[RELz] Mart's Mutant Mod 1.0 RC 3.0

Post » Wed Oct 21, 2009 5:34 am

not sure what may be causing this but ive noticed that vats wont respond occasionally it was when i was getting near the metro to get to baileys crossroads and i was trying to vats some raiders it would lock on in vats but i couldnt shoot it was like vats was locked up or something ...thanks again mart ...i love this mod !!!
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Tiffany Castillo
 
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Post » Wed Oct 21, 2009 1:16 am

Updated to RC3, I decided to wait 5 days after deactivating the old MMM, then activated the new one, runs like a charm so far. You've already found the Raider bug, so that's fine.

Boy, now that those extra spawns are gone, the wasteland seems empty. :)

I installed RC3 with Increased Spawns, but I think I want to go to Increased Increased. How do I do that if I'm using the FOMOD version? Do I have to deactivate, then reactivate? (My FOMM knowledge isn't that great.)

Mart, no idea if this is easy to do, or if it's something you could consider for a next release, but once a character reaches level 20+, is it possible to upgrade the odds of seeing a Behemoth or even a Gargantuan? I've got plenty of weapons to fight the buggers, I just never see 'em! :|

I killed the garg in Evergreen Mills, I found one in L'enfant Plaza, and I've found just two behemoths in my entire travels. (Level 25 now).

Obviously you don't want to meet them too early (I ran across the one near Evergreen Mills when I was level 8, yeah, that didn't go so well.) but once you're level 20, they're fun challenges. I just never ever see them...

Thanks again for all your magnificent work :) :) :)
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Kelsey Hall
 
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Post » Wed Oct 21, 2009 3:11 am

ive noticed another bug ...i have zones respawn unchecked but the super mutants at baileys crossroads when going to the outcast outpost keep respawning after i kill them... sorry to point out another bug
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Kate Murrell
 
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Post » Wed Oct 21, 2009 2:27 am

I started a brand new game, just hit the first guard in vault 101, he went nuts, bounced all over the screen, through walls, insanity
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Kate Norris
 
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Post » Tue Oct 20, 2009 10:35 pm

I started a brand new game, just hit the first guard in vault 101, he went nuts, bounced all over the screen, through walls, insanity


I actually saw something similar with a Raider earlier. Shoot her head off in VATS, and her physics seemed to go haywire. She did a quadrupple somersault plus a few corkscrews, flew about 30 feet into the air, then landed on top of the bus stop. It was quite amusing to see, but I've never seen Raiders behave like that before. The only ones who ever do weird physics [censored] like that are Yao Guai. (I have a screenshot of a Yao about 500 feet in the air after it got killed. Weird stuff.)
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Luis Longoria
 
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Post » Tue Oct 20, 2009 11:20 pm

I started a brand new game, just hit the first guard in vault 101, he went nuts, bounced all over the screen, through walls, insanity

Yeah, see the above note on cripple speeds. Fix takes a few seconds in FO3Edit, or wait until I release a 3.1 update in about 6-8 hours.
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Jessie Rae Brouillette
 
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Post » Wed Oct 21, 2009 4:14 am

Yeah, see the above note on cripple speeds. Fix takes a few seconds in FO3Edit, or wait until I release a 3.1 update in about 6-8 hours.


did that, reset it from 80.0 to .8

posted it before I saw your fix. sorry
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laila hassan
 
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Post » Wed Oct 21, 2009 4:25 am

ive noticed another bug ...i have zones respawn unchecked but the super mutants at baileys crossroads when going to the outcast outpost keep respawning after i kill them... sorry to point out another bug

This is not bug, IS responcible for the respawn in interior locations mostly. Outside respawn must always be
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Lily
 
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Post » Tue Oct 20, 2009 11:22 pm

edit: It is MMM.esp. fMoveTwoCrippledLegsSpeedMult is set to 70 instead of 0.75 fOneCrippledLegsSpeedMult is set to 80 as well instead of 0.85 I haven't been able to find any other listings that modify that setting in any of the other active esps that I have. It is possible these are for NPC only. I am going to keep digging around with FO3Edit.

