[RELz] Mart's Mutant Mod 1.0 RC 2.0

Post » Sat Sep 05, 2009 1:08 pm

Really like that wanamingo model.
Instead of replacing the older ones why not make it abit bigger and have it as a "Wanimingo Queen" or something. That leads the pack of the other ones?
Would be better to add another big tough enemy rather than just replace some older ones methinks
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tannis
 
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Post » Sat Sep 05, 2009 11:35 pm

In truth? If it were in a different color, that model looks more like the sprites too. The Wanamingos look very wirey in the game, just not in the art or AIM menu.

I would make them separate.
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Andres Lechuga
 
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Post » Sat Sep 05, 2009 1:57 pm

Also -- for those with Broken Steel and the Enclave appearing around the monument after the MQ is finished -- the possible fix I promised. I've simply added this to the Mart's Mutant Mod - Broken Steel.esp so it's easier to keep track of (no need to remove an .esp later). Let me know if it works:

::: DOWNLOAD -- http://members.iinet.net.au/~amills/MMMF3-BS.zip



Didn't do anything. Every single enclave still spawned and the game actually crashed at one point. once again they killed everyone outside as soon as i got there.

On my game it's not just around the monument it's EVERY single enclave soldier from the Take It Back! quest that respawns. And i also have a glitch where all the super mutants in set locations are constantly respawning as well. Two i've found are the ones near the monument. one on the way from the purifier on the route you take for Take It Back! and the other on the road to rivet city from the purifier.

heres my load order:
Fallout3.esmAnchorage.esmThePitt.esmBrokenSteel.esmFakePatch_v1.5.0.22.ESMHairPack.esmRight Shoulder Cam by Saiden Storm.espVATSPerkWorkaround.esmMart's Mutant Mod.esmRemapWaterType.espdD-Larger Blood.espnoautoaim.espJHatsNCaps.espNova Interaction Revised.espUltimate Nuka Cola 3000 v1.espTennpenny Tower.espBobbleheadDelivery.espFalloutShelter.espDTOMRC3.espWasteland Weather Overhaul .9 (no interiors).espnoscopewobble.espVault101 Exit Cancel.espStripClub.esponly_hair_en.esphair_pack_m.espAR50_Merc_50cal.espAmorousLingeries.espTenpenny Suite.espM4.espNightvisionGoggles(Powered).espCerberus Protect Gear - Headgear Extras.espDLC Stuff.espxdBDU.esp3EFhelmlessstealthsuit.espmodded gauss rife.espDash(Key needFOSE).espMS11fix.esppipboylightblue.espClassicEnclaveAPA-Replacement-english.espassassin_robe.espRipleysRifle.espST 50A Power Armor Helmet.espBlasterEquipmentPackagev1.espNippyClothing.esphair_add_npc.espv12 Interior.espLasersmg.espDK_BulletTime.espeyes_hairpack_en.espShoulder PAD.espRD_Vault77Puppet.espTheWanderingRanger(The Locker).espGenChaseCoat.espDIM TYPE3 conversions.espScout Outfits.espMegaton Closes.espPureWater-NoRad-.espAzarGypsyOutfits_Malika.espAzarGypsyOutfits.espubertesla.espsunglassescollection.espkikaiEquipment.espBiggerbigtown.espbann.espwed.espMegaton Tweaks - Snipers Edition.espAquarium.espBoS Armor.espBoS Armor - Anchorage.espBoS Armor - Broken Steel.espvashdeagle.espRemington700.espDeepEyes.espJSBlack'sNanoArmor.espTactical Weapons by gRs Frederyck.espColossus Hvy Armor.espEnhanced Weather - Rain in the Pitt Plugin.espEnhanced Weather - Rain.espGermanSheperd.espDogmeatEssentialToken.espHZ_MP7.espMiniHideout-001.espSkrees_BF2142.espGrenadeLauncher_functional.espBlue Laser Protectron's Gaze.espkikaiLibertyRifle.espBoS_DX.espOutcast DX.espTribal_DX.espDeep eyes Nocturne.espWA2000.espR.A.C.E. Station.espMart's Mutant Mod.espMart's Mutant Mod - Feral Ghoul Rampage.espMart's Mutant Mod - No Corpse Flies.espMart's Mutant Mod - Tougher Traders.espMart's Mutant Mod - No Ghoul Raise.espMart's Mutant Mod - Increased Spawns.espMart's Mutant Mod - Broken Steel.espTotal active plugins: 99

