[RELz] Mart's Mutant Mod 1.0 RC 1.1

Post » Wed Aug 26, 2009 2:16 am

heh, you named many reasons why I like MMM. Oh, well, different strokes, I suppose. :P I agree increased spawns is probably the #1 reason why I use MMM.

+1
But I also like differences and new creatures :)
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Spooky Angel
 
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Post » Tue Aug 25, 2009 8:46 pm

Okies,

For all the loyal thread followers, a prerelease of RC2. I'll explain why I'm releasing this early below, for now the changelog:

::: RC2-pre
  • Placed sounds in the correct directory!
  • Fixed Deathclaw Matriarch never dropping her horns
  • Fixed player Robots not attacking or being attacked
  • Fixed some 'No...' plugins not working as intended
  • Fixed Feral Ghouls with legs or heads missing still raising
  • Fixed Disintegrated or Gooified Feral Ghouls still raising
  • Fixed Disintegrated or Gooified Glowing One and Robots exploding
  • Fixed EvergreenMills switch not triggering Gargantuan (vanilla bug)
  • Added Feral Ghouls can now raise in realtime in front of you
  • Added Slavers to backup Grouse while Increased Spawns is enabled
  • Added Girdershade residents to No Attack for protection from wildlife
  • Added chance for Robots to explode on death in dozens of different ways
  • Added Pipboy icons and world models for all new MMMF3 loot (thanks Drag0ntamer!)
  • Added Corpse Flies given no collision and prevented showing up on radar
  • Added FireFlies given no collision and prevented showing up on radar
  • Reduced Giant Radscorpion chance by one third
  • Reduced Behemoth/Matriarch knockback effect to 50% chance for Player
  • Slightly boosted Floater health
  • Slightly boosted speed for cripple legged fleeing Wanamingos
  • Slightly reduced Feral Ghoul loot
  • Slightly reduced Radscorpion increased spawns
  • Updated Night Ghoul vision effect on player checks for current effect first

This also includes the juicy features http://www.gamesas.com/bgsforums/index.php?s=&showtopic=984810&view=findpost&p=14240248 except for the night perception changes and staggering, as I'm still working on these. There's also a new creature, but again he's disabled in the RC2-pre as there's a little bit more work to be done, and finally L0ki's FOMOD script will be used to create standard and FOMOD install versions for the final release.

So why upload this? I've made a fundamental change to how corpses from Increased Spawns are removed. It's kinda apples and oranges really, both methods have their pros and cons, but I think this one is slightly more efficient and possibly more stable, although when I say 'stable' be aware we're talking about perfectly functioning code in all situations regardless, and stability is about hoping to trigger less of the engine's own internal bugs as can be hoped (re: my previous post about needing to work around stupid quirks in the engine).

So please install this (with a backup savegame, of course), be sure to rest 4 days to let cells reset, and then just play as normal and see if Increased Spawns and cells resetting (so maybe rest 4 days again every now and then, and re-visit zones that you've cleared that respawn) works just the same as before.

In return for providing this feedback, you get all the other juicy features of RC2: Feral Ghouls raising realtime in front of you, Dragomtamer's excellent Pip-boy icons and world models for loot, the fix to the vanilla bug at Evergreen Mills (try flipping the switch now to let the Gargantuan out), the 'No...' plugins working as they should (feedback here too would be great), Corpse Flies no longer showing up on your radar, and all the rest!

Oh yeah, and the download :)

::: http://members.iinet.net.au/~amills/MMMF3-1RC1-RC2pre.7z (3.7M)
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Kate Norris
 
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Post » Wed Aug 26, 2009 12:04 pm

Sounds good, as usual. Will try it out over the next few days. ^_^
Any update on your checking progress with that Broken Steel compatibility thing you mentioned? :hehe:
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Manny(BAKE)
 
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Post » Wed Aug 26, 2009 5:59 am

Unrelated to the earlier posts, if i enable the no... addon, save, and disable it afterwards, will the mob in question start spawning again? Asking as i had accidentally enabled a no wamaningos addon when starting my latest character and left it on for a couple of levels, and since haven't seen any spawn.
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Sharra Llenos
 
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Post » Wed Aug 26, 2009 11:19 am

awesome :) A surprise update...didn't expect to see that in the morning :)

Must be your mothers day present to all the moms on the boards ;)
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chirsty aggas
 
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Post » Wed Aug 26, 2009 2:33 am

Sounds good, as usual. Will try it out over the next few days. ^_^
Any update on your checking progress with that Broken Steel compatibility thing you mentioned? :hehe:

Funny you should mention that :)

Here it is, courtesy of NumbNuts:

::: http://members.iinet.net.au/~amills/MMMF3-BS.zip

The changes are minor, but you should use it if you run Broken Steel to ensure BS enemies show up in other parts of the wasteland.


