by level 5 , I was getting a CTD on save which I traced back to the
Alt Trav.esp ... unchecking in Fomm solved the crashing problem.

I hope this helps. Other than the issues fixed in Beta 2 I have not had any other significant problems and have been
thoroughly enjoying MMM RC6.

Note: 1st post ever ... been lurking for years though.
User avatar
jodie
 
Posts: 3494
Joined: Wed Jun 14, 2006 8:42 pm

Post » Fri Feb 18, 2011 11:17 pm

-I continued playing with alt travel enabled but by level 5 , I was getting a CTD on save which I traced back to the
Alt Trav.esp ... unchecking in Fomm solved the crashing problem.

Do you masterupdated your game?
User avatar
Sabrina Steige
 
Posts: 3396
Joined: Mon Aug 20, 2007 9:51 pm

Post » Sat Feb 19, 2011 7:10 am

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. One of them (at least) is broken in some way and crash the game. Crash can occur when I enter menu, Pip-boy, make some killing, or at any time at all.
I resolve this problem temporarily by disabling activator 01007c90 DLC05CargoBeginTrushDumpTrigger (from Zeta), which initiate the "shooting" script. This is a place, where you can start searching.
Some refs, which I was able to collect from the game without MMM activated
Brahmins- ff000f14, ff001054
Yao_guais- ff0001286, ff0001287, ff0001288, ff0001289, ff000a46, ff000f14, ff001054

Thanks delamer, you always find good obscure bugs :)

I checked this out, but unfortunately I can't see anything wrong. The dead brahmins are referenced from the Fallout 3.esm, which MMM does alter to give them variant skins. Testing in areas where other dead brahmins are used works fine though (I loaded a few games to check), so I doubt it's these. The Yao Guai in Zeta come from Zeta, and MMM doesn't alter these, so I doubt it's these also. There's a lot of other junk spewed by the dump trigger, maybe some of those objects are the cause from vanilla or other mods. Send me your save and I'll take a look (also, what happens if you don't load the MMM Zeta plugin before you enter that zone? I.e, that will be vanilla Zeta, or any other mods sans MMM)



I don't know if this is an MMM or/and FWE issue .... but here goes ...

I hope this helps. Other than the issues fixed in Beta 2 I have not had any other significant problems and have been
thoroughly enjoying MMM RC6.

Note: 1st post ever ... been lurking for years though.

Congrats, and thanks for taking the time to post :)

I looked into this and everything appears to be in order, but I re-directed the Pack Brahmin template for the next release, currently they were stand-alone. I've not heard of a crash on save with MMM (crashes while walking around have been common in the past, but not on save) and it soudns like it could be a bug with AT.
User avatar
Annika Marziniak
 
Posts: 3416
Joined: Wed Apr 18, 2007 6:22 am

Post » Sat Feb 19, 2011 6:17 am

I checked this out, but unfortunately I can't see anything wrong. The dead brahmins are referenced from the Fallout 3.esm, which MMM does alter to give them variant skins. Testing in areas where other dead brahmins are used works fine though (I loaded a few games to check), so I doubt it's these. The Yao Guai in Zeta come from Zeta, and MMM doesn't alter these, so I doubt it's these also. There's a lot of other junk spewed by the dump trigger, maybe some of those objects are the cause from vanilla or other mods. Send me your save and I'll take a look (also, what happens if you don't load the MMM Zeta plugin before you enter that zone? I.e, that will be vanilla Zeta, or any other mods sans MMM)

https://docs.google.com/leaf?id=0BzMBsweZwpWdYTc4OGFjOTQtMmM0OS00NTBhLTg4MDgtZjllYmM2NTkwMjg5&hl=ru
also, what happens if you don't load the MMM Zeta plugin before you enter that zone? I.e, that will be vanilla Zeta, or any other mods sans MMM

Nothing different. Only disabling MMM.esm itself can resolve this problem. May be this is some script problem, which accumulated with time.
I have crashes when:
-killed robot explode
-when I open console, menu, pip-boy
-when I aim my weapon onto enemy with zooming (simple look onto enemy does nothing wrong)
If I do nothing- then with time I will crash anyway, but if I am in the vicinity of the active veil only.
But... may be this is my local problem.
I gived my save with minimum set of mods- Zeta, FWE, MMM, FOIP, take a look
Just went in the veil direction with killall on the way, if this will be not enough- wait here for some time
Thank you for your time
User avatar
james tait
 
Posts: 3385
Joined: Fri Jun 22, 2007 6:26 pm

Post » Fri Feb 18, 2011 10:13 pm

Do you have in your future plans an integration with this amazing mod?

http://fallout3nexus.com/downloads/file.php?id=13690

Really great idea to include in game some human based creatures which got failure with FEV mutation or didn't get it right.
User avatar
GRAEME
 
Posts: 3363
Joined: Sat May 19, 2007 2:48 am

Post » Sat Feb 19, 2011 9:32 am

When should i load this one now: Mart's Mutant Mod - Project Beauty + FWE.esp

should i load it beffore or after the new: Mart's Mutant Mod - FWE Master Release.esp

Or must here be a made a bew compability patch for Project beauty/FWE/MMM ?