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Lisha Boo
 
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Post » Sat Sep 05, 2009 9:13 pm

I'm having some crashes related to random encounters from time to time. I've had no crashes in towns / empty areas but , occasionally, I'll get near a spawn point and the game will crash within 30 seconds or so of the mobs appearing on radar. When I unload MMM, it goes away. I was having the same problem about 5 days ago, but it worked itself out, and now it is back. I'm having crashes near the Deathclaw sanctuary with strange events like Enclave spawning with no armor (I have not started the main quest yet).

Here is my load order:
Fallout3.esmAnchorage.esmThePitt.esmBrokenSteel.esmMart's Mutant Mod.esmCONELRAD 640-1240.espExistence2.0.esphundredfists.espBlackWolf Backpack.espBlackWolf Backpack - Vendor Script Replenish.espkikaiLibertyRifle.espAbandoned Car Fort Redone.espTribal Power Helmet.espPersonalVertibird.espMy Bomb Shelter.espForgedStrongHold.espWater_Tower_Hideout_byOrophin.espPre-War Shelter.espBoat House.espDarNifiedUIF3.espMart's Mutant Mod.espMart's Mutant Mod - Increased Spawns.espMart's Mutant Mod - Hunting & Looting.espMart's Mutant Mod - Natural Selection.espMart's Mutant Mod - Broken Steel.espWasteland Weather Overhaul .9 (no interiors).espLevel 1 Smallest More Color.espWasteland Weather Overhaul .9 Level 1 Color.espTotal active plugins: 28


I've removed the weather overhaul for testing and it had no effect. MMM RC2 with the broken steel patch from FOIP
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Amy Melissa
 
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Post » Sun Sep 06, 2009 12:01 am

I think it will be better if we all will show our game version.
I have Fallout3 1.5+FWE+FOOK+MMM, including Increased spawns, Zones respawn.
Respawn timer was set to 1
I load game from clean save from Fallout3 1.0, maded without DLC-s, without any mods.
I finish main quest, awake in the citadel, wait 2 days and make fast travel to Jefferson Memorial.
I see four enclaves- two soldiers and two robobrains (two from Broken Steel and two from MMM) which exterminate two Rivet City guards and one BS paladin. After I kill them all- I wait 2 days in the Citedel then return. Picture was the same. Battle was on the bridge, as it is supposed to be- nothing unusual.
I suggest you must uninstall MMM, wait and then reinstall anew. May be some variables still be in the save and prevent normal playing.
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Christie Mitchell
 
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Post » Sun Sep 06, 2009 2:01 am

I like :) I actually have a creature based off the Ghoul mesh I'm calling the Night Stalker that does a similar thing, but rather use a stealth field he is totally invisible... up until the moment he attacks. Then he de-cloaks for a few seconds -- and this is your only chance to get him -- before he runs off and fades from view. Once invisible again, he'll attack again. Kinda cat and mouse -- only you're the mouse :)

I haven't had time to implement him yet though. The StealthClaw though is a different kettle of fish. Maybe he can be the daytime random stealth encounter, and the Night Stalker the night time one.



Also -- for those with Broken Steel and the Enclave appearing around the monument after the MQ is finished -- the possible fix I promised. I've simply added this to the Mart's Mutant Mod - Broken Steel.esp so it's easier to keep track of (no need to remove an .esp later). Let me know if it works:

::: DOWNLOAD -- http://members.iinet.net.au/~amills/MMMF3-BS.zip


i dont think the bs is working correctly, unless they were already spawned before i went there? there were actually 3 enclave controlled deathclaws there this time and various robots stuck around the basin

and its not just the monument after mq where they show up, its on the bridge near the citadel too.
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Céline Rémy
 
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Post » Sat Sep 05, 2009 10:30 pm

Is there a reason Geckos almost always just disappear into the sky?...

