[RELz] Mart's Mutant Mod 1.0 RC 3.0

Post » Tue Oct 20, 2009 7:48 pm

no, I dont think mmm is responsible, its mostly asking delamer for the help with ideas after he mentioned that sound can cause problems. and unfortunately, the sound persists after a full reinstall of the game. even without the GNR radio mod. so it is bugging the crap out of me.
User avatar
Crystal Clarke
 
Posts: 3410
Joined: Mon Dec 11, 2006 5:55 am

Post » Tue Oct 20, 2009 7:28 pm

Great job with this mod! I really think it is the best version yet. :goodjob:
User avatar
Karine laverre
 
Posts: 3439
Joined: Tue Mar 20, 2007 7:50 am

Post » Tue Oct 20, 2009 10:13 pm

Not sure if this has been mentioned, but Outcast members act strangely in my game. In a fight between an outcast patrol and some raiders, the outcast members kept shooting dead raider bodies repeatedly, Sometimes an outcast member would freeze, and the rest of the patrol would begin firing at his feet randomly. Very strange.
User avatar
Mrs. Patton
 
Posts: 3418
Joined: Fri Jan 26, 2007 8:00 am

Post » Tue Oct 20, 2009 7:13 pm

There is comparison tests between different versions of MMM

First test



Conclusions

1.There is always 3 raiders from fallout (one in each respawn point), all other- from MMM

2.There is big difference in what we will do with the raiders- kill them or leave alive, all not killed raiders will be added to the next spawn (or still be here)
-If we killall raiders and visit this place again between first and second respawn time- number of raiders will be normalized
-If we killNotAll/don'tKillAtAll raiders and visit this place again between first and second respawn time- number of raiders will be increased/significantly increased
-If we miss respawn time and visit this place again- number of raiders will be increased in any case, not dependant from our actions.

3.There is big slowdown when respawn occur, when all raiders is killed at once and after killing (from big number of bodies, I presume).
4.No crashes so far.
5.And so far there is no advantages from returning to old spawn method IMHO- at least in the unnatural Increased Spawns and perfomance aspects.



dont think it is just raiders.

at level 6 I went to drowned devil's crossing. didnt kill all the raiders.
fast traveled back there at lvl 22 to go to the pitt. CTD upon arriving, 3 times.
on the fourth time, it didnt crash.

the spawns were

19 raiders
4 rad scorpions
2 floaters
3 deathclaws
2 yao guai
2 raider dogs
2 ant workers
2 ant soldiers.


1 big battle royale upon arrival.


the first 3 with the ctds looked as if it had more spawned, but have no numbers because of the crash
User avatar
T. tacks Rims
 
Posts: 3447
Joined: Wed Oct 10, 2007 10:35 am

Post » Wed Oct 21, 2009 2:36 am

I just went to the Jefferson Memorial for the first time as part of the main quest and the entire place was filled with... various Radscorpians? Is this intended instead of Super Mutants and Centaurs?
User avatar
Heather beauchamp
 
Posts: 3456
Joined: Mon Aug 13, 2007 6:05 pm

Post » Wed Oct 21, 2009 11:31 am

I just went to the Jefferson Memorial for the first time as part of the main quest and the entire place was filled with... various Radscorpians? Is this intended instead of Super Mutants and Centaurs?

No, it will be fixed. But for now it will not prevent you to complete the main quest
User avatar
Andrea P
 
Posts: 3400
Joined: Mon Feb 12, 2007 7:45 am

Post » Wed Oct 21, 2009 4:46 am

at the change of each song, the music crackles and skips until I hit the escape key to pause the game, and the music comes back normally.

also, when too much explosions and such going off, or the shotgun blasts, the music hangs til I hit the escape to pause the game, resume play, plays music normally.

this problem persists even without the mod, the music acts up, but three dog comes in clear.... this happened last week, and was not a problem before.

I had this same problem: the Pip-Boy radio would stutter, skip and generally sound like crap. Are you running Vista?

I am and in my case the fix was to use http://www.soundblaster.com/alchemy/. Set up a profile for Fallout and change the default settings to

Buffers: 4
Duration: 10
Max Voice Count: 128

No more radio issues for hours now.
User avatar
Pawel Platek
 
Posts: 3489
Joined: Sat May 26, 2007 2:08 pm

Post » Wed Oct 21, 2009 6:51 am

I had this same problem: the Pip-Boy radio would stutter, skip and generally sound like crap. Are you running Vista?

