[RELz] Mart's Mutant Mod 1.0 RC 1.1

Post » Wed Aug 26, 2009 12:31 am

from Mmmmmmmmmmmmmmmmmmm post
"Guys -- problems with slow motion creatures and NPCs, problems with saving -- these are all the Fallout 3 engine.

You really need to be reading the official forums right now, there are bug reports from patches 1.4 and 1.5 that cause the above, as well as issues when using quick saves and auto saves.

The gist right now is don't run anything larger than the 1.1 patch, and always save to a new slot, to avoid issues. If you want fixes from patches post 1.1, you need to use the Unofficial Patch. Again, read the official forums there's far too much information than I'm going to go into here."

no i haven't had any problems at all with 1.4 and mmm its been working great ........its either 1.5 or broken steel causing issues with the mod .
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matt
 
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Post » Tue Aug 25, 2009 11:15 pm

Hey guys, I recently installed the latest version of MMM onto my recent Fallout 3 reinstall and I found that using MMM increases the intermittant (mostly unnoticeable until now) stuttering I was getting. Is this normal? I wouldn't imagine it'd be my hardware. Did a clean boot, latest drivers, E8400, 4 gigs of ram, and a GTX 275.

Also on the way to the Super Duper Mart I was beset by a group of 6 Talon Company Merecenaries whom promptly scragged my character, even taking increased spawns into account, is this also normal?

Fallout3.esm
FakePatch_v1.4.0.6.ESM
Anchorage.esm
ThePitt.esm
BrokenSteel.esm
Mart's Mutant Mod.esm
Unofficial Fallout 3 Patch.esp
Unofficial Fallout 3 Patch - Operation Anchorage.esp
Unofficial Fallout 3 Patch - The Pitt.esp
The Pitt Crash Fix.esp
Pitt Ammo Press Fix.esp
mutantradio.esp
ConelRad.esp
GNR 40's Tunes Ultimate Pack 1.esp
CivilDefenseBroadcastSystem.esp
Meet the Devs.esp
Mole Rat Maze.esp
Rivet City Underworks 1.1.esp
Museum Station Bunker.esp
Crashedtrain.esp
houseexpansion.esp
bus.esp
Bunker.esp
FalloutShelter.esp
MinefieldHome.esp
Ghoul Mansion v3.esp
QuantumPipeV2.esp
power.esp
Death Canyon v3.esp
BoS outpost.esp
Diner Shack and Home.esp
Princess Top of the World.esp
Yevic's Personal Vault.esp
Broadway_cinema.esp
Tenpenny Suite.esp
Republic of Dave House.esp
Arefu Player House.esp
DesertedVault.esp
FairfaxApartment.esp
YevicsUrbanTownhome.esp
FollowersRelax.esp
XFO_Playstyles.esp
XFO_Stat_changes.esp
XFO_Weapskill_accuracy_notdmg_med.esp
XFO_SP_Fix_(SP10_TAG25_INTxHalf).esp
XFO_Perk_paths.esp
XFO_VATSdmg_50.esp
XFO_barter_fix_mild.esp
XFO_Timescale_med.esp
XFO_Karma_changes.esp
XFO_Speed_increase.esp
XFO_Cripple_fixes.esp
XFO_Degradation_fixes.esp
XFO_Gore_fixes.esp
XFO_Weapon_Jamming.esp
XFO_food_water_changes.esp
Power Armor Revival.esp
Power Armor Revival - Operation Anchorage.esp
Power Armor Revival - The Pitt.esp
Power Armor Revival - Advanced Power Armor.esp
BoS Armor.esp
BoS Armor - Anchorage.esp
PowerArmorTraining.esp
PowerArmorTraining_MedicArmor.esp
PowerArmorTraining_Linden.esp
Updated XRepair.esp
CrossRepairArmor.esp
Repairable Gauss Rifle - Backpacks.esp
Children of Atom Perk Pack.esp
QZ Perks Pack 1.esp
QZ Traits.esp
UPP - Pack 1.esp
UPP - Original Perks.esp
UPP - Beverage Perks.esp
UPP - Quest Perks.esp
UPP - Experience Perks.esp
Wyrd_Wasteland_Perks.esp
VDSP-01.esp
UPP - Pack 2.esp
goat_perks.esp
GaryHoloTape.esp
MrSlackPants-Explosions.esp
Explosive Explosives v1.3.esp
Inebriation-FOSE.esp
Tenpenny Suite1.esp
AddBottle.esp
MrSlackPants-Radiation.esp
Explosive Entry.esp
MrLabTechnician.esp
RK-RAIDER GORE DELETET.esp
RealFragGrenade.esp
DBGR - Pitt Edition.esp
12BoltDivingHelmet.esp
NecronomiconExMortis 5.1.esp
MrSlackPants-DecentPipBoyLight.esp
RobCo Certified.esp
Deputy Weld and Steel - Badges and Hats.esp
NPCs Sleep Tighter.esp
NoLockTopic.esp
noautoaim.esp
DarNifiedUIF3.esp
DUIF3Extras.esp
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 - Tougher Traders.esp
Mart's Mutant Mod - No Wanamingos.esp
Mart's Mutant Mod - XFO.esp
PreWar Book Titles and Perks.esp
Achievement Remover [All].esp

