[RELz] Mart's Mutant Mod 1.0 RC 1.1

Post » Tue Aug 25, 2009 10:38 pm

Use FOMM to make a FOMOD and install through FOMM, that way everything should be in the correct location and archive invalidation gets set properly.
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FITTAS
 
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Post » Tue Aug 25, 2009 11:31 pm

Use FOMM to make a FOMOD and install through FOMM, that way everything should be in the correct location and archive invalidation gets set properly.


I don't really know how. but ill try.

and I am using FOSE-FOMM, I was just copying/pasting the texture and meshes, the ESP files are all handled by FOMM, I use its archive thing.

here is my load order.

Fallout3.esm
CALIBR.esm
FOOK.esm
FWE_FO3_Wanderers_Edition.esm
Mart's Mutant Mod.esm
HairPack.esm
FOOK.esp
DarNifiedUIF3.esp
FWE_00_QUEST.esp
FWE_01_COMBAT.esp
FWE_02_COMBAT_II.esp
FWE_03_CHARACTER.esp
FWE_04_CHARACTER_II.esp
FWE_05_ITEMLOOT_III.esp
FWE_05_ITEMLOOT_II.esp
FWE_05_ITEMLOOT.esp
FWE_06_SPAWNS.esp
FWE_07_IMMERSION.esp
FWE_08_FEATURES.esp
FWE Compatibility - FOOK.esp
WeaponModKits.esp
WeaponModKits - FOOK + FWE.esp
Mart's Mutant Mod.esp
UPP - Pack 1.esp
UPP - Pack 2.esp
UPP - Quest Perks.esp
MTC Wasteland Travellers.esp
hair_add_npc.esp
FairfaxApartment.esp
eyes_hairpack_en.esp
DIM CUSTOM PRESETS V1.3WEB.esp
Greenerworld.esp
Fellout-SOTD.esp
Fellout-Full.esp
FieldJackets.esp
kikaiEquipment.esp
Blank's Magic Hand - Type A - Arrows.esp
SomePoses.esp
Mart's Mutant Mod - Feral Ghoul Rampage.esp
Mart's Mutant Mod - Hunting & Looting.esp
Mart's Mutant Mod - Natural Selection.esp
Mart's Mutant Mod - No Corpse Flies.esp
Mart's Mutant Mod - FOOK + FWE.esp

Total active plugins: 43
Total plugins: 77
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john palmer
 
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Post » Wed Aug 26, 2009 6:36 am

Use FOMM to make a FOMOD and install through FOMM, that way everything should be in the correct location and archive invalidation gets set properly.



sorry, double.

Things seem to be working fine now, I wonder if the other mods would change If i did that to them? the rest of them seem to be working fine though, maybe I should leave them alone?
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Penny Courture
 
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Post » Wed Aug 26, 2009 11:04 am

I thought I remember seeing an option added where you decreased the HP for ghouls because some people just wanted to be swarmed by large number of weaker ghouls? Am I misremembering that? If not, then I don't see that plug in here. Can you add it to your list of optional plugins?

Yep, was in last thread:

::: http://members.iinet.net.au/~amills/zMMMF3-FGS.zip

It reduces health on Feral Ghouls, Roamers, and Glowing Ones. These new values will work with the wounded raised Ghouls too, making plenty of fodder. As the ghouls are weaker, I was contemplating upping MMMzFeralGhoulMult from 5 to 6, but you can do this yourself by editing Feral Ghoul Rampage.esp if you want to.


Corpse flies aren't really something you actively hunt, and having their blips on the radar are just distracting. :)

Hmmm... I might try and make them ghost until hit, then return them to normal (but with 1 health, a hit equals death). The problem might be that with ghost making them invulnerable, hit detection techniques might not work.


Could you make a no fire flies plugin?

Probably not :) They're so rare as it is, and appear only at night making them even rarer. They're supposed to be a treat for this reason, and automatically disapppear at daybreak. Unless you have a major issue with them?


martigen i got a new idea. remember those 2 models i was trying to give to you? one was a arachnid model and one was the cloverfield parasite model. well for non-canon monsters ( monsters not from the fallout universe) how about a seperate plug-in for those kinds of critters?

like these http://www.fallout3nexus.com/downloads/file.php?id=6063 for example would be in the non-canon monsters plug-in.

