[RELz] Mart's Mutant Mod 1.0 RC 1

Post » Wed Aug 19, 2009 7:31 am

Feral Ghouls raise question. they dont happen unless you use increased spawn?

Nope, due to the technique for raised ghouls 'replace' the original without destroying the spawn reference, increased spawns is required.


Great work, as usual. ;)

http://img4.imageshack.us/img4/3344/chompp.jpg. This is the Bloody Mess perk in action, but it looks like the monster has attacked and killed something, instead of the other way around. ;) It appears "dismemberment" isn't working on them.

Dang, it should do. Will check that, thanks. Will get Zenl onto it if it's not working.

Fwiw, I updated/installed RC1 on a VERY sick/unstable F3 install... and it fixed most of my stability problems.

Good to hear!


None of the Feral Ghouls are re animating for me.

Also I am getting 3x the loot drop per ghoul using the latest updated esps.

Ok will check on the loot. For the ghouls I tested raising extensively. Anyone else not seeing ghouls raise?

BTW a definition -- you won't 'see' them raise in front of you, they'll only do it after a randomised short period (less than a minute), if you're at least a short distance away, and you're not looking. Again due to resurrection issues in Fallout 3 compared to Oblivion, enemies can't be 'raised' without falling through the floor mesh, hence 'new' ones are spawned in place of the 'old' to emulate a raised creature -- and for MMMF3 I use a system to determine what the original was and use an identical replacement (right down to which limb is missing).

Just a note on your load order -- ACE is a buggy mod, don't recommend using it. And load MMMF3 last, no exceptions. Not sure without looking, but ACE or Burnification (which also had some bug reports) may conflict with MMMF3 scripts (doing things like raising).


First of all, thanks to everyone behind MMM, FWE and all the other, sort of related, mods that have expanded the world of F03 so far...

Wait for an MMMF3 FWE + Primary Needs update from Mez in the FOIP packages.


I have just started a new game with this version installed + XFO. I got to the elementary school and underground where the ants spawn, the ants are unhittable, my followers and I cannot hit them unless I use grenades or get extremely lucky in shooting. Even in Vats it says 95% but I still miss every shot. I heard there was a problem with this before and on the previous version of MMMF3 i didnt have this problem. Any solutions?

Gah. This bug (no pun intended) just won't go away. Firstly -- I've never been able to duplicate it, I can always hit the ants. Secondly, in RC1 I removed practically all MMMF3 functionality from them, to ensure we weren't getting any weird bugs like the unkillable Raider bug (which was a function of the vanilla placement records for the given Raiders, not an issue with MMMF3 per se). The next step is not touch them at all and leave them completely vanilla, which would kinda svck (no size scaling, stats, loot based on size, corpse flies, and wounding when it's done).

I'll take another look, but it may be an unfixable bug. Out of interest, anyone else have problems hitting the ants in the school, with new or old character saves?


You've not had any problems with Pitt, have you?

Nope, haven't installed it!
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Marcin Tomkow
 
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Post » Wed Aug 19, 2009 7:50 pm

For oblivion you actuall had the same creature(zombies) ressurected didn't you? That was some freaky stuff!

Edit: Do you plan to release something similar to your "natural wildlife" module for oblivion where not everything has a grudge against the player?
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Loane
 
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Post » Wed Aug 19, 2009 2:46 pm

great... I did not want increased spawns because I dont play too hardcoe (whatever weapons my character finds, no downloaded companions). But I want ghouls that come back to life! Time to get me a personal assistant and some more ammo.
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Meghan Terry
 
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Post » Wed Aug 19, 2009 6:27 am

Like Mart mentioned earlier you can reduce the spawn increase to 1 and that'll do.
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Chloe Mayo
 
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Post » Wed Aug 19, 2009 5:13 pm

Fine update but i have one question: what's the FOV you're using on those screenshots Mart? Because when i use more than 95.2000 for a 16:10 resolution (1280x800) it bugs up optic sight's on weapons :(
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lolli
 
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Post » Wed Aug 19, 2009 11:10 am

Thanks Slouchy and Solaraa :)


She does, doesn't she?

I've just noticed she has a habit of keeping you down with her knockback, already tweaked this for the next release to occur less often. For now, make sure you have companions with you if you meet her :)



Yes. A true armless variant, in every way -- VATS (can't target missing limb), combat (won't swing missing arm), statistics (reduced abilities due to missing limb), animation (no animations involving missing limb), even the underlying skeleton is limbless.



No you'll need to use an updated FOIP plugin. I don't have time to do them all right now, but since a lot of people use FOOK I'll make this one quickly now.

So, theoretically, a mod that makes enemies keep fighting even after getting dismembered could be possible? Or well, not as much fighting as trying to keep themselves up :P
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Heather Stewart
 
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Post » Wed Aug 19, 2009 10:41 am

Like Mart mentioned earlier you can reduce the spawn increase to 1 and that'll do.


