[RELz] Mart's Mutant Mod 1.0 RC 1.1

Post » Wed Aug 26, 2009 7:00 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!

Thanks, appreciated :)


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..?

Yes it matters, and the load order is clearly described not only in the README, but the very first post of this thread!


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...

As Hanzo noted, armless ghouls have no way of attacking, and they know it -- so they'll try and flee from you. Think of them as target practice :) If you want to see more of them, blow off only the arms of Ghouls, leaving legs and heads intact, and if they have a chance of raising they'll raise armless.

- 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]

Ah well, he's got to buy it sometime :) MMM doesn't alter spawn points, so I guess there's one nearby in vanilla.

- 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...

I can definitely put a check in in stop any spawning if they're not on ground level, but this would be done with a Z axis check in the game world I need to determine what other likely heights are possible (i.e, spawning on a hill outside is ok). This might be tricky to do.


I still get the rotating heads occasionally. Not sure what causes it, but it started appearing after I activated MMM.
Pictures:

Not MMM. The mod doesn't touch unique namped NPCs like those two.

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.

Also not MMM. What other mods are you loading?

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.

The game has a corpse cleanup limit, you may be seeing that in action here.

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.

Again not MMM :) No unique NPCs, no followers, and no quests are altered by MMM. Something else you're loading is having an effect.
User avatar
Kelvin
 
Posts: 3405
Joined: Sat Nov 17, 2007 10:22 am

Post » Tue Aug 25, 2009 10:36 pm

*sigh* silly quote limit.

Responding to your earlier post Martigen.

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.

Loading lots of texture replacers (including the extra ones from MMM) are going to cause the game to do more work as cells load. That's unavoidable, but can be mitigated by fast hard drives, lots of memory (for caching), and of course defragging. If you enter a cell and get stuttering, but then re-load your save and re-enter the cell again, does it occur? If not, it was texture loading and -- now cached and coming from memory -- it's much faster. If yes, then it's more to do with CPU power and whatever the mods you're using are doing. MMM is very clean, all scripts load and remove themselves within a few frames as enemies load. Howver having more enemies on screen, of course, is going to be more taxing for the engine on your CPU and GPU no matter what you do.

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.

Yeah, before mods :) If you run Increased Spawns, or Increased Increased Spawns, you will get a slowdown as the engine simply has more to do on screen.

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)

That sounds like disk and I/O -- try the caching test above. Having latest drivers for your motherboard's chipset (which includes disk I/O) can help.


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\".

DOH! Thanks, late night packaging strikes again.


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.

Just grab the FOIP packages.



EDIT: Any feedback on RC2-pre for the following:

"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."

and

"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..."
User avatar
jeremey wisor
 
Posts: 3458
Joined: Mon Oct 22, 2007 5:30 pm

Post » Wed Aug 26, 2009 6:19 am

Loving RC2.

I had one repeatable issue with a super mutant brute not attacking. He just stood there with a regular old knife.

I am getting young deathclaws ( forgot the name ) launching into the air repeatedly. If I approach they usually ground themselves and everything is fine.


And if it isn't a huge hassle is it possible to get a no fireflies plugin.
User avatar
willow
 
Posts: 3414
Joined: Wed Jul 26, 2006 9:43 pm

Post » Tue Aug 25, 2009 8:18 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\".


I was wondering why they weren't showing up in my pipboy.. :P The world models, especially the eyes, look hideously realistic, which is to say, they're great! :D The sound they make when dropping on the floor aren't the best however, as they make a clacking sound (Frozen eyeball anyone? :lol: ) Perhaps replace the sound for eyeballs hitting the ground with the one for human flesh? :D So far I've only seen one ghoul raise in front of me, as I've been out in the wastes mostly. That one ghoul did a quick 180 degrees flip onto his back and started to rise up. Didn't see anything after that as I shot it in the head immediately on reflex :X As for the Gargantuan in Evergreen Mills, not yet in that area, will feedback as soon as I test it out :D

