[RELz] Mart's Mutant Mod 1.0 RC 3.0

Post » Tue Oct 20, 2009 10:35 pm

Little report.
-Today have only two crashes- both not related to MMM
one- when load old save 5-th time
another- at the beginning of the game, too much mods start altogether
Nothing more crashes.

Speed. Well, it something. Respawn- without any slowdown, no stutter when in VATS.
No CTD-s in combat for now
It worth to start a new game, thanks!
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Blaine
 
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Post » Tue Oct 20, 2009 5:28 pm

Brief question, when using MMM + Fook, the FOIP esp (MMM+Fook), does it replace the respective MMM and FOOK esps, or do you check the FOIP esp in addition to the original esps, after loading it after the mods in the load order.

I did read the Readme, still confused about this aspect. Sorry if I am being obtuse.
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Dawn Farrell
 
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Post » Wed Oct 21, 2009 6:33 am

Brief question, when using MMM + Fook, the FOIP esp (MMM+Fook), does it replace the respective MMM and FOOK esps, or do you check the FOIP esp in addition to the original esps, after loading it after the mods in the load order.

In addition. MMM-FOOK must be loaded after both FOOK and MMM
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Sudah mati ini Keparat
 
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Post » Wed Oct 21, 2009 3:57 am

Think of FOIP as patches. Because that is what they are. They help ensure all the mods run smoothly together.
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Soraya Davy
 
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Post » Tue Oct 20, 2009 5:31 pm

Hi mart when you said you "updated" bethesda's ghouls, do you mean you found a way to raise them? Also how's the progress on bleeding? I thought it was slated for RC2 originally.
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Jerry Cox
 
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Post » Wed Oct 21, 2009 8:04 am

3.1 makes my game crash before it even gets to the menu.

3.0 was working for me fine. I wish I'd saved a copy of it now.

I did the clean save thing too.

Game runs fine without MMM installed though. I guess I'll wait for a new version.
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Mimi BC
 
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Post » Wed Oct 21, 2009 5:24 am

3.1 makes my game crash before it even gets to the menu.

3.0 was working for me fine. I wish I'd saved a copy of it now.

I did the clean save thing too.

Game runs fine without MMM installed though. I guess I'll wait for a new version.


You are probably missing a master file. Did you install everything?
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Robert Jr
 
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Post » Wed Oct 21, 2009 1:39 am

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 Overloads since I first loaded Broken Steel (at level 20). Now at level 26, and have never seen an albino radscorp or a reaver (which I guess makes sense for the reaver).
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chloe hampson
 
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Post » Wed Oct 21, 2009 4:40 am

You are probably missing a master file. Did you install everything?


I thought I did. I'm using FOMM and the FOMOD download. It should be Package Manager -> add new -> and then activate, right?
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Jah Allen
 
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Post » Tue Oct 20, 2009 9:11 pm

I thought I did. I'm using FOMM and the FOMOD download. It should be Package Manager -> add new -> and then activate, right?


What's your load order?
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Budgie
 
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Post » Wed Oct 21, 2009 3:45 am

I'm enjoying the update greatly. I set the MMZPlayerScaling to 5 and am about to hit level 10. I came across Talon mercs at the Super Duper Mart fighting the Raiders. (the cars exploding grabbed my attention). I let them have it out and swept in to kill off the survivors. The only issue I am seeing which might be related to npc diversity is some have normal heads and green bodies.
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Soku Nyorah
 
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Post » Wed Oct 21, 2009 7:10 am

So far stability has been great. I haven't once had to stop and exit, then reload because of slowdowns, and in RC2 that happened every 15-20 minutes. It wasn't a big deal, but it seems much better now.

Also, I think I'm seeing a lot more diversity in spawn points? I just came across one that had a Battle Royale between :

- sentry bot
- five mole rats
- a vicious dog
- a floater
- 2 albinos and a giant scorpion.

Needless to say that scorpion team was somewhat heavily favored to win the scrap, but it was a ton of fun to watch anyways. Then I tossed in two nukas to rewards the winners.


I can't say I haven't really noticed anything with regards to the increased spawn setting in 3.1, but I haven't rested four days to reset cells yet, so maybe that's what's affecting it? Or maybe I just did it wrong, FO3Edit was a fairly confusing array of options. I THINK I reset the value properly, but... eh... :shrug:
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J.P loves
 
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Post » Tue Oct 20, 2009 10:33 pm

What's your load order?


