[RELz] Mart's Mutant Mod 1.0 RC 2.0

Post » Sat Sep 05, 2009 10:31 am

not sure if this has been brought up or not, but i was wondering if you saw these 2 files, as they would make great additions :)

http://www.fallout3nexus.com/downloads/file.php?id=6109
http://www.fallout3nexus.com/downloads/file.php?id=6082&navtag=file/images.php?id=6082&tab=3

if it was addressed already im sorry, but i didnt want to sift through the huge thread :embarrass:
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Madison Poo
 
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Post » Sat Sep 05, 2009 5:29 pm

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?



No, those NPCs culdn't even be targeted, and the problem was fixed a while back.

I've been having a similar problem with Enclave Soldiers, but since MMM doesn't alter them (to my knowledge) both of our conflicts are probably from other mods (FOOK, perhaps?).
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Shae Munro
 
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Post » Sat Sep 05, 2009 11:39 pm

I'm currently encountering the "unshootable except via VATS" ants again, Mart. The ones that when you do kill them, they curl up crazy like a black hole was shot into them. This was fixed in the previous release
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SEXY QUEEN
 
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Post » Sun Sep 06, 2009 12:18 am

Damnit Martigen, you cease to amaze me. I shall download this ASAP and get back into the Fallout world.
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Michelle Serenity Boss
 
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Post » Sat Sep 05, 2009 11:07 pm

i think you mean "never cease to amaze me"

unless im very mistaken :embarrass:
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Farrah Lee
 
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Post » Sat Sep 05, 2009 3:22 pm

i waited in a house with a deap npc for 4 days. is that ok?
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Rude Gurl
 
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Post » Sat Sep 05, 2009 9:24 pm

ugu
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Fluffer
 
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Post » Sat Sep 05, 2009 7:51 pm

i think you mean "never cease to amaze me"

unless im very mistaken :embarrass:


Thanks for the correction. Wrote it quickly before I had to leave. I love Martigen's work with what he did for Oblivion and I am sure to love what he is doing for Fallout 3.
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Claudz
 
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Post » Sat Sep 05, 2009 2:21 pm

Radscorpion Stinger - Pip05 Error: File Not Found

Is this supposed to be like this near the square in the bottom left where the picture would be when highlighting the stinger?

Also, the scorpions in the wasteland (Rad and Wasteland Scorpions) flicker a green color. I have seen them turn into an asphalt-looking texture as well as green and dirty-white. They never seem to stay just one color. I doubt this is intended, so any help on fixin this is also appreciated.
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Suzy Santana
 
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Post » Sat Sep 05, 2009 4:53 pm

i waited in a house with a deap npc for 4 days. is that ok?
Dead NPCs are alright. In fact, a house with an NPC MMMF3 does not alter seems to be okay, also. At least I've never had a problem with that. ^_^
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darnell waddington
 
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Post » Sat Sep 05, 2009 2:26 pm

Radscorpion Stinger - Pip05 Error: File Not Found

Is this supposed to be like this near the square in the bottom left when highlighting the stinger?


No, that is NOT supposed to be like that. You're missing the PipBoy icons. The updated models and PipBoy icons are still in the works, but I believe Martigen included early versions with RC2. Make sure you installed your files correctly and that AII is active.
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Krystal Wilson
 
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Post » Sat Sep 05, 2009 7:01 pm

No, that is NOT supposed to be like that. You're missing the PipBoy icons. The updated models and PipBoy icons are still in the works, but I believe Martigen included early versions with RC2. Make sure you installed your files correctly and that AII is active.


Just as all Oblivion mods, I extracted the files directly into the Data directory in my Fallout 3 folder. The meshes don't seem to stop with the scorpions as the super mutants are also flickering between different skins.
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OTTO
 
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Post » Sat Sep 05, 2009 5:33 pm

Just as all Oblivion mods, I extracted the files directly into the Data directory in my Fallout 3 folder. The meshes don't seem to stop with the scorpions as the super mutants are also flickering between different skins.


Yeah, well the models are glitched to begin with lol. I forgot to add some normal maps, fix T-Space Flags and collision. So the new versions are fixed. The Super Mutants are acting like they can't see the textures. Try doing AII again and making sure if you use multiple DLC's that you have shortened .bsa names and them all activated in your .ini.
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Cody Banks
 
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Post » Sat Sep 05, 2009 10:02 pm

Yeah, well the models are glitched to begin with lol. I forgot to add some normal maps, fix T-Space Flags and collision. So the new versions are fixed. The Super Mutants are acting like they can't see the textures. Try doing AII again and making sure if you use multiple DLC's that you have shortened .bsa names and them all activated in your .ini.