One small thing that bugged me was an enclave camp near Cantebury Commons with turrets. I cleared it out and went into the Robot Repair Center to do the Superhuman Gambit quest. On exiting the Center, I heard lots of explosions and gunfire in the direction of the Enclave camp. On reaching there, I saw a group of Enclave duking it out with another group of Outcasts. I definitely didn't spend 4 days in the Center, so how could that camp have respawned so quickly? <_<
User avatar
TWITTER.COM
 
Posts: 3355
Joined: Tue Nov 27, 2007 3:15 pm

Post » Wed Aug 26, 2009 9:40 am

EDIT: Any feedback on RC2-pre for the following:

"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."


Albeit that I have started a new game since I have reinstalled FO3 following the BS release and the 1.5 patch the respawning seems to work fine for me, after waiting for 4 days within a room. When I fast travel, as an example, to Kaelyn's bed and breakfast (previously cleaned out that whole area of raiders) the spawns around my character (using increased spawns btw) makes it a little difficult at the moment as you are immediately pounced upon by a whole army of raiders (slight exageration but when you are being pounded by multiple raiders from multiple sides it does feel like that). At that location you do seem to land in the thick of it.

Thanks ever so much for your continued work in developing this superb mod as I appreciate the time and effort that it must take from your RL events. :)
User avatar
JERMAINE VIDAURRI
 
Posts: 3382
Joined: Tue Dec 04, 2007 9:06 am

Post » Wed Aug 26, 2009 12:36 pm

I was uncertain of this mod at first, I finally succumbed to curiosity yesterday and tried it. As of today I'm not sure how I played this game without it.
User avatar
Beat freak
 
Posts: 3403
Joined: Thu Dec 14, 2006 6:04 am

Post » Wed Aug 26, 2009 12:53 pm

@ Solaara: So, am I to understand that my models/textures/icons are working as intended? I haven't had a chance to test them yet as I haven't download the RC2 pre update.
User avatar
Bellismydesi
 
Posts: 3360
Joined: Sun Jun 18, 2006 7:25 am

Post » Wed Aug 26, 2009 10:01 am

I was uncertain of this mod at first, I finally succumbed to curiosity yesterday and tried it. As of today I'm not sure how I played this game without it.


You mean there's a Fallout without MMM? :P

@ Solaara: So, am I to understand that my models/textures/icons are working as intended? I haven't had a chance to test them yet as I haven't download the RC2 pre update.


Yep, they do! You should try it out soon :D
User avatar
{Richies Mommy}
 
Posts: 3398
Joined: Wed Jun 21, 2006 2:40 pm

Post » Wed Aug 26, 2009 11:49 am

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.


Hi folks - long time lurker and fan of MMM. I'm getting a problem trying to run the BS compatibility esp with the RC2 preview files - when I start F3, it crashes out before the intro slides. Disabling the MMM BS esp fixes the issue. Can you confirm if this is only supposed to work with RC2, or is it RC1.1 only?
User avatar
I love YOu
 
Posts: 3505
Joined: Wed Aug 09, 2006 12:05 pm

Post » Wed Aug 26, 2009 1:04 am

Just grab the FOIP packages.




Really? So all that's needed is the Mart's Mutant Mod - XFO and Fook.esp at the end of the load list? How do I deal with the 84b xfo problems with Weapon damage and ammo rarity which are patched separately in Xod's mod. He explicitly says those will not work with the Calibr based releases of FOOK, namely 1.6. Or does this one esp I just mentioned cover everything that might be a problem? There seems to be some inconsistencies as the foip for fook doesn't even have an xfo patch.
User avatar
neil slattery
 
Posts: 3358
Joined: Wed May 16, 2007 4:57 am

Post » Wed Aug 26, 2009 2:16 am

Just grab the FOIP packages.
Really? So all that's needed is the Mart's Mutant Mod - XFO and Fook.esp at the end of the load list? How do I deal with the 84b xfo problems with Weapon damage and ammo rarity which are patched separately in Xod's mod. He explicitly says those will not work with the Calibr based releases of FOOK, namely 1.6. Or does this one esp I just mentioned cover everything that might be a problem? There seems to be some inconsistencies as the foip for fook doesn't even have an xfo patch.

