[RELz] Mart's Mutant Mod 1.0 RC 1

Post » Wed Aug 19, 2009 8:28 pm

I just payed a visit to Dunwitch House and I'm scared [censored]less! The raising Ghouls are pretty creepy.
Never turn your back on them!
I have a question though, do they have a raising "animation"? Because I have never seen one raise... They are always resurrected when I look the other way.
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Naomi Ward
 
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Post » Wed Aug 19, 2009 5:46 pm

Zombie raise is made by actor-replacing, it's made when you look away because you can't place an actor in the same position as other, so can't have raise animation :(
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Tania Bunic
 
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Post » Wed Aug 19, 2009 3:56 pm

Apologies if this was posted already, but in RC1 robots you unleash (say from the supermarket or in the subway tunnel), while they do their patrol, they won't actually fight any enemies, nor will the enemies shoot at them
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Sun of Sammy
 
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Post » Wed Aug 19, 2009 8:44 pm

I just payed a visit to Dunwitch House and I'm scared [censored]less! The raising Ghouls are pretty creepy.
Never turn your back on them!
I have a question though, do they have a raising "animation"? Because I have never seen one raise... They are always resurrected when I look the other way.

Zombie raise is made by actor-replacing, it's made when you look away because you can't place an actor in the same position as other, so can't have raise animation :(

I just had a thought about this very minor issue. Is it possible to knock the new ghoul down on the floor immediately after spawning? Thereby allowing the player to see it stand up (if he/she faces the ghoul directly after spawning that is). It would at least add a slight possibility of actually seeing one "coming back to life". If the "knockdown-time" can be extended you wouldn't have to face it directly after spawning either, you may even have a chance of seeing the cursed thing move around a little on the ground before it actually rises, giving the option to "put it out of it's misery" :)
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Becky Palmer
 
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Post » Wed Aug 19, 2009 12:51 pm

I've noticed that the Glowing Ones still explode after death even when they're turned into a pile of ash. I dunno about gooification since I don't have any plasma weapons on my current character, but I'd assume it's the same with that as well. It's a minor issue, but still kinda strange and I figured you might wanna know about it. You've done an awesome job with this mod and I can't wait for the next release.
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Soph
 
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Post » Wed Aug 19, 2009 2:43 pm

Since this mod is on the large side, FOMM appears to lock up while it is being installed. I have created an installation script to fix this that does the following:
  • Checks for archive invalidation being activated and if it isn't, warns the user and allows him/her to abort the install and activate it before anything is installed
  • Shows a dialog that allows you to select a single Increased Spawns plugin if you wish, as well as any combination of the optional plugins you want
  • Displays a progress dialog as the mod is being installed
  • Allows the user to cancel installation at any point

I still have to work on cleaning up files that may have been installed if the user decides to cancel during the actual install process, but I should be able to finish that tonight after I get home from work. Would you be interested in this script so that you could add it to official releases?

Yeah absolutely, send it through.


Question: Just how does the "raised ghoul" effect look.
I may have seen it already, but not noticed it...

Do raised ghouls just kind of fade into existence, like it appears when you resurrect any critter via console, or is there some special visual effect?

They appear when you're not looking, and only when you're not looking :)


Was starting just doing the superduper mart and the protectron no longer attacks the raiders, even after you present the id. And the raiders do not attack the protectron. I think that Marts is the only mod that I am running that effects factions.

Thanks for the report, I think I know what's wrong, will fix for the next update.


Awesome mod, I just have one comment about the extra ghoul rampage plugin.

I think a weaker ghoul version of this mod would be great. I love fighting 50 ghouls, but every time I do it I am totally out of ammo by the end. Each Ghoul is just as strong as a regular ghoul, making for a very tedious battle. I imagine tweaking it would make it closer to a Left4Dead zombie experience, wave upon wave of weak zombies. They challenge you in numbers, not in individual strength, which is always a fun gameplay mechanic.

