[RELz] Mart's Mutant Mod 1.0 RC 1.1

Post » Tue Aug 25, 2009 11:44 pm

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!


That would tickle me to no end...

1.6 changelog:
Eliminates problems introduced by all prior patches.
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Peetay
 
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Post » Wed Aug 26, 2009 4:35 am

That would tickle me to no end...

1.6 changelog:
Eliminates problems introduced by all prior patches.

:biglaugh: This made my day.
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Michael Russ
 
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Post » Wed Aug 26, 2009 12:31 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.


I saw this on the fallout wiki: "Super Mutant Overlords will almost commonly be in possession of a Mini Nuke. Which can be extremely dangerous if you wait to start the GNR battle at levels between 18 and 30 because they will run over and pick up the Fat Man in the center of the square before you get a chance to."

Regular Super Mutants don't have animations for the Fat Man, but perhaps these ones do. (Although just because they pick it up doesn't mean they'll use it.)
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Kayla Oatney
 
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Post » Tue Aug 25, 2009 10:02 pm

@Mart:

Again, awesome job in releasing the Zombie Cemetary compatability .esp.

Also, an FYI In case it has not been mentioned, I ran across Big Town and a Deathclaw Matriarch had spawned on the road and proceeded to annihilate the town. :( I'm sure it is a vanilla spawn point, but... ouch. This was RC1.11 and I've now upgraded to RC2pre.
I'm uncertain of the exact location, but when I saw it it was lazily walking South down the road just on the west side of Big Town.
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Richard Thompson
 
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Post » Wed Aug 26, 2009 10:36 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.

Remind me later and I'll tell you how to disable them (at work atm).

Also, I have an idea for another method of fixing launching Deathclaws and Geckos, but it relies on Lord Nincompoop's skills so we'll see.


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

Ok will look at the new loot sounds. Also, have updated the RC2-pre download with the correct directories.


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.

Good to hear :)


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+.

No it just makes them show up as BS intended, but we can certainly do that. Anyone else want it?


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!!!!! :>

You is crazy! But I'll update IS standalone after RC2 is done for you.


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

First I heard of it, but I may need Zenl to fix the hitbox as he made the model. I have a zillion things on my plate, can you PM Zenl and suggest this?


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...

Are you using RC2-pre? This updates the Behemoth and Matriarch knock back to only only occur 50% of the time to the player.


@Mart:

Again, awesome job in releasing the Zombie Cemetary compatability .esp.

Also, an FYI In case it has not been mentioned, I ran across Big Town and a Deathclaw Matriarch had spawned on the road and proceeded to annihilate the town. :( I'm sure it is a vanilla spawn point, but... ouch. This was RC1.11 and I've now upgraded to RC2pre.
I'm uncertain of the exact location, but when I saw it it was lazily walking South down the road just on the west side of Big Town.

I can add Big Town residents (or some of them) to the No Attack faction if it helps.
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christelle047
 
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Post » Wed Aug 26, 2009 8:01 am

I can add Big Town residents (or some of them) to the No Attack faction if it helps.


I don't see how that could hurt. But let me clarify that this has been a one time occurance for me.

If this is the first you heard of it, then it may just be a fluke worth keeping in. ;) I can always reload. :)

Actually, as I think about it, wouldn't making them a No Attack Faction mess up the "Big Trouble In Big Town" quest where the Super Mutants attack?
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Robert Jackson
 
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Post » Wed Aug 26, 2009 6:27 am

Hey Mart, thanks for taking the time to reply to all my hardware queries >>.

I think I may have figured out something to fix my issues though. So my compy has two hard drives. The first has the O.S and most of my games but I recently purchased the second one (A 750 gig one to complement my 320 which was nearly full with all my downloads and files) to transfer all but stuff installed onto the new hard-drive. I figure though that Fallout 3 is stuttering with the mods because the access efforts of the drive are divided between Windows, the page file, and Fallout 3. (Not to mention whatever else may be running in the background ((even after a clean boot))) So by installing it onto my secondary drive (currently used for storage) the efforts of that drive will be dedicated to Fallout 3. Which wouldn't make a difference fps wise (Don't need that) but for a game like Fallout that loads areas like it does should eliminate the stuttering! I'll report back here though once I test it.

