[RELz] Mart's Mutant Mod 1.0 RC 2.0

Post » Sat Sep 05, 2009 8:21 pm

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.


Hi Martigen! First want to say that allways love your work, I am a big fan of your mods, specially the Oblivion ones!

And returning to FO3, this CTS happens when walking around in the outsides. And when the games began to load a new cell.

Fist I thougt that were the bandits, but now I belive that are the Talon company. They spawn behind the bandits and CTD.

With the last FOIP (MMM RC2, and FOOK 1,6) the Heavy Long sleeves armor don't have hand or gloves textures. And other Talons armors too.

Using patch 1.5 and FO3Edit ESM solution.

Thsi weekend gonna do a clean save and test more.

Thanks for the reply.

Regards!
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JLG
 
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Post » Sat Sep 05, 2009 11:07 am

a quick mod quest for you.

Is there any way to turn off the looting on a certain NPC? I have modded followers and dont want them looting unless I tell them its alright.
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Kortniie Dumont
 
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Post » Sun Sep 06, 2009 1:01 am

This:


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.

Check it now
Already can say- after finishing the game
zones respawn disabled don't prevent Anclave to respawn in Jefferson Memorial exterior.
But in the memorial and Rotunda there is no anclave, just Scientists and BS
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Jake Easom
 
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Post » Sun Sep 06, 2009 12:02 am

Well- MMM have nothing common with anclave respawn in JM exterior at all
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Casey
 
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Post » Sat Sep 05, 2009 11:50 am

This:


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.


I think I have a handle on this.

Without zone respawn all the enclave at the end of the original game will go away after the take it back quest. There will be the occasial one, but not too many. With it, there will be zillions. I think it is the "enclavenorespawn" encounter zone or something like that. I have it changed to "never resets" in my version and it seems to solve that problem.
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Leah
 
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Post » Sat Sep 05, 2009 5:03 pm

I think I have a handle on this.

Without zone respawn all the enclave at the end of the original game will go away after the take it back quest. There will be the occasial one, but not too many. With it, there will be zillions. I think it is the "enclavenorespawn" encounter zone or something like that. I have it changed to "never resets" in my version and it seems to solve that problem.

Yes, without MMM there is only two enclave soldiers and they easely handled by the RC guards and BS
With MMM and increased spawns there is 10 enclaves and they kill them all
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Laura Samson
 
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Post » Sun Sep 06, 2009 2:39 am

I think I have a handle on this.

Without zone respawn all the enclave at the end of the original game will go away after the take it back quest. There will be the occasial one, but not too many. With it, there will be zillions. I think it is the "enclavenorespawn" encounter zone or something like that. I have it changed to "never resets" in my version and it seems to solve that problem.


Here is some clarification:

In the vanilla game there will be a few enclave showing up around the jefferson memorial after "Take it back" but only a few. With MMM zones respawn there will be many, so many that some BS side quests are impacted.

I went into "zones respawn" with FO3edit and found the "EnclaveNoRespawn" encounter zone and changed it to "never resets". This cleaned up this area and had little impact on the rest of the game.

Note if you have compatibility patches you might have to update them as well.
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Laurenn Doylee
 
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Post » Sat Sep 05, 2009 7:18 pm

Just FYI...

Mart remember when I posted about the YG's acting a little cowardly..? Well I have found that it seems to be spreading a little to the Ghouls...

http://www.megaupload.com/?d=PAEEK7B6

I uploaded a 7.4mb WMV video showing a ghoul lacking a bit of backbone :)

No big issue but I thought that it would illustrate what I am seeing now and again.
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Ally Chimienti
 
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Post » Sat Sep 05, 2009 3:18 pm

Here is some clarification:

In the vanilla game there will be a few enclave showing up around the jefferson memorial after "Take it back" but only a few. With MMM zones respawn there will be many, so many that some BS side quests are impacted.

I went into "zones respawn" with FO3edit and found the "EnclaveNoRespawn" encounter zone and changed it to "never resets". This cleaned up this area and had little impact on the rest of the game.

Note if you have compatibility patches you might have to update them as well.

Don't work for me
I made plugin which override EnclaveNoRespawn with Never resets and load plugin last.
Now enclave spawn in same number, but not on the bridge, but before JM
Also- I found in FO3edit references to deathclaw
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Lew.p
 
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Post » Sun Sep 06, 2009 2:38 am

Don't work for me
I made plugin which override EnclaveNoRespawn with Never resets and load plugin last.
Now enclave spawn in same number, but not on the bridge, but before JM
Also- I found in FO3edit references to deathclaw


Thats odd - did you wait? Is there another file modifying it? MMM - Fook + FWE has it as well for example.

