[RELz] Mart's Mutant Mod 1.0 RC 2.0

Post » Sat Sep 05, 2009 6:04 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

It still didn't move all the .esm files to the start of the list. Try to do that manually. And, if you have patch 1.5 installed, use http://www.fallout3nexus.com/downloads/file.php?id=637 and the master update function.
Why did you ask here, anyway? MMMF3 doesn't change anything in Megaton at all. ^_^
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Alberto Aguilera
 
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Post » Sat Sep 05, 2009 2:32 pm

It still didn't move all the .esm files to the start of the list. Try to do that manually. And, if you have patch 1.5 installed, use http://www.fallout3nexus.com/downloads/file.php?id=637 and the master update function.
Why did you ask here, anyway? MMMF3 doesn't change anything in Megaton at all. ^_^


Because after I installed all my MMM mods, things started messing up. :P
Unless it was another mod that started conflicting with it, but I can't find out which mod it is. And because I heard on Falloutnexus that the save crashes are related to MMM, and when you load Megaton, it automaically saves your game, so I put two and two together.
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Hope Greenhaw
 
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Post » Sat Sep 05, 2009 4:57 pm

Because after I installed all my MMM mods, things started messing up. :P
Unless it was another mod that started conflicting with it, but I can't find out which mod it is.
Well, you should follow the usual procedure, for installing, updating and uninstalling MMMF3, you should enter an indoor location without an NPC, wait four days, save and reload. Dunno why that should create problems with Megaton, but it's safer like that.
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Laura Simmonds
 
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Post » Sat Sep 05, 2009 12:18 pm

Well, you should follow the usual procedure, for installing, updating and uninstalling MMMF3, you should enter an indoor location without an NPC, wait four days, save and reload. Dunno why that should create problems with Megaton, but it's safer like that.


The only thing I can think of is that I changed from Increased Increased Spawns, to Increased Spawns. I really don't feel in the mood to remake a new game.
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Richard
 
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Post » Sat Sep 05, 2009 12:34 pm

The only thing I can think of is that I changed from Increased Increased Spawns, to Increased Spawns. I really don't feel in the mood to remake a new game.
That would not lead to a problem at all. But did you use the master update from FO3Edit? It's absolutely necessary after 1.5. Sorting out the load order, esm first, then use FO3Edit, renamed to FO3MasterUpdate.
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Devils Cheek
 
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Post » Sat Sep 05, 2009 9:23 pm

That would not lead to a problem at all. But did you use the master update from FO3Edit? It's absolutely necessary after 1.5. Sorting out the load order, esm first, then use FO3Edit, renamed to FO3MasterUpdate.


The name doesn't sound familiar and I don't recall...
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Amanda Furtado
 
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Post » Sat Sep 05, 2009 5:25 pm

Martigen
I was in Robko Factory- almost all robots explode
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Marguerite Dabrin
 
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Post » Sat Sep 05, 2009 8:59 pm

Hey Martigen good to see you modding for FO. I always used your mod in Oblivion. Anyway, here is my question-I wanted to install FO and use all three released DLC with Fook, XFO, and your mod. I think I understand the load order and I'm going to use the FOSE as well, but my question is do I need the fake patch with this setup? The fake patch/FOSE stuff is a little confusing to me. Thanks for any help.
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x_JeNnY_x
 
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Post » Sun Sep 06, 2009 3:21 am

Hey Martigen good to see you modding for FO. I always used your mod in Oblivion. Anyway, here is my question-I wanted to install FO and use all three released DLC with Fook, XFO, and your mod. I think I understand the load order and I'm going to use the FOSE as well, but my question is do I need the fake patch with this setup? The fake patch/FOSE stuff is a little confusing to me. Thanks for any help.