Just a thought. I imagine I could just mod it in myself but I figure others may find it a fun idea.

This is easy enough to do -- what does everybody else think? If you load the Feral Ghoul Rampage you not only get many more ghouls, but their health is also reduced?


I saw the gargantuan screenshot in EvergMills kicking raider ass. In my game, gargantuan is a good friend of the raiders and won't even touch them. What gives?

The EvergreenMills Gargantuan is literally identical to the original Behemoth in terms of what's in the GECK, all that's changed is the source template for model/stats and script (which only contains the Behemoth counter in vanilla). It uses the same EvergreenMills AI settings as the original. In the dozens of test I've done there it's responded and attacked the raiders everytime I open the gate, so I have no idea why it didn't respond for you and Slochy. Can you do the following for me (and you too Slochy):

* disable all mods but MMM
* start a new game (from start, not a save at vault)
* once out of the vault, bring down the console
* type 'coc evergreenmillscity'
* let the Garg out of his cage

And let me know what happens. If you're getting killed too quickly by the raiders first before you can see what happens with the Garg, type 'tgm' in the console so you don't get killed.


I just had a thought about this very minor issue. Is it possible to knock the new ghoul down on the floor immediately after spawning? Thereby allowing the player to see it stand up (if he/she faces the ghoul directly after spawning that is). It would at least add a slight possibility of actually seeing one "coming back to life". If the "knockdown-time" can be extended you wouldn't have to face it directly after spawning either, you may even have a chance of seeing the cursed thing move around a little on the ground before it actually rises, giving the option to "put it out of it's misery" :)

This is a good idea :) I can give them a knockback when they spawn, I'll add it and see how it looks.


I've noticed that the Glowing Ones still explode after death even when they're turned into a pile of ash. I dunno about gooification since I don't have any plasma weapons on my current character, but I'd assume it's the same with that as well. It's a minor issue, but still kinda strange and I figured you might wanna know about it. You've done an awesome job with this mod and I can't wait for the next release.

Ah I didn't think of that -- thanks for the report, will add a check for gooification and not trigger the death if true.
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Sara Johanna Scenariste
 
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Post » Wed Aug 19, 2009 7:02 am

They appear when you're not looking, and only when you're not looking :)

This is easy enough to do -- what does everybody else think? If you load the Feral Ghoul Rampage you not only get many more ghouls, but their health is also reduced?


Thanks for the explanation. :)
Btw, can a ghoul still be raised if the corpse is missing a leg or head? (This may be a spoiler question).

As for the health levels...
I'd like the option of weaker/stronger ghouls.
Consider adding an additional optional .esp.

I think they seem to be ok now. I like having to be a bit worried when I see a pack of Ghouls.
Ammo conservation is now an issue as well as how much damage I can take when swarmed. :)

I think optional .esp is the way to go since the community ranges in play style.
What may be hard for me will be considered a cake walk for more dedicated FPS style players.

I use JS Blacks Crysis Suit mod and the weapons that come with it. I find the strong weapons to be a good balance for me against ghouls right now.
Glowy Ones are a bit tough to put down, but the others seem ok.

I have a 45sec 315MB .avi if anyone is interested. Can't figure out how to get it up on YouTube yet (browser crashes or it never finishes uploading).

Also, I forgot to ask yesterday... What is the reported compatibility issue with the http://www.fallout3nexus.com/downloads/file.php?id=3449?
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Lauren Dale
 
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Post » Wed Aug 19, 2009 12:12 pm

-snip-
This is a good idea :) I can give them a knockback when they spawn, I'll add it and see how it looks.

:) Hopefully the actual "fall" will happen quick enough to avoid it being shown, walking into a room full of Ghouls that suddenly fall backwards would be a little odd...

