[RELz] Mart's Mutant Mod 1.0 RC 2.0

Post » Sun Sep 06, 2009 2:01 am

Since I use FWE, should I wait 16 days in a house instead of 4? Since it increases the respawn timer doesnt it?

If your respawn timer set to 15- then yes, you must wait 16 days
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Claudz
 
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Post » Sat Sep 05, 2009 11:04 pm

You're the first to report it (and no it's not the same bug as before) but if you're only loading MMM and no other mods then it's either MMM or the DLCs. Easiest and quickest thing to do is to send me your savegame of a time when this is occuring -- like at the mart if you can repeat it. I can then diagnose what's going on in-game and make a fix. Upload the save to a file host and PM me the link, ta.


I decided to be more scientific about this. I disable MMM and then returned to the Mart, and used "getav health" to measure the raiders' HP. I found that, for a first level protagonist, they came in three flavors: 25, 60, and 80. After loading MMM and returning, HP varied from 15 to 120, which sounds in line with what the readme predicts. I also noticed that MMM modifies current health, not total health, so that lower HP varients start out wounded and that higher variants start out with an over filled health bar that doesn't visibly decrease until the excess health is lost. I assume that this is all normal behavior as well.

Naturally, once I started trying to study the problem, it went away. :/

I've found one oblique reference to this problem when searching the web: http://www.gamespot.com/pc/rpg/fallout3/show_msgs.php?topic_id=m-1-48241126&pid=918428

All i've been having are the skins that sort of shift like you mentioned, and freaking invincible raiders/talon company mercs.


Unfortunately, that's all they say about the problem.
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Vicki Blondie
 
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Post » Sat Sep 05, 2009 6:46 pm

I'm finding what I think are dead fireflies. Well at that is left of them is a colored glow patch on the ground. The patch doesn't seem to go away either. Just wondering if this is intended. Also you stated there would not be a no fireflies patch. One reason, at least in my case is I am having some fps drop anytime I look in there direction. I find this kind of strange as the only other time I get a similar fps drop is when I am looking in the direction of 15 raiders outside.

I understand you enjoy the fireflies but it would awesome to have the option to prevent them from spawning.
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Hot
 
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Post » Sat Sep 05, 2009 4:47 pm

I am using Robert's Male Body for males and Type V body for females.

I know that MMM raiders have issues with both. Females had some weird kind of "slip"/extra "skin" around the groin area. For females I fixed it by using the MMM BABE fix (different but not much from Type V).

For males, I get a black left (non pipboy) arm and black left flank (like a bar). Is this caused by Robert's or could it be something else? Any fixes?
Also, the entire body turns black seemingly randomly, not immediately after looting and thus making the character "nvde" but usually some time afterwards.
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Emerald Dreams
 
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Post » Sat Sep 05, 2009 12:25 pm

I'm finding what I think are dead fireflies. Well at that is left of them is a colored glow patch on the ground. The patch doesn't seem to go away either. Just wondering if this is intended. Also you stated there would not be a no fireflies patch. One reason, at least in my case is I am having some fps drop anytime I look in there direction. I find this kind of strange as the only other time I get a similar fps drop is when I am looking in the direction of 15 raiders outside.

Hmm they should disappear. I tested code to do this but I may have left something out prior to release. Will check and fix as necessary.


I am using Robert's Male Body for males and Type V body for females.

I know that MMM raiders have issues with both. Females had some weird kind of "slip"/extra "skin" around the groin area. For females I fixed it by using the MMM BABE fix (different but not much from Type V).

For males, I get a black left (non pipboy) arm and black left flank (like a bar). Is this caused by Robert's or could it be something else? Any fixes?
Also, the entire body turns black seemingly randomly, not immediately after looting and thus making the character "nvde" but usually some time afterwards.