Really hoping it works well though, running oodles of mods and texture replacers in addition to your mod (Ghouls rising & Feral Ghoul Rampage <3) would be keen.
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Tyrel
 
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Post » Tue Aug 25, 2009 9:03 pm

You is crazy! But I'll update IS standalone after RC2 is done for you.


That's cool as heck :> Can't thank you enough... !!!

Also, I have an idea for another method of fixing launching Deathclaws and Geckos, but it relies on Lord Nincompoop's skills so we'll see.


If it helps, I wrote code to detect and stop Baby Deathclaw launching. I have code in its script that watches for a very large, single change in the Z coordinate. If it happens, I resurrect the Baby Deathclaw and because Baby Deathclaw is a companion, I move it to the player too. Resurrect was the only command I found that made the launching of an already-affected Baby Deathclaw stop.

Because Baby Deathclaw is a companion I have to go to a bunch of script work to restore its status based upon its variable states, but yeah that's how it goes.

I can add Big Town residents (or some of them) to the No Attack faction if it helps.


There's a quest event in Big Town where Super Mutants come charging into the town to fight. It's a scripted attack, the player is standing there, and so on. The residents are actually scripted to run to a certain spot and try to fight them off, and the fight's intended to happen with the help of the player. I don't know just how the No Attack faction works, have never messed with it, but adding the Bigtown residents to it seems that it might break that part of this quest.
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Alexis Estrada
 
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Post » Wed Aug 26, 2009 12:36 pm

If it helps, I wrote code to detect and stop Baby Deathclaw launching. I have code in its script that watches for a very large, single change in the Z coordinate. If it happens, I resurrect the Baby Deathclaw and because Baby Deathclaw is a companion, I move it to the player too. Resurrect was the only command I found that made the launching of an already-affected Baby Deathclaw stop.

Because Baby Deathclaw is a companion I have to go to a bunch of script work to restore its status based upon its variable states, but yeah that's how it goes.

Yeah there's already a fix in RC 1 and RC2-pre to detect a Z axis change on the Geckos and execute a pushactoraway to try and snap them out of it. According to reports it hasn't worked in RC1 so in RC2-pre the threshold is just tighter. However if you've already done all the testing and found only Resurrect works, that certainly saves me time and I can do that instead of pushactoraway. What threshold did you use for the differences in Z axis to determine a 'launch' as well? RC1 used 50, RC2 uses 25. I want to detect a sudden Z axis change that wouldn't also, for eg, pickup the actor just walking up a steep hill however.

There's a quest event in Big Town where Super Mutants come charging into the town to fight. It's a scripted attack, the player is standing there, and so on. The residents are actually scripted to run to a certain spot and try to fight them off, and the fight's intended to happen with the help of the player. I don't know just how the No Attack faction works, have never messed with it, but adding the Bigtown residents to it seems that it might break that part of this quest.

I'll take a look. Sometimes scripted events use dedicated factions, in which case I can add this faction won't have a relationship to No Attack. If they use standard factions, the creatures are more than likely unique entries, and so I can ensure they don't get No Attack applied as compared to normal muties.


Finally can I get some feedback on the raising ghouls in RC2-pre -- namely, does it work fine? Do they stand up in front of you as they approach, and continue to move and attack you as normal? Basically I know most people report here when there are issues, so no news may be good news, but for this particular feature I need to know if it's working as intended for everyone, and not just some people, so let me know the good news too.
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Tiffany Carter
 
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Post » Wed Aug 26, 2009 10:57 am

Yeah there's already a fix in RC 1 and RC2-pre to detect a Z axis change on the Geckos and execute a pushactoraway to try and snap them out of it. According to reports it hasn't worked in RC1 so in RC2-pre the threshold is just tighter. However if you've already done all the testing and found only Resurrect works, that certainly saves me time and I can do that instead of pushactoraway. What threshold did you use for the differences in Z axis to determine a 'launch' as well? RC1 used 50, RC2 uses 25. I want to detect a sudden Z axis change that wouldn't also, for eg, pickup the actor just walking up a steep hill however.


I don't know if I tried pushactoraway. Resurrect positively worked at the time I was developing Baby Deathclaw, I would expect it to now as well.

I now realize that I used a quest script instead of a script on the Baby Deathclaw itself. The quest script runs with 2 second pass timing.

