NOW WITH MORE MENU!
PIC: http://members.iinet.com.au/~amills/MMMF3-Menu1.jpg
PIC: http://members.iinet.com.au/~amills/MMMF3-Menu2.jpg
::: http://members.iinet.com.au/~amills/MMMRC6-Beta2.zip
NOTE: This applies on top of http://www.gamesas.com/index.php?/topic/1069335-relz-marts-mutant-mod-10-rc-50-2/
For those using FWE, an updated FOIP MMM FWE plugin:
::: http://members.iinet.com.au/~amills/MMMRC6-B2-FOIPFWE.zip
NOTE: if you set MMM settings through the FWE menu, it's recommended you check and re-set them through the new MMM menu, which the above plugin automatically enables.
::: RC6 Beta 2 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 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 -- in-game Pipboy menu system!
- Added New Feature -- Body Part Amputation (inspired by Cipscis' Amputate!)
- Added New Feature -- Soft Unleveling
- Added New Wastelander Ghoul variants
- Added New Globals: MMMzSoftUnleveler, MMMzPlayerScaling
- 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 mimium 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)
- Gooification now destroys all body parts, meat and flesh -- Goo and Ash piles are just goo and dust
- 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 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: Soft Unleveler, Soft Unleveler hardcoe, Dynamic Player Scaling
::: General Notes
::: Night Ghoul Vision -- Should now work as intended. Finding it hard to see in the dark at night when you're a young whipper-snapper before you get power armor (or have your batteries run out?) Chow down on some munchy crunchy Night Ghoul eyes to beat the Night Ghouls at their own game! Taste's like chicken.
(Note: if you were experiencing the night ghoul eyes bug in previous versions, it's best to ensure no remants of the old system are left behind -- do a clean save (save inside somewhere with no NPCs or creatures, quit, de-select MMM, load and save, quit, re-enable MMM))
::: Gooification and Disintegration -- Gooification and Disintegration now destroy all meat, flesh and body part loot (which, if you think about it, is really how it should be). However, this doesn't apply to other lootable items: weapons, ammo, armor etc. Question is -- do you want it to apply? Should a Disinitegrated NPC leave an Ash pile without absolutely nothing in it, or should you still be able to loot weapons and ammo etc? Let me know what the general consensus is, this feature can be relatively easily added, but there may be reasons (feedback from FWE and FOOK users here especially) where this may be a bad idea?
::: Recommended load order -- In general, with some of the changes over recent versions, I thought I'd update a list of modules I'd recommend for use in your MMM experience at a minimum:
- Mart's Mutant Mod - DLC plugins (for the DLCs you use)
- Mart's Mutant Mod - Natural Selection
- Mart's Mutant Mod - Tougher Traders*
- Mart's Mutant Mod - Zones Respawn
- Mart's Mutant Mod - Mutant Mod Menu
(*if you don't use any other mods that beef up traders)
And, in the menu, set at least Increased Spawns to 1-3, and the Soft Unlevler to 12%. I may make this a default setting by the final release of RC6. For old style configuration (if you don't want to or can't use the menu) as a minimum:
- Mart's Mutant Mod - DLC plugins (for the DLCs you use)
- Mart's Mutant Mod - Increased Spawns
- Mart's Mutant Mod - Natural Selection
- Mart's Mutant Mod - Tougher Traders*
- Mart's Mutant Mod - Zones Respawn
- Mart's Mutant Mod - Soft Unleveler
if you use FWE then Natural Selection, Tougher Traders, and Zones Respawn are included in the FOIP FWE-MMM plugin. And now, so is the menu (or rather, the plugin simply turns it on). This means your FWE load order for MMM should look like:
- Mart's Mutant Mod - DLC plugins (for the DLCs you use)
- Mart's Mutant Mod - FWE Master Release
You can then configure both MMM and FWE settings from your Pipboy.
::: New Features
::: New Menu system! -- Yes, finally, you too can configure MMM to your heart's content through the comfortable interface of the Pipboy! Just click to 'Apparel' and you'll find an option to launch the MMM Configuration panel. Huge thanks go to Mezmorelda and the FWE team for building this and allowing me to integrate it into MMM. The menu system now has some updated descriptions, and includes the new features added by RC6. Note: The first time you load your game with the menu plugin loaded, it takes 15 seconds before you'll see the option in your Pipboy.
NOTE: Load the menu plugin, or use the range of optional .esp modules, but not both to configure MMM. (Well, you could technically use both but only if the menu plugin loads after all the optional plugins, without exception, or your game may explode).