I haven't been following body replacement mods but yes some like BABE come with options for MMM. Not sure about Roberts. Ping the authors and ask them to make updates for MMM, as with BABE.
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BEl J
 
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Post » Sun Sep 06, 2009 2:00 am

I just ran Fallout Mod Sorter and it told me this:
"You have all qualifying mods for patch MMM - FEV, but you do not have the patch itself. It is recommended you dl and activate MMM - FEV for best experience."

I don't see this file anywhere. I just installed MMM a couple weeks ago and it has seemed to play fine... I installed all the original folders from the RCI - Full (no .esm or esp's) and then installed the .esm and .esps + sounds folder from the RCI 1.11 update. these are what I have:

MMM.esm
MMM.esp
Increased spawns
natural selection
toughertraders

What am I missing?

Thanks for the help and thanks for an Awesome mod!
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Sunnii Bebiieh
 
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Post » Sat Sep 05, 2009 7:30 pm

I just ran Fallout Mod Sorter and it told me this:
"You have all qualifying mods for patch MMM - FEV, but you do not have the patch itself. It is recommended you dl and activate MMM - FEV for best experience."

I don't see this file anywhere. I just installed MMM a couple weeks ago and it has seemed to play fine... I installed all the original folders from the RCI - Full (no .esm or esp's) and then installed the .esm and .esps + sounds folder from the RCI 1.11 update. these are what I have:

MMM.esm
MMM.esp
Increased spawns
natural selection
toughertraders

What am I missing?

Thanks for the help and thanks for an Awesome mod!

http://www.fallout3nexus.com/downloads/file.php?id=4968
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Nathan Barker
 
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Post » Sat Sep 05, 2009 1:13 pm

I am using Robert's Male Body for males and Type V body for females.

http://www.fallout3nexus.com/downloads/file.php?id=4719
Breeze mod supports MMM

http://www.fallout3nexus.com/downloads/file.php?id=3768
Patch for the Babe body, compatable with Dimon and Luchaire
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CxvIII
 
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Post » Sat Sep 05, 2009 7:08 pm

Hey Martigen, could you reupload Maran's Zombie Cemetery's MMM-ified version somewhere?
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Lily Evans
 
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Post » Sun Sep 06, 2009 12:14 am

Hey Martigen, could you reupload Maran's Zombie Cemetery's MMM-ified version somewhere?

? It's on the Zombie Cemetery download page: http://www.fallout3nexus.com/downloads/file.php?id=6254
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Gemma Archer
 
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Post » Sat Sep 05, 2009 11:51 pm

Oops how could i miss that :facepalm: thx anyways.
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P PoLlo
 
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Post » Sat Sep 05, 2009 9:37 pm

Could you make a separate No Gargantuan.esp?
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Mariana
 
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Post » Sat Sep 05, 2009 12:49 pm

I have the No Wanamingo's.esp loaded after everything else and they still are spawning. I even rested for 5 days in the player house in Megaton.
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Katey Meyer
 
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Post » Sat Sep 05, 2009 5:48 pm

Try this...uncheck all MMM esp and esm plug-in's, start the game and make a new save inside house or so, check all MMM esp and esm plug-in's again restart the game and then wait for 3-4 days in the same location.
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Sam Parker
 
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Post » Sat Sep 05, 2009 3:12 pm

I installd this mod , walked a bit around and after the first encounter It crashed ... now how can I uninstall?
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Steeeph
 
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Post » Sun Sep 06, 2009 1:19 am

You can just remove the esp and esm files from your data folder, that will do the trick. Or you can uncheck them and then try and run the game, then you will see if it is the mod that makes the crash or not.
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DeeD
 
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Post » Sun Sep 06, 2009 2:49 am

Saddly, I am having a lot of CTD too, always at outside areas. It began to happen after updating to RC2 and the last FOIP for FOOK 1.6.

Not happened with RC1 and the previus FOIP. And previus versions of MMM, using it from the beginning...

I track it to the bandits spawns...