Thanks NJ, I'll take a look. Anyone else like the look of these?


Martigen did you post an updated MMM for Fook esp somewhere? I thought you did but can't find it.

Always always always use only the MMM - FOOK .esp from the FOIP plugins.

And yes, the current RC 1 FOIP plugins are fine for RC 1.11.


Hi Mart.

If I'm posting in wrong thread.Sorry.

There's a slight bug with the Metro Protectrons.They no longer attack anything.
Is there a fix for this please? I'm using a Mart and FOOK combo.

This was (or should be) fixed in RC 1.1. Are you using RC 1.11?


I am having problems with SM's, some are invised and some are fine, i have ri-installed the mods several times, making sure to put the meshes and textures in the proper place.

You haven't followed the installation instructions. Every step. To the letter.
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victoria johnstone
 
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Post » Wed Aug 26, 2009 12:22 pm

You could set the ghoul's health to (health / MMMzFeralGhoulMult) or something similar. :)

Anyone else like the look of these?

I think tyranids are pretty cool in general (although I played marines and guard in my days of 40k), but I don't think they fit very well in Fallout. I don't know what the Cloverfield parasite looks like, but a google image search suggests that I'd have the same opinion on them.
It should be possible to make an MMMF3-compatible plugin that puts them into the MMMF3 leveled lists though, right? That way everybody is happy. :)
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Ludivine Poussineau
 
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Post » Wed Aug 26, 2009 1:39 am

The modder did a really good job on the Tyranids, but I don't want them in Fallout. They are such an iconic monster from another game universe that it would destroy my immersion into the Fallout world.
So I'd prefer what Tubal recommended, an optional plugin...
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Kevan Olson
 
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Post » Wed Aug 26, 2009 11:44 am

The modder did a really good job on the Tyranids, but I don't want them in Fallout. They are such an iconic monster from another game universe that it would destroy my immersion into the Fallout world.
So I'd prefer what Tubal recommended, an optional plugin...


that was why i mentioned the idea of a SEPERATE mmm plug-in for non-canon creatures (creatures not from the fallout universe but from other gaming, comic book, movie ,etc... universes OR totally custom creatures that someone just came up with.)
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Lloyd Muldowney
 
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Post » Wed Aug 26, 2009 12:27 am

Nope, don't want Warhammer in my Fallout3
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Christine
 
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Post » Wed Aug 26, 2009 12:34 am

Nope, don't want Warhammer in my Fallout3

but how about a optional plug-in? key word being "optional" like a side download for those that want it.
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Jessica Raven
 
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Post » Wed Aug 26, 2009 3:16 am

but how about a optional plug-in? key word being "optional" like a side download for those that want it.


As an optional plugin AND an optional download yea.
I've got no problem what other people put in their games :P
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Evaa
 
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Post » Wed Aug 26, 2009 8:01 am

As an optional plugin AND an optional download yea.
I've got no problem what other people put in their games :P

Seconded. That way Lore Freaks can't complain that MMM has ruined what the wasteland was. Not that they wouldn't anyway, they seem to take things the wrong way every time.
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sophie
 
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Post » Wed Aug 26, 2009 5:58 am

that was why i mentioned the idea of a SEPERATE mmm plug-in for non-canon creatures (creatures not from the fallout universe but from other gaming, comic book, movie ,etc... universes OR totally custom creatures that someone just came up with.)
You could PM the original authors and ask for one. If they already have the creatures in-game most of the hard work is already done, adapting their plugin for MMMF3 is the easy bit. :)
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Steve Smith
 
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Post » Tue Aug 25, 2009 8:36 pm

Seconded. That way Lore Freaks can't complain that MMM has ruined what the wasteland was. Not that they wouldn't anyway, they seem to take things the wrong way every time.


and thats why they get banned like crazy at nexus.
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Maria Leon
 
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Post » Wed Aug 26, 2009 4:22 am

and thats why they get banned like crazy at nexus.


LOL!!!

