[RELz] Mart's Mutant Mod 1.0 RC 2.0

Post » Sat Sep 05, 2009 9:50 am

Hmm am I doing something wrong with installing the fmod version of MMM?

I click on package manager, then I click on add new, then I click on the zip file for rc 2.0. After FOMM is done loading it I check the box for mats mod, and I get the error :

"Data at root level is invalid line1, position 1."

How I got around this, I uninstalled the contents of the fmod into a folder and selected create from folder.
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Cassie Boyle
 
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Post » Sat Sep 05, 2009 2:15 pm

Hmm am I doing something wrong with installing the fmod version of MMM?

I click on package manager, then I click on add new, then I click on the zip file for rc 2.0. After FOMM is done loading it I check the box for mats mod, and I get the error :

"Data at root level is invalid line1, position 1."

How I got around this, I uninstalled the contents of the fmod into a folder and selected create from folder.

Thanks Mavkiel. The FOMOD version is untested, I'm not able to easily install/uninstall using my Fallout 3 installation as I'm developing in it. L0ki made the script and may be able to fix it when he gets on, and then I can re-upload the FOMOD package.
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Luis Longoria
 
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Post » Sat Sep 05, 2009 10:35 am

I have a few questions Mart:
-?Whats the performance hit with the skeleton decay,if any? ?And with the env lights?
-?Did you include the staggering in RC 2.0? (currently running RC 1.1)
Keep the AMAZING work, cant wait for Wounding Effects :)
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roxanna matoorah
 
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Post » Sat Sep 05, 2009 10:46 am

Just downloaded RC2, going to test out the fomod version now.

Also, I'm digging the new RC2 stuff Mart, really makes the wasteland feel more alive and dangerous :). Also gives my character a use for the 30K+ rounds of each ammo type he has :o
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Alex [AK]
 
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Post » Sat Sep 05, 2009 6:29 pm

The Rambler is pretty sweet. Nice work as always, and the skeletons really add to the overall atmosphere. ^_^
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Andrea P
 
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Post » Sat Sep 05, 2009 12:23 pm

Great update Martigen! Not only does the Feral Ghoul raising feature work flawlessly, but the new Ramblers are awesome; these are definitely the type of enemies Fallout 3 needs: the creepy monsters you'd expect to find in a survival horror game (ah, how I miss that genre...).

I have no knowledge of how to modify sounds, but would it be possible to slow down some of the noises the Rambler makes to give it a lower, more guttural voice than the regular ferals? It would definitely add to it's presence.
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josh evans
 
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Post » Sat Sep 05, 2009 12:44 pm

:clap:

You, sir, have created a masterpiece. I cannot express how empty Fallout feels without this mod. Magnificent job!
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Portions
 
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Post » Sat Sep 05, 2009 2:53 pm

downloading now, except I diden't understand the part about "do not play through program files" when I got the installer thingy it said "warning: you are playing fallout 3 through problem files, this is known to cause problems".

I coulden't find onther path to take, so I just said activate. When you say it causes strange problems, how bad are they?
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RAww DInsaww
 
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Post » Sat Sep 05, 2009 10:28 pm

downloading now, except I diden't understand the part about "do not play through program files" when I got the installer thingy it said "warning: you are playing fallout 3 through problem files, this is known to cause problems".

I coulden't find onther path to take, so I just said activate. When you say it causes strange problems, how bad are they?


My guess is you mean "Program Files". And it is refering to the path you installed Fallout in. If your playing on vista thats a no no . Unless you turn off UAC then that probably fixes it.
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Anthony Rand
 
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Post » Sat Sep 05, 2009 2:09 pm

Do we still need to use the old Broken Steel compatibility ESP with this?
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Hope Greenhaw
 
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Post » Sat Sep 05, 2009 10:12 am

Thanks Mavkiel. The FOMOD version is untested, I'm not able to easily install/uninstall using my Fallout 3 installation as I'm developing in it. L0ki made the script and may be able to fix it when he gets on, and then I can re-upload the FOMOD package.