I was walking towards Old Olney when I noticed something shooting up into the sky. Near the crossroads a protectron, three geckos and several bloat flies were having a free for all, one of the geckos shot up into the sky, reappeared at the same spot and shot up again. Since I couldn't target the gecko even in VATS, I saved and after reloading the save, the gecko did no longer fly and got shot. :P

Since then I met a few more geckos, but no flying ones. :D So I'm treating this as a one time glitch for now. I have only the Unofficial Patch and MMM, so there should not be any mod interference?
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john page
 
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Post » Sat Sep 05, 2009 5:07 pm

one other thing. since removing the mod, now all BOS are gone from outside of the citadel.
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ashleigh bryden
 
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Post » Sat Sep 05, 2009 9:53 pm

I'll chime in as well with crashes along side random encounters. The game plays fine for me, there are some occasions when I'm running around, or just leaving a place with hostile NPCs near, and the game will crash on me. It's happened a few times encoutering Raiders and a few times encoutering wildlife.

Fallout 3 v1.5 using FO3MasterUpdate - FOOK + MMM
Fallout3.esmAnchorage.esmThePitt.esmBrokenSteel.esmCALIBR.esmFOOK.esmMart's Mutant Mod.esmUnofficial Fallout 3 Patch.espUnofficial Fallout 3 Patch - The Pitt.espUnofficial Fallout 3 Patch - Operation Anchorage.espVATSFixOff.espDarNifiedUIF3.espFOOK.espFOOK - Anchorage.espFOOK - The Pitt.espMart's Mutant Mod.espMart's Mutant Mod - Hunting & Looting.espMart's Mutant Mod - Tougher Traders.espMart's Mutant Mod - Zones Respawn.espMart's Mutant Mod - Natural Selection.espMart's Mutant Mod - Broken Steel.espMart's Mutant Mod - FOOK.espSlower Levelling - very slow.espTotal active plugins: 23Total plugins: 25


Cheers.
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Dewayne Quattlebaum
 
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Post » Sat Sep 05, 2009 11:44 pm

Get it- check it.
Work just fine!
With both IS and ZR enabled, there are only four enemies in the bridge- two with 00 mark and two- with FF
Much easier now to handle :)

Good to hear :)

But- there is some inaccurate (IMHO) work from FOIP team, which clearly explain:
*** NOTE: *** You need the full XFO, FWE or FOOK mods installed to use these plugins! (from README - FOIP - Mart's Mutant Mod.txt and other readme's)
I think it orient users in wrong way.

I don't know how -- the README explains you only need to use the FOIP plugin for the other overhaul mod you're using with MMM. Unless, this is unclear for others also?


One more question.
You say
The FWE patches automatically includes MMM's tougher traders, zones respawn, and increased spawns optional modules. You do not need to load these plugins from the original MMM archive. In fact don't.

Is this include MMM-FOOK+FWE too?

Yes. Note you can load these optional MMM plugins too btw (IS, TT, Zones Respawn etc) but they will just override those in the plugin, that should be the same anyway. If you want to be sure, load them.


Martigen- as I already say, Enclave soldiers now spawn in resonable numbers. But defenders of JM again don't have a chance against it- especially with FOOK, FWE and all your components enabled. And I can't help them fast enough.
Is it possuble to make more defenders in JM? One-two paladins of BS will be enough.

Yes. Actually there are some BoS there related to the end quest too which are currently limited in terms of Increased Spawns by the same check I put in to prevent Enclave spawns after MQ. I can reverse this and you should see more BoS.


Do i need zone respawn active for corpse skeletons so show up? i don't use zone respawn but ive yet to notice any corpse skeletons but i think i may of missed them before they vanished for good.

Good queston -- and I don't think so, but not actually sure. Whether a zone allows respawns applies to the parent actor reference. When it doesn't respawn, effects like Increased Spawns don't work either (as expected) so, as intended, nothing respawns. But the skeletons are triggered by cell resets, and even non-respawn cells can reset (or they should, anyway).