Unrelated to the earlier posts, if i enable the no... addon, save, and disable it afterwards, will the mob in question start spawning again? Asking as i had accidentally enabled a no wamaningos addon when starting my latest character and left it on for a couple of levels, and since haven't seen any spawn.

Yes, the mobs in question will start spawning again once a cell resets -- so you'll need to let cells (that you've visited at least) reset before you'll see those mobs start appearing again.
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Cash n Class
 
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Post » Wed Aug 26, 2009 12:31 pm

So should we use the broken steel esp in place of the standard MMM esp or load it after it?
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helliehexx
 
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Post » Tue Aug 25, 2009 11:00 pm

Funny you should mention that :)
Alright, then I'll finally let Ms Kid grab her trusted Gauss rifle and head on to the purifier with that big brotherhood tin can. ^_^
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Amiee Kent
 
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Post » Wed Aug 26, 2009 11:30 am

Hey Mart, I rarely post but I just wanted to thank you for your continued work on this mod. It really is fantastic. It's also nice to see you release pre-release fixes to us as a courtesy, it's really exciting to check the forums to be rewarded with some updated goodies. Thanks!
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Phoenix Draven
 
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Post » Wed Aug 26, 2009 7:49 am

So should we use the broken steel esp in place of the standard MMM esp or load it after it?


Load after it.

I looked at the file in fo3edit and it looks to cover everything expect one thing -

With zones respawn all the enclave from take it back will respawn near and on the way to the purifier; at least they have in my game.


Other than those, they work fine together and I have been mostly through BS without issue (and using fake patch as well)
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Katharine Newton
 
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Post » Wed Aug 26, 2009 4:07 am

How do we update to Mart's Mutant Mod 1.0 RC1/1.11 to RC2-pre (3.7M)? Do i still need to install Marts Mutant Mod 1-RC1 FULL and then update to Marts Mutant Mod - RC 1 to RC 1_11 Update and then install Mart's Mutant Mod 1.0 RC1/1.11 to RC2-pre?

Or do i just use Mart's Mutant Mod 1.0 RC1/1.11 to RC2-pre?

thanks in advance
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Beth Belcher
 
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Post » Wed Aug 26, 2009 8:11 am

I'm not sure if it matters, as my game seems to run perfectly well, but does the load order of the following esp's need to be done in a certain way..?

So would it matter if they were like this...

Mart's Mutant Mod.esp
Mart's Mutant Mod - Increased Spawns.esp
Mart's Mutant Mod - Feral Ghoul Rampage.esp
Mart's Mutant Mod - Natural Selection.esp
Mart's Mutant Mod - Hunting & Looting.esp
Mart's Mutant Mod - Tougher Traders.esp
Mart's Mutant Mod - Broken Steel.esp

or should it be like this...


Mart's Mutant Mod - Increased Spawns.esp
Mart's Mutant Mod - Feral Ghoul Rampage.esp
Mart's Mutant Mod - Natural Selection.esp
Mart's Mutant Mod - Hunting & Looting.esp
Mart's Mutant Mod - Tougher Traders.esp
Mart's Mutant Mod - Broken Steel.esp
Mart's Mutant Mod.esp

The MMM esp's are always last in my list of mods added but I wasn't sure if the placement of the mmm.esp mattered, in respects of the other mmm ones.
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Frank Firefly
 
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Post » Wed Aug 26, 2009 2:50 am

I'm not sure if it matters, as my game seems to run perfectly well, but does the load order of the following esp's need to be done in a certain way..?

So would it matter if they were like this...

Mart's Mutant Mod.esp
Mart's Mutant Mod - Increased Spawns.esp
Mart's Mutant Mod - Feral Ghoul Rampage.esp
Mart's Mutant Mod - Natural Selection.esp
Mart's Mutant Mod - Hunting & Looting.esp
Mart's Mutant Mod - Tougher Traders.esp
Mart's Mutant Mod - Broken Steel.esp

[/b]The MMM esp's are always last in my list of mods added but I wasn't sure if the placement of the mmm.esp mattered, in respects of the other mmm ones.