I am and in my case the fix was to use http://www.soundblaster.com/alchemy/. Set up a profile for Fallout and change the default settings to

Buffers: 4
Duration: 10
Max Voice Count: 128

No more radio issues for hours now.


using xp, and yeah its only the pip boy messing up, in game radios work fine, will check out the alchemy
User avatar
Claire Vaux
 
Posts: 3485
Joined: Sun Aug 06, 2006 6:56 am

Post » Wed Oct 21, 2009 12:35 am

I went to update to rc3 and i've screwed something up. now I crash to desktop when i save. I can't reemeber how to fix this. I did the cell reset but i think i accidentlty updated the files before disabling them in the mod launcher, if that means anything. I'm also using fook. could i get like a preferred mod loadorder list? I also have all the released dlc but have only attempted anchorage.
User avatar
Michelle davies
 
Posts: 3509
Joined: Wed Sep 27, 2006 3:59 am

Post » Wed Oct 21, 2009 10:25 am

I went to update to rc3 and i've screwed something up. now I crash to desktop when i save. I can't reemeber how to fix this. I did the cell reset but i think i accidentlty updated the files before disabling them in the mod launcher, if that means anything. I'm also using fook. could i get like a preferred mod loadorder list? I also have all the released dlc but have only attempted anchorage.

Load order
fallout3.esm
all dlc-s
fook
mmm
mmm-fook CP
mmm-broken steel CP

You use 1.6 fallout3?
Do you have save, maded with pre-RC3 version of the MMM?
You may try to save in Megaton house. Will it work?
User avatar
Daniel Holgate
 
Posts: 3538
Joined: Tue May 29, 2007 1:02 am

Post » Wed Oct 21, 2009 2:31 am

Load order
fallout3.esm
all dlc-s
fook
mmm
mmm-fook CP
mmm-broken steel CP

You use 1.6 fallout3?
Do you have save, maded with pre-RC3 version of the MMM?
You may try to save in Megaton house. Will it work?



1.6 is the point lookout update right? the game crashes when i try to rest too. Why would I need a pre rc3 save? I may have one.
User avatar
Maeva
 
Posts: 3349
Joined: Mon Mar 26, 2007 11:27 pm

Post » Wed Oct 21, 2009 1:21 am

1.6 is the point lookout update right? the game crashes when i try to rest too. Why would I need a pre rc3 save? I may have one.

No, it is fallout3 1.6 patch. Point Lookout- another thing
Old save is needed in case to repeat installation process.

I recommend you to restore old MMM version, load old save and then- make all things as explained in the readme. It is important
User avatar
Len swann
 
Posts: 3466
Joined: Mon Jun 18, 2007 5:02 pm

Post » Wed Oct 21, 2009 6:24 am

No, it is fallout3 1.6 patch. Point Lookout- another thing
Old save is needed in case to repeat installation process.

I recommend you to restore old MMM version, load old save and then- make all things as explained in the readme. It is important


i STARTED A NEW GAME....IT SEEMS FINE... Guess i should just play with this character now.
User avatar
Rachel Tyson
 
Posts: 3434
Joined: Sat Oct 07, 2006 4:42 pm

Post » Wed Oct 21, 2009 8:48 am

i STARTED A NEW GAME....IT SEEMS FINE... Guess i should just play with this character now.

Glad to hear.
I also begin new game- with FOOK, MMM and FWE installed
6 hours of gameplay- no one crash.
User avatar
April
 
Posts: 3479
Joined: Tue Jun 20, 2006 1:33 am

Post » Wed Oct 21, 2009 8:03 am

This is an incredible mod, but it slows my game down considerably, even when I'm not around any raiders/creatures etc. I'm guessing it's because of the specs on my PC, which aren't that great. Plus, with the increase in content on this mod, my terrible graphics card could also be the reason. Just wondering if anybody else has had this problem and knows a way to fix it other than upgrading, if there even is one.

Specs: Intel Pentium D CPU 2.8GHz (2 CPUs) 2 gigs RAM. Windows XP. Video card: ATI Radeon X1300 Pro
User avatar
c.o.s.m.o
 
Posts: 3419
Joined: Sat Aug 12, 2006 9:21 am

Post » Tue Oct 20, 2009 7:16 pm

This is an incredible mod, but it slows my game down considerably, even when I'm not around any raiders/creatures etc. I'm guessing it's because of the specs on my PC, which aren't that great. Plus, with the increase in content on this mod, my terrible graphics card could also be the reason. Just wondering if anybody else has had this problem and knows a way to fix it other than upgrading, if there even is one.