It's very easy to test if skeletons are working. Find a place with lots of raiders/ghouls in a cell that resapwns, do a 'killall' in the console, and then change cells (go through a door to an interiror for eg). At the console type 'set iHoursToRespawnCell to 2', then rest for 3 hours. Re-enter the cell with the raiders/ghouls and they should be respawned and, the previously killed raiders/ghouls corpses should now be skeletons.


Didn't do anything. Every single enclave still spawned and the game actually crashed at one point. once again they killed everyone outside as soon as i got there.

On my game it's not just around the monument it's EVERY single enclave soldier from the Take It Back! quest that respawns. And i also have a glitch where all the super mutants in set locations are constantly respawning as well. Two i've found are the ones near the monument. one on the way from the purifier on the route you take for Take It Back! and the other on the road to rivet city from the purifier.

Did you reset 4 days first inside without NPCs and creatures? If you just load the plugin and head out to the monument where you saw the Enclave, they'll still be there. You need to let cells reset.

Will look into the muties from Take It Back! spawning as well. Out of interest, and to save me some time, when you see these muties bring down the console and click on them. Post here or PM there ID numbers, thanks.



I'm having some crashes related to random encounters from time to time. I've had no crashes in towns / empty areas but , occasionally, I'll get near a spawn point and the game will crash within 30 seconds or so of the mobs appearing on radar. When I unload MMM, it goes away. I was having the same problem about 5 days ago, but it worked itself out, and now it is back. I'm having crashes near the Deathclaw sanctuary with strange events like Enclave spawning with no armor (I have not started the main quest yet).

Thanks for the report. You have a small mod list which makes it easier to track down any crashing issues, I'll PM you. Note the Enclave with no amror has nothing to do with MMM -- it doesn't alter loot lists, it doesn't even alter inventories, another mod you're loading is doing that.


one other thing. since removing the mod, now all BOS are gone from outside of the citadel.

These will have been BoS placed by the Increased Spawns module, so yes you will lose them if you disable MMM.
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Kelly Osbourne Kelly
 
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Post » Sat Sep 05, 2009 6:01 pm

ahh. i didn't rest for 4 days. I'll go try that tonight before i head to bed.

I'll see what i can do about the mutants as well. luckily the few times they did respawn they managed to kill off the enclave for me lol.
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Cathrin Hummel
 
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Post » Sun Sep 06, 2009 1:01 am

I have no empirical evidence, but I have a feeling it has to do with some of the new mobs. Many Geckos spawn near the Deathclaw sanctuary, so I decided to use the no gecko esp, rest for 4 days and go back. No crashes this time. It could be coincidental, but it is the first that has worked in that area apart from removing MMM completely.
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Pumpkin
 
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Post » Sat Sep 05, 2009 11:25 pm

okay so after waiting 4 days only 2 enclave were left. and it's possible that i just never killed these ones in Take It Back!

00091128 - Right before the last bridge
0007FC32 - Right under walkway after 1st bridge.

All the muties also did not respawn this time. phew. I did write down all the codes though just in case.

Also I still have the glitch where there are NO BOS at the front gate anymore. Normally there are two on the walkway and two on the ground with a sentry robot. All gone. There are a few walking around the sides though. Not sure if this is your mod doing this now because it seems to be like this with or without your mod. Might have to make my own adding a whole bunch of BOS to the front or something.

Also Brotherhood of Steel Scribe 030091D6 which normally stays at the platform outside project purity for some strange reason gets up and starts walking away for no reason. This only happens with the mod installed.

So thats that, if you need anymore info let me know. and if someone can help me with my BOS soldier issue please let me know.
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Bereket Fekadu
 
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Post » Sat Sep 05, 2009 4:48 pm

I don't know how -- the README explains you only need to use the FOIP plugin for the other overhaul mod you're using with MMM. Unless, this is unclear for others also?

No, this is very clear explained :)
I say about another things. I was sure- I must install WHOLE FOOK to it correct working with MMM and MMM compatability plugin. With broken Tougher Enemies included.
Yes. Actually there are some BoS there related to the end quest too which are currently limited in terms of Increased Spawns by the same check I put in to prevent Enclave spawns after MQ. I can reverse this and you should see more BoS.