So if I set the increased spawns Min and Max both to 1, I can keep the number of enemies close to vanilla but still have the ghoul raise ability, correct?, and can I do this just in the GECK or does it have to be in FO3Edit?
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Josh Sabatini
 
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Post » Wed Aug 19, 2009 1:09 pm

good call Martigen. I will strip out the two mods. Any recommendation on an injury mod that works while we wait for your wounding effects :)
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Isaac Saetern
 
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Post » Wed Aug 19, 2009 7:39 am

good call Martigen. I will strip out the two mods. Any recommendation on an injury mod that works while we wait for your wounding effects smile.gif

[2]

Hey Martin,the sound's folder is labeled sounds,it wasn't meant to be sound?
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Rebecca Clare Smith
 
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Post » Wed Aug 19, 2009 8:13 am

[2]

Hey Martin,the sound's folder is labeled sounds,it wasn't meant to be sound?


He mentioned it somewhere that he's aware of the mistype and will fix it on the next release. In the meantime, just extract that folder to your "sound" folder or if you don't already have one, simply rename it back to "sound" when it's extracted.
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Samantha Jane Adams
 
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Post » Wed Aug 19, 2009 8:38 pm

Ok so just a follow up on some previous posts:


http://img4.imageshack.us/img4/3344/chompp.jpg. This is the Bloody Mess perk in action, but it looks like the monster has attacked and killed something, instead of the other way around. ;) It appears "dismemberment" isn't working on them.

Tested in game again, dismemberment is working fine for them. I wonder if it's related to Bloody Mess, or another mod? Note there's no complete gibbed to bits dismemberment for the Wanamingos, but their arms and legs can be dismembered.

None of the Feral Ghouls are re animating for me.

Also I am getting 3x the loot drop per ghoul using the latest updated esps.

Just ran through some tunnels now, raising most definitely works *still shaking from getting surprised* :)

You're right about the loot -- it's set at 2x with a 33% chance of none of each, I've restored this to 1x for the next release (specially with increased spawns, it's not like you need it).


And onto new replies:

hey mart any plans to add trogs to the lvl list?

Not at the moment, would require Pitt etc. May do a module later, but time is short for modding atm.


For oblivion you actuall had the same creature(zombies) ressurected didn't you? That was some freaky stuff!

Edit: Do you plan to release something similar to your "natural wildlife" module for oblivion where not everything has a grudge against the player?

The Natural Selection factions plugin already does that, but not to the same degree.


Fine update but i have one question: what's the FOV you're using on those screenshots Mart? Because when i use more than 95.2000 for a 16:10 resolution (1280x800) it bugs up optic sight's on weapons :(

I've got a 27" widescreen monitor (so screenshots are taken in 1920x1200, then I resize them to 1600x1000 to save space). May have tweaked the FOV a while back but can't remember :o


So, theoretically, a mod that makes enemies keep fighting even after getting dismembered could be possible? Or well, not as much fighting as trying to keep themselves up :P

Yeah :) That's why there's no 'legless' variants, because there are no anims for 'dragging self along floor'. But I did go as far as to make variants with both arms missing. Feral Ghouls that are completely armless will run from you because, lets face it, they can't harm you and they know it :)


So if I set the increased spawns Min and Max both to 1, I can keep the number of enemies close to vanilla but still have the ghoul raise ability, correct?, and can I do this just in the GECK or does it have to be in FO3Edit?

Yes and Yes. But note the requirement for Increased Spawns isn't like a toggle which enables raising, it's a function that the raising will only occur with spawns created by Increased Spawns. So if you reduce the Increased Spawns max you'll get raising, but not very often because not many Increased Spawns placed Feral Ghouls are appearing. Make sense?


Hey Martin,the sound's folder is labeled sounds,it wasn't meant to be sound?

Yes, this should be 'Sound'. This was covered back on page 1 of this thread.


Finally -- can I get some feedback on the new features? How is raising working out for you? The new Gargantuan model and attacks? The Behemoth and Matriarch knockback? The Night Ghoul Eyes? Fireflies? etc. Tell me stories too, it's why I do this you know? :) (specially when I don't have any time to play atm :/)
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Saul C
 
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Post » Wed Aug 19, 2009 8:54 am

Can someone help me.
Is there an another link to download this mod, I really enjoy it, and would to love to download it but my internet seems to cut out and start up again, there are some sites that allow you to download if you still have the ".part" file is this mod on any other site I can try?
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Roberta Obrien
 
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Post » Wed Aug 19, 2009 12:08 pm

Just ran through some tunnels now, raising most definitely works *still shaking from getting surprised* :)


That was indeed a nasty surprise, being cornered on the Burnmaster tunnel with nothing else left to deal them with, with increased spawns and feral ghoul rampage, ghouls rising everywhere.. :cold:

Lesson learned, now i shoot their heads off after looting them :goodjob:
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Emma-Jane Merrin
 
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Post » Wed Aug 19, 2009 11:02 am

So if I set the increased spawns Min and Max both to 1, I can keep the number of enemies close to vanilla but still have the ghoul raise ability, correct?, and can I do this just in the GECK or does it have to be in FO3Edit?