Fallout3.esm
Anchorage.esm
ThePitt.esm
Mart's Mutant Mod.esm
Existence2.0.esp
SeducingWomen.esp
YearlingsGlasses.esp
DIM TYPE3 conversions.esp
LessixP.esp
bzArmour.esp
bzBodySuits.esp
Mart's Mutant Mod.esp
Mart's Mutant Mod - Increased Spawns.esp
Mart's Mutant Mod - Hunting & Looting.esp
Mart's Mutant Mod - Natural Selection.esp
Mart's Mutant Mod - Tougher Traders.esp
Mart's Mutant Mod - Broken Steel.esp

Total active plugins: 17
Total plugins: 17

To my knowledge nothing has changed except I tried to upgrade to 3.1

Not even the launcher will open.
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Krista Belle Davis
 
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Post » Tue Oct 20, 2009 6:04 pm

Fallout3.esm
Anchorage.esm
ThePitt.esm
Mart's Mutant Mod.esm
Existence2.0.esp
SeducingWomen.esp
YearlingsGlasses.esp
DIM TYPE3 conversions.esp
LessixP.esp
bzArmour.esp
bzBodySuits.esp
Mart's Mutant Mod.esp
Mart's Mutant Mod - Increased Spawns.esp
Mart's Mutant Mod - Hunting & Looting.esp
Mart's Mutant Mod - Natural Selection.esp
Mart's Mutant Mod - Tougher Traders.esp
Mart's Mutant Mod - Broken Steel.esp

Total active plugins: 17
Total plugins: 17

To my knowledge nothing has changed except I tried to upgrade to 3.1

Not even the launcher will open.


Try moving MMM.esp to right below MMM.esm. Did you upgrade all the esp's that you were using?

Also, are you using FO3Masterupdate? If so, you will very likely need to rerun it after your replace the .esps with the new version. I did and it resaved everything.
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Tania Bunic
 
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Post » Wed Oct 21, 2009 1:33 am

Try moving MMM.esp to right below MMM.esm. Did you upgrade all the esp's that you were using?

Also, are you using FO3Masterupdate? If so, you will very likely need to rerun it after your replace the .esps with the new version. I did and it resaved everything.


Duh. Got it. I bought Broken Steel and it wasn't showing up. I don't know why.

I deleted it and redownloaded it and manually copied it back over to the Bethesda data folder.

Now it runs properly. You clued me in when you said it sounded like I was missing a master (and I was, but not MMM).

Sorry. Issue not related to MMM, but thanks. :)
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CSar L
 
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Post » Wed Oct 21, 2009 3:47 am

Had a crash right in a major battle with a ton of Raiders, but it seemed like the typical "Crappy Bethesda Engine" crash, not anything MMM related.

Several observations :

- Some raiders seem to have strange skin colors? Don't know if that's a diversification effort, or just something goofy. I ran into a few that had burnt orange skin.

- 3.1 Spawn changing method seems to be working great. Raider camp that I just passed had something like 20+ raiders in it. (and the game crashed as I killed the last one. Grrrr...)

- There is something strange with the Wannamingo mesh. When I'm shooting at them now in VATS, the bullets fly to about 2 feet in front of the actual mesh. It still counts as a hit, and blood spurts out and everything, but it just looks off. This happened with either 3.0 or 3.1, I didn't have an issue with in in 2.0.
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lisa nuttall
 
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Post » Wed Oct 21, 2009 8:36 am

A potentially worthless request:

I like 95% of MMM. My one grief however seems to be the Night Ghouls. I don't particularly like these guys, at all. Not that they're too hard or anything, but IMO they should just be regular ghouls who decide to go wandering into the wilderness under the cover of darkness rather than special super-ghouls. No need for them to be faster, stronger, or even different NPCs (though the glowing blood vessels and eyes is kinda cool).