This is my load order, sorry about the long list, I haven't figured out how to put the load order in the little scrollable list to save on space.

Thanks for any assistance though.
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JUan Martinez
 
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Post » Wed Aug 26, 2009 3:09 am

You do the scrollable codebox with the codebox tag. With brackets. Also, getting slaughtered in MMM is normal. That's what makes it fun :)
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Gemma Archer
 
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Post » Wed Aug 26, 2009 3:23 am

guys i got 1 problem... i only today notice that my charater ( since e used this mod ) got big hands.. its very strange it looks like its transforming into a deathclaw... i would like to know if any1 knows how to turn the hands to normal...
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Charles Mckinna
 
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Post » Tue Aug 25, 2009 11:24 pm

What UI mod is this?


http://www.gamesas.com/bgsforums/index.php?showtopic=984736
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Reanan-Marie Olsen
 
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Post » Tue Aug 25, 2009 11:03 pm

I started a new game with this mod and Broken Steel.

Outside of Megaton as a 2nd level character I was attacked by two enclave soldiers who I couldn't even hurt. Could this becaused by the mod?
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Jack Walker
 
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Post » Wed Aug 26, 2009 1:47 am

no i haven't had any problems at all with 1.4 and mmm its been working great ........its either 1.5 or broken steel causing issues with the mod .



i too run 1.4 with no problems
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Nicole Kraus
 
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Post » Tue Aug 25, 2009 10:45 pm

Hey guys, I recently installed the latest version of MMM onto my recent Fallout 3 reinstall and I found that using MMM increases the intermittant (mostly unnoticeable until now) stuttering I was getting. Is this normal? I wouldn't imagine it'd be my hardware. Did a clean boot, latest drivers, E8400, 4 gigs of ram, and a GTX 275.



yes. more ai, more stuttering only when they are loading up in the area. The stutter isnt that bad as it only lasts for a sec if that. Its not like oblivion. Its well worth it though. much more enjoyable game. i had 8 mole rats and 6 bad guys vs eachother and me outside springvale elementary. this type of action doesnt exist w/o mmm
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Emily abigail Villarreal
 
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Post » Wed Aug 26, 2009 6:06 am

I started a new game with this mod and Broken Steel.

Outside of Megaton as a 2nd level character I was attacked by two enclave soldiers who I couldn't even hurt. Could this becaused by the mod?


This is related to Broken Steel.
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Laura-Jayne Lee
 
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Post » Tue Aug 25, 2009 10:19 pm

This is related to Broken Steel.



So, does Broken steel Make the mod unplayable? Or is there just a couple of bugs?
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Alan Whiston
 
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Post » Wed Aug 26, 2009 8:13 am

This is related to Broken Steel.