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)).


That was indeed a nasty surprise, being cornered on the Burnmaster tunnel with nothing else left to deal them with, with increased spawns and feral ghoul rampage, ghouls rising everywhere.. :cold:

Lesson learned, now i shoot their heads off after looting them :goodjob:

Good to hear :)
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Crystal Clear
 
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Post » Wed Aug 19, 2009 11:19 am

I installed this last night, and haven't run into any ghouls yet, but my level three character has had a few wanamingo run-ins out in the wastes. Those things are downright terrifying! They come at you fast and hit hard, and I'm almost as afraid of them as I am of yao guai. I came across one super mutant encampment that had a floater, but I didn't have to fight it much because I managed to blow up a nearby pickup truck and took most of them out. Also, the geckos are pretty cute!
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Lexy Corpsey
 
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Post » Wed Aug 19, 2009 10:25 am

MMM for Oblivion was an absolute must have for me, and it seems you have done it again for Fallout 3 :). This mod makes the wasteland feel much more alive and dangerous :o


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?
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Jonathan Montero
 
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Post » Wed Aug 19, 2009 2:01 pm

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

I took my new char mole rat hunting behind Megaton and ended up with 15-20 dead ghoul variants.
They look good. :)

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?

Tested in game again, dismemberment is working fine for them. I wonder if it's related to Bloody Mess, or another mod? Note there's no complete gibbed to bits dismemberment for the Wanamingos, but their arms and legs can be dismembered.


Ack.. your fast. lol.

My apologies, the word 'dismemberment' was the wrong choice. Sorry to waste your time on that.
It was the "gibbed to bits" effect I was referring to. :)

For the amount of "gib" left vs how pristine the Wanamingo corpse looked after the attack, that is what I was commenting on. :)
I got a kick out of that pic I posted because of the flying eyeball gib parts.
Though I don't know F3 Cannon well, I didn't think Wanamingos had eye balls. ;)

Again, incredible work and thanks for the Do you do so well. :coolvaultboy:
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sw1ss
 
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Post » Wed Aug 19, 2009 7:33 pm

Awesome mod. Thanks for all your hard work on Fallout and Oblivion Martigen.


Something I would really like to see is respawning ammo boxes and container contents to go along with the optional respawning cell mod included with MMM. It would be nice if it was FOOK and MMM compatible.

Some one created a mod just like this except its not FOOK or MMM compatible.
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CHANONE
 
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Post » Wed Aug 19, 2009 4:05 pm

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.

Great mod. Thanks
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Chantelle Walker
 
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Post » Wed Aug 19, 2009 5:38 pm

I can't wait to see what other wonderful freaks of radiation come out in the next release! Is it possible to create aquatic creatures? I know mirelurks are amphibious, but what about strict water bound creatures? Or maybe the giant leeches or mutant alligators from Van buren.... :liplick:

Also, Zenl is considering creating a couple of creatures I requested: A werewolf-esque creature (think a cross between vicious dog and mirelurk-evolution!) and hairy deathclaws from Fallout Tactics.

Keep in mind that Zenl Has not promised/done anything, but I'm Giving permission to use it in a future update, should the creatures be completed, and should you be interested.
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Rudi Carter
 
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Post » Wed Aug 19, 2009 1:18 pm

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.
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Dalton Greynolds
 
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Post » Wed Aug 19, 2009 5:09 pm

Something I would really like to see is respawning ammo boxes and container contents to go along with the optional respawning cell mod included with MMM. It would be nice if it was FOOK and MMM compatible.

http://www.fallout3nexus.com/downloads/file.php?id=2519 is compatible with MMM as far as I can tell.
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Silencio
 
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Post » Wed Aug 19, 2009 6:13 pm

Thank you Martigen for all your fine work. This new release seems stable and polished enough for me to start a new game but I tried to download the file from Nexus for several days and the download always reset around 30 to 50% (argh !).

Is it possible for you Martigen to upload your mod to a mirror site for us people with poor internet connection :( ? That will be really appreciated.
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Andrew
 
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Post » Wed Aug 19, 2009 1:56 pm

-snip-
Yeah :) That's why there's no 'legless' variants, because there are no anims for 'dragging self along floor'. But I did go as far as to make variants with both arms missing. Feral Ghouls that are completely armless will run from you because, lets face it, they can't harm you and they know it :)
-snip-

Well... what about "Come back here! I'll bite your head off!"? ;)

Love the new additions Mart (and everyone else), wonderful job.
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Yvonne
 
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Post » Wed Aug 19, 2009 10:00 am

So what's new compared to 4th Beta?

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?
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JUDY FIGHTS
 
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