Cheers
User avatar
Nymph
 
Posts: 3487
Joined: Thu Sep 21, 2006 1:17 pm

Post » Sat Feb 19, 2011 8:25 am

Hey Martigen,
I think this version have some kind of problem when running with FOOK2.
I was getting a freeze every time I leave the vault on a fresh save game. Then, I tried reinstalling RC5 and the problem was gone.
Don't know if the problem was caused by RC6 or FOIP though.

Btw, nice to see that you still updates MMM. Always loved it, since Oblivion version. Keep the good work! :)
User avatar
Poetic Vice
 
Posts: 3440
Joined: Wed Oct 31, 2007 8:19 pm

Post » Sat Feb 19, 2011 4:49 am

Nothing different. Only disabling MMM.esm itself can resolve this problem. May be this is some script problem, which accumulated with time.
I have crashes when:
-killed robot explode
-when I open console, menu, pip-boy
-when I aim my weapon onto enemy with zooming (simple look onto enemy does nothing wrong)
If I do nothing- then with time I will crash anyway, but if I am in the vicinity of the active veil only.
But... may be this is my local problem.
I gived my save with minimum set of mods- Zeta, FWE, MMM, FOIP, take a look
Just went in the veil direction with killall on the way, if this will be not enough- wait here for some time
Thank you for your time


I also had this crash in cargo hold. Here's my load order to see what we have in common.
Spoiler
Fallout3.esm
Anchorage.esm
ThePitt.esm
BrokenSteel.esm
PointLookout.esm
Zeta.esm
CRAFT.esm
CALIBR.esm
Project Beauty.esm
Ammo Bench.esm
DCInteriors_ComboEdition.esm
FO3 Wanderers Edition - Main File.esm
Mart's Mutant Mod.esm
DarNifiedUIF3.esp
Project Beauty- Broken Steel.esp
Project Beauty- Point Lookout.esp
CRAFT - Activation Perk.esp
DIM TYPE3clothesRETAIL.esp
SomePoses.esp
ShellRain.esp
Ammo Bench - CALIBR.esp
Ammo Bench - CRAFT Plugin.esp
Ammo Bench - Artisan.esp
Ammo Bench - Alien Power Cell.esp
Ammo Bench - Car Mechanic.esp
Ammo Bench - Toolkit Retex.esp
F3UmpaAnimation.esp
Type3BodyWear.esp
DCInteriors_DLC_Collectables.esp
DIM TYPE3 conversions.esp
firelance-quest.esp
Better Caravans.esp
GhoulSafariDeluxeBSPittAnch.esp
FixedNinja.esp
FO3 Wanderers Edition - Main File.esp
FO3 Wanderers Edition - DLC Anchorage.esp
FO3 Wanderers Edition - DLC The Pitt.esp
FO3 Wanderers Edition - DLC Broken Steel.esp
FO3 Wanderers Edition - DLC Point Lookout.esp
FO3 Wanderers Edition - DLC Mothership Zeta.esp
FO3 Wanderers Edition - Alternate Travel.esp
FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp
FO3 Wanderers Edition - Project Beauty.esp
FO3 Wanderers Edition - Project Beauty (Followers Enhanced).esp
WeaponModKits.esp
WeaponModKits - FWE Master Release.esp
WeaponModKits - OperationAnchorage.esp
WeaponModKits - ThePitt.esp
WeaponModKits - BrokenSteel.esp
WeaponModKits - PointLookout.esp
WeaponModKits - Zeta.esp
EVE.esp
EVE Operation Anchorage.esp
EVE - FWE Master Release.esp
EVE Anchorage - FWE DLC Anchorage.esp
EVE - FWE with WeaponModKits.esp
EVE - FWE Master Release (Follower Enhanced).esp
ExtreemeLongDeathCamera.esp
MrSlackPants-DecentPipBoyLight.esp
GalaxyNewsRadio100[M].esp
VanishingPiles.esp
MZAllAccessPass.esp
JessiCompanion.esp
KelseyCompanion.esp
CALIBRxMerchant.esp
WeightedCompanionCube.esp
Lookout Outfits.esp
Tchos Vault 101 Sealed Wing.esp
kikaiEquipment.esp
CASM.esp
TinCanCRAFTing.esp
Mart's Mutant Mod.esp
Mart's Mutant Mod - DLC Anchorage.esp
Mart's Mutant Mod - DLC The Pitt.esp
Mart's Mutant Mod - DLC Broken Steel.esp
Mart's Mutant Mod - DLC Point Lookout.esp
Mart's Mutant Mod - DLC Zeta.esp
Mart's Mutant Mod - FWE Master Release.esp
Mart's Mutant Mod - FWE with EVE.esp
Mart's Mutant Mod - Project Beauty.esp
Mart's Mutant Mod - Project Beauty + FWE.esp
Owned!.esp
owned balanced.esp
Owned Doubled taxes.esp
Custom Mergings.esp
auto merged.esp
mmm-pb.esp