This is the Baby Deathclaw quest management script in its entirety, it has the code for the launching detection and stoppage etc. I think it can falsely trigger if the player fast-travels or uses a teleport door that takes him to a very different Z coordinate. But, I don't care, because in that event the fix firing off is not even noticible to the player.

(It's actually not handling Baby Deathclaw properly in the event that the Baby Deathclaw starts launching BEFORE the player hired it. I should fix that sometime).

scn BabyDeathclawQuestSCRIPTshort runonetimeFloat BabyDeathclaw1LastZFloat BabyDeathclaw1CurrentZshort BabyDeathclaw1CombatEndshort OnePassbegin GAMEMODE; This plays with toggling the follow+animate package now and then.if (OnePass == 1)	set BabyDeathclaw1REF.animate to 0	set OnePass to 0endifif (BabyDeathclaw1CombatEnd == 1)	if (PlayerREF.isincombat == 0)		set OnePass to 1		set BabyDeathclaw1CombatEnd to 0		set BabyDeathclaw1REF.animate to 1		BabyDeathclaw1REF.evp	endifendifif (runonetime == 0); for people updating from 1.1	BabyDeathclaw1REF.setscale .6	if (BabyDeathclaw1REF.HasBeenHired == 1)		set BabyDeathclaw1REF.Conf to 2		BabyDeathclaw1REF.setav confidence 2		BabyDeathclaw1REF.setav assistance 2		BabyDeathclaw1REF.setav Aggression 1		BabyDeathclaw1REF.removefromfaction CreatureHitDeathClaw		BabyDeathclaw1REF.removefromfaction DeathclawFaction		if (BabyDeathclaw1REF.Fired == 0)			BabyDeathclaw1REF.SetPlayerTeammate 1			BabyDeathclaw1REF.SetFactionRank TeammateFaction 1			BabyDeathclaw1REF.AddToFaction FollowerFaction 1		endif	endif	set runonetime to 1endif;This detects if Baby Deathclaws start launching vertically, and gets them back under control.set BabyDeathclaw1LastZ to BabyDeathclaw1CurrentZset BabyDeathclaw1CurrentZ to BabyDeathclaw1REF.getPos Zif (BabyDeathclaw1CurrentZ - BabyDeathclaw1LastZ > 3000);its launching!	BabyDeathclaw1REF.resurrect	BabyDeathclaw1REF.Moveto Player	set BabyDeathclaw1CurrentZ to BabyDeathclaw1REF.getPos Z	set BabyDeathclaw1LastZ to BabyDeathclaw1CurrentZ	set BabyDeathclaw1REF.HasBeenHired to 1	set BabyDeathclaw1REF.Hired to 1	set BabyDeathclaw1REF.Waiting to 0	BabyDeathclaw1REF.removefromfaction CreatureHitDeathClaw	BabyDeathclaw1REF.removefromfaction DeathclawFaction	BabyDeathclaw1REF.SetPlayerTeammate 1	BabyDeathclaw1REF.SetFactionRank TeammateFaction 1	BabyDeathclaw1REF.AddToFaction FollowerFaction 1	if (BabyDeathclaw1REF.Conf == 1)		BabyDeathclaw1REF.setav Confidence 1	else		BabyDeathclaw1REF.setav confidence 2	endif	BabyDeathclaw1REF.setav Aggression 1	BabyDeathclaw1REF.setav Assistance 2	BabyDeathclaw1REF.evpendifEND

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Naughty not Nice
 
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Post » Wed Aug 26, 2009 8:12 am

@ Martigen: Well, as for me with RC2 the Ghouls do not raise. I'm gonna test this further but I just wiped out like 12 of them and walked around in their vicinity for a few minutes and they stayed dead.
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Holli Dillon
 
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Post » Wed Aug 26, 2009 12:13 pm

@ Martigen: Well, as for me with RC2 the Ghouls do not raise. I'm gonna test this further but I just wiped out like 12 of them and walked around in their vicinity for a few minutes and they stayed dead.