A little Comedy bit I did called http://www.onmvoice.com/play/4749 :P

Dedicated to "those" people
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Marie
 
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Post » Wed Aug 26, 2009 12:07 pm

A little Comedy bit I did called http://www.onmvoice.com/play/4749 :P


Hehehe. :)

Anyways a bit more OT:

I'm also siding with not having 40k in my F3 unless it is a very seperate optional .esp.
I'm not too partial to Floaters and Wanamingos, but I haven't turned them off yet either. ;)

@Mart or anyone who knows:

If you the NoFloaters.esp or NoWanamingos.esp in MMM, what does that do to their specific loot items such as meat and trophy items?
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Becky Palmer
 
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Post » Wed Aug 26, 2009 10:58 am

Yes, it's very funny to insult fans who take the time to read background information, and then hope to put it to use. But aaaanyway, go here to discuss it: http://www.offtopic.com/

If you the NoFloaters.esp or NoWanamingos.esp in MMM, what does that do to their specific loot items such as meat and trophy items?

Probably nothing, you just don't get any more of it.
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LijLuva
 
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Post » Wed Aug 26, 2009 12:26 am

Yes, it's very funny to insult fans who take the time to read background information, and then hope to put it to use. But aaaanyway, go here to discuss it: http://www.offtopic.com/


THis ^ is new and original and has NEVER ever been used on the Internet before :rolleyes:

Anyways, the reason I would suggest a separate download is to take the 'load' off of the main download,
keeping the main MMM to a reasonable size for people who might not have the fastest of connections.
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Megan Stabler
 
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Post » Wed Aug 26, 2009 4:57 am

Yes, it's very funny to insult fans who take the time to read background information, and then hope to put it to use. But aaaanyway, go here to discuss it:
Probably nothing, you just don't get any more of it.


In my experience it isn't the message that usually gets people insulted so much, its the method or style of the delivery.

Its that "probably nothing" I'm asking about. :)

I'm assuming the collected items will either stay stored or the .esps have a mechanism to remove those items from the game.
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Alyce Argabright
 
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Post » Wed Aug 26, 2009 7:21 am

Regarding Pestilent creatures......I'm finding that the Geckos [apparantly all varieties] are still launching.....I stood watching "one" launch repeatedly skywards from a patch of ground in an endless "loop" -launch -launch -launch.....ad infinitum......with no apparant stopping it. The "No Geckos" plugin doesn't appear to remove 'em all but those few that remain seem so far to behave normally for some reason and just stroll about........Personally, I was never particularly fond of them in their present "Pokomon-ish" incarnation and I would suggest that it is perhaps time to consider either cutting them from the body of the mod in some drastic surgical manner or re-doing them in some "4 legged beast" looking manner with a different skeleton which will work properly.....(because with the best will in the world, IMHO, the things look subtlely wrong from the getgo anyhow)....the skeleton is still causing launching and the "No Gecko" plugin doesn't appear to actually "get 'em all".....[It might be time perhaps to make actually HAVING them ingame the optional plugin?]......I was, personally, greatly disappointed to install all the new plugins [especially having impatiently held off, for 1.1 etc] done the 4 day resting thang and emerged to see, while hoping to check out the new beasties etc, instead [literally and immediatly] one of those things doing its "old -style" launching glitch......since the new creatures already mostly seem sound enough from the brief run-ins I've had with 'em.......why not expand upon 'em etc regarding skins and varieties..... why keep flogging a dead gecko? I dont want to seem unduely/unfairly down on the things but surely, enough is enough, glitchwise with 'em?.......
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john page
 
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Post » Tue Aug 25, 2009 10:47 pm

Is anyone else having problems with MMM and Patch 1.5?

I've been advised to check FO3Edit for mods changeing exterior cells... and honestly I have no idea what I'm looking for. *blush*
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rae.x
 
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Post » Wed Aug 26, 2009 12:04 pm

Is anyone else having problems with MMM and Patch 1.5?

I've been advised to check FO3Edit for mods changeing exterior cells... and honestly I have no idea what I'm looking for. *blush*

Patch 1.5 is as broken as four Black Lotuses with the Moxen all mashed together. I advise you to roll back the patch.
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Megan Stabler
 
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Post » Wed Aug 26, 2009 5:00 am

I've just upgraded and so far no issues for me, not that I've been anywhere much. Lucky my last save was indoors, though I had to camp out in Underworld for 4 whole days :rolleyes:
My companion and I started with the rooms off Underworld for practise and to give me an idea of what to expect regarding ghouls. They weren't so bad, actually. If they weren't goopified (by my companion) they died from headshots by me. Some died whole and I wondered when they'd rise again. They didn't while we were there. Is it normal for the Glowing Ghouls to explode after death? I also use HDR so their bits and pieces glowed fairly brightly.