Specs: Intel Pentium D CPU 2.8GHz (2 CPUs) 2 gigs RAM. Windows XP. Video card: ATI Radeon X1300 Pro

Well, there are my configuration.
AMD PhenomX3 8450, ASUS M3A78-T (AMD790GX,sockAM2+), AS/EN9800GT (NVIDIA GF 9800GT) 512 mb DDR3, memory- 4 gb Kingston DDR2/800, X-Fi Xtreme Audio, Windows Vista HP SP1x64
Recomendations
-Antialiasing off
-Anisotropic filtering-off
-Vertical sync- off
-Shadows- off
And check advansed settings- they have big deal in perfomance
Also I don't recommend to use different texture packs. Megaton, Rivet City- may be, but not wasteland.
User avatar
Monika
 
Posts: 3469
Joined: Wed Jan 10, 2007 7:50 pm

Post » Wed Oct 21, 2009 3:18 am

I did Big Trouble in Bigtown last night and noticed that the Super Mutant holding Shorty captive was using the Overlord model but was just called "Super Mutant" and it had the loot of a normal Super Mutant (hunting rifle, not the tri-laser, and ammo for it), and the ones that rushed Bigtown used Overlord and Master models and were also just called "Super Mutant," all of them had the HP to match what model they were using. Is this part of the normal game? I honestly don't remember them leveling up with the player like that and were always just normal Super Mutants as far as I can remember.

Edit: oh yeah, I forgot, when I quick traveled to Bigtown, there was an albino scorpion and a raider inside the town. This happened all three times I quick traveled there (first time I crashed opening a door to Red's Clinic, second time I crashed as soon as I took a few steps toward the scorpion which was stuck inside a wall this time).
User avatar
Mrs shelly Sugarplum
 
Posts: 3440
Joined: Thu Jun 15, 2006 2:16 am

Post » Wed Oct 21, 2009 6:37 am

Edit: oh yeah, I forgot, when I quick traveled to Bigtown, there was an albino scorpion and a raider inside the town. This happened all three times I quick traveled there (first time I crashed opening a door to Red's Clinic, second time I crashed as soon as I took a few steps toward the scorpion which was stuck inside a wall this time).

I already hear on the Nexus about crashes, compared to albino scorpion.
Nerolus
I crashed when leaving tenpenny tower (load screen went black, crashed the game) and the next time I played the game, when I left tenpenny tower (the load screen actually didnt crash this 2nd time), I was chasing an albino rad scorption just outside tenpenny tower's gates and it was after the wastelander named "Willy". I tried to save willy from the radscorpion. Once the rad scorp was about 1/2 dead, the game froze (crashed).

User avatar
David Chambers
 
Posts: 3333
Joined: Fri May 18, 2007 4:30 am

Post » Wed Oct 21, 2009 4:43 am

I did Big Trouble in Bigtown last night and noticed that the Super Mutant holding Shorty captive was using the Overlord model but was just called "Super Mutant" and it had the loot of a normal Super Mutant (hunting rifle, not the tri-laser, and ammo for it), and the ones that rushed Bigtown used Overlord and Master models and were also just called "Super Mutant," all of them had the HP to match what model they were using. Is this part of the normal game? I honestly don't remember them leveling up with the player like that and were always just normal Super Mutants as far as I can remember.

Edit: oh yeah, I forgot, when I quick traveled to Bigtown, there was an albino scorpion and a raider inside the town. This happened all three times I quick traveled there (first time I crashed opening a door to Red's Clinic, second time I crashed as soon as I took a few steps toward the scorpion which was stuck inside a wall this time).


the regular super mutants are using skins from the brutes and masters also.
User avatar
Teghan Harris
 
Posts: 3370
Joined: Mon Mar 05, 2007 1:31 pm

Post » Wed Oct 21, 2009 5:22 am

the regular super mutants are using skins from the brutes and masters also.

I know that regular ones can use the other skins, but these weren't just normal Super Mutants. They used the skin and had the HP of the skin they were using, but were still called "Super Mutant."
User avatar
Christine
 
Posts: 3442
Joined: Thu Dec 14, 2006 12:52 am

Post » Wed Oct 21, 2009 8:04 am

I know that regular ones can use the other skins, but these weren't just normal Super Mutants. They used the skin and had the HP of the skin they were using, but were still called "Super Mutant."


hmmm, beth has it that only a regular super mutant always spawns there, or at least that has been my experience. and with marts variable hp it could be possible. what level were you anyways, just curious.

when I went in at lvl 8, it was the skin of a regular super mutant, another game was at lvl 12 and was the skin and hp of a brute, another time was 18th level, and it was the skin and hp of a master. Yet they were all labeled as a regular one.