Keep on playing, that's a small sample. To be clear for everyone testing this for me (and thankyou), these are the circumstances Feral Ghouls will raise in front of you:
  • Increased Spawns must be active -- only the 'extra' spawns can raise, not the original one. So if using IS which gives 1-3 per point, a maximum of two of three spawned could raise.
  • Heads and legs must be intact.
  • A 50% random raise chance must be true.
  • A 60% chance of being a 'raise-in-front-of-you' type must be true.
  • Up to 35 seconds since death must have passed.
  • The player is at least 1250 units away and turned around at the time.
  • The player then gets within 600 units of them.
It sounds like a long list but it really comes down to this: heads and legs must be intact (this is how you prevent them raising if you want to ensure they stay down); the 50% random chance must roll true; and you as the player have kept on exploring or moving around during a fight (ie so you've moved away from them and aren't looking at the time they get swapped in). That determines if they raise. If they do, there's a 40% they wil raise instantly and can attack you from behind or be encountered on your way back through a dungeon, otherwise they will only raise in front of you as you approach <-- these are the guys I want to test.

So basically kill a bunch, move away, wait 30 secs, turn around, and approach the corpses. The delay is actually randomised from 5-35 seconds for each one, to create the experience of them either getting up very soon while you're nearby such as while still fighting, or later as you're walking past again to give you the jeebies when they suddenly get up :)

BTW if you want to accelerate the chance of finding one, set MMMzFeralGhoulRaiseChance to 100 in the console, this will alter that 50% chance to raise to 100%. All Increased Spawns Feral Ghouls with head and legs intact will raise, and be either the 'instant' raise type or the 'raise in front of you' type.
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Laura Samson
 
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Post » Wed Aug 26, 2009 5:46 am

Keep on playing, that's a small sample. To be clear for everyone testing this for me (and thankyou), these are the circumstances Feral Ghouls will raise in front of you:
  • Increased Spawns must be active -- only the 'extra' spawns can raise, not the original one. So if using IS which gives 1-3 per point, a maximum of two of three spawned could raise.
  • Heads and legs must be intact.
  • A 50% random raise chance must be true.
  • A 60% chance of being a 'raise-in-front-of-you' type must be true.
  • Up to 35 seconds since death must have passed.
  • The player is at least 1250 units away and turned around at the time.
  • The player then gets within 600 units of them.
It sounds like a long list but it really comes down to this: heads and legs must be intact (this is how you prevent them raising if you want to ensure they stay down); the 50% random chance must roll true; and you as the player have kept on exploring or moving around during a fight (ie so you've moved away from them and aren't looking at the time they get swapped in). That determines if they raise. If they do, there's a 40% they wil raise instantly and can attack you from behind or be encountered on your way back through a dungeon, otherwise they will only raise in front of you as you approach <-- these are the guys I want to test.

So basically kill a bunch, move away, wait 30 secs, turn around, and approach the corpses. The delay is actually randomised from 5-35 seconds for each one, to create the experience of them either getting up very soon while you're nearby such as while still fighting, or later as you're walking past again to give you the jeebies when they suddenly get up :)

BTW if you want to accelerate the chance of finding one, set MMMzFeralGhoulRaiseChance to 100 in the console, this will alter that 50% chance to raise to 100%. All Increased Spawns Feral Ghouls with head and legs intact will raise, and be either the 'instant' raise type or the 'raise in front of you' type.


Yeah, I met all those conditions, however I did go through a cell so perhaps I was not out of the 1250 range before then. I'll keep testing and let you know.
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Alba Casas
 
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Post » Tue Aug 25, 2009 8:41 pm

No it just makes them show up as BS intended, but we can certainly do that. Anyone else want it?


It occurs to me now that actually perhaps just Super Mutant Overlords should be added to lower levels, not the Hellfire Enclave. (I haven't encountered the new goul type yet so don't have an opinion on it yet.)

Originally I suggested both Overlords and Hellfire Enclave, but the problem with that is it would allow the player to get the Hellfire armor and Heavy Incinerator weapons early. That's different from having Behemoths spawn with super mutant squads - Behemoths are an extra challenge, but the player can't get any special armor or weapons early by killing a Behemoth.

The Hellfire has similar stats to the T51b power armor, and normally the player can only obtain that effective armor by doing a specific quest for it (either Shoot Em In The Head or Operation Anchorage). If you use a slower-levelling mod then it is quite possible to only be level 12 or something when you reach the Brotherhood Citadel, the T51b quests would be rather spoilt if you could obtain Hellfire armor "for free" when killing your first Enclave foes.

The same goes for the Super Mutant Overlord Tri-Laser - it is a powerful weapon that makes regular laser rifles a bit pointless, so it makes sense that the player can't get it till level 18.