MMM.esp must always be the first!
So- this load order is correct

Thanrs, Mart, for this update. Just to the begginning of the new game by me :)
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Mylizards Dot com
 
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Post » Wed Aug 26, 2009 12:34 pm

MMM.esp must always be the first!
So- this load order is correct

Thanrs, Mart, for this update. Just to the begginning of the new game by me :)



Thanks for your help :)
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Claire Mclaughlin
 
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Post » Wed Aug 26, 2009 3:31 am

Hi Mart,
I've noticed few things that can be bugs (with RC 1.11):
- After a big fight with ghouls somewhere in metro tunnel, one of a newly-raised ghouls without arm becomed non-hostile. He is still roaming the tunnels...
- When I left Megaton in the middle of the night, there were at least two dozen night ghouls, two radscorpions, a floater and a baby deathclaw just in front of it. Deputy Wed had no chance... [img]http://img15.imageshack.us/img15/8118/outsidemegaton.jpg[/img]
- I've encontered super mutant gargantuan jammed in the stairs in the ruins in front of Statesman hotel. Can you force it to spawn on the ground level? [img]http://img15.imageshack.us/my.php?image=jammedgargantuan.jpg[/img]
Hope it helps...
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Fam Mughal
 
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Post » Wed Aug 26, 2009 12:10 am

Hi Mart,
I've noticed few things that can be bugs (with RC 1.11):
- After a big fight with ghouls somewhere in metro tunnel, one of a newly-raised ghouls without arm becomed non-hostile. He is still roaming the tunnels...
- When I left Megaton in the middle of the night, there were at least two dozen night ghouls, two radscorpions, a floater and a baby deathclaw just in front of it. Deputy Wed had no chance...
- I've encontered super mutant gargantuan jammed in the stairs in the ruins in front of Statesman hotel. Can you force it to spawn on the ground level?
Hope it helps...



Yes i get these as well on 1.1

I think the ghoul becomes nutrel to stop it attacking?
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D LOpez
 
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Post » Wed Aug 26, 2009 1:59 am

Hi Mart,
I've noticed few things that can be bugs (with RC 1.11):
- After a big fight with ghouls somewhere in metro tunnel, one of a newly-raised ghouls without arm becomed non-hostile. He is still roaming the tunnels...


If they are missing both arms, they will be non-hostile. Feral ghouls attack with their arms, so without arms, they can't fight.
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matt oneil
 
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Post » Wed Aug 26, 2009 12:07 am

If they are missing both arms, they will be non-hostile. Feral ghouls attack with their arms, so without arms, they can't fight.


Oh... My... ATOM...
I just had a wonderful idea.
Night ghouls + sniper shots to arms = an army of peaceful night ghouls.
I shall do this to EVERY ghoul I encounter from here on, and then laugh at them while bathing in their radioactive blood and gibs while rain-dancing.
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Eliza Potter
 
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Post » Wed Aug 26, 2009 10:44 am

I still get the rotating heads occasionally. Not sure what causes it, but it started appearing after I activated MMM.
Pictures:
http://img.photobucket.com/albums/v256/suntiger745/Fallout32009-05-0602-16-52-06.jpg
http://img.photobucket.com/albums/v256/suntiger745/Fallout32009-05-0602-16-39-14.jpg
http://img.photobucket.com/albums/v256/suntiger745/Fallout32009-05-0602-16-28-56.jpg


Another thing I'm curious about is looting. Sometimes the game refuse to let me loot a killed monster (so far it has not happened with people). Exiting a door and then going back will solve the problem, in part.
However, some monsters will disappear when using this method. It happened with the ants in the Corvega Factory. No ants could be looted unless I first exited the room/area through a loading screen and then returned. However, when doing so in the factory floor area, the corpse of the ant queen vanished. No pheromones for me. The regular ants were all present and could be looted.

It also seem to affect some scripts.
When I was going to get Charon, things got a bit weird. After he shot Ahzrukhal and I talked to him, all I got was his "Talk to Ahzrukhal." reply.
After a few tests I discovered that things still worked if you did it the following way:
- Follow the procedure up to the point where Charon shoots Ahzrukhal.
- Exit the Ninth Circle before Charon talks to you.
- Enter the Ninth Circle again and speak to Charon. Now his scripts should be updated and he'll begin to follow you.

Again, this appeared after I activated MMM.