It will be good
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Stacy Hope
 
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Post » Sat Sep 05, 2009 5:13 pm

okay so after waiting 4 days only 2 enclave were left. and it's possible that i just never killed these ones in Take It Back!

00091128 - Right before the last bridge
0007FC32 - Right under walkway after 1st bridge.

All the muties also did not respawn this time. phew. I did write down all the codes though just in case.

Also I still have the glitch where there are NO BOS at the front gate anymore. Normally there are two on the walkway and two on the ground with a sentry robot. All gone. There are a few walking around the sides though. Not sure if this is your mod doing this now because it seems to be like this with or without your mod. Might have to make my own adding a whole bunch of BOS to the front or something.

And... again, did you rest 4 days before going back to the gate after re-enabling MMM? :) The extra Increased Spanws BoS there won't be there unless you allow them to spawn.

Thanks for the codes on the Enclaves. Please PM me the codes on the muties, this could be helpful on ensuring extra muties aren't spawning after the quest.


I have no empirical evidence, but I have a feeling it has to do with some of the new mobs. Many Geckos spawn near the Deathclaw sanctuary, so I decided to use the no gecko esp, rest for 4 days and go back. No crashes this time. It could be coincidental, but it is the first that has worked in that area apart from removing MMM completely.

This is the thing -- a number of people have reported increased instability with RC2, but without a firm detail of a triggering agent there's not a lot I can do. The changes in RC2 really shouldn't have any effect on stability -- but then, as we know, this engine has a mind of its own.

What I really need is a repeatable cause, in a savegame. Then I can debug it, work out solutions, and test them with the savegame to ensure they work. Bingo, next release the issue is gone -- but no save game = no fix. I need people experiencing the issue to do the following:

* Disable all mods (yes, every single one)
* Load, save, and quit the game to clear your savegame of all mod data
* Enable MMM
* Load your game, rest for 4 days inside without NPCs or creatures to let cells reset
* Play

If your game crashes, reload the last save and -- importantly -- re-trace your same steps to where it crashed. If does it again, or around the same time, this is the savegame you need to send me, and with instructions on how you triggered it (where you went etc).

It's entirely possible you won't get another crash -- this is good, it could have been another mod.

It's entirely possible you won't get another crash -- this is good, it could have been old data from MMM and, perhaps with the changes in RC2, all that's needed is to clean a savegame (as the steps above allow). A new game loading only MMM, in this instance, should have the same effect (and would be a good counterpoint test).
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Tamika Jett
 
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Post » Sun Sep 06, 2009 4:15 am

::: UPDATED BROKEN STEEL .ESP

See if this helps with both removing the extra Enclave after the MQ, without reducing BoS in the area. Should also fix any missing BoS at the citadel.

Note: This the same filename as uploaded the other night -- clear your browser cache to ensure it downloads the updated file.

::: DOWNLOAD -- http://members.iinet.net.au/~amills/MMMF3-BS.zip
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Bellismydesi
 
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Post » Sun Sep 06, 2009 4:35 am

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...

I didnt see such an esp in the files , altough I d really like a no Geko monster esp .....
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Stay-C
 
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Post » Sat Sep 05, 2009 9:50 pm

Yea i did wait the 4 days. Just 2 were left and all the muties but as i said luckily they didn't respawn. PM sent with all their codes for ya and the wierd scribe guy too that randomly walks away for no reason.

I'll go test that file now for the BOS. assuming i have to do the 4 day wait again so i'll do that as well.

*edit* after test.

Waited 4 days and still none of the BOS guys respawned. absolutely no one at the front gate. where as theres normally suppose to be 4 people and one robot. don't really have time this morning anymore but later i'll go back into an older save and see if they're there before broken steel.

Also all the muties at the walkway respawned and the two enclave respawned again. The rest did not.

so thats that.
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Jason King
 
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Post » Sat Sep 05, 2009 8:02 pm

I take a pause about 1 day.
Must make another copy of the game for testing purposes.
Strange things happen in the game, tomorrow will say, after some checking.
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T. tacks Rims
 
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Post » Sun Sep 06, 2009 2:46 am

Yea i did wait the 4 days. Just 2 were left and all the muties but as i said luckily they didn't respawn. PM sent with all their codes for ya and the wierd scribe guy too that randomly walks away for no reason.