Don't make it.
As FOIP explains, XFO must be loaded after FOOK and if this so- XFO replace all changes of FOOK in enemies. When I start the game I receive whole bunch of raiders with melee weapons and steel armors. If you want to use XFO- load it first without enemy rebalancing components, then FOOK, then MMM-fook. XFO is outdated and I don't recommend (from gameplay experience) to use standalone version all-in-one.
User avatar
Lalla Vu
 
Posts: 3411
Joined: Wed Jul 19, 2006 9:40 am

Post » Tue Aug 25, 2009 10:14 pm

Don't make it.
As FOIP explains, XFO must be loaded after FOOK and if this so- XFO replace all changes of FOOK in enemies. When I start the game I receive whole bunch of raiders with melee weapons and steel armors. If you want to use XFO- load it first without enemy rebalancing components, then FOOK, then MMM-fook. XFO is outdated and I don't recommend (from gameplay experience) to use standalone version all-in-one.

I apologize for not quite understanding your explanation. So you're saying load xfo without enemy rebalance then fook then MMM then the FOIP MMM Fook + XFO compatabillity patch and that covers xfo 84b + mmm 1.11 + fook 1.6? Don't I have to also not load the ammo rarity and weapon damage/accuracy mods?
User avatar
Cameron Wood
 
Posts: 3384
Joined: Wed Oct 31, 2007 3:01 pm

Post » Tue Aug 25, 2009 8:46 pm

Here's a question - does the Broken Steel compatibility patch make it so that the new enemies like Super Mutant Overlords can appear at lower levels? Normally with Broken Steel you don't start to see Super Mutant Overlords or Enclave in Hellfire armor until level 18+.

It would make sense if Super Mutant Overlords could appear at lower levels, especially since MMM randomly adds Behemoths and Gargantuas to mutant squads, and Overlords are supposed to be inbetween regular Super Mutants and Behemoths.

Also, really cool thing - Super Mutant Overlords have extra animations. To use their new Tri-Laser guns, they have laser rifle animations, and can use normal laser rifles too. (Normal Super Mutants don't have the animations to shoot or reload any energy weapons.) Also, apparently if a Super Mutant Overlord picks up an assault rifle he uses it ONE HANDED, like a submachine gun! He's so big and [censored] that he wields guns Terminator-style.

Perhaps Super Mutant Overlords that the player encounters before level 18 could be armed with normal laser rifles and assault rifles?

In Fallout 1 the Super Mutants were armed with both Energy Weapons and Big Guns, it's a bit lame how Bethesda completely swapped the Energy Weapons for Small Guns. Just cause they have low intelligence doesn't mean they can't figure out how to fire a laser. Heck, the Orks in Warhammer 40,000 are big dumb brutes just like Super Mutants and yet they can build laser guns, forcefields and teleporters!

Hi folks - long time lurker and fan of MMM. I'm getting a problem trying to run the BS compatibility esp with the RC2 preview files - when I start F3, it crashes out before the intro slides. Disabling the MMM BS esp fixes the issue. Can you confirm if this is only supposed to work with RC2, or is it RC1.1 only?


Have you moved your Broken Steel DLC files from the Windows Live folder to to your Fallout/Data folder?

You need to do this to stop mods that affect DLC from causing a crash. (Note that things like Windows Live achievements and stuff will still work fine after the DLC has been moved.)