You don't need the fake patch anymore, just use the unofficial ones and the master update function of FO3Edit. See any of the thirtythousand threads on that which have popped up in the last week. ^_^
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Anna Watts
 
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Post » Sat Sep 05, 2009 11:33 pm

You don't need the fake patch anymore, just use the unofficial ones and the master update function of FO3Edit. See any of the thirtythousand threads on that which have popped up in the last week. ^_^



Awesome. Thanks and that is what I figured but I just wanted to make sure!
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ezra
 
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Post » Sat Sep 05, 2009 9:31 pm

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.


cheers, I go have a chat with him then. :)
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LittleMiss
 
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Post » Sun Sep 06, 2009 12:56 am

Is there any where i can get a hold of Marts Mutant Mod RC1? i have started to get some CTD's when i am out in the wasteland with RC2. RC1 worked like a charm but i was foolish enough to delete it after i did download RC2, it has something to do with spawning...but what spawns making the crashes i have no clue.
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lillian luna
 
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Post » Sat Sep 05, 2009 12:26 pm

Is there any where i can get a hold of Marts Mutant Mod RC1? i have started to get some CTD's when i am out in the wasteland with RC2. RC1 worked like a charm but i was foolish enough to delete it after i did download RC2, it has something to do with spawning...but what spawns making the crashes i have no clue.

No there isn't online, but I'd much rather work out what's going and make a fix than suggest reverting.

If you remember in the RC1.1 thread I made a change to how corpses are cleaned up, uploaded a beta, and asked people to test. The feedback was there was no difference stability wise. Possibly, this is an issue for you. There are a few other possibilities in RC2 as well: I made all setup scripts no duration (they run and remove themselves immediately) instead of one in-game minute before removal, and there's the new Skeleton Decay feature, which also of course does corpse clean up (an extra layer, now skeletons are placed and then removed).

I need more information:

* First I presume you did wait 4 days (or more, depending on cell reset) when you upgraded?
* Next does it happen only as you enter cells, or while you are walking around in a cell that's already loaded?
* Does it happen in new cells you've never been in before, or in cells you have? Or both?

Like many other issues, this could be an engine problem that I may need to work around. In terms of code, there's nothing out of place in the mod, but the engine is as finicky as a schoolgirl. What would be really great is if you could dedicate an afternoon to starting a new character from the vault and run around, and load no other mods whatsoever but MMM and let me know if the issue appears. This will narrow down any inter-mod issues, and if it's a new cell/old cell issue.

Also, before you do this, see if you can find an area where the crash is repeatable with your current save, then send me the savegame. This is the quickest way for me to track down issues. If you send me a save, make sure only MMM is loaded (unless you use perk mods, in which case include them in the zip). And that would be another good test -- does it occur with only MMM loaded?
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Georgia Fullalove
 
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Post » Sat Sep 05, 2009 9:01 pm

OK here is my answers on your questions Martigen...

Q: First I presume you did wait 4 days (or more, depending on cell reset) when you upgraded?
A: Yes.

Q: Next does it happen only as you enter cells, or while you are walking around in a cell that's already loaded?
A: It only happens when I'm walking around in a cell, don't recall it ever has crashed when i enter a cell.

Q: Does it happen in new cells you've never been in before, or in cells you have? Or both?
A: This i rely cant give a 100% sure answer, but i think it only crashes in cells i have visited.


I don't think that in my case it has nothing to do with stability, i have a powerful computer and can run any game in the highest settings.

Tower: COOLER MASTER Stacker 830
Power Supply: COOLER MASTER Real Power 850W
Processor: Intel Core 2 Duo E8500
Processor Fan: Noctua NH-C12P
Motherboard: Asus STRIKER II EXTREME 790i Ultra SLI
Video Card: 2xBFG GTX 280 1G OC (SLI)
Memory: 2G Dual Corsair XMS3 DHX DDR3 1333 MHz
Hard Drives: Samsung SATA 2 250GB
Sound Card: SoundMAX HD Audio
Monitor: Samsung SyncMaster 226BW 22" 2MS LCD
Keyboard: Logitech G15 Gaming Keyboard
Mouse: Logitech G9 Laser Mouse
Gaming Devices: Logitech G25 Racing Wheel, Track-IR 4 PRO
OS: Windows XP Professional (SP3)
Idle CPU Temp: 23?C
Idle System Temp: 34?C
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Claire Mclaughlin
 
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Post » Sat Sep 05, 2009 12:37 pm

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.