So I suggest just adding Super Mutant Overlords to lower levels, with lower stats (easier to kill) and armed with normal laser rifles, assault rifles/chinese assault rifles and occasionally miniguns. (Rather than Tri-Lasers and Gatling Lasers.) Perhaps shrink them too? So they are a similar size to Super Mutant Masters. Might cause animation problems though... not sure.

Anyway, yeah the Supermutants need troops that can use lasers, and I'm hoping to have shrunk Overlords fill that role. ;)
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Suzy Santana
 
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Post » Wed Aug 26, 2009 1:06 am

Well Martigen, the ghouls are indeed raising for me.
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Robert Jr
 
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Post » Wed Aug 26, 2009 10:11 am

So I suggest just adding Super Mutant Overlords to lower levels, with lower stats (easier to kill) and armed with normal laser rifles, assault rifles/chinese assault rifles and occasionally miniguns. (Rather than Tri-Lasers and Gatling Lasers.) Perhaps shrink them too? So they are a similar size to Super Mutant Masters. Might cause animation problems though... not sure.

Anyway, yeah the Supermutants need troops that can use lasers, and I'm hoping to have shrunk Overlords fill that role. ;)

That moves into making a full BS plugin for MMM, and in which case I might as well do Anchorage and Pitt too. Yes, I know, sounds good? Time is my enemy :) The current BS plugin is a 'compatibility' plugin and ensures both mods work as intended, without expanding that scope at the moment.

Anyone else is welcome to make Anchorage, Pitt, and Borken Steel plugins that add MMM elements to the DLCs, and I can take a look at them and see if everything is in order (MMM is relatively cleanly laid out, but some things may need explaining).


Well Martigen, the ghouls are indeed raising for me.

Thanks for letting me know DT.
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Lizbeth Ruiz
 
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Post » Wed Aug 26, 2009 6:44 am

I managed to get two ghouls raising in front of me plus another couple raising when I wasn't looking.
Heh, I almost feel sorry for the poor armless ghouls that raise in front of you, trying to walk/run away. Maybe they need a head butt attack :)
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Emily Martell
 
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Post » Tue Aug 25, 2009 10:33 pm

Keep on playing, that's a small sample. To be clear for everyone testing this for me (and thankyou), these are the circumstances Feral Ghouls will raise in front of you:


I was thinking/hoping that fire would prevent them from rising, so I give dead ghoul mobs on the floor a good hosing with the Burnmaster. Oh, well. Far easier to lop off heads with a M60.

I take it Night Ghouls don't raise? Haven't seen any do it so far.
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John N
 
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Post » Wed Aug 26, 2009 1:49 am

I managed to get two ghouls raising in front of me plus another couple raising when I wasn't looking.
Heh, I almost feel sorry for the poor armless ghouls that raise in front of you, trying to walk/run away. Maybe they need a head butt attack :)

Ta Numbnuts :)


I was thinking/hoping that fire would prevent them from rising, so I give dead ghoul mobs on the floor a good hosing with the Burnmaster. Oh, well. Far easier to lop off heads with a M60.

I take it Night Ghouls don't raise? Haven't seen any do it so far.

No Night Ghouls don't raise (do you really want them surprising you twice?) :) And no there's no detection for burnification, but any sort of gooification or disintigration is picked up and prevents raising.
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Melissa De Thomasis
 
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Post » Wed Aug 26, 2009 7:38 am

Hey, first off nice one Martigen, your mods made oblivion infinately better and this is doing the same for fallout, never play without it :)

Running with the Broken Steel.esp and everything is running smoothly, or as smooth as fallout can run.

I seem to be getting very large amounts of deathclaws spawning since ive played with broken steel though, im level 24 and they really are popping up everywhere, making them alot less scary and fearsome as I seem to encounter more of them than I do vicious dogs. Anyway to tone down the chance of deathclaws spawning in the next release? Anyone else with BS finding this?

Also just a few ideas for creatures:

Aliens, I know this was already mentioned and will probably turn up at some point. Very powerful enemy found wandering the wastes in pairs.

Failed FEV Experiments, theres already a model, but if it was rigged they would make a pretty grotesque and scary foe, to be found in dark irradiated places.

Feral Ghoul Hulk, a sort of Behemoth of feral ghouls, would make constantly headshotting ghouls in the metro abit more taxing/interesting.