I see.

Few things here. This is the first mod I have ever used on Fallout 3, so I have no idea what AII is. Also, I don't have any of the DLCs (official DLCs, anyways). Lastly, activated in the .ini folder? I thought activating them through FOMM was sufficient.

As for the textures, the textures/skins on the enemis try to mimic the surrounding areas. If an enemy is on the ground, it switches from the ground texture/skin, to a bloody one, to pure white, to as if they were wearing Raider armor, and to other multiple variations. I can only imagine that this was an oversight or something is not installed correctly.
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Laura Cartwright
 
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Post » Sat Sep 05, 2009 7:28 pm

I see.

Few things here. This is the first mod I have ever used on Fallout 3, so I have no idea what AII is. Also, I don't have any of the DLCs (official DLCs, anyways). Lastly, activated in the .ini folder? I thought activating them through FOMM was sufficient.

As for the textures, the textures/skins on the enemis try to mimic the surrounding areas. If an enemy is on the ground, it switches from the ground texture/skin, to a bloody one, to pure white, to as if they were wearing Raider armor, and to other multiple variations. I can only imagine that this was an oversight or something is not installed correctly.


Yeah, you don't have AII activated. Download FOMM, A.K.A. Fallout Mod Manager off of Fallout 3 Nexus. This utility allows you to sort your mods, launch Fallout 3 with FOSE and do Archive Invalidation Invalidated (AII).
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Tasha Clifford
 
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Post » Sat Sep 05, 2009 9:48 pm

Yeah, you don't have AII activated. Download FOMM, A.K.A. Fallout Mod Manager off of Fallout 3 Nexus. This utility allows you to sort your mods, launch Fallout 3 with FOSE and do Archive Invalidation Invalidated (AII).


Thanks. Downloaded FOSE only to find out I need the latest patch (still using retail version). Downloading 1.5, installing it, re-running FOSE and following your instructions all-the-while I shall be hoping it fixes it as I am getting random crashes when I fast-travel. Hope that fixes that error as well.

Edit: Got it all done and it seems to be working without a hitch. Thanks a lot.
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gandalf
 
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Post » Sat Sep 05, 2009 4:02 pm

Woah woah woah, FOSE doesn't require 1.5, it simply supports it. You're not gonna want that if you're going to be using MMM, it'll likely turn into crash town.

Anyway, not sure how doable it is, but Mart can you rig up scripts to destroy certain inventory items depending on mode of death? ie: Blowing a radscorp's tail off should prevent the stinger from being salvageable most times, and burning/melting a night ghoul would mean very low eyeball chance. FYI: I love the eyeballs for nightvision, always scurrying around to get them since I use Fellout and it gets REALLY dark at night.
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Big mike
 
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Post » Sat Sep 05, 2009 2:10 pm

Woah woah woah, FOSE doesn't require 1.5, it simply supports it. You're not gonna want that if you're going to be using MMM, it'll likely turn into crash town.

Anyway, not sure how doable it is, but Mart can you rig up scripts to destroy certain inventory items depending on mode of death? ie: Blowing a radscorp's tail off should prevent the stinger from being salvageable most times, and burning/melting a night ghoul would mean very low eyeball chance. FYI: I love the eyeballs for nightvision, always scurrying around to get them since I use Fellout and it gets REALLY dark at night.


If you use Power Armor you should check out my mod TUPAM. It has amazing night vision, and I'm not being biased lol!
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Jade Barnes-Mackey
 
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Post » Sat Sep 05, 2009 7:48 pm

Woah woah woah, FOSE doesn't require 1.5, it simply supports it. You're not gonna want that if you're going to be using MMM, it'll likely turn into crash town.

Anyway, not sure how doable it is, but Mart can you rig up scripts to destroy certain inventory items depending on mode of death? ie: Blowing a radscorp's tail off should prevent the stinger from being salvageable most times, and burning/melting a night ghoul would mean very low eyeball chance. FYI: I love the eyeballs for nightvision, always scurrying around to get them since I use Fellout and it gets REALLY dark at night.


Well, I tried running FOSE with the retail and it said I needed the most recent version - which is 1.5. Is there a better version I should roll back to?
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Jonathan Montero
 
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Post » Sat Sep 05, 2009 11:35 am

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.