None of these things are game-breaking, but they are annoying. I certainly won't stop using MMM because of it, but if there's a solution for it I would be very glad to hear of it. ^_^
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Auguste Bartholdi
 
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Post » Wed Aug 26, 2009 8:17 am

When I was going to get Charon, things got a bit weird. After he shot Ahzrukhal and I talked to him, all I got was his "Talk to Ahzrukhal." reply.
After a few tests I discovered that things still worked if you did it the following way:
- Follow the procedure up to the point where Charon shoots Ahzrukhal.
- Exit the Ninth Circle before Charon talks to you.
- Enter the Ninth Circle again and speak to Charon. Now his scripts should be updated and he'll begin to follow you.

Again, this appeared after I activated MMM.


I've heard of something like this (not sure if it was this exactly) occasionally happening in the vanilla game, and someone even patched for it in an .esp, I think its on nexus somewhere.
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Lori Joe
 
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Post » Wed Aug 26, 2009 8:56 am

You have fulfilled my fondest wish. No flies on radar. THANK YOU!
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Roy Harris
 
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Post » Wed Aug 26, 2009 3:50 am

I've heard of something like this (not sure if it was this exactly) occasionally happening in the vanilla game, and someone even patched for it in an .esp, I think its on nexus somewhere.

I thought so too at first, but when checking the Wiki this was the closest I found:
It is possible that Charon will fail to kill Ahzrukhal and thus not follow the player, especially if Ahzrukhal is not tending the bar when Charon goes to confront him. Therefore it is recommended that the player save before acquiring his contract. Sometimes it also happens that Charon gets stuck after killing Ahzrukhal and stands still beside his corpse. A common way to cause this bug is to buy Charon's Contract when the scripts for the NPCs are changing. In other words, if Ahzrukhal was sleeping and on his way to the bar, Charon will just stand there and not attack him, thus breaking the chain of events necessary for him to join you. On the PC you can use the console to reset the variable that tells Charon to kill Ahzrukhal. Click on him in the console and use ResetAI to get him to restart all his scripts.

In the situation I had, Charon does kill Ahzrukhal, but will not give the 'I'm ready, let's go.' reply, unless you reload the cell by exiting and then entering the Ninth Circle again.
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Kelly Tomlinson
 
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Post » Wed Aug 26, 2009 9:06 am

Responding to your earlier post Martigen.

I'm using the 32-bit version of Windows XP, just updated my drivers the other day (Did it properly)

Haven't really fiddled with the .ini rather than editing my sArchive to allow the .bsas for the DLC & the Unofficial Fallout 3 patch in.

Mod-wise I had a fair number of others in. A large number of perk packs, XFO, a few repair mods, Power Armor Revival, a few house mods (Yevic's stuff, Ghoul Mansion, Death Canyon, and the Downtown Cinema). I also added a few radio stations. (Conelrad, Civil Defense, an expansion of Enclave Radio, and an overhaul for gun sounds.) I also put in a good number of texture replacers. Nothing too big just some armor retexts and other minor things.

Last time around I played Fallout 3 (back in the early days before the patches) everything ran silky smooth. (And back then I only had an 8800GT). Granted I've also upgraded my monitor (21.5" Asus V2HHH) and the native resolution is 1920x1080. But even then I don't see how that would account for any slowdown. Numerous reviews for the GTX 275 show it trouncing Fallout 3 at that resolution.

Also, I've done a clean-install and after adding the Fake Patch, Anchorage & Pitt (Not bothering with Broken Steel just yet), and Unofficial Fallout 3 Patch and playing from a clean-boot there's only a tiny bit of stuttering, it always seems to happen when I see terrain and such pop in from the distance. Which to me almost seems to suggest something with the graphics card but I can't see how that'd be considering it trounces everything else >>. (Fallout 3, Far Cry 2, Command and Conquer 3, Empire Total War, etc)
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Josephine Gowing
 
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Post » Tue Aug 25, 2009 11:14 pm

For those of you that have installed the RC1 to RC2pre update, you'll want to manually copy the "\textures\clutter" and "\textures\interface" folders from the downloaded file to your "\data\textures\MMMF3\" folder. Both of those folders should be under "\data\textures\MMMF3\" not "\data\textures\".
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megan gleeson
 
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Post » Wed Aug 26, 2009 7:03 am

Can anyone explain exactly which compatability patches to install if I want to work XFO 84b, Fook 1.6, and MMM RC1.11 together? I'm getting conflicting information from multiple sources. Keep in mind I don't really mind if I lose one thing or another from the XFO/Fook conflict, I just want to know what I'm losing in particular, if at all.
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Louise Dennis
 
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