Little correction for those trying to apply the fix: It's fMoveOneCrippledLegSpeedMult (for all those vision-challenged people out there like me, I did not notice it in the list directly under fMoveTwoCrippledLegsSpeedMult) :whistle:
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Sheila Reyes
 
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Post » Tue Oct 20, 2009 8:53 pm

This is not bug, IS responcible for the respawn in interior locations mostly. Outside respawn must always be

well thats strange because on the previous releases of mmm after clearing out the area by baileys crossroads it stayed cleared ..and as i said i have the zones respawn plug in UNCHECKED as i dont want the zones to respawn so ..why is it not clearing like it used to ?? thanks again for your mod mart :) also arent the correct numbers for the fMoveTwoCrippledLegsSpeedMult supposed to be 0.750000 and for the fMoveOneCrippledLegSpeedMult 0.850000 not .7 and .8 ... and seriously is the zone respawning not working right when its unchecked or what ? thanks again my man
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how solid
 
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Post » Tue Oct 20, 2009 8:27 pm

I know a few people here are getting constant crashes. And i know this or another version was supposed to have arrived with a redesigned spawning system to reduce crashes.

Right now I'm crashing at the same rate or even faster. I'll retry a clean save to see if it makes a difference at all
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Averielle Garcia
 
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Post » Wed Oct 21, 2009 5:52 am

I know a few people here are getting constant crashes. And i know this or another version was supposed to have arrived with a redesigned spawning system to reduce crashes.

Right now I'm crashing at the same rate or even faster. I'll retry a clean save to see if it makes a difference at all

When you say 'retry' do you mean you haven't done a clean save yet? This was part of the upgrade instructions, in big red lettering. You will get issues if this isn't followed.

However if you have, this is important, because I'm very curious as to how much more or less stable the new system is. Keep in mind this has nothing to do with code, but the engine handling addition/removal of more actors, and there are other solutions implementing this (until we find one that is the most stable).
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roxanna matoorah
 
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Post » Tue Oct 20, 2009 3:18 pm

well thats strange because on the previous releases of mmm after clearing out the area by baileys crossroads it stayed cleared ..and as i said i have the zones respawn plug in UNCHECKED as i dont want the zones to respawn so ..why is it not clearing like it used to ?? thanks again for your mod mart :) also arent the correct numbers for the fMoveTwoCrippledLegsSpeedMult supposed to be 0.750000 and for the fMoveOneCrippledLegSpeedMult 0.850000 not .7 and .8 ... and seriously is the zone respawning not working right when its unchecked or what ? thanks again my man


I'm positive those values were purposely lowered (or there wouldn't have been a bug to begin with).
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Calum Campbell
 
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Post » Tue Oct 20, 2009 5:54 pm

Mart, no idea if this is easy to do, or if it's something you could consider for a next release, but once a character reaches level 20+, is it possible to upgrade the odds of seeing a Behemoth or even a Gargantuan? I've got plenty of weapons to fight the buggers, I just never see 'em! :|

Forgot to reply to this -- yes not only is this possible, but I liked the idea so much I've already added it to the 3.1 :)

In fact, I've added an option to let player level influence Behemoth/Garg spawn chance via a new global -- MMMzPlayerScaling -- as well as dynamically incrase on the fly the maximum Increased Spawns global such that the higher level you are, the more creatures you will meet :)

I'll leave it disabled by default in 3.1, but will provide instructions on its use here for people to play with. If the response is good, I can make it default in the following release.
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LuBiE LoU
 
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Post » Tue Oct 20, 2009 8:29 pm

When you say 'retry' do you mean you haven't done a clean save yet? This was part of the upgrade instructions, in big red lettering. You will get issues if this isn't followed.

However if you have, this is important, because I'm very curious as to how much more or less stable the new system is. Keep in mind this has nothing to do with code, but the engine handling addition/removal of more actors, and there are other solutions implementing this (until we find one that is the most stable).


Yes i've done the clean save procedure letter by letter. So far i've crashed about 2 times in a row trying to access the Chryslus building and crashed a extra 2 times inside. The area is littered with super mutants which doesn't help the engine a bit. So I'll just stay out in the open or try smaller areas to see if it's improved

I said retry in case i did something wrong and wouldn't want to cause any false alarms. My savegame was reduced in size by 5 - 6MB total which i believe is all those spawns and etc being removed from the save file
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Jessica Nash
 
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Post » Wed Oct 21, 2009 6:50 am

When you say 'retry' do you mean you haven't done a clean save yet? This was part of the upgrade instructions, in big red lettering. You will get issues if this isn't followed.