I don't now
I play Fallout 1.0+Broken Steel and don't see any Anclave soldiers at level 2 and much more.
May be conflict with another mod?
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Angus Poole
 
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Post » Wed Aug 26, 2009 10:16 am

yes. more ai, more stuttering only when they are loading up in the area. The stutter isnt that bad as it only lasts for a sec if that. Its not like oblivion. Its well worth it though. much more enjoyable game. i had 8 mole rats and 6 bad guys vs eachother and me outside springvale elementary. this type of action doesnt exist w/o mmm


I suppose I'll have to get used to it then, considering the benefits of MMM.

Also, I have a question for you Mart. What exactly does the compatibility patch for XFO make compatible between XFO & MMM?

Additionally, random thought, could having lots of extra textures and all of that (Armors, weapons, etc) contribute to stutter even if the new textures in question arnt currently on screen?
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Budgie
 
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Post » Wed Aug 26, 2009 3:57 am

guys i got 1 problem... i only today notice that my charater ( since e used this mod ) got big hands.. its very strange it looks like its transforming into a deathclaw... i would like to know if any1 knows how to turn the hands to normal...


Yeah, I noticed that too. It happened to my character after getting plastic surgery or a new haircut. Ended up starting a new character to get rid of the giant hands. I'm running MMM with v1.5 and BS right now, and still no giant hands. Have been avoiding the haircut/surgery thing though..
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tannis
 
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Post » Tue Aug 25, 2009 9:04 pm

I'm a nerd programmer who pays attention to detail, so I'd just like to note that in my humble opinion, release candidates are numbered (not versioned) using integers. The release candidate number would correspond to a specific software version like a tag in SVN.
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Mark Churchman
 
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Post » Wed Aug 26, 2009 5:48 am

Any chance you can add a smart AI like this Mart? Would really make playing a stealth character fun.

http://www.tesnexus.com/downloads/file.php?id=18065
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michael danso
 
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Post » Wed Aug 26, 2009 4:35 am

I ran into a Behemoth wielding a fire hydrant that was... About LITERALLY big enough to fit five behemoths, standing ontop of each other, from base-to-tip... It was... uh... Covering the whole behemoth.
I lol'd, but then I got annoyed. I blew off his arm and it poofed. :o
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Dewayne Quattlebaum
 
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Post » Wed Aug 26, 2009 9:36 am

I am wondering if Increased-Spawns does anything when loaded with Broken Steel that would reduce the incidence of the special Super Mutants that load in with the Broken Steel .esm.
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SHAWNNA-KAY
 
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Post » Wed Aug 26, 2009 11:59 am

It's shouldn't have any negative impact on the BS added mobs, as it modified the leveled actor markers to spawn more stuff. The most notably annoying thing about BS that I can now confirm isn't MMM's fault is Enclave goons showing up at random before they're big arrival during the main quest. Was wandering around The Mall during GNR quest and 3 of them showed up and started destroying mutants, then me.

That was a rough night, at level 6 after I had defeated the first Behemoth, I was wandering around Dupont Circle and ran into a Gargantuan. That wasn't exactly fun, took all my Mini-Nukes and Bottlecap mines to finish the job.

[edit] Oh, and didn't see it posted yet, might of missed it, but Mart the hitboxes for Wanamingo's is generally messed up. VATS thier head while standing to thier side and you'll see, it'll shoot the air in front of thier head and it'll bleed. Shoot at thier back and the bullets fly through them, have to take them head on to fight them.
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Anna Krzyzanowska
 
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Post » Wed Aug 26, 2009 11:12 am

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?

Nothing :) Using the 'No...' will prevent those creatures spwaning henceforth, but any loot you currently have from those creatures is untouched. All the 'No...' plugins do is toggle how the mod operates, all the content is in the master file which means you keep everything as long as MMM is loaded.