I'll go test that file now for the BOS. assuming i have to do the 4 day wait again so i'll do that as well.

*edit* after test.

Waited 4 days and still none of the BOS guys respawned. absolutely no one at the front gate. where as theres normally suppose to be 4 people and one robot. don't really have time this morning anymore but later i'll go back into an older save and see if they're there before broken steel.

Also all the muties at the walkway respawned and the two enclave respawned again. The rest did not.

so thats that.


The no bos at the citadel entrance is a vanilla broken steel bug/oversight.
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Roberta Obrien
 
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Post » Sat Sep 05, 2009 8:43 pm

Martigen,

I'm a huge fan of both your Oblivion and now Fallout 3 monster mods, thanks so much for developing and sharing them with us. I'm running into an issue with the latest version that I'm not sure if it is new or not because I never frequented the area I'm finding it in the game until recently.

I've got all DLC installed, numerous mods, and am patched to 1.5 and using Elminister's FO3MasterUpdate to keep my game running smoothly.

The issue I'm having is not a CTD crash, but a sudden inescapable zone of lag that brings the game to a halt. It never crashes, but it is certainly unplayable after it has happened. The only fix I've been able to find after disabling every mod and adding them back one by one is by completely disabling MMM and addons (including the BS addon now). So I really really really hope to find a workaround or fix for this because I also feel like Fallout 3 without MMM enhancing it is also a little unplayable for the diminished fun factor.

I couldn't find a console command to give myself exact coordinates, so if anyone has one to share I'll update with the exact location. The best I can offer is that if you drew a straight line going south from Vault 101, then drew another straight line heading west from Megaton, then teleported to the spot these lines intersect, THEN start running in a straight line west, I hit the lag zone within about 15 seconds of running.

For me, this is just rising up the small ridge/hillside before I'd be looking in the general direction of Manchester's Estate if I recall correctly. To the right is Sal's audio shop (also added from the same 'A Night with Mr. Manchester' mod) and nearby that is Club House version that situates it above the Vault 101 entrance. The only other mod that I have that I know passes through this area is the Rockville.esp mod that adds Rockville Commons and Vault 52 as an escort mission goes through this area.

I've disabled each of these, and all of them together (including all my mods), and none of that fixed the sudden lag zone problem until I disabled MMM 1.0 RC2 and its add ons.

Anyone have any idea what might be causing this? I tried looking in FO3Edit for conflicts, and there were some red ones, but I couldn't make sense of what I was looking at.
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Elizabeth Davis
 
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Post » Sat Sep 05, 2009 10:11 pm

I have a feeling that theese performance problems are related to raiders (well partially at least). I usually get slowdowns when they are near me.
A really nasty area where my game becomes really choppy is around the springwale school. After a while the game actually crashes on me if i stay there too long. Without MMM the performance is stable there.
Another weird issue i saw in that area, more precisely the nearby enclave camp is that i can see floating plasma projectiles in the air where the enclave soldiers used to be days after i killed them. (no they are not corpseflies or fireflies but plasmaballs that seem to be stuck mid air) removing MMM also removed this.. i cant imagine what could cause this.

Another sucpect for me are corpses -I havent seen any becoming skeletons as they should according to your mod description, instead many corpses have stayed in place untouched even after a looong time.

I hope you can find some solutions eventually cos the wasteand is a much more interesting place with your mod but theese slowdowns/crashes are really starting to getting on my nerves.

(I'll start a new game with MMM to see if it makes any difference, cos i only installed it in my current game after i finished the main quest.)
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SHAWNNA-KAY
 
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Post » Sun Sep 06, 2009 2:29 am

Okay, I went back and disabled all my mods and DLCs so that I was running just vanilla Fallout 3, patched to 1.5, with MMM and the MMM addons. Then I went into the nearby Vault 101 entrance cave and waited for 10 days before running back to the same spot I start getting the lag that grinds the game basically to a halt and it still happened. Then I disabled the MMM addons one by one, repeating the 10 day waiting process inside the Vault 101 cave each time, and it still continued to happen all the way until I was left with just the MMM.esm and MMM.esp and it still continued to happen.