Also, you'll notice a swanky icon in the Pipboy for the menu. This is a wonderful piece of art by Darkugh, however my expertise with The Gimp to turn it into an icon may not be ideal. If you want to improve upon this, let me know.
::: Body Part Amputation -- Removing tails, teeth, hands, eyes, horns etc from creatures will destroy that particular body part on removal. Additionally, bodyparts destroyed during combat are no longer lootable -- if you blow off a MoleRat's head, you can't loot its teeth.
::: Soft Unleveler -- Provides a chance for a encounter from any level, regardless of player level. It helps to make the game more challenging (and rewarding, if you take down foes much bigger than you) and to provide a less linear experience as you level (where you're often reminded that you've gained a level because a new type of creature suddenly starts appearing). Note: This function only works if Increased Spawns are active, and the chance is applied for each enemy spawned. Default is 0 (disabled), the Soft Unleveler plugin sets this to 12%, Soft Unleveler hardcoe to 25%.
::: Dynamic Player Scaling -- Dynamically scales difficulty during the game as the player gains in level. The scaling applies only to the influence MMM has on your game: globals for Increased Spawns, Behemoth Chance, Feral Ghoul Raise and Soft Unleveling are gently increased as you level. DPS works by applying an incremental bonus dervied from the player's level, and can be adjusted to whatever value you want. Values between 4-6 are probably ideal. The Dynamic Player Scaling plugin uses 6 by default. To use other values edit the .esp directly, or use the new in-game Pipboy menu which provides values for 4, 5 and 6. To see how DPS would affect your game, see this table:
DPS -- 4 MMMzBehemothChance [2] | MMMzIncreasedSpawnsMax [3] | | MMMzFeralGhoulRaiseChance [50] | | | MMMzSoftUnleveling [12] | | | |Player level 2 -- 2%, 1-3, 50%, 12%Player level 4 -- 3%, 1-4, 55%, 14%Player level 8 -- 4%, 1-5, 60%, 16%Player level 12 -- 5%, 1-6, 65%, 18%Player level 16 -- 6%, 1-7, 70%, 20%Player level 20 -- 7%, 1-8, 75%, 22%Player level 24 -- 8%, 1-9, 80%, 24%...DPS -- 5 MMMzBehemothChance [2] | MMMzIncreasedSpawnsMax [3] | | MMMzFeralGhoulRaiseChance [50] | | | MMMzSoftUnleveling [12] | | | |Player level 2 -- 2%, 1-3, 50%, 12%Player level 5 -- 3%, 1-4, 55%, 14%Player level 10 -- 4%, 1-5, 60%, 16%Player level 15 -- 5%, 1-6, 65%, 18%Player level 20 -- 6%, 1-7, 70%, 20%Player level 25 -- 7%, 1-8, 75%, 22%...DPS -- 6 MMMzBehemothChance [2] | MMMzIncreasedSpawnsMax [3] | | MMMzFeralGhoulRaiseChance [50] | | | MMMzSoftUnleveling [12] | | | |Player level 2 -- 2%, 1-3, 50%, 12%Player level 6 -- 3%, 1-4, 55%, 14%Player level 12 -- 4%, 1-5, 60%, 16%Player level 18 -- 5%, 1-6, 65%, 18%Player level 24 -- 6%, 1-7, 70%, 20%...
Note: The above assumes both Increased Spawns and Soft Unleveling is enabled. The Increased Spawns maximum modifier applies only if Increased Spawns or Increased Increased Spawns is loaded. Keep in mind all bonuses are on top of the initial base value -- i.e if you have Feral Ghoul Raise set to 75%, then at DPS level 12 it will be on 85%.
Please have a play and test. As usual resting inside for 4 days (or 8 with FWE) is recommended, or if you have any stability problems do a clean-save with MMM. Let me know what you think good values would be for the Soft Unleveler, or any tweaks to the Dynamic Player Scaling (other game or MMM variables, for instance).
Still to come for RC6 (quoting from previously):
Still on the books are the Wounding plugin (which I started by adding pools of blood forming from corpses on death, but abondonded it as static textures don't wrap to the environment and decals can't be resized (which is how the pool 'grows' from underneath a corpse). However the code is essentially complete if we can find a better system) and the Combat Detection. I understand Mez and the FWE team have made Realistic Kill Responses, so it's less imperative for the moment. Realistic Kill Responses requires FOSE, which isn't an issue, but the system in MMM will work without it for those that don't like/can't use FOSE. It will be toggable, so you can use MMM's system or Realistic Kill Responses.
Oh, and Sesom's Iguanas In fact, I'll probably add them next before the Robot variants.