Yeah, great work on the armless ghouls and having them rise in front of you. http://i41.tinypic.com/17zvac.jpg It's a lot of fun and even though I'm used to it from your mod of zombies resurrecting themselves in Oblivion, I still get caught off guard once in awhile and they get me to jump.

More pics! Don't get a lot of time to mod, and even less to play, so like to see how people are enjoying the mod :)


A quick question/suggestion, I've been looking around Fallout Nexus and came across http://www.fallout3nexus.com/downloads/file.php?id=4616 it make me think" Wow, the characters looks so varied" and it made me thinking is it possible to implement something like that to the NPCs and Hostiles used in MMM for variesty and flavor?

I could, but that's entering into loot mod territory, and I kind of leave that to other mods like FOOK to do. If I do it and you run another loot mod, those changes are lost. I prefer for mods to focus on one thing and do it well than try to be multiple things, it allows people to pick and choose their mods and know they'll work better together.

The exception might be hairs and things like tattoos, which MMM already has, as these aren't loot list based. I don't have a lot of time to look at this, so very happy for someone else to make an MMM plugin to do so. In fact I think I saw one on Nexus for altering hairs on Raiders.


not sure if its due to broken steel or the 1.5 patch but i cant use your mod anymore without a bunch of game breaking glitches ..ill get a super exposed green pip boy sometimes that i cant even read ..or other times the sound will just cut out from the pip boy and dialogues with npc's will be silent as well ..after removing your mod it works fine ..but i want to use your mod ..what a drag .. hope this can be fixed ...i really love this mod ..peace ..also im not using other mods just mmm and yes i have the load order correct it just started acting weird after the patch and broken steel install

That's nothing to do with MMM, sounds like the 1.5 patch and Broken Steel.


guys i got 1 problem... i only today notice that my charater ( since e used this mod ) got big hands.. its very strange it looks like its transforming into a deathclaw... i would like to know if any1 knows how to turn the hands to normal...

Also not MMM. MMM doesn't alter the Player at all, not even using quest scripts (a popular technique for many mods).


Also, I have a question for you Mart. What exactly does the compatibility patch for XFO make compatible between XFO & MMM?

In truth, not a lot. Originally Xodarap made some creature and NPC health changes to reflect the type of experience he wanted for XFO with MMM's creatures and NPCs, but many of these made the game too hard and lots of people complained. In the current MMM - XFO plugin for FOIP I returned most health values back to their MMM defaults. In fact, looking at it now, it really isn't needed.

Additionally, random thought, could having lots of extra textures and all of that (Armors, weapons, etc) contribute to stutter even if the new textures in question arnt currently on screen?

Yes and no. More textures means more loading from the hard drive (so defragging is always a good idea) but once loaded you won't get any stutter from disk reads. That said, more textures means more texture memory on your video card and if you're loading enough new textures -- from new items, creatures, environment, landscape and all the other replacer mods out there -- and it surpasses the availability of your graphics card's memory you will again get stuttering as your PC attempts to push textures over the PCI-E bus from main memory and back, a far slower process than your card's onboard RAM. This is why -- especially with landscape replacers since they replace almost everything you see on screen -- you will often see texture packs coming in various sizes. Larger sizes look better with more detail, but also use up more video RAM.


I ran into a Behemoth wielding a fire hydrant that was... About LITERALLY big enough to fit five behemoths, standing ontop of each other, from base-to-tip... It was... uh... Covering the whole behemoth.
I lol'd, but then I got annoyed. I blew off his arm and it poofed. :o

The only possible way you could get this is if you installed an older version of MMM and didn't install the subsequent the fix that came out for it. I would suggest a clean Fallout 3 install, followed by the latest MMM.


I am wondering if Increased-Spawns does anything when loaded with Broken Steel that would reduce the incidence of the special Super Mutants that load in with the Broken Steel .esm.