Hope this helps.
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Laura Ellaby
 
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Post » Sat Sep 05, 2009 11:21 pm

I don't get any CTD's with the RC2 version, but i use also these are the files i use.

Mart's Mutant Mod.esm
Mart's Mutant Mod.esp
Mart's Mutant Mod - Hunting & Looting.esp
Mart's Mutant Mod - Natural Selection.esp
Mart's Mutant Mod - Tougher Traders.esp
Mart's Mutant Mod - Zones Respawn.esp
Mart's Mutant Mod - No Corpse Flies.esp
Mart's Mutant Mod - No Floaters.esp
Mart's Mutant Mod - No Geckos.esp
Mart's Mutant Mod - No Wanamingos.esp


Plus that i have made one esp my self to remove the Gargantuan.

Mart's Mutant Mod - No Gargantuan.esp

But i didn't have any CTD's before the esp i made to remove the Gargantuan ether.
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Hazel Sian ogden
 
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Post » Sun Sep 06, 2009 2:52 am

I just ran Fallout Mod Sorter and it told me this:
"You have all qualifying mods for patch MMM - FEV, but you do not have the patch itself. It is recommended you dl and activate MMM - FEV for best experience."

I don't see this file anywhere. I just installed MMM a couple weeks ago and it has seemed to play fine... I installed all the original folders from the RCI - Full (no .esm or esp's) and then installed the .esm and .esps + sounds folder from the RCI 1.11 update. these are what I have:

MMM.esm
MMM.esp
Increased spawns
natural selection
toughertraders

What am I missing?

Thanks for the help and thanks for an Awesome mod!



http://www.fallout3nexus.com/downloads/file.php?id=4968


Ok I installed "Mart's Mutant Mod - FEV.esp" but now it cuases an immediate CTD. I just noticed on FOMM that it says it uses a master FEV.esm?? - but I don't see this in the "FOIP - Marts Mutant Mod Package" that I downloaded. And FOMM didn't tell me I needed another file like the FEV.esm...??
The description and readme don't say anything about needing this FEV.esm...

Am I supposed to dl another package and install this FEV.esm. I don't have any of the other mods like FOOK or FWE or XFO -yet.
Or am I just doing something else wrong?

thanks for the help
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Antonio Gigliotta
 
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Post » Sun Sep 06, 2009 12:21 am

Ok I installed "Mart's Mutant Mod - FEV.esp" but now it cuases an immediate CTD. I just noticed on FOMM that it says it uses a master FEV.esm?? - but I don't see this in the "FOIP - Marts Mutant Mod Package" that I downloaded. And FOMM didn't tell me I needed another file like the FEV.esm...??
The description and readme don't say anything about needing this FEV.esm...

Am I supposed to dl another package and install this FEV.esm. I don't have any of the other mods like FOOK or FWE or XFO -yet.
Or am I just doing something else wrong?

thanks for the help

Don't trust to Fallout Sorter- it's bugged for now. And it make the mess with your load order.
If you don't use FWE mod- you don't need MMM-FWE.esp

MMM don't cause any problems, including RC2. Find source elsewere
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Sharra Llenos
 
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Post » Sat Sep 05, 2009 11:08 am

Don't trust to Fallout Sorter- it's bugged for now. And it make the mess with your load order.
If you don't use FWE mod- you don't need MMM-FWE.esp

MMM don't cause any problems, including RC2. Find source elsewere


Do you mean I don't need the FEV.esp??? cuz I know I don't need the FWE.esp.

So Which files do I need to install from FOIP to work with MMM then??

Or maybe my load order is wrong?? cuz FOMS isn't sorting them properly.... (I moved MMM to load last cuz FOMS doesn't do this- but it still crashes with FEV checked)
http://i10.photobucket.com/albums/a138/Gitterduun/FO35-22.jpg

The readme isn't very clear for someone who doesn't already have a pretty good understanding of modding. I'm decent I think, but even I'm a little lost so would someone please help me.
Thanks
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Vickytoria Vasquez
 
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Post » Sun Sep 06, 2009 12:12 am

1. Delete MMM-FEV- you don't need it.
2. In load order ESM-s must be first, next- ESP-s
MMM must be last im ESM and ESP section
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Prisca Lacour
 
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Post » Sun Sep 06, 2009 1:30 am

I have the No Wanamingo's.esp loaded after everything else and they still are spawning. I even rested for 5 days in the player house in Megaton.