However if you have, this is important, because I'm very curious as to how much more or less stable the new system is. Keep in mind this has nothing to do with code, but the engine handling addition/removal of more actors, and there are other solutions implementing this (until we find one that is the most stable).


I did a clean save per usual, and I still seem to be getting more CTD's with the new update. I had pretty much stopped using "increase spawns" with the RC2 version, because it made my system too unstable. Decided to try it again with RC3, and a whole bunch of CTD's was the result. So I stopped using it again, and things seem more stable (though still more CTD's than before the update). Besides the cripple fix, this is the only real issue I've noticed.

One other question, I have Broken Steel (and am now using your BS plugin) but I have yet to see one of those new ghoul reavers (new BS enemy). I can only assume that maybe it conflicts with the ghoul rambler? I see plenty of those.
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Gaelle Courant
 
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Post » Wed Oct 21, 2009 7:46 am

I did a clean save per usual, and I still seem to be getting more CTD's with the new update. I had pretty much stopped using "increase spawns" with the RC2 version, because it made my system too unstable. Decided to try it again with RC3, and a whole bunch of CTD's was the result. So I stopped using it again, and things seem more stable (though still more CTD's than before the update). Besides the cripple fix, this is the only real issue I've noticed.

One other question, I have Broken Steel (and am now using your BS plugin) but I have yet to see one of those new ghoul reavers (new BS enemy). I can only assume that maybe it conflicts with the ghoul rambler? I see plenty of those.


I too have BS and the MMM bs, never saw a reaver myself although have seen many of the enclave spawns
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Dean
 
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Post » Wed Oct 21, 2009 7:07 am

I too have BS and the MMM bs, never saw a reaver myself although have seen many of the enclave spawns

You only have to load up BS or the MMM - BS plugin in FO3Edit to see what's going on -- Albino Radscorps don't appear until at least level 23, Feral Ghoul Reavers 27, and Mutant Overlords 28.

If you're not seeing them, gain some levels :)
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Tarka
 
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Post » Wed Oct 21, 2009 4:21 am

Files are blocked from viewing. Hoping its just temporary.
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Marguerite Dabrin
 
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Post » Wed Oct 21, 2009 7:16 am

Files are blocked from viewing. Hoping its just temporary.

Oh mart is uploading the new update it seems
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Josephine Gowing
 
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Post » Tue Oct 20, 2009 10:43 pm

Oh mart is uploading the new update it seems

Yep, now up. Changelog:

::: RC 3.1
  • Fixed hyper speed crippled NPCs

  • Fixed some CorpseFly and Fire Fly light sources not disappearing

  • Added Pipboy icon for Rambler Finger

Also, not listed in the official changelog, a feature inspired Creston. There is now a new global: MMMzPlayerScaling

This currently defaults to 0, disabled. Use FO3Edit to set a value in the MMM .esp. It will take the value as a divider against the player level to add a modifier to both MMMzBehemothChance and MMMzIncreasedSpawnsMax, if Increased Spawns is enabled. The idea is the higher the level you become, the higher the chance of encountering Behemoths/Gargantuans, and the more creatures that will spawn.

I'd suggest starting with a value of 5 or 6, and let me know how it goes. To give you an idea, a value of 5 would do the following:

Base values -- MMMzBehemothChance [2], MMMzIncreasedSpawnsMax [3] (IS, 5 for IIS)
Player level 2 -- 2%, 1-3
Player level 5 -- 3%, 1-4
Player level 10 -- 4%, 1-5
Player level 20 -- 6%, 1-7

And so on. Use a divider of 6, and you'll get an extra 1% and 1 to IS at levels 6, 12, 18 etc instead of 5, 10, 15. It's in addition to the base value (if you altered MMMzBehemothChance elsewhere, or use Increased Increased Spawns).

Keen to hear how you go, may well make it default enabled for the next release, but which value depends on your playtesting :)
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RAww DInsaww
 
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Post » Wed Oct 21, 2009 3:07 am

Hi everyone;

As some of you may know I started a new Wanamingo model for MMMF3 couple of weeks ago. The task was to recreate the creature from scratch and add it to MMM, with custom design,custom model ,skeleton and animations. I worked 3 weeks on this and before I quit I managed to put a semi working creature in-game.I say "semi-working" because it lacked couple of requirements.
ragdoll,Vats body parts and death poses. Basicly I couldnt find the way to make these work 100% which caused deformed mesh on death and CTD when Vats activated.