I have restarted more times then I wish to admit
User avatar
sam
 
Posts: 3386
Joined: Sat Jan 27, 2007 2:44 pm

Post » Wed Oct 21, 2009 3:59 am

i went ahead and installed the 3.1 but didnt wait 4 days before i removed the previous version like you instructed us to do. i know i messed up. but i waited 4 days with the new 3.1 indoors.. is this gonna cause problems?
User avatar
Mackenzie
 
Posts: 3404
Joined: Tue Jan 23, 2007 9:18 pm

Post » Wed Oct 21, 2009 9:14 am

New problem:

1. Tried doing a masterupdate on 1.5 while MMM was still active on my savegame. Big mistake. Had to move fallout3.esm to the top of the list to even go through with MU.

2. After this the savegame would instant crash, figured moving the main file to the top of the list caused instabilities. So i tried to unload and reload the mod (Go inside megaton house, save, uncheck mod, wait 4 days, check, wait 4 days, save and go ahead.

3. This lead me to develop a AI problem. Every time i would see a enemy or my companion would see a enemy they would just freeze in place. Wouldn't move, wouldn't grunt or anything. So i assumed this was the problem from using Master Update on a game with references from MMM still in the savegame.

4. Did a MU revert, tried my savegame it crashed again instantly. Tried to uncheck MMM and try again it crashed instantly.

5. Newly installed the mod and tried again it crashed instantly, unchecked it and it works again.

6. Did a clean install, mod worked fine now and i saved the game.

7. Woke up a hour ago and tried Fallout 3, savegames don't work anymore. This is a 1.5 patch savegame going via FOSE. Load order is as follows:

Fallout3.esm
Anchorage.esm
ThePitt.esm
BrokenSteel.esm
Mart's Mutant Mod.esm
Mart's Mutant Mod.esp
Mart's Mutant Mod - Increased Increased Spawns.esp
Mart's Mutant Mod - Feral Ghoul Rampage.esp
Mart's Mutant Mod - Hunting & Looting.esp
Mart's Mutant Mod - Tougher Traders.esp
Mart's Mutant Mod - Zones Respawn.esp
Mart's Mutant Mod - Natural Selection.esp
Mart's Mutant Mod - Broken Steel.esp

Total active plugins: 13
Total plugins: 14

Now. I'm also over the 1000 mark for savegames. And if i remember correctly previous Beth titles like Oblivion had severe problems after the savegame number reached 1000. But it's not likely since my savegame was over 1000 long before i tried the Master Update.

Trying to do a clean save doesn't remove much size from my savegame, stay at 22MB and maybe budges about 200KB after a clean save. So I'm definitely guessing my savegame is gone. Just trying to find out if anybody has a tip for me to try and salvage what is left.
User avatar
Sunnii Bebiieh
 
Posts: 3454
Joined: Wed Apr 11, 2007 7:57 pm

Post » Tue Oct 20, 2009 10:18 pm

hmmm, beth has it that only a regular super mutant always spawns there, or at least that has been my experience. and with marts variable hp it could be possible. what level were you anyways, just curious.

when I went in at lvl 8, it was the skin of a regular super mutant, another game was at lvl 12 and was the skin and hp of a brute, another time was 18th level, and it was the skin and hp of a master. Yet they were all labeled as a regular one.

I have restarted more times then I wish to admit

I was level 30, this is the first time Ive ever done the quest that late. I know that they can appear like other mutant skins, but I've yet to see a Super Mutant other than Overlords that use the Overlord skin, and I definitely haven't seen Super Mutants that have the HP that Masters and Overlords do, Super Mutants are always super gimp in comparison to everything else.
User avatar
K J S
 
Posts: 3326
Joined: Thu Apr 05, 2007 11:50 am

Post » Wed Oct 21, 2009 4:00 am

The Statesman Hotel will have tons of Super Mutants with extremely low health with Tri-Barrel Laser rifles + the Overlord skin. You can kill them in 1 or 2 shots from the hunting rifle.

Also you have the same combination + regular overlord health. It's pretty funny, you might kill one without even noticing it in the cluster [censored].
User avatar
David Chambers
 
Posts: 3333
Joined: Fri May 18, 2007 4:30 am

PreviousNext

Return to Fallout 3