-snip-
Btw, can a ghoul still be raised if the corpse is missing a leg or head? (This may be a spoiler question).
-snip-

As far as I understood it, they can only "survive" blown-off arms, but Martigen has the better answer.
I have a followup question on this: Does it make any difference when the head/legs are blown off? I mean must they die by "exploding head/leg", or can I mutilate their bodies post-death to stop them from rising?
(when thinking about this I'm not even sure it is possible to blow off limbs from already dead actors/creatures?) (when thinking about it some more I think I don't want it to be possible to stop them from rising by cutting up their bodies... I'm afraid my character would turn into something rather dark and sinister if he goes around making ghoul slushy all day long...)
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louise fortin
 
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Post » Wed Aug 19, 2009 10:59 am

Hello everyone,

I have some questions if you don't mind.

Can MMM be used together with The Pitt and Operation Anchorage and Unofficial Fallout 3 patch? I'm just curious as I don't want to mess anything up.

Cheers.
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Neko Jenny
 
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Post » Wed Aug 19, 2009 9:04 am

Nope, they dont raise if headless or legless. Unless any of ye wants to do a one-leg hopping set of animations, or crawling ones.
Post-Post-mortem mutilation also stops them from raising. So *should* ashing or gooification.


ElectricMessiah, use something like VLC to convert and shrink your video. Got a 200 meg one i made with fraps down to less than 8 megs and still acceptable youtubeish quality.


And please, optional weaker ghouls. Simply because i want to mow them down with a minigun and see the corpses pile.
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Claire Jackson
 
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Post » Wed Aug 19, 2009 8:31 pm

Hello everyone,

I have some questions if you don't mind.

Can MMM be used together with The Pitt and Operation Anchorage and Unofficial Fallout 3 patch? I'm just curious as I don't want to mess anything up.

Cheers.


well, i use it. have both dlc and have no problems. this is because MMM doesn't "work" in the pitt and anchorge.
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Umpyre Records
 
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Post » Wed Aug 19, 2009 5:45 pm

Thanks, jacobd. Just wanted to make sure.

I understand that there are also no problems with this unofficial f3 patch?

Cheers.
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SEXY QUEEN
 
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Post » Wed Aug 19, 2009 2:49 pm

The EvergreenMills Gargantuan is literally identical to the original Behemoth in terms of what's in the GECK, all that's changed is the source template for model/stats and script (which only contains the Behemoth counter in vanilla). It uses the same EvergreenMills AI settings as the original. In the dozens of test I've done there it's responded and attacked the raiders everytime I open the gate, so I have no idea why it didn't respond for you and Slochy. Can you do the following for me (and you too Slochy):

* disable all mods but MMM
* start a new game (from start, not a save at vault)
* once out of the vault, bring down the console
* type 'coc evergreenmillscity'
* let the Garg out of his cage

And let me know what happens. If you're getting killed too quickly by the raiders first before you can see what happens with the Garg, type 'tgm' in the console so you don't get killed.

When making yourself friendly with the raiders through the console, I noticed the Gargantuan won't attack if you just flip the power switch and open the gate. It will attack the raiders if you blow up the power generator next to the gate. The mayhem was fun to watch from afar. :thumbsup:
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Davorah Katz
 
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Post » Wed Aug 19, 2009 5:27 pm

Just an update to my previous reply to this (see above) -- been a while since I wrote the Increasd Spawns equations and I forgot (!): the lowest you can set the Max to is 2, setting it to 1 is the same as 0 as far as the equations are concerned and will disable it.

So try 2 first. If this is too many extra spawns on average, you can reduce the chance further by setting a value between 1 and 2, like 1.5. However when editing the Max value in the GECK or FO3Edit you'll need to change the variable type from 'Short' to 'Float', otherwise it won't stick (and will get rounded to the nearst whole number -- either 1 (which will disable Increased Spawns) or 2 (the same as just setting 2)).