If you haven't moved them yet, you should find the needed files in an XLive folder somewhere on your computer. You'll need to do an advanced search that includes hidden files and folders. You may have more than one XLive folder, it should be the one that begins in a capital X. In the XLive folder there should be a DLC folder, inside that some folders with random gibberish names, the DLC files will be somewhere inside there. Note that it includes movie files, which need to be put in your movies folder. Two of the movies will overwrite existing movies.
User avatar
David Chambers
 
Posts: 3333
Joined: Fri May 18, 2007 4:30 am

Post » Tue Aug 25, 2009 9:21 pm

Also, really cool thing - Super Mutant Overlords have extra animations. To use their new Tri-Laser guns, they have laser rifle animations, and can use normal laser rifles too. (Normal Super Mutants don't have the animations to shoot or reload any energy weapons.) Also, apparently if a Super Mutant Overlord picks up an assault rifle he uses it ONE HANDED, like a submachine gun! He's so big and [censored] that he wields guns Terminator-style.


Nice!! :)

I noticed the odd one-handed animation when I was examining the new super mutants in the GECK.

I had the old supermutant lined up below the new, and noticed the same animation name was one-handed in the one dude and two handed in the other. Was like, hm!

I like these new mutants!

Hey Mart, I ended up loading your ancient stand-alone increased-spawns again. I'd said I felt like I couldn't but... I'm doing it anyway. Because... I can't live without it!!!!! :>
User avatar
Mel E
 
Posts: 3354
Joined: Mon Apr 09, 2007 11:23 pm

Post » Wed Aug 26, 2009 7:48 am

Mart, did the 1.11 update fix the Wanamingo hit box? Not sure if you saw the previous post I made, but thier hitbox is really screwy. The upper torso and face box is shoved far forward, causing VATS to shoot and cause air to bleed if you sidestep before a VATS volley, and manual shots will pass through it's rear for the same reason. Learned the hard way trying to snipe one wandering around, bullets went right through it's ass. >=o

Overlords are supposed to be inbetween regular Super Mutants and Behemoths.

I warn you, this isn't exactly the case. They aren't as in between as just not a 'hueg lik xbawks.' They have a little over 3/4 of a Behemoth's health, they are beefy, and fairly unpleasant. Thankfully, dumber than a bag of hammers like usual, a crippled face makes them punching bags.
User avatar
k a t e
 
Posts: 3378
Joined: Fri Jan 19, 2007 9:00 am

Post » Wed Aug 26, 2009 10:55 am

Have you moved your Broken Steel DLC files from the Windows Live folder to to your Fallout/Data folder?

You need to do this to stop mods that affect DLC from causing a crash. (Note that things like Windows Live achievements and stuff will still work fine after the DLC has been moved.)


Gahhh, no, I hadn't moved them. Thanks fella, I'll give that a try.
User avatar
nath
 
Posts: 3463
Joined: Mon Jan 22, 2007 5:34 am

Post » Tue Aug 25, 2009 9:52 pm

I apologize for not quite understanding your explanation. So you're saying load xfo without enemy rebalance then fook then MMM then the FOIP MMM Fook + XFO compatabillity patch and that covers xfo 84b + mmm 1.11 + fook 1.6? Don't I have to also not load the ammo rarity and weapon damage/accuracy mods?

It depends on which version of the game you use.
If it is before 1.5- then yes, don't use enemy rebalance and playstiles
If it is 1.5 with Broken Steel- then don't use enemy rebalance, playstiles, pacing, pacing extra levels, Rerk Rebalance
-You can use weapon damage/accuracy mods (FOOK version), but it can be not fully working- I can't say more about it. But I use it without problems
-I can't say about rarity mods, I don't use it, but I think FOOK will overwrite any changes in this aspect. I don't know how this mods will affect new Calibr-based system of the FOOK- but you can try.
So:
-XFO modules
-FOOK
-MMM
-MMM-FOOK
Without XFO's enemy rebalance you don't need MMM-XFO-FOOK
User avatar
Charlotte Buckley
 