Total active plugins: 87
Total plugins: 102

User avatar
Beat freak
 
Posts: 3403
Joined: Thu Dec 14, 2006 6:04 am

Post » Sat Feb 19, 2011 12:16 am

@Delamer
Do you masterupdated your game?

Thanks for your reply.
No. It has been my experiance that a crash on save almost always involves an *.esp that is trying to spawn something and masterupdateing just masks the
problem *.esp (for ex. busworld). I do have a merged patch however.

On further investigation with this same game I re-checked (at a later point in time) alt-trav.esp and fast travelled to Megaton.
I just happened to be looking at the spot where the alt travel caravan spawned - the caravan master and pack brahmin spawned OK
but a crazed brahmin ff000e16 and brahmin 450029f0 (which was also hostile) spawned the caravan master attacked and killed the 2
hostile brahmin.
45.... is the load order number of fwealttrav.esp in my load order.
When I used the caravan to travel to Rivet City, the same thing happened with that caravan;
When alttrav.esp was unchecked the caravan master, packbrahmin, hostile brahmin (450029f0) dissapeared but the Crazed Brahmin ff000e16
persists in the world space.

Note: this appears to happen at random , some new starts are good, rarely, the above will occur but when it does leaving the fwealttrav.esp active will
eventually (1 level --6 levels later) lead to crash on save - unchecking alttrav.esp - solves this problem- so to my mind (please correct me if I am wrong)
it appears to be some conflict between FWE's altrav and MMMRC6.

I never had this occur with MMM RC5 and FWE 5.04 just since I installed MMM RC6 Beta 2.

@Martigen

Thanks for your reply .
Yes, I have had crashes just walking around too, usually after playing for some time. I consider that part of the normal FO3 gaming experiance.
Also when I have a crash on save ,it has almost always been some mod or .esp that involves spawning of something. BUT it has never been MMM.
User avatar
lucy chadwick
 
Posts: 3412
Joined: Mon Jul 10, 2006 2:43 am

Post » Sat Feb 19, 2011 4:40 am

When should i load this one now: Mart's Mutant Mod - Project Beauty + FWE.esp
should i load it beffore or after the new: Mart's Mutant Mod - FWE Master Release.esp
Or must here be a made a bew compability patch for Project beauty/FWE/MMM ?
Cheers

Nothing changed. You can take a look onto load order example here
https://sites.google.com/site/fo3wanderersedition/faq
No problems with Project Beauty too- you can use old FOIP patch
User avatar
yermom
 
Posts: 3323
Joined: Mon Oct 15, 2007 12:56 pm

Post » Sat Feb 19, 2011 2:55 am

I think I've been getting the cargo hold crash as well. Rather odd, but then again, I played Oblivion enough to understand that sometimes the best solution is to hope it doesn't need one.
I was going to check out the Mothership again on a new character, but I'll first have to get some supplies and stuff. I installed Ugly Zeta, so I'm sure I'm screwed if I don't get some win button stuff, just in case.
User avatar
Mistress trades Melissa
 
Posts: 3464
Joined: Mon Jun 19, 2006 9:28 pm

Post » Sat Feb 19, 2011 4:54 am

Do you have in your future plans an integration with this amazing mod?

http://fallout3nexus.com/downloads/file.php?id=13690

Really great idea to include in game some human based creatures which got failure with FEV mutation or didn't get it right.


CIB also has some other creatures like different shaped supermutants, deathclaws. Could make more variety :)
User avatar
Laura-Lee Gerwing
 
Posts: 3363
Joined: Fri Jan 12, 2007 12:46 am

Post » Fri Feb 18, 2011 7:32 pm

I also had this crash in cargo hold. Here's my load order to see what we have in common.