This version of MMM is what I know from Oblivion. Completely crazy! In a good way, of course. I haven't been game to try and enter Fairfax Ruins yet, as last time (and last version) I just couldn't without a CTD, no matter which direction I approached from. I'm sure it has to be the raiders as the only other thing I have there is a house mod and to get to it I had to disable MMM completely. Then I could come and go as I pleased :shrug:

I thought I'd leave the safety of Megaton to take a stroll to Tenpenny Tower, to finish a quest. Not such a great idea! Whoever did the textures on those red Deathclaws did a great job! They remind me of something straight out of hell and make those vanilla Deathclaws look unscary and boring.
Between Megaton and Tenpenny Tower I met 3 Deathclaw Young, 1 normal Deathclaw, and 3 red ones (I never caught their names). I knocked off one red one while hiding, one young one seemed to be more curious than angry so was easy to kill and the others I ignored by slipping into sneak mode (thanks to the Chinese Stealth Suit) and running away.

Apologies for the pointer (and HUD), but in this case stuffed VATS has it's one upside. I can take a screenshot before the percentages come up :P
http://img259.imageshack.us/img259/1359/screenshot620.jpg

Unfortunately I have not previously been to the Deathclaw Sanctuary, so no doubt will be in for a nasty surprise. I can imagine this mod putting some Deathclaw King in there somewhere, or a lively nest of babies ewith over-protective mothers :cold:

I'm Level 20-odd, maxed in almost everything but a furious Deathclaw or several can certainly kill me in a couple of swipes. Unlike Oblivion I am no longer the center of the universe and invincible. I don't know whether to be annoyed or glad :P

Anyway, having lots of fun and I shall now dive back into it :)
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Hazel Sian ogden
 
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Post » Wed Aug 26, 2009 10:24 am

Ye gods.

I was completing the Riley's Ranger's quest and trying to fast travel to Seward Square (I hadn't yet stumbled across their Compound, but pretty close).

On arriving, I was suddenly confronted by two large groups (about 6-8 each) of Super Mutants, one coming at me, and the other flanking me. The front group also had three Centaurs, but worse, the flankers had a Behemoth in back. (I use only the 1st "Increased Spawns" as including the other increases my CTD's)

All of us died - my character, Jericho, and Bittercup. I pumped up my character full of drugs and tossed Nuka Grenades around like mad, to no avail. I tried reloading it five times and we still got our butts wiped. Now, I use the "Original Fallout Weapons" mod, so I'm wielding a Vindicator Minigun, Jericho an M60, and Bittercup a CAWS combat shottie.

I finally had to take a "side trip" back to Megaton and pick up my Fat Man and about twenty nukes. Whew. Victory.

Needless to say, all this was supremely fun and made possible by MMM. Thanks Martigen :fallout:

----------------------
Found a very minor (very) bug involving the Super Mutants during this quest. Inside either the hospital or the Statesmen (think it was the latter) I encountered groups of SM's that it became apparent that they were the vanilla unaltered's. I was putting them down with one shot each, or just about. I think these are custom SM's, since they talk about the Rangers.

It's no biggie, in fact they're a good demonstration of SM's "before and after", heh. It's not ALL the SM's in those buildings, just like 2 or 3 groups of them that apparently haven't been eating their Wheaties.
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dav
 
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Post » Wed Aug 26, 2009 2:45 am

Hi Mart.

QUOTE (Nilms @ May 1 2009, 07:01 PM)
Hi Mart.

If I'm posting in wrong thread.Sorry.

There's a slight bug with the Metro Protectrons.They no longer attack anything.
Is there a fix for this please? I'm using a Mart and FOOK combo.

This was (or should be) fixed in RC 1.1. Are you using RC 1.11?

Just Ran a new Game with RC1.11 and latest updates.The protectron in the Super Duper Mart not attacking.

Just tried nearest Metro. Protecteron still not attacking.

Cheers.

James. :)
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Love iz not
 
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Post » Tue Aug 25, 2009 10:12 pm

I can confirm the Protectrons still won't attack in RC 1.11.
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SEXY QUEEN
 
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