What would be the next step in troubleshooting what the conflict in that specific area might be? This is the first time I've encountered any issues like this that appear to be caused by MMM that I am aware of, and I've had MMM installed since the first FO3 versions were available and have completed numerous different quests in that area without issue before this problem cropped up in the last few weeks.

EDIT: I just went and loaded up a save I still had from before I first exited Vault 101 to begin the game out in the Wastelands. I had to run to Silver's ranch house to wait the 10 days (overkill I know) since you apparently can't wait inside the cave entrance after just starting the game, but after that I was able to run to the trouble spot and did NOT get any lag with just MMM.esm and MMM.esp loaded.

Does this indicate some corruption in my main saved game that is only brought out by running the MMM mod/addons at level 30?
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Kayleigh Williams
 
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Post » Sat Sep 05, 2009 8:35 pm

The same thing happend to me on some places, Springvale school is one example. I went through Fo3edit and my mod list and finally found that Increased spawns.esp causes the halt/lag. I disabled it lags stopped.

curently I have this configuration.
Fallout.esm
MMM.esm

*
*
60+ Mods Which Include my own
*
*
MMM.esp
MMM-Tougher Traders.esp
MMM-Zones Respawn.esp
MMM-No CorpseFlies.esp
MMM-NaturalSelection.esp
MMM-NoWanamingos.esp
MMM-NoSkeletonDecay.esp

----------------------------------------

It is important to see the conflict makers in FO3Edit (not masterUpdate) before play testing "MMM-*.esp" 's,
I double checked if there is any mods which conflict then I run FO3MasterUpdate. I was able to play for 3 hours non stop with out any lag/stutter or CTD.

It is not related to MMM -- but I also recommend this no matter what your computer specs, If your playing FO3 and using a Nvidia Graphics Card, dont custom set your card settings.Set application controlled or use the quality - performance presets, and then default set the game settings from options menu. Then in the options menu play with actor , object fade ,tree fade , LOD settings etc.This worked like a charm for me.

Martigen: I want to tell you that even though I have NoWanamingos.esp enabled I always encounter 1-2 wanamingos just outside Super Duper Mart or the bridge next to it. I dont know if Increased spawns.esp overides it or not but NOwanamingos.esp is the second last esp on the list. I rested 8 days and tested this and that wanamingo is very persistent. :D I will play test some more without the Increased Spawns.esp and see if the lag issue persist or wanamingos reappear.

Ps: The lag is not computer configuration based.Even though I dont have high end computer, I run the game with medium-high settings. I enabled Increased Increased spawns.esp rested 4 days and attacked the Enclave camp northwest of Silver's house in springvale, the game runs smoothly with 10-12 Soldiers attacking me at the same time ; and no sign of the strange lag in springvale, so i guess its something to do with Increased spawns.esp.

Hope this helps.
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Brandon Bernardi
 
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Joined: Tue Sep 25, 2007 9:06 am

Post » Sat Sep 05, 2009 4:30 pm

Ps: The lag is not computer configuration based.Even though I dont have high end computer, I run the game with medium-high settings. I enabled Increased Increased spawns.esp rested 4 days and attacked the Enclave camp northwest of Silver's house in springvale, the game runs smoothly with 10-12 Soldiers attacking me at the same time ; and no sign of the strange lag in springvale, so i guess its something to do with Increased spawns.esp.


Since I last wrote about the lag issues I was having whilst using the MMM mod...

http://www.gamesas.com/bgsforums/index.php?s=&showtopic=992440&view=findpost&p=14384724

...I had decided to remove the Increased Spawns esp and since I have done that I have not experienced any of the type of slowdowns that I was having. Even though I have been in high number NPC type of encounters, the numbers exceeding that of some raider spawn points that seemed to be causing the lag for me, there has been no issues.

I have not tried the Increased increased spawns. To help Mart I will give that a try and see what happens, better stock up with the stimpacks :)
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Emma Pennington
 
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Joined: Tue Oct 17, 2006 8:41 am

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