)Idunno what I did I activated esm and esp and now seems to work b4 I did activate only the esm and I crashed , may be was that?


Anyway now that I saw some monsters I dont like the Wanabingo and the geko , how can I remove those? I want the feral ghousl of night instead...
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Theodore Walling
 
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Post » Sun Sep 06, 2009 12:14 am

)Idunno what I did I activated esm and esp and now seems to work b4 I did activate only the esm and I crashed , may be was that?


Anyway now that I saw some monsters I dont like the Wanabingo and the geko , how can I remove those? I want the feral ghousl of night instead...

1 May be.
2 There are NO...esp-s
Activate what you want- and you remove appropriate creatures from the game
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Louise
 
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Post » Sat Sep 05, 2009 5:51 pm

I don't think that in my case it has nothing to do with stability, i have a powerful computer and can run any game in the highest settings.

Heh, not stability in terms of hardware capability, just in terms of the engine not playing up. Fallout 3 in pure vanilla has a habit of crashing, and some mods seem to increase the chance of this happening -- Increased Spawns for eg generates more on screen actors, there's more for the engine to do, and issues like memory leaks will occur faster (presumably).

Q: Next does it happen only as you enter cells, or while you are walking around in a cell that's already loaded?
A: It only happens when I'm walking around in a cell, don't recall it ever has crashed when i enter a cell.

Q: Does it happen in new cells you've never been in before, or in cells you have? Or both?
A: This i rely cant give a 100% sure answer, but i think it only crashes in cells i have visited.

Thanks for this, it tells me that any of the changes in RC2 shouldn't make a difference -- the new corpse clean up, skeletons, and setup scripts all occur the instant a cell loads and then disappear. With the exception of some functions like looting, MMM isn't actually active after a cell loads and all creatures and NPCs have spawend. If it's crashing while you're walking around after a cell has loaded, it's probably not MMM. Is there anything else that's changed in your configuration since RC2 like other mods?

Again as above, if you can get a repeatable crash send me the savegame. Also try the suggestion of a new game with no mods loaded but MMM and play as normal for a number of hours, and see if the occurance is any different. If there is an issue with RC2 I'd like to get it fixed, but I don't think it would be related to corpse cleanup, skeletons, or the setup scripts by the sounds of it.
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Jade
 
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Post » Sat Sep 05, 2009 1:48 pm

Hi Martigen

Thank you for making MMMF03 its going great IMAO. I designed and modeled a Wanamingo to suggest it for your mod ;The Model and textures are complete however theres no bone/armatures and no weightmaps; I have only basic knowledge of Riging and Nifskope so im a little stuck :I . I figured it will take some time until I can learn everthing and finish it all so I wondered if anyone on your team/ you or someone you know would like to use the model and textures for the next update.

I used blender 2.46 . The textures are 1024x1024 DDS with Normal Maps.

The model is editable I havent applied Subsurface modifier.If im not mistaken the model is around 6000 faces with subsurf x 1 - Same as a Yogyai

But smooth can be applied instead if the face count is high. Smooth applied with 1.000 setting makes the model 1400 faces, and it doesnt effect the topology that much.

Anyway heres a picture of the work I finished so far. If youre up to it let me know. I will send you the model and the textures.

[img]http://farm4.static.flickr.com/3345/3559480546_e3f00c0988_b.jpg[/img]
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casey macmillan
 
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Post » Sun Sep 06, 2009 12:01 am

Hi Martigen

Thank you for making MMMF03 its going great IMAO. I designed and modeled a Wanamingo to suggest it for your mod ;The Model and textures are complete however theres no bone/armatures and no weightmaps; I have only basic knowledge of Riging and Nifskope so im a little stuck :I . I figured it will take some time until I can learn everthing and finish it all so I wondered if anyone on your team/ you or someone you know would like to use the model and textures for the next update.