Posts: 3532
Joined: Fri Oct 27, 2006 11:29 am

Post » Wed Aug 26, 2009 1:26 am

You mean there's a Fallout without MMM? :P



Yep, they do! You should try it out soon :D



Cool. I'll have to test them when I'm done with work.
User avatar
Nymph
 
Posts: 3487
Joined: Thu Sep 21, 2006 1:17 pm

Post » Wed Aug 26, 2009 12:48 pm

It depends on which version of the game you use.
If it is before 1.5- then yes, don't use enemy rebalance and playstiles
If it is 1.5 with Broken Steel- then don't use enemy rebalance, playstiles, pacing, pacing extra levels, Rerk Rebalance
-You can use weapon damage/accuracy mods (FOOK version), but it can be not fully working- I can't say more about it. But I use it without problems
-I can't say about rarity mods, I don't use it, but I think FOOK will overwrite any changes in this aspect. I don't know how this mods will affect new Calibr-based system of the FOOK- but you can try.
So:
-XFO modules
-FOOK
-MMM
-MMM-FOOK
Without XFO's enemy rebalance you don't need MMM-XFO-FOOK


I'm actually not sure what version of the game I'm using. How do I find that out?

So to be clear, you are using 84b XFO, MMM 1.11 and Fook 1.6 loaded like this...
XFO modules (without the mods you mentioned)
FOOK
MMM
MMM-FOOK
AND then ALSO the 84b weapon damage/accuracy - FOOK compatability mods

or are you not using the CALIBR FOOK 1.6?
User avatar
Jennifer Munroe
 
Posts: 3411
Joined: Sun Aug 26, 2007 12:57 am

Post » Tue Aug 25, 2009 10:05 pm

I'm actually not sure what version of the game I'm using. How do I find that out?

So to be clear, you are using 84b XFO, MMM 1.11 and Fook 1.6 loaded like this...
XFO modules (without the mods you mentioned)
FOOK
MMM
MMM-FOOK
AND then ALSO the 84b weapon damage/accuracy - FOOK compatability mods

or are you not using the CALIBR FOOK 1.6?


You find out by what patched version you have. When you load the game on the lower left corner there should be text saying what version on the main menu. For example version 1.0.0.15 etc.
User avatar
Juan Cerda
 
Posts: 3426
Joined: Thu Jul 12, 2007 8:49 pm

Post » Tue Aug 25, 2009 10:26 pm

I'm actually not sure what version of the game I'm using. How do I find that out?

So to be clear, you are using 84b XFO, MMM 1.11 and Fook 1.6 loaded like this...
XFO modules (without the mods you mentioned)
FOOK
MMM
MMM-FOOK
AND then ALSO the 84b weapon damage/accuracy - FOOK compatability mods

or are you not using the CALIBR FOOK 1.6?