It worked for me - I will look to see if I modified anything else
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Vicki Blondie
 
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Post » Sat Sep 05, 2009 11:36 pm

Thats odd - did you wait? Is there another file modifying it? MMM - Fook + FWE has it as well for example.

It worked for me - I will look to see if I modified anything else

No, I unload all exept MMM and DLC
Will try make the same with DefaultEnclave
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Shannon Lockwood
 
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Post » Sat Sep 05, 2009 6:12 pm

Hi Martigen! First want to say that allways love your work, I am a big fan of your mods, specially the Oblivion ones!

And returning to FO3, this CTS happens when walking around in the outsides. And when the games began to load a new cell.

Fist I thougt that were the bandits, but now I belive that are the Talon company. They spawn behind the bandits and CTD.

With the last FOIP (MMM RC2, and FOOK 1,6) the Heavy Long sleeves armor don't have hand or gloves textures. And other Talons armors too.

Using patch 1.5 and FO3Edit ESM solution.

FOOK 1.6 apparently has issues. Test only with MMM and we can narrow it down to a bug I can fix, or a bug in another mod.


a quick mod quest for you.

Is there any way to turn off the looting on a certain NPC? I have modded followers and dont want them looting unless I tell them its alright.

MMM doesn't alter followers, so the Hunting & Looting plugin doesn't actually affect them. What you're seeing is vanilla behaviour, and I'm not sure it can be disabled. Tarrant might know more, he's done extensive research into followers.


Check it now
Already can say- after finishing the game
zones respawn disabled don't prevent Anclave to respawn in Jefferson Memorial exterior.
But in the memorial and Rotunda there is no anclave, just Scientists and BS

Thanks -- this confirms it's not an Encounter Zone issue.


Here is some clarification:

In the vanilla game there will be a few enclave showing up around the jefferson memorial after "Take it back" but only a few. With MMM zones respawn there will be many, so many that some BS side quests are impacted.

I went into "zones respawn" with FO3edit and found the "EnclaveNoRespawn" encounter zone and changed it to "never resets". This cleaned up this area and had little impact on the rest of the game.

Note if you have compatibility patches you might have to update them as well.

Thanks for taking the time to try this out Alendrin. Unfortunately it may be placebo -- the EnclaveNoRespawn Encounter Zone applies only to two DeathClaw spawns and three FFE (Free Form Encounter) spawns out in the waste. Toggling this won't affect the Jefferson Memorial -- did you test the same savegame with and without this change zoning into the area, or did you toggle the change between zoning on the same savegame?

I think going by what Delamer found above the issue is simply Increased Spawns -- there will be, it seems, some Enclave spawns after the end of the MQ around that area, but IS can make it considerably more. If this is the case, I can easily put in a check for those spawns for the MQ being finished and not to activate IS.

It would be very helpful if someone could tell me the IDs these guys have -- make sure IS is disabled, then simply bring down the console and click on one of the soldiers. Tell me the ID -- it must begin with 00*. If it starts with ff* you still have IS loaded (or, the cell hasn't reset since you had IS loaded).


Mart remember when I posted about the YG's acting a little cowardly..? Well I have found that it seems to be spreading a little to the Ghouls...

http://www.megaupload.com/?d=PAEEK7B6

I uploaded a 7.4mb WMV video showing a ghoul lacking a bit of backbone :)

No big issue but I thought that it would illustrate what I am seeing now and again.

Thanks for the vid :) It may be more interesting than that -- he's a Night Ghoul, and he has code to check if it's daytime and if it is, to disappear. He shouldn't even be present at the time you found him. Can you PM me your full mod list?
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Syaza Ramali
 
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Post » Sat Sep 05, 2009 2:04 pm

No, I unload all exept MMM and DLC
Will try make the same with DefaultEnclave



Just double checked and that was the only thing I changed. I can assure you it worked for me; I spent a number of days in the JM area.
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Darlene Delk
 
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Post » Sat Sep 05, 2009 11:12 pm

Just double checked and that was the only thing I changed. I can assure you it worked for me; I spent a number of days in the JM area.


Huh maybe I did change something else and didn't write it down.

The NPC is question is "MQ11EnclaveFodder" and with that you can find the references in GECK pretty easy.
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Jordyn Youngman
 
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Post » Sat Sep 05, 2009 3:52 pm

Huh maybe I did change something else and didn't write it down.

The NPC is question is "MQ11EnclaveFodder" and with that you can find the references in GECK pretty easy.