I used blender 2.46 . The textures are 1024x1024 DDS with Normal Maps.

The model is editable I havent applied Subsurface modifier.If im not mistaken the model is around 6000 faces with subsurf x 1 - Same as a Yogyai

But smooth can be applied instead if the face count is high. Smooth applied with 1.000 setting makes the model 1400 faces, and it doesnt effect the topology that much.

Anyway heres a picture of the work I finished so far. If youre up to it let me know. I will send you the model and the textures.

[img]http://farm4.static.flickr.com/3345/3559480546_e3f00c0988_b.jpg[/img]

VERY nice.
I think the current one uses Yao Guai animations, but I'll have to double check on that. Rigging isn't something I know stuff about, nor is meshing or texturing, really. I just script and make patches for things I uses.
But that is without a doubt the awesomest freak thing I've seen in a long time.
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Robyn Lena
 
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Post » Sat Sep 05, 2009 6:50 pm

I don't get it, I've made a new game, I've reinstalled Fallout 3, and it's still crashing when I enter Megaton.
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Sierra Ritsuka
 
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Post » Sun Sep 06, 2009 2:54 am

I don't get it, I've made a new game, I've reinstalled Fallout 3, and it's still crashing when I enter Megaton.

Did you install a body mod as some stage previously ?
(reinstalling fallout3 doesn't get you a vanilla game unless you delete the data folder prior to installing)
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Jade Muggeridge
 
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Post » Sat Sep 05, 2009 6:32 pm

Anyway heres a picture of the work I finished so far. If youre up to it let me know. I will send you the model and the textures.

[img]http://farm4.static.flickr.com/3345/3559480546_e3f00c0988_b.jpg[/img]


Damn, that looks incredible! The current MMMF3 Wanamingo looks more like the cannon fallout 2 version, but this one could definitely shine as an enhanced/evolved version!
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Anthony Diaz
 
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Post » Sat Sep 05, 2009 10:23 pm

1 May be.
2 There are NO...esp-s
Activate what you want- and you remove appropriate creatures from the game

how I do remove specific creaturres I Dont like?
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Milad Hajipour
 
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Post » Sun Sep 06, 2009 1:25 am

Hi Martigen

Thank you for making MMMF03 its going great IMAO. I designed and modeled a Wanamingo to suggest it for your mod ;The Model and textures are complete however theres no bone/armatures and no weightmaps; I have only basic knowledge of Riging and Nifskope so im a little stuck :I . I figured it will take some time until I can learn everthing and finish it all so I wondered if anyone on your team/ you or someone you know would like to use the model and textures for the next update.

I used blender 2.46 . The textures are 1024x1024 DDS with Normal Maps.

The model is editable I havent applied Subsurface modifier.If im not mistaken the model is around 6000 faces with subsurf x 1 - Same as a Yogyai

But smooth can be applied instead if the face count is high. Smooth applied with 1.000 setting makes the model 1400 faces, and it doesnt effect the topology that much.

Anyway heres a picture of the work I finished so far. If youre up to it let me know. I will send you the model and the textures.

[img]http://farm4.static.flickr.com/3345/3559480546_e3f00c0988_b.jpg[/img]

Now that creature makes me reconsider to remove it from game , I wanted to remove couse I didnt like much especially couse seems overpowered and out of place like a random encounter , but this work is superbe , the only thing I d say is that this weird creature should just be found near very radioactive places and special location non like a normal random encounter...
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Nikki Hype
 
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Post » Sat Sep 05, 2009 10:57 pm

how I do remove specific creaturres I Dont like?

If you activate no wanamingo.esp- then wanamingo will be removed from the game (maybe it take time)
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Chavala
 
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