Quick follow-up question, what are the spawn chance percentages when I set the max to say 1.5 for example, when compared to the default 3 or even 2?, just curious. ;)
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Luis Longoria
 
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Post » Wed Aug 19, 2009 6:22 am

Hi again,

I'm about to start my game but I'm wondering if anyone could look at my load order and say if it is ok, or should I change something.

[X] Fallout3.esm[X] Anchorage.esm[X] ThePitt.esm[X] CALIBR.esm[X] FOOK.esp[X] Mart's Mutant Mod.esm[X] Unofficial Fallout 3 Patch.esp[X] Unofficial Fallout 3 Patch - Operation Anchorage.esp[X] Unofficial Fallout 3 Patch - The Pitt.esp[X] DarNifiedUIF3.esp[X] Slower Levelling - slower.esp[X] dD-Less Blood Time.esp[X] Auto Aim Fix v1.1.esp[X] MrSlackPants-DecentPipBoyLight.esp[X] Slower Degradation (-50%).esp[X] 10% Faster Moving.esp[X] GalaxyNewsRadio100[M].esp[X] Ammo Box Respawn.esp[X] RealFragGrenade.esp[X] SniperZooming.esp[X] Wasteland Weather Overhaul .9 (no interiors).esp[X] Burnification.esp[X] FleshBurningPlasma.esp[X] Water Bottles 3000.esp[X] Scenic_Loading_Background.esp[X] FOOK.esm[X] FOOK - Additional Power Armor Training.esp[X] FOOK - Test Container.esp[X] FOOK - Owned!.esp[X] FOOK - Tougher Enemies.esp[X] FOOK - Strength Requirements for Miniguns, Gatlings, 20mm Flak.esp[X] Mart's Mutant Mod.esp[X] Mart's Mutant Mod - FOOK.esp[X] Mart's Mutant Mod - Increased Spawns.esp[X] Mart's Mutant Mod - Natural Selection.esp[X] Mart's Mutant Mod - Hunting & Looting.esp[X] Mart's Mutant Mod - Tougher Traders.esp[X] Mart's Mutant Mod - Zones Respawn.esp[X] Mart's Mutant Mod - No Corpse Flies.esp


All mods are in their newest versions and I'm curious about Mart's Mutant Mod - FOOK.esp. The one in the loadorder is from the Fallout Interoperability Program, is it ok or should I put the one from the FOOK mod?

Thank you, cheers.
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Micah Judaeah
 
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Post » Wed Aug 19, 2009 8:40 pm

use the one uploaded latest (which i believe is the foip one).
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Jah Allen
 
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Post » Wed Aug 19, 2009 7:42 am

As far as I understood it, they can only "survive" blown-off arms, but Martigen has the better answer.
I have a followup question on this: Does it make any difference when the head/legs are blown off? I mean must they die by "exploding head/leg", or can I mutilate their bodies post-death to stop them from rising?


:) Clarification would be nice. I did read the blurb on how armless Ghouls will run from you because they don't have any way to attack (Head-butts anyone? No Karate kicks, please.)

@TGBlank: Thanks for the tip. PM'd on video tubishness. QFF (Quote For Fail). :)

@Mart: Fwiw, and I do hope this goes without saying... Specially since I said this fairly early on in the Oblivion MMM threads...
Your work (and team(s)) is great. If you were to announce that you would stop modding and MMM would not have any further progress, it is still incredible as is.
Not being a modder, I still understand that these big projects are almost never complete. If modders are anything like artists in the sense of "IT isn't done until IT tells me IT is done" then it may never be complet. But what is here is a treasure, so don't ever forget it. ;)

@Mart/Anyone who knows: What is the current incompatibility between MMM RC1 and Burnification mods?
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Rhysa Hughes
 
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Post » Wed Aug 19, 2009 6:34 am

I ran into a really weird issue today. Started a new char and noticed that many radroaches were invisible in the starting area! I went through my mods to try figure out which one caused this and only turning off MMM would make the radroaches visible again.