Keep up the good work

Cheers
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Lisha Boo
 
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Post » Tue Aug 25, 2009 10:51 pm

That moves into making a full BS plugin for MMM, and in which case I might as well do Anchorage and Pitt too. Yes, I know, sounds good? Time is my enemy :) The current BS plugin is a 'compatibility' plugin and ensures both mods work as intended, without expanding that scope at the moment.

Anyone else is welcome to make Anchorage, Pitt, and Borken Steel plugins that add MMM elements to the DLCs, and I can take a look at them and see if everything is in order (MMM is relatively cleanly laid out, but some things may need explaining).


I'm not sure Operation Anchorage or The Pitt really NEED any MMMing, though. Anchorage is already set up as a first person shooter rather than an RPG and there's plenty of Chinese soldiers to fight. And, since my own in-progress mod gives gauss rifles to some Chinese soldiers (their propoganda posters feature them using them) the game seems hard enough.

Though, it might be nice to add a couple of extra Chimera tanks, in places other than the tank depot. The tank depot is for repairing and servicing tanks... how come you don't encounter any on the actual battlefield?! Actually, you DO if you try to run through the battlefield without doing the chimera depot mission first - you come up against three chimera tanks sitting on top of a hill. What's lame is there is then an invisible wall stopping you from proceeding further. I'd like to have to go up against a couple of tanks even after the invisble walls are disabled. ;)

As for The Pitt... the fact that you lose all your guns and armor means you really don't want to go doubling or tripling the number of enemies. ;) At least not until you've done the arena fights and gotten your equipment back.

Anyway, some MMM stuff for Anchorage and The Pitt might be nice but aren't really necessary since they add specific types of new enemy to specific new locations. While Broken Steel adds new types of enemy to the general population of the Wasteland, and it makes sense to make MMM-style adjustments to those new enemies.
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Betsy Humpledink
 
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Post » Tue Aug 25, 2009 11:55 pm

No Night Ghouls don't raise (do you really want them surprising you twice?) :) And no there's no detection for burnification, but any sort of gooification or disintigration is picked up and prevents raising.


I wouldn't mind one way or the other, I love Night Ghouls. They're like land-based pirranha when you're low level, but awful fun at high level.



Feral Ghoul Hulk, a sort of Behemoth of feral ghouls, would make constantly headshotting ghouls in the metro abit more taxing/interesting.



TANK! TTaaaAAAAAAAAaaaaNNKKKkk!
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Devin Sluis
 
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Post » Wed Aug 26, 2009 10:20 am

Eh I really cannot see much need for MMMness in both Anchorage or the Pitt. What I could see being very interesting is a mod that increases the number of Chimera tanks you fight in Anchorage though, since you only fight...what, two? Probably would require adding to the world some more areas to explore though.

As far as the Pitt is concerned, The Slave Fighters or whatever that result near the end could be modified. The Steel Yard is pretty set with the number of Trogs you face (Holy crap they multiply when you least expect them to.) and really don't need many more things coming at you - unless you can make them stealthfully multiply on you like the Trogs. But when it comes to the Slave Fighters, they're low in health and have very little to attack with. An improved AI package that makes them kill raiders and then take their weapons would be interesting, maybe even something that adds ranged fighters too.

Loving the mod thus-far though. Yet to run into the Floaters and the like though. Btw, will the next update have the newer Gecko models used?
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FoReVeR_Me_N
 
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Joined: Wed Sep 05, 2007 8:25 pm

Post » Wed Aug 26, 2009 4:34 am

I've just discovered that having Increased Spawns active causes a crash when going to Warrington Station (the station near to Tenpenny Tower). Occurs if I fast travel or if I manually walk there from Tenpenny Tower.
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Sam Parker
 
Posts: 3358
Joined: Sat May 12, 2007 3:10 am

Post » Tue Aug 25, 2009 10:46 pm

An improved AI package that makes them kill raiders and then take their weapons would be interesting, maybe even something that adds ranged fighters too.


Seems like a better tactical AI is the thing that would improve Fallout the most. Its crazy to have a gunfight with two people standing in the middle of a street shooting automatic weapons at the other guy's head...
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Chenae Butler
 
Posts: 3485
Joined: Sat Feb 17, 2007 3:54 pm

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