My load order:
Fallout3.esmZeta.esmCRAFT.esmCALIBR.esmFO3 Wanderers Edition - Main File.esmMart's Mutant Mod.esmDarNifiedUIF3.espCRAFT - Activation Perk.espFO3 Wanderers Edition - Main File.espFO3 Wanderers Edition - DLC Mothership Zeta.espMart's Mutant Mod.espMart's Mutant Mod - DLC Zeta.espMart's Mutant Mod - FWE Master Release.espmerged.esp

User avatar
priscillaaa
 
Posts: 3309
Joined: Sat Dec 30, 2006 8:22 pm

Post » Sat Feb 19, 2011 1:22 am

For those, who have crashes in cargo hold with new MMM installed- temp. fix, which disable veil.
https://docs.google.com/leaf?id=0BzMBsweZwpWdZmE1MjUyMjUtZDQyZi00YmE5LWI3MTItOGE5MWQ2ZDg2YTRh&hl=ru
This fix must be loaded before entering cargo hold first time
User avatar
Jay Baby
 
Posts: 3369
Joined: Sat Sep 15, 2007 12:43 pm

Post » Sat Feb 19, 2011 7:18 am

Nothing changed. You can take a look onto load order example here
https://sites.google.com/site/fo3wanderersedition/faq
No problems with Project Beauty too- you can use old FOIP patch



Thx for an quick answer, happy to hear this :celebration:
User avatar
My blood
 
Posts: 3455
Joined: Fri Jun 16, 2006 8:09 am

Post » Sat Feb 19, 2011 6:34 am

I dont suppose its too much to ask for this to be compatible with fook 2 beta 2? For all us fook 2 users out there :wink_smile:
User avatar
Robert
 
Posts: 3394
Joined: Sun Sep 02, 2007 5:58 am

Post » Sat Feb 19, 2011 12:42 am

I dont suppose its too much to ask for this to be compatible with fook 2 beta 2? For all us fook 2 users out there :wink_smile:
:facepalm:
I don't suppose it's too much to ask for people to open their eyes and not their mouth? http://www.fallout3nexus.com/downloads/file.php?id=4968.
I don't suppose it's too much to ask for you to be a bit more patient, and wait for the masters to update their stuff? :stare:
User avatar
Chloé
 
Posts: 3351
Joined: Sun Apr 08, 2007 8:15 am

Post » Fri Feb 18, 2011 11:38 pm

I don't suppose it's too much to ask that you look at the Fookunity since there is an updated CP by SpaceOden which I'm too lazy to link you to?
Because asking for a FOOK2-MMM6 CP *can* be too much, since things like FOOK2's AMPUTATE should be disabled.
User avatar
Lavender Brown
 
Posts: 3448
Joined: Tue Jul 25, 2006 9:37 am

Post » Sat Feb 19, 2011 4:55 am

Is a new patch needed for people who use FWE and Project Beauty? Or is that patch for FWE you provided all we need?
User avatar
Lawrence Armijo
 
Posts: 3446
Joined: Thu Sep 27, 2007 7:12 pm

Post » Fri Feb 18, 2011 5:06 pm

Is a new patch needed for people who use FWE and Project Beauty? Or is that patch for FWE you provided all we need?

The last
For project beauty you can use old FOIP patch
User avatar
April D. F
 
Posts: 3346
Joined: Wed Mar 21, 2007 8:41 pm

Post » Fri Feb 18, 2011 11:06 pm

hey martigen. are you still going to add the stalker monsters?
User avatar
Britta Gronkowski
 
Posts: 3475
Joined: Mon Apr 09, 2007 3:14 pm

Post » Fri Feb 18, 2011 11:28 pm

I'm not sure if they'd fit too good into Fallout. Bloodsvckers and pseudo giants are scray, but they are ukranian mutants :D Though that fast moving zombie with really long arms (removed monster re-added by mods) could make a good new ghoul type.
User avatar
Victor Oropeza
 
Posts: 3362
Joined: Sun Aug 12, 2007 4:23 pm

Post » Fri Feb 18, 2011 7:46 pm

Personally, I'm not a fan of the Stalker mutants add on and IF they would be added I would surely hope it's regulated via menu or plug in to not have them in my game. In my opinion, they don't fit Fallout 3 at all.
User avatar
Kaylee Campbell
 
Posts: 3463
Joined: Mon Mar 05, 2007 11:17 am

PreviousNext

Return to Fallout 3