I got this same error, I tried messing with the script a little to fix it but I don't know much about scripting and ended up having to delete the script entirely to get it to activate and then just manually disabled the plugins I didn't need. For the record I'm using Mod Manager 0.9.14 on Windows 7 x86 build 7100
,
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Sweet Blighty
 
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Post » Sat Sep 05, 2009 10:38 pm

Is there a mirror to download this? The regular download site keeps stalling at 30%.
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luis dejesus
 
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Post » Sat Sep 05, 2009 9:45 pm

Also, before I forget -- the new Skeleton Decay feature applies only to NPC as Fallout 3 only comes with humanoid skeletons. However it's exceedingly simple for me to update this to include creatures -- all I need is someone to make creature skeletons. If you have the skills and feel like making these, let me know :)


That would be awesome! Sadly I've no skills regarding this... :cryvaultboy:
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Curveballs On Phoenix
 
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Post » Sat Sep 05, 2009 7:33 pm

I have a few questions Mart:

-?Whats the performance hit with the skeleton decay,if any? ?And with the env lights?
-?Did you include the staggering in RC 2.0? (currently running RC 1.1)

Keep the AMAZING work, cant wait for Wounding Effects :)

- Zero in terms of gameplay processing. The solution I used to place the skeletons is, if I say so myself, very damn cool :) In terms of more objects (like skeletons) to render on screen, obviously this can have a performance impact. The more the engine needs to render, the more work it needs to do. Best way to find out, is just to see :) If it's too much, that's what the No Skeleton Decay plugin is for.

For the environmental lights, these should have an impact as it's also more work for the engine, however I didn't notice any in my testing. This is why I didn't make a lights effects removal plugin (but if you use No Corpse Flies then obviously you won't see the lights or the flies).

- Nope, I want to do some more work on Staggering and I also couldn't decide if I wanted to make it a plugin now, or part of the Wounding plugin later. I'll probably roll Staggering into Wounding, since it's of the same kind.


Great update Martigen! Not only does the Feral Ghoul raising feature work flawlessly, but the new Ramblers are awesome; these are definitely the type of enemies Fallout 3 needs: the creepy monsters you'd expect to find in a survival horror game (ah, how I miss that genre...).

I have no knowledge of how to modify sounds, but would it be possible to slow down some of the noises the Rambler makes to give it a lower, more guttural voice than the regular ferals? It would definitely add to it's presence.

I was thinking the same, but I kinda had to stop sometime and upload a new version. It's on the to-do list, as well as unique loot for the Rambler (may have to get Drag0ntamer to make some new models!)


:clap:

You, sir, have created a masterpiece. I cannot express how empty Fallout feels without this mod. Magnificent job!

Thanks :)


Do we still need to use the old Broken Steel compatibility ESP with this?

Old? Grab the new one :) Didn't you read the first page of this thread? :)
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Tom Flanagan
 
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Post » Sat Sep 05, 2009 7:39 pm

I've just fired up Fo3 again after a few months and am beginning the slow process of downloading mods and studying readme's. I have Broken Steel but don't want to use the 1.5 patch if it stops FWE/FOOK/MMM/FEV etc working...

What is the current status wrt MMM and v1.5 currently? Should I use v1.4.0.6 until Bethesda get off their arses or?

Thanks.

edit: After actually reading the thread :P it seems MMM is fine with v1.5... What about compatibility with FOIP and the related mods though?

Ta.

editx2: specifically: Fallout Wanderers Edition - The Full Fookin' Deal -Includes: FOOK, FWE, WMK, and MMM
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Laurenn Doylee
 
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Post » Sat Sep 05, 2009 5:22 pm

My guess is you mean "Program Files". And it is refering to the path you installed Fallout in. If your playing on vista thats a no no . Unless you turn off UAC then that probably fixes it.

Not probably, but sure thing :)
Always disable UAC soon after reinstalling of Vista. Crazy thing.

Thank you, Martigen, you make great work for the community
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Da Missz
 
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Post » Sat Sep 05, 2009 4:22 pm

I've just fired up Fo3 again after a few months and am beginning the slow process of downloading mods and studying readme's. I have Broken Steel but don't want to use the 1.5 patch if it stops FWE/FOOK/MMM/FEV etc working...