I'd need Broken Steel to check that, and I don't have much of an incentive to buy it going by the 1.5 patch reports. Alternatively, someone with it can load up MMM .esm with the BS .esm and see if any lists are being overriden. If they are, it would be very easy for someone to make a plugin to combine the two lists (take just a few minutes to do) and could be freely uploaded (no content is disseminated, the plugin would require the BS .esm installed to work).
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Sophie Louise Edge
 
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Post » Tue Aug 25, 2009 10:24 pm

I'd need Broken Steel to check that, and I don't have much of an incentive to buy it going by the 1.5 patch reports. Alternatively, someone with it can load up MMM .esm with the BS .esm and see if any lists are being overriden. If they are, it would be very easy for someone to make a plugin to combine the two lists (take just a few minutes to do) and could be freely uploaded (no content is disseminated, the plugin would require the BS .esm installed to work).


I'm fairly certain that the MMM leveled lists and the Broken Steel lists are conflicting (I haven't seen any of the new creatures added by Broken Steel), but I have no clue how to combine the lists, perhaps I'll make a request for it on the main board later.
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rolanda h
 
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Post » Wed Aug 26, 2009 6:24 am

I'm fairly certain that the MMM leveled lists and the Broken Steel lists are conflicting (I haven't seen any of the new creatures added by Broken Steel), but I have no clue how to combine the lists, perhaps I'll make a request for it on the main board later.


I loaded up Increased Spawns next to Broken Steel.esm in FO3edit but if the problem is visible that way, I am too new at FO3edit to figure out how to see it.
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Destinyscharm
 
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Post » Wed Aug 26, 2009 9:41 am

I loaded up Increased Spawns next to Broken Steel.esm in FO3edit but if the problem is visible that way, I am too new at FO3edit to figure out how to see it.

If there are any differences they will likely only be under Levelled Creature, specifically EncSuperMutantMeleeCentaur and VarSuperMutant*, as these are the only lists MMM modifies in relation to mutants. For anyone wanting to make a plugin, when dragging records from BS.esm across don't drag any records that are not unique to BS .esm -- that is, for example with EncSuperMutantMeleeCentaur, not dragging CrCentaur across from Fallout3.esm which is replaced in MMM with a leveled list of Centaur skinned variants (including the original CrCentaur). Drag only records that come from BS .esm, and you should have the intended combination of MMM and BS.

EDIT: I just re-read you said you loaded 'Increased Spawns' -- keep in mind this merely toggles two globals in the mod. All content is in the .esm, so you need to load MMM .esm (which FO3Edit would have done for you when you loaded IS, but it means unpacking the MMM .esm tree, not the IS tree). And -- when I talk about dragging I'm presuming you've already got a new plugin setup. If using FO3Edit to make the plugin I suggest using its copy function to 'Copy as override' those lists into a new plugin from one master (either should work), then drag the extra records from the other. You'll be asked to add the second master, and voila, plugin made :)
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Dean
 
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Post » Wed Aug 26, 2009 7:44 am

increased spawns and increased-increased-spawns are too important to allow to lie around and be broken for Broken Steel. Can someone who understands how to make a Broken Steel version of this take it up and fix it? That or tell me how to do it.
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A Boy called Marilyn
 
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Post » Wed Aug 26, 2009 8:21 am

increased spawns and increased-increased-spawns are too important to allow to lie around and be broken for Broken Steel. Can someone who understands how to make a Broken Steel version of this take it up and fix it? That or tell me how to do it.

See above for a little bit, but otherwise I'm sure someone else can mock it up if it's needed. It really is a quick job for anyone familiar with FO3Edit, and I would do it if I had the DLC, but see above for that too. Again, first check to see if it's necessary though by looking at the records BS .esm changes.
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Crystal Birch
 
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Post » Wed Aug 26, 2009 11:01 am

See above for a little bit, but otherwise I'm sure someone else can mock it up if it's needed. It really is a quick job for anyone familiar with FO3Edit, and I would do it if I had the DLC, but see above for that too. Again, first check to see if it's necessary though by looking at the records BS .esm changes.


I think we were writing our posts at the same moment in time... I will check and see what I can find.
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Nicole Elocin
 
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