You're the first to report it (and no it's not the same bug as before) but if you're only loading MMM and no other mods then it's either MMM or the DLCs. Easiest and quickest thing to do is to send me your savegame of a time when this is occuring -- like at the mart if you can repeat it. I can then diagnose what's going on in-game and make a fix. Upload the save to a file host and PM me the link, ta.


not sure if this has been brought up or not, but i was wondering if you saw these 2 files, as they would make great additions :)

http://www.fallout3nexus.com/downloads/file.php?id=6109
http://www.fallout3nexus.com/downloads/file.php?id=6082&navtag=file/images.php?id=6082&tab=3

if it was addressed already im sorry, but i didnt want to sift through the huge thread :embarrass:

I've got them noted but they're not a priority, and some people expressed they wouldn't like to see them. We'll see!


I'm currently encountering the "unshootable except via VATS" ants again, Mart. The ones that when you do kill them, they curl up crazy like a black hole was shot into them. This was fixed in the previous release

I heard reports the ants were still unhittable, and that was after removing all MMM changes from them bar the variant skins. I figured since they were vanilla bugged anyway I might as well add the MMM updates back (size/stat scaling etc) in RC2 but now apparently removing them was helping! People need to tell me these things :) Are you positive this effect wasn't there in RC1?


Radscorpion Stinger - Pip05 Error: File Not Found

Is this supposed to be like this near the square in the bottom left where the picture would be when highlighting the stinger?

Also, the scorpions in the wasteland (Rad and Wasteland Scorpions) flicker a green color. I have seen them turn into an asphalt-looking texture as well as green and dirty-white. They never seem to stay just one color. I doubt this is intended, so any help on fixin this is also appreciated.

I would say thanks for the bug report on the stinger but the second part of your post and your later one tell me you haven't installed the mod properly. Follow the install instructions, every step, to the letter.


Thanks. Downloaded FOSE only to find out I need the latest patch (still using retail version). Downloading 1.5, installing it, re-running FOSE and following your instructions all-the-while I shall be hoping it fixes it as I am getting random crashes when I fast-travel. Hope that fixes that error as well.

You don't need FOSE. Drag0ntamer was telling you to download FOMM. And AII is essental, if you use any mod -- this is why it's the first step in the install instructions, which you read right?
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Justin
 
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Post » Sun Sep 06, 2009 2:32 am

I heard reports the ants were still unhittable, and that was after removing all MMM changes from them bar the variant skins. I figured since they were vanilla bugged anyway I might as well add the MMM updates back (size/stat scaling etc) in RC2 but now apparently removing them was helping! People need to tell me these things :) Are you positive this effect wasn't there in RC1?

--

I wasn't seeing it again until I reloaded MMM RC 2 - RC 1 seemed to fix it for me. I just noticed too that I am seeing geckos that shoot into infinity again. This seemed to correct itself in RC 1
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James Rhead
 
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Post » Sun Sep 06, 2009 2:37 am

are the enemies supposed to be invisible or purple? If not i think i did something wrong.

I have AII, FOMM, FOSE and put everything in the correct files.
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xxLindsAffec
 
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Post » Sat Sep 05, 2009 3:26 pm

I heard reports the ants were still unhittable, and that was after removing all MMM changes from them bar the variant skins. I figured since they were vanilla bugged anyway I might as well add the MMM updates back (size/stat scaling etc) in RC2 but now apparently removing them was helping! People need to tell me these things :) Are you positive this effect wasn't there in RC1?

--

I wasn't seeing it again until I reloaded MMM RC 2 - RC 1 seemed to fix it for me. I just noticed too that I am seeing geckos that shoot into infinity again. This seemed to correct itself in RC 1

I had some test code in RC1 to detect flying geckos and hit them with a force push to knock them out of it, however other users were saying they still saw them so RC2 has more stringent code to detect and deal with them. Are you sure in RC1 you just didn't see enough for the chance of it to occur to happen? Also, if anyone knows how to repeatedly generate this vanilla bug it will be easier for me to test fixes. If you happen to have a save with a gecko that always launches, send me the save.

For the ants, will revert the RC1 fix in the next release.
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Katey Meyer
 
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Post » Sat Sep 05, 2009 9:41 pm

are the enemies supposed to be invisible or purple? If not i think i did something wrong.

I have AII, FOMM, FOSE and put everything in the correct files.

The irony is that the only way you can see invisible or purple enemies is if you haven't installed the files to the correct place or installed AII.

Re-install the mod, extract the archive to your Data dir, overwrite all files, and make sure you're running the latest version of AII. If you use DLCs, you may have run into the BSA naming limit, causing some BSAs (like AII's) to not load -- see MadCat221's http://www.gamesas.com/bgsforums/index.php?showtopic=984580 on what to do.
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Daniel Holgate
 
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Post » Sat Sep 05, 2009 3:40 pm

Since I use FWE, should I wait 16 days in a house instead of 4? Since it increases the respawn timer doesnt it?
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Christine Pane
 
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