That's already in the past
http://fallout3nexus.com/downloads/file.php?id=637
FO3EDIT remove any incompatibilities with 1.5 patch
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Nathan Risch
 
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Post » Sat Sep 05, 2009 11:56 am

Thanks for this Martigen, another awesome update, just downloading now to test out.
But did this really have to come out intime to distract me from doing coursework? :P

The Rambler looks really good, I was asking for something exactly like it in the 1.1 thread :D

I've still got fingers crossed for rigged Aliens and FEV Experiments wandering the wastleland soon hehe

Since I've installed Broken Steel and its plugin I seem to get a lot more Deathclaws spawning, im level 23 but they seem a little too numerous at the moment, any way to reduce it abit?

Cheers
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Laura Hicks
 
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Post » Sun Sep 06, 2009 12:24 am

Amazing. Congrats on just making everything better and better!
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Steven Hardman
 
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Post » Sat Sep 05, 2009 3:45 pm

One word:

Epic

Thanks for all your hard work Martigen!
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Philip Lyon
 
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Post » Sat Sep 05, 2009 10:57 pm

I've still got fingers crossed for rigged Aliens and FEV Experiments wandering the wastleland soon hehe

Since I've installed Broken Steel and its plugin I seem to get a lot more Deathclaws spawning, im level 23 but they seem a little too numerous at the moment, any way to reduce it abit?

Yeah I've got a to-do list as long as... a very long thing. Adding rare Aliens is on the books, though not sure dismemberment works for them atm.

Borken Steel adds to the deathclaw level lists so yes they can occur more often, however this is at very high levels only. At least, for the lists I looked at which overlaid with MMM, there may be other level lists I didn't see as they don't conflict.


Amazing. Congrats on just making everything better and better!

Ta Mez :) Thanks for FWE and organising FOIP!


One word:

Epic

Thanks for all your hard work Martigen!

:)
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Benito Martinez
 
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Post » Sun Sep 06, 2009 12:38 am

Another great release. :)

Funny comment by Charon after killing a ghoul that had raised behind us.
"I can't believe that just happened!". Hilarious. :)

I wasn't sure I'd like them, but those Ramblers look great.

The knockdown effect from the exploding glowing ones was a shocker. LOL.
I wasn't expecting that. :thumbsup:
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Alex Vincent
 
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Post » Sun Sep 06, 2009 12:28 am

Thanks for the great update Mart! :D
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Dalton Greynolds
 
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Post » Sat Sep 05, 2009 5:46 pm

Another great release. :)

Funny comment by Charon after killing a ghoul that had raised behind us.
"I can't believe that just happened!". Hilarious. :)

I wasn't sure I'd like them, but those Ramblers look great.

The knockdown effect from the exploding glowing ones was a shocker. LOL.
I wasn't expecting that. :thumbsup:


hehe that sounds hilarious.

For some reason I've been hearing lines out of RL3 lately that I haven't heard before (this is with brokensteel.esm loaded). I didn't actually check if that .esm adds any new combat lines for him, but anyway, he called something a worthless maggot! I had not heard that before. Maybe take RL3 in there with the raising ghouls and see if you catch an interesting combat response out of him. I do know that RL3 has a really funny new insult related to the PP deal if you screw around in there.
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patricia kris
 
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Post » Sun Sep 06, 2009 12:50 am

Fun thing with RL3 and the raising ghouls, I would have to think RL3 is a great companion for dealing with them, as his plasma shots will roast them and discourage a rez :P

On the other hand, it is SO amusing watching Dogmeat run back to the slowly standing Ghouls and biting off yet another limb.

Anyway, if I can ask a question that pertains to Marts but is sort of off topic...

In the notes for MMM, it is recommended that the user use some sort of slower leveling mod, since Increased Spawns (and IIS) end up giving you SOOOO much more exp.

At the moment I am using "Extreme Leveling" (http://www.fallout3nexus.com/downloads/file.php?id=2836) which seems to work just fine by modifying the tables of how much exp is needed to level.

However my concerns are:

1) That Broken Steel is going to break somehow as a result. Whether when I try and level to 21 from 20, or when I cross the gap between MQ content and BS content, etc. Does anyone know if this will be an issue?
2) Regardless of the above, can anyone recommend a slower leveling mod for use with Increased Spawns, that is BS compatible? I wouldn't even mess with such things, but Increased Spawns is super awesome, however I don't want to hit the level cap (whether 20 or 30!) before I have barely made a dent in the game.

Anyway, thanks for continuing to release such awesome stuff Mart. I was a fan of your Oblivion mod, and I absolutely love the FO3 version :)
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NEGRO
 
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