Figured they'd be the culprits, thanks :) I've added a quest stage check to the Increased Spawns components for these guys (and two other MQ11 templates). If anyone is urgent for a fix, I can upload a plugin tomorrow otherwise it'll be in the next update a week or two from now.
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Miranda Taylor
 
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Post » Sat Sep 05, 2009 8:45 pm

Thanks for taking the time to try this out Alendrin. Unfortunately it may be placebo -- the EnclaveNoRespawn Encounter Zone applies only to two DeathClaw spawns and three FFE (Free Form Encounter) spawns out in the waste. Toggling this won't affect the Jefferson Memorial -- did you test the same savegame with and without this change zoning into the area, or did you toggle the change between zoning on the same savegame?

I make the last.
It would be very helpful if someone could tell me the IDs these guys have -- make sure IS is disabled, then simply bring down the console and click on one of the soldiers. Tell me the ID -- it must begin with 00*. If it starts with ff* you still have IS loaded (or, the cell hasn't reset since you had IS loaded).

This is strange.
I unload the IS, wait 5 days and I can see enclaves with FF
Where I am wrong?
May be they from the zones respawn?
Will try to disable ZR too
In any case- without IS there is half of the enclave, but this time they exept Robobrain have Deathclow
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cosmo valerga
 
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Post » Sun Sep 06, 2009 12:49 am

Figured they'd be the culprits, thanks :) I've added a quest stage check to the Increased Spawns components for these guys (and two other MQ11 templates). If anyone is urgent for a fix, I can upload a plugin tomorrow otherwise it'll be in the next update a week or two from now.

Please make it tomorrow, I'll check it in my game
Thank you
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Laura Tempel
 
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Post » Sat Sep 05, 2009 11:23 pm

Thanks for the vid smile.gif It may be more interesting than that -- he's a Night Ghoul, and he has code to check if it's daytime and if it is, to disappear. He shouldn't even be present at the time you found him. Can you PM me your full mod list?


My mod list hasn't changed since I last posted it to you within post number 63...

http://www.gamesas.com/bgsforums/index.php?s=&showtopic=992440&view=findpost&p=14354321

... within this thread.

The Night Ghoul was not alone there were about 4 of them and one of the green ones as well (sorry forgot the name). All of them were aggressive in their style apart from old yellow belly there caught in the vid :)
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naome duncan
 
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Post » Sat Sep 05, 2009 8:06 pm

Figured they'd be the culprits, thanks :) I've added a quest stage check to the Increased Spawns components for these guys (and two other MQ11 templates). If anyone is urgent for a fix, I can upload a plugin tomorrow otherwise it'll be in the next update a week or two from now.

Probably release it temporarily, if that new esp bothers anyone, they can as well try to merge it into the main one themselves until you update the main file. ^_^
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Tania Bunic
 
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Post » Sun Sep 06, 2009 2:56 am

Why does my game crash when I try to save, and when I always try to enter megaton? My mod list order,
http://img34.imageshack.us/img34/6102/modlistorder.png
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Hairul Hafis
 
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Post » Sat Sep 05, 2009 2:13 pm

Which version of the game?
All esm-s must be first
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MatthewJontully
 
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Post » Sun Sep 06, 2009 3:14 am

Why does my game crash when I try to save, and when I always try to enter megaton? My mod list order,
http://img34.imageshack.us/img34/6102/modlistorder.png

Aiiie. Get your load order straight. Fallout3.esm should always load first, then the DLC, then any other .esm, then the unofficial patches (which you are lacking, but I'd highly suggest) and then the other mods.

Or try http://www.fallout3nexus.com/downloads/file.php?id=3596.
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BaNK.RoLL
 
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Post » Sat Sep 05, 2009 7:39 pm

Aiiie. Get your load order straight. Fallout3.esm should always load first, then the DLC, then any other .esm, then the unofficial patches (which you are lacking, but I'd highly suggest) and then the other mods.

Or try http://www.fallout3nexus.com/downloads/file.php?id=3596.


Where can I find these unofficial patches?
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Kira! :)))
 
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Post » Sat Sep 05, 2009 8:07 pm

Where can I find these unofficial patches?

http://www.fallout3nexus.com/downloads/file.php?id=3808.
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Sherry Speakman
 
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Post » Sat Sep 05, 2009 3:35 pm

Well I used FOMS, and sorted everything out and got the patch, but, my game still crashes apon saving and entering Megaton.
http://img7.imageshack.us/my.php?image=modlist.png
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Jarrett Willis
 
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