It will be better, if I show to you my load order list. :)
May be it will be helpful in other things.
[X] Fallout3.esm[X] Anchorage.esm[X] ThePitt.esm[X] BrokenSteel.esm[X] MalikaTheGypsyByAzarV1-2.esm[X] MegatonContracts.esm[X] CALIBR.esm[X] CRAFT.esm[X] COMM.esm[X] GlobalTravelSystem.esm[X] FOOK.esm[X] Mart's Mutant Mod.esm[X] RoadWardens.esm[X] HairPack.esm[X] Treasure Maps_Secrets of the Wasteland.esm[X] Treasure Maps_A Fist Full of Caps.esm[X] RI_Core.esm[X] The Pitt Crash Fix.esp[X] Unofficial Fallout 3 Patch.esp[X] Unofficial Fallout 3 Patch - Operation Anchorage.esp[X] Unofficial Fallout 3 Patch - The Pitt.esp[X] Pitt Ammo Press Fix.esp[X] CRAFT - Activation Perk.esp[X] CALIBR Ammo Schematics - CRAFT.esp[X] Centered 3P Cam.esp[X] CASM.esp[X] DarNifiedUIF3.esp[X] DUIF3Extras.esp[X] F3UmpaAnimation.esp[X] LongerDeathCamera.esp[X] Cats Paw.esp[X] Nuka Cola Refill Stations.esp[X] MoreMapMarkers.esp[X] DK_BulletTime.esp[X] MaxLevelWorkaround.esp[X] WastelandMastery.esp[X] GreenWorld.esp[X] Fellout-SOTD.esp[X] FWO-DLC-Anchorage.esp[X] pip30.esp[X] IPip.esp[X] GalaxyNewsRadio100[M].esp[X] GTS - The Pitt.esp[X] GTS - COMM08.esp[X] GTS - Death Canyon v3.esp[X] GTS - Ghoul Mansion v3.1.esp[X] We Jazz.esp[X] StripClub.esp[X] EnclaveCommander.esp[X] DIM TYPE3clothesRETAIL.esp[X] DIM TYPE3 conversions.esp[X] Refugee Clothing.esp[X] hair_add_npc.esp[X] MX_Vault74_rus.esp[X] MX_Vault74fix.esp[X] Treasure Maps_Bobblehead Edition.esp[X] Treasure Maps_Underground.esp[X] XFO_Stat_changes.esp[X] XFO_Pacing_Extra_Levels.esp[X] XFO_SPECIAL_DnD.esp[X] XFO_SP_Fix2_(SP10_TAGx2_INTxHalf).esp[X] XFO_Karma_changes.esp[X] XFO_barter_fix_mild.esp[X] XFO_Degradation_fixes.esp[X] XFO_Weapon_Jamming.esp[X] XFO_VATSdmg_50.esp[X] XFO_Weapskill_dmg_and_accuracy_med_FOOK.esp[X] 7-Day-Respawn.esp[X] FOOK.esp[X] FOOK - Anchorage.esp[X] FOOK - The Pitt.esp[X] FOOK - Owned!.esp[X] FOOK - Strength Requirements for Miniguns, Gatlings, 20mm Flak.esp[X] FOOK - Tougher Enemies.esp[X] FOOK - Enclave Commander.esp[X] FOOK - Additional Power Armor Training.esp[X] FOOK - Reduced Armor Boni.esp[X] MyFOOK - No Chem Weights.esp[X] MyFOOK - Default Ammo Sorting.esp[X] MyFOOK - NV Toggle.esp[X] MyFOOK - Default Food Names.esp[X] MyFOOK - The Pitt Ammo Press.esp[X] HZ_PNV_NORMAL_ENG.esp[X] WeaponModKits.esp[X] WeaponModKits - FOOK.esp[X] WMKAA12Shotgun - FOOK.esp[X] UPP - Pack 1.esp[X] UPP - Pack 2.esp[X] UPP - Experience Perks.esp[X] UPP  - Quest Perks.esp[X] Mart's Mutant Mod.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 - Zones Respawn.esp[X] Mart's Mutant Mod - No Corpse Flies.esp[X] Mart's Mutant Mod - FOOK.esp[X] Mart's Mutant Mod - Broken Steel.esp[X] HairPack-MMM-v1_2b.esp[X] RoadWardens.esp[X] RoadWardensMMM.esp[X] RI_PNeeds2S.esp[X] RI_Base3.esp[X] RI_CrippledEffects.esp[X] RI_Alcohol.esp[X] RI_DoctorCost.esp[X] RI_PNMMM.esp[X] RI_PNAnchorage.esp[X] RI_FOSE.esp[X] RI_LootTableRI.esp

All mods work just fine with 1.5 Fallout 3
Yes, I use fook 1.6
Fook (as I understand) don't change the way in which vanilla Fallout 3 calculate damage and accuracy, so XFO_Weapskill_dmg_and_accuracy_med_FOOK.esp in my list can be loaded in any position.
User avatar
Lyd
 
Posts: 3335
Joined: Sat Aug 26, 2006 2:56 pm

Post » Tue Aug 25, 2009 8:41 pm

Oh dear - it appears that the MMM Broken Steel compatibility patch causes the dreaded 1.5 crash. If I play without MMM active, or with just the "normal" MMM files active, I get no crash, but with the MMM Broken Steel esp active then the game will crash if I re-enter an outdoor area or load certain saves.