I am writing this post for these reasons.

1) If you know how to use blender and have experience putting custom rigged models to FO3 I am open to suggestions and tutoring.

2) I was hoping to make more creatures or upgrade existing ones for MMM if the wanamingo project was succesful.The rambler was next on the list, put never made it to modelling stage since I thought it would be a waste of time after my last attempt with wanamingo. Here is the design I made for rambler >>> http://farm4.static.flickr.com/3368/3646861573_0725fa3fc3_o.jpg

3) Since this is "Thee" Bethesda forum and I have been around playing their games since Daggerfall; and I am an Illustrator,designer and a CG artist.I hope some one from Beth can shine a light on these questions. "Is it possible to make a custom creature with the tools on modding communities arsenal ?" or let me phrase it like this "Even though it is possible to make a custom creature and put it in game, do we need some special tool to make it 100% compatible with FO3 and GECK ?" (( A note: I dont think recalibrating all the constraints and collusions in Nifskope is a logical way,Im asking what can be done/needs to be done with the 3D software (3dMax,Blender,Xsi whatever)) For example. DeathPoses.psa ? how do we create animation arrays ?

Anyway maybe all of this has been asked before but I havent heard or seen the posts.I just trying to make something out of 3 weeks work.well thats all folks!

And Martigen thanks for the RC 3 :goodjob:

:fallout:
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Karine laverre
 
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Post » Wed Oct 21, 2009 3:21 am

Hi everyone;

As some of you may know I started a new Wanamingo model for MMMF3 couple of weeks ago. The task was to recreate the creature from scratch and add it to MMM, with custom design,custom model ,skeleton and animations. I worked 3 weeks on this and before I quit I managed to put a semi working creature in-game.I say "semi-working" because it lacked couple of requirements.
ragdoll,Vats body parts and death poses. Basicly I couldnt find the way to make these work 100% which caused deformed mesh on death and CTD when Vats activated.

I am writing this post for these reasons.

1) If you know how to use blender and have experience putting custom rigged models to FO3 I am open to suggestions and tutoring.



:fallout:


I don't know anything about custom animations and such, but I do know that Saiden Storm has some of that sort of thing working in game.
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Stefanny Cardona
 
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Post » Wed Oct 21, 2009 7:11 am

Also, not listed in the official changelog, a feature inspired Creston. There is now a new global: MMMzPlayerScaling

This currently defaults to 0, disabled. Use FO3Edit to set a value in the MMM .esp. It will take the value as a divider against the player level to add a modifier to both MMMzBehemothChance and MMMzIncreasedSpawnsMax, if Increased Spawns is enabled. The idea is the higher the level you become, the higher the chance of encountering Behemoths/Gargantuans, and the more creatures that will spawn.

I'd suggest starting with a value of 5 or 6, and let me know how it goes. To give you an idea, a value of 5 would do the following:

Base values -- MMMzBehemothChance [2], MMMzIncreasedSpawnsMax [3] (IS, 5 for IIS)
Player level 2 -- 2%, 1-3
Player level 5 -- 3%, 1-4
Player level 10 -- 4%, 1-5
Player level 20 -- 6%, 1-7

And so on. Use a divider of 6, and you'll get an extra 1% and 1 to IS at levels 6, 12, 18 etc instead of 5, 10, 15. It's in addition to the base value (if you altered MMMzBehemothChance elsewhere, or use Increased Increased Spawns).



You are a God amongst men! Thank you Mart. :D
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Carlos Vazquez
 
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Post » Tue Oct 20, 2009 9:26 pm

You only have to load up BS or the MMM - BS plugin in FO3Edit to see what's going on -- Albino Radscorps don't appear until at least level 23, Feral Ghoul Reavers 27, and Mutant Overlords 28.

If you're not seeing them, gain some levels :)



Huh? I've been seeing Reavers since level 20, and Overlords since 19? I didn't see Albino's until 23, so that part worked fine, but the others were running around no problem? I've murdered at least a dozen overlords already and I'm still level 25. I have three fully repaired tri-beam laser cannons in my house...
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Alyce Argabright
 
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