[RELz] Mart's Mutant Mod 1.0 RC 2.0

Post » Sun Sep 06, 2009 12:19 am

could someone please add a link to the broken steel compatability plug in i didnt see it on the first page and cant find it ...great mod by the way ..you rule ..also one more question ..i have set the increased spawns to min 1 and max 2 yet i havent seen the feral ghoul raise happen yet ...are the ranges im using not going to let this work ...should i change the max back to 3 ??? i set it to 2 because the 1-3 seemed just a bit too much ..but if thats whats required to get the ghoul raise to work i will set it back to the standard min-max ...thanks again for all your great work !!!
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Josh Trembly
 
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Post » Sat Sep 05, 2009 7:52 pm

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 :)


Try this EXP mod, it's meant to work perfectly with BS

http://www.fallout3nexus.com/downloads/file.php?id=2812
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Roisan Sweeney
 
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Post » Sat Sep 05, 2009 11:27 pm

i found the link to the updated broken steel ..thanks ..lol i didnt read far enough down ...but still need an answer for the min max settings im using ...thanks again
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Lifee Mccaslin
 
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Post » Sat Sep 05, 2009 10:03 pm

Slochy thanks! That looks perfect! Every leveling mod I have found changes the amount needed. This changes the amount gained which is what I have been looking for. Can't wait to try it tonight.
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Victor Oropeza
 
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Post » Sat Sep 05, 2009 11:00 am

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)
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Karine laverre
 
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Post » Sat Sep 05, 2009 10:34 am

Frig, I'm blind. I totally missed the BS plugin while reading the page.
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Sierra Ritsuka
 
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Post » Sat Sep 05, 2009 4:07 pm

Here
http://www.fallout3nexus.com/downloads/file.php?id=4968
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Causon-Chambers
 
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Post » Sat Sep 05, 2009 2:35 pm

are night ghouls supposed to raise as well because im not seeing any ghoul raising and my load order is correct and i dont have no ghoul raise ticked so ..am i not seeing it due to my min 1 max 2 setting or what ?? i want to see this it sounds freaky and cool man !!
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Mark Hepworth
 
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Post » Sat Sep 05, 2009 5:58 pm

mart you there man
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Richard Thompson
 
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Post » Sat Sep 05, 2009 1:15 pm

i think i'd read somewhere they said the night ghouls does not raise
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Irmacuba
 
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Post » Sat Sep 05, 2009 12:25 pm

Whilst I appreciate that a picture can speak a thousand words this doesn't have much to say...

http://img90.imageshack.us/my.php?image=beastie.jpg

The Yao Guai is being shown as an enemy and yet I can walk right up to it and it will run away about twenty steps and then stop (rinse and repeat process as much as I want). I would have thought that it would have attacked me or am I mistaken..?

Using the fabulous RC 2 as a clean install of MMM and not upgraded.
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Cat
 
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Post » Sat Sep 05, 2009 7:06 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:

That is funny :) And yeah, I figured it would be handy adding knockback to dying Glowing Ones -- if you can take them out at range, it'll give you a brief reprieve when swarmed by ghouls.


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 don't see why not, I'll look into it and update Zones Respawn for the next release.


i think i'd read somewhere they said the night ghouls does not raise

Yep Night Ghouls do not raise. They're dangerous enough as it is :)


Whilst I appreciate that a picture can speak a thousand words this doesn't have much to say...

http://img90.imageshack.us/my.php?image=beastie.jpg

The Yao Guai is being shown as an enemy and yet I can walk right up to it and it will run away about twenty steps and then stop (rinse and repeat process as much as I want). I would have thought that it would have attacked me or am I mistaken..?

Using the fabulous RC 2 as a clean install of MMM and not upgraded.

Hmm... I just spawned them in game, and they attack fine. He may have spawned with a low confidence, but unless you're very high level he shouldn't be intimidated. Was it just this one or are others behaving the same? Alternatively, what other mods are you loading?
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Reven Lord
 
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Post » Sat Sep 05, 2009 11:57 am

These are the mods that I'm using...

Fallout3.esm
Anchorage.esm
ThePitt.esm
BrokenSteel.esm
Mart's Mutant Mod.esm
Slower Degradation (-50%).esp
DK_BulletTime.esp
TossedMines.esp
SniperZooming.esp
weight 30.esp
BetterHeadshots.esp
choose_XP_FOSE.esp
GalaxyNewsRadio100[M].esp
Existence2.0.esp
Enclave Radio Live[10].esp
DarNifiedUIF3.esp
DUIF3Extras.esp
RRR+ANCH+PITT 1.0.esp
Level 1 Smallest More Color.esp
Greenerworld.esp
Fellout-Full.esp
Enhanced Weather - Rain.esp
Enhanced Weather - Rain in the Pitt Plugin.esp
dD-Less Blood Time.esp
WeaponModKits.esp
WMKAA12Shotgun.esp
UrgeSpringvaleHome.esp
Mart's Mutant Mod.esp
Mart's Mutant Mod - Tougher Traders.esp
Mart's Mutant Mod - Hunting & Looting.esp
Mart's Mutant Mod - Increased Spawns.esp
Mart's Mutant Mod - Natural Selection.esp
Mart's Mutant Mod - Broken Steel.esp

That is the second Yao Guai to behave in that way. I will note and let you know how common an occurance it is, I am only at level 8 in that game, and whether other Yao Guai's are hostile towards me and actually attack.
Even though I have explored quite a bit I have only just installed the RC 2 revision of your mod and so any previous encounters with the Yao Guai will have been made before RC2 was released. As noted the mod was installed clean and not upgraded.
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Rhiannon Jones
 
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Post » Sat Sep 05, 2009 11:16 am

so still ...sorry to beat a dead horse mart.....but is min 1 max 2 keeping me from seeing the feral ghoul raise or should i set it back to min 1 max 3 ?? thanks for your awesomeness !!!!!!
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Alex Vincent
 
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Post » Sat Sep 05, 2009 12:23 pm

These are the mods that I'm using...