What makes these damn 1.5 crashes misleading is that you dont' realise anything is wrong at first - you load a game, run around, go to a location, whatever can play for a good hour or so, before the dreaded thing strikes when you load a save, or go indoors and then go back outdoors again.

Question - if I play without the MMM Broken Steel esp, will I still see the new Broken Steel enemies? I know that Bethesda have added the Hellfire Enclave and the Super Mutant Overlords to wherever the player can normally encounter Enclave and Super Mutants, and I'm worried that MMM's spawn settings may overwrite those, so I'd end up with big groups of Super Mutants including a Behemoth or Gargantua but no Overlords.

Perhaps I should put the official BrokenSteel.esm AFTER all the MMM files. That way any new spawn settings that are in Broken Steel should overwrite the MMM ones.

EDIT: Oh, tell a lie, it now happened again without the Broken Steel compatibility thing active. Grrr!
User avatar
Brian LeHury
 
Posts: 3416
Joined: Tue May 22, 2007 6:54 am

Post » Wed Aug 26, 2009 12:37 am

Just wanted to add: I'm playing broken steel with the unoficial patch and gawd I hate DeathClaw Matriarchs... I probably killed 10+ of them trying to get through you know which mission. Dont ask me how many times I reloaded after getting knocked around like a soccer ball by them...
User avatar
leni
 
Posts: 3461
Joined: Tue Jul 17, 2007 3:58 pm

Post » Wed Aug 26, 2009 9:44 am

Oh dear - it appears that the MMM Broken Steel compatibility patch causes the dreaded 1.5 crash. If I play without MMM active, or with just the "normal" MMM files active, I get no crash, but with the MMM Broken Steel esp active then the game will crash if I re-enter an outdoor area or load certain saves.

What makes these damn 1.5 crashes misleading is that you dont' realise anything is wrong at first - you load a game, run around, go to a location, whatever can play for a good hour or so, before the dreaded thing strikes when you load a save, or go indoors and then go back outdoors again.

There may be two sources of the problem.
-There are new enemy, which trigger this bug. I already see this enemies- nothing happen, all work just fine.
-There is mod, which conflict with 1.5 patch- and I'm sure there is source of your problems. You must locate this mod- or it will be mess for your game. It may be mod, which add some buildings or NPS-s, or items on the ground.
When and where you find this bug?
See here
http://www.gamesas.com/bgsforums/index.php?showtopic=988902&st=80
If you upload here your load order- peoples help you to locate problem
User avatar
Ross Zombie
 
Posts: 3328
Joined: Wed Jul 11, 2007 5:40 pm

Post » Tue Aug 25, 2009 10:30 pm

OK, turns out that if I actually play the game NORMALLY and go from place to place (both indoor and outdoor) there doesn't seem to be much a problem, crashes occur occasionally. For instance, went from Vault 101 to outside, then went to Megaton, went into my Megaton house, left Megaton, got a crash. But I was then able to load the autosave that the game made as I left Megaton, and was able to continue playing. I then went to the Super Duper Mart, fought some bad guys, went inside, went back outside, went inside, went back outside, went to megaton, went into my house, left my house, went outside megaton... no crash. Seems pretty random.

But, it appears that repeatedly loading the same save is very likely to cause a crash. If you load an indoor save, then open the door and go outdoors, then load the indoor save again, and then open the door and go outdoors again, then there is a high chance of the game crashing if MMM is active.

But, it even happens sometimes without MMM active! As in, with no mods active whatsoever! Lol. It appears that having MMM active triples the chances of it happening, though.

I wish Bethesda would hurry up and release a 1.6 patch. They should just roll back that change that they made - we appreciate the VATS fix and the perk crash fix, but they should scrap whatever other change they made!
User avatar
Rowena
 
Posts: 3471
Joined: Sun Nov 05, 2006 11:40 am

PreviousNext

Return to Fallout 3