Erm, are you using a mod that sets your cell respawn to higher than 3 days? I'll check the code again but it should be impossible, unless they had already spawned and that cell hadn't reset yet.


Saddly, I am having a lot of CTD too, always at outside areas. It began to happen after updating to RC2 and the last FOIP for FOOK 1.6.

Not happened with RC1 and the previus FOIP. And previus versions of MMM, using it from the beginning...

I track it to the bandits spawns...

Hope this helps.

Thanks for the report -- does it occur only when you enter a new cell, or while walking around in a cell?

Also note FOOK has bugs that can cause crashes, and so does patch 1.5 (especially FOOK and 1.5, I think, but check the threads).

To see if it is MMM (and this would help fix a bug if it is) try running with only MMM loaded and with a clean save game. Do the following (and anyone else who wants to):

* Make a new save
* Quit and disable all mods -- perk mods may not let you disable them, but remove as many as you possibly can
* Load your save, rest 4 days somewhere without NPCs or creatures to let cells reset
* Save and quit
* Re-enable only MMM
* Load your save and play

Let me know how it goes.
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Michelle Smith
 
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Post » Sat Sep 05, 2009 6:42 pm

So Which files do I need to install from FOIP to work with MMM then??

The essential point you seem to be missing is that FOIP is a set of compatibility patches, designed to help MMM work with other "overhaul" mods you may be running. It is not a mod in and of itself, and requires both MMM, and "the other mod(s)" that FOIP is making MMM compatible with, to be installed for FOIP to be of any use. I'm pretty sure the FOIP readme does say that much :) .

The FOIP MMMRC2 package I have contains compatibility patches for MMM being run alongside:

FOOK (Fallout Overhaul Kit)
XFO (Xodarap's Fallout 3 Balance Overhaul) + FOOK
FOOK + FWE (Fallout 3 Wanderer's Edition)

FWE + CFW (Classic Fallout Weapons)
XFO + FEV (Fallout Evolutionary Variety)

Just XFO
FWE's Primary Needs optional module
Just FEV
Just FOOK
Just FWE
Just Broken Steel.

I see MMM in your pictured load list, but not FOOK, FWE, XFO, CFW, FEV, or Broken Steel. Since you don't appear to be running any of the mods, or any combination of the mods, that the FOIP MMM package is designed to make MMM compatible with-- and in fact, FOIP depends upon those mods to be present, which is why your game is crashing, because you are missing them-- I don't understand why you are attempting to install FOIP at all, unless I have not read a previous post in which you stated that you had been running, or were planning to install, one or more of the mods that FOIP depends upon to run alongside MMM (which is possible that I missed, so if that is the case, please excuse me).
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Gemma Archer
 
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Post » Sat Sep 05, 2009 3:46 pm

This:

Hey, is there a way to prevent the zone's respawn plugin from respawning all the enclave that fight you in the last quest?
This is obviously only an issue with broken steel or mods that allow free play after the MQ.
The purifier, despite being "reclaimed" by the Brotherhood, is surrounded by more than 10 enclave soldiers.
Also, the many super mutants that spawn in DC are being wiped away by the enclave respawning (its a LOT of enclave soldiers lol)

I'm finding this hard to track down (keeping in mind I haven't played all the way through yet) -- can anyone with Broken Steel confirm this still occurs if Zones Respawn.esp isn't loaded -- and I suggest waiting 4 days before visiting the area to confirm. This is important, so if anyone can help that'd be great.
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Justin Bywater
 
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