That is the second Yao Guai to behave in that way. I will note and let you know how common an occurance it is, I am only at level 8 in that game, and whether other Yao Guai's are hostile towards me and actually attack.
Even though I have explored quite a bit I have only just installed the RC 2 revision of your mod and so any previous encounters with the Yao Guai will have been made before RC2 was released. As noted the mod was installed clean and not upgraded.

Did you rest 4 days inside somewhere with no NPCs or creatures to let cells reset? What's RRR+?


so still ...sorry to beat a dead horse mart.....but is min 1 max 2 keeping me from seeing the feral ghoul raise or should i set it back to min 1 max 3 ?? thanks for your awesomeness !!!!!!

No it won't stop you seeing Feral Ghouls raising, but as less Increased spawns are spawning, the chance is less. If you're not sure it's working just load Feral Ghoul Rampage and go to an area with ghouls. You can always disable the plugin afterwards.
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Mario Alcantar
 
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Post » Sat Sep 05, 2009 6:56 pm

Did you rest 4 days inside somewhere with no NPCs or creatures to let cells reset? What's RRR+?


Yes I did - I went into my Megaton house and did the usual wait for four days.

The RRR+.....

http://www.fallout3nexus.com/downloads/file.php?id=5222
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Mizz.Jayy
 
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Post » Sat Sep 05, 2009 9:34 am

For those who had trouble with the FOMOD version -- an updated version with a new script from L0ki is now on Nexus. Let me know how you go.
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Neliel Kudoh
 
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Post » Sat Sep 05, 2009 9:16 pm

Yes I did - I went into my Megaton house and did the usual wait for four days.

Can you do this -- bring down the console and type:

player.placeatme 1009870


Do it a few times to spawn a number of skinned Yao Guai. How do they behave? If they run do this: make a new save, disable all mods but MMM, load and save your game, quit and load your game, run the above command again and let me know how it goes.
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Robert DeLarosa
 
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Post » Sat Sep 05, 2009 3:59 pm

Can you do this -- bring down the console and type:

player.placeatme 1009870


Do it a few times to spawn a number of skinned Yao Guai. How do they behave? If they run do this: make a new save, disable all mods but MMM, load and save your game, quit and load your game, run the above command again and let me know how it goes.


Item '1009870' parameter not found for objectID
Compiled script not saved.

When I type in player.placeatme 1009870 at the console.
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Avril Louise
 
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Post » Sat Sep 05, 2009 2:05 pm

Item '1009870' parameter not found for objectID
Compiled script not saved.

When I type in player.placeatme 1009870 at the console.

Try 4009870, forgot your mod list load order -- '4' is because the MMM .esm is the fourth .esm after Fallout 3.esm that you're loading.
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Kate Norris
 
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Post » Sat Sep 05, 2009 10:50 am

How about deleting the Bethesda spawns so you can have raising ghouls without too many?
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Captian Caveman
 
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Post » Sat Sep 05, 2009 9:53 am

Thanks for your help with the item number...

I spawned six separate YG's and the first one behaved as the others - just ran away as approached, even though it was at full health.

The other five were each typically aggressive and would only retreat when very badly injured.

The first, and the previous ones noted, behaved as though their health was very low and kept and maintained a distance from me.

Hopefully it would be just a quirk but possibly every now and again a YG might spawn that has muted due to a dormant cowardice gene being switched on, well that's my reckoning.!
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Charles Mckinna
 
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Post » Sat Sep 05, 2009 11:15 pm

How about deleting the Bethesda spawns so you can have raising ghouls without too many?

Sure, if you want to permanently remove the spawn points from your game, preventing any possibility for respawns from working.


Thanks for your help with the item number...

I spawned six separate YG's and the first one behaved as the others - just ran away as approached, even though it was at full health.

The other five were each typically aggressive and would only retreat when very badly injured.

The first, and the previous ones noted, behaved as though their health was very low and kept and maintained a distance from me.

Hopefully it would be just a quirk but possibly every now and again a YG might spawn that has muted due to a dormant cowardice gene being switched on, well that's my reckoning.!

Ta, I'll check the confidence mods.
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maddison
 
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Post » Sat Sep 05, 2009 9:12 pm

For those who had trouble with the FOMOD version -- an updated version with a new script from L0ki is now on Nexus. Let me know how you go.


Tested and works a treat. I like the menu system which allows you to select the plugins you require, the only additional one needed to add from the FOIP package was the BS one.
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Gemma Flanagan
 
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Post » Sat Sep 05, 2009 3:45 pm

Hi! I'm really enjoying this mod. FO3 really needed a deeper bench of monsters, and the "ethnic" sub types that you added rally helps reduce the monochromatic feel fo the game.

That being said, I'm having a problem. I'm running into raiders that have ridiculous health. I've seen raiders that took over 700 rounds of AK fire to the head to take down. I believe that this is a bug, and not a design decision. I've been encountering the super raiders at the Super-Duper Mart, but they can probably spawn elsewhere. They appear inconsistently, and they seem to be more prevalent when I've been doing lots of quicksaves/loads. The raiders that spawn after you activate the security robot almost always have a few super raiders, and really nasty ones at that. I unloaded four rockets into one without killing her.

I noticed in the change log that an old version of this mod had a bug with invincible NPCs. Is this that same bug? If so, how do I make it go away?

I am using all three DLCs and no other mods. This is the only version of MMM that I've ever used and I started a fresh game after installing it.
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Jay Baby
 
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