These are the mods i use:

More Where That Came From
Better NPC Repairs
Repair Rethought Reborn
Marts Mutant Mod
Sound Overhaul Mixtape
Type V Body Replacer

Turning everything off, radroaches visible. Turning everything on but MMM, radroaches visible. Turning MMM on radroaches invisible.

Hope someone got an answer to why this problem exists.
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Daniel Brown
 
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Post » Wed Aug 19, 2009 2:38 pm

You installed MMM wrong or didnt installed archiveinvalidation invalidated.
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djimi
 
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Post » Wed Aug 19, 2009 8:59 pm

You installed MMM wrong or didnt installed archiveinvalidation invalidated.


I have archiveinvalidation up and working. Reinstalling Fallout 3 + mods. I hope this will solve the radroach issue.



Found the problem, my mistake of course. By accident i removed a dir when installing another mod :violin:
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carley moss
 
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Post » Wed Aug 19, 2009 6:20 am

Low HP ghouls for the rampage would be great and help balance the ammo issue. Bigger swarms for the win!
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Charles Mckinna
 
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Post » Wed Aug 19, 2009 9:45 am

My thoughts.

I have not downloaded this yet: I am about to hit level 20 on my third, and best, playthrough. When I do, I intend to save it, keep that save untouched, then download it.

I anticipate a lot of fun playing it. But I foresee one difficulty.

It looks like no matter what level and unique weapons you may have, this mod will increase the difficulty of the player tremendously, even as it increases the playing and visual satisfaction.

So here's my two cents to the great modding team...for what it's worth.

Could you include in your mod a new, unique, buildable and customizable robot companion?

This robot companion will -

(1) use the "Mr Gutsy" method of propulsion.
(2) have two weapons pods that can hold either one big gun or two small guns each.
(3) be able to carry 300 pounds of weight. This may be used in the following ways..
3.1. The robot has a default 5% damage resistance. Every 3 pounds of scrap metal you load can be converted to 1% armour. So you could use up to 240 lbs of your weight for armour, to get a damage resistance of maximum 85%, and up to two fatmen (the heaviest weapons) in the two pods. leaving no weight to carry loot.
3.2. Or you could reduce your armour and weapon loadout and leave some weight to put your loot in.
(4) It will need sensor modules, fission batteries, and perhaps special parts from the robobrains (the processor? A mod should be made to place this part in all robobrains?) and the Gutsy (ditto, jet unit) to scavenge before building.
(5) If possible, a mod could be made to put another part in the radios scattered around the Wasteland. This when scavenged and put into our robot, will allow the robot to be operated remotely...you can see through the robot's eyes. The robot can now be ordered to scout ahead (but with a range limit) unlike any other companion, and it will be possible to shoot and loot from a distance. Expecially good for reconaissance into highly irridiated and mined areas (BTW IRL all armies are developing this type of robot already!)

My thoughts.

What do you guys think?
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Taylah Haines
 
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Post » Wed Aug 19, 2009 11:57 am

Yes, this is a mod that increases the difficulty, but there are several mods out there that lower the difficulty in one way or another. For example, you could use robco certified to build an army of minion robots for you, or use enclave commander, or use mods that add more sniper weapons and add bullet time mod, or even use a mod that lets you keep more than one companion with you.
Its really not the place of this mod to produce such things, mainly, because any time dedicated to that means less time for new awesome foes, and also makes the mod *touch* many more different things, making it more incompatible.
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Damian Parsons
 
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Post » Wed Aug 19, 2009 6:42 pm

Hey guys, what are the best places for a Super Mutant Gargantuan encounter? I'm dying to kill one to see how much awesome loot it drops with FOOK installed hehe...
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Chris BEvan
 
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Post » Wed Aug 19, 2009 10:41 am

Is there any way to get a mod such as "Type V Female Body and Armor Replacer" to work well with MMM, thinking of the female raiders for example?
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Rachyroo
 
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