As a request, would it be possible to have options for these Night Ghouls, such as removing them, or making them "normal" Ghouls, or whatnot?
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jessica breen
 
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Post » Tue Oct 20, 2009 10:47 pm

awesome one of my all time favorite :rock:
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josie treuberg
 
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Post » Tue Oct 20, 2009 10:50 pm

well after updating im crashing like every 5 minutes ..i get massive slow downs and then crash o rama also im seeing alot of string like spaghetti things flying by me now ..i didnt have any issues with rc2 so this is really odd ..the only other mod im using is fellout and i think ive got the load order correct and i waited 4 days inside the entrance to vault 101 with no npc around any ideas ???...heres my load order ..is fellout not compatable with this ??? ive only posted the plugins that im using and the order they are in ..i also tried uninstalling fellout and still am getting the crashes
Fallout3.esm
BrokenSteel.esm
Anchorage.esm
ThePitt.esm
Mart's Mutant Mod.esm
Mart's Mutant Mod - Broken Steel.esp
Fellout-SOTD.esp
Fellout-BrokenSteel.esp
Mart's Mutant Mod.esp
Mart's Mutant Mod - Increased Spawns.esp
Mart's Mutant Mod - Tougher Traders.esp
Mart's Mutant Mod - Natural Selection.esp
Mart's Mutant Mod - No Corpse Flies.esp
Mart's Mutant Mod - No Geckos.esp

Total active plugins: 14
Total plugins: 22
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Add Me
 
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Post » Wed Oct 21, 2009 8:14 am

well after updating im crashing like every 5 minutes ..i get massive slow downs and then crash o rama also im seeing alot of string like spaghetti things flying by me now ..i didnt have any issues with rc2 so this is really odd ..the only other mod im using is fellout and i think ive got the load order correct and i waited 4 days inside the entrance to vault 101 with no npc around any ideas ???...heres my load order ..is fellout not compatable with this ??? ive only posted the plugins that im using and the order they are in
Fallout3.esm
BrokenSteel.esm
Anchorage.esm
ThePitt.esm
Mart's Mutant Mod.esm
Mart's Mutant Mod - Broken Steel.esp
Fellout-SOTD.esp
Fellout-BrokenSteel.esp
Mart's Mutant Mod.esp
Mart's Mutant Mod - Increased Spawns.esp
Mart's Mutant Mod - Tougher Traders.esp
Mart's Mutant Mod - Natural Selection.esp
Mart's Mutant Mod - No Corpse Flies.esp
Mart's Mutant Mod - No Geckos.esp

Total active plugins: 14
Total plugins: 22



MMM.esp needs to be right after the ESM files. Mart's Mutant Mod - Broken Steel needs to be right down with all the other ones. (ie, all the way at the bottom.)

Did you follow the upgrade procedures to the letter? Go into house, wait four days, save, quit, deactivate RC2, load savegame, wait four days, save, quit, activate RC3, load savegame, play?
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anna ley
 
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Post » Wed Oct 21, 2009 1:27 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.


1) Constraints can be set up in NifSkope I decoded the FO3 Constraints some time ago and they can be found on the NitTools forums.
2) Body parts are defined within the GECK under "Actor Data" -> "Body Part Data".
3) do not bother with the deathposes they are un-nessessary.
4) any creature that has a node defined as a VATS target and that node does not contain a RigidBody will crash the game -> do not try to set up a Ragdoll unless the skeleton.nif has constraints between all RigidBodies within the skeleton.nif -> Do Not set the Skeleton.nif Root Node, Bip01 or Bip01 NonAccum nodes as VATS targeting nodes, bad things will happen.

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 ?


1) Beth personal will never answer questions of this manner and they are not going to give out any developer tools past the striped down CS itself.
2) Custom Creatures are possible with the tools available now.
3) Tools = Max/Blender, NifSkope and Tazpn's KFUpdater program.
4) Constraints are a pain true, but if its truely to much of a hastle do not add them and set up the creature to explode on death -> skip the Deathposes.psa.
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Katie Pollard
 
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Post » Tue Oct 20, 2009 6:38 pm

well after reinstalling everything and following the installation procedure and load order instructions i kept crashing so i uninstalled fellout ..kept crashing ..then i uninstalled mmm mod ..kept crashing ..i finally deactivated archive invalidation..and guess what no more crashes ..i think that the archiveinvalidation invalidated thing isnt working right with the new mmm release and i have the latest version 1.0.6 ..i guess ill wait till next release to try ...i do love this mod though ..but i also want to play without crashing and slowdowns ..as i said before i didnt have any of these issues with rc2 ... so i dont know what the deal is ...peace out
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Bloomer
 
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Post » Tue Oct 20, 2009 7:36 pm

Hey Mart I am loving all the progress that MMM has gone through!

I wanted to ask a question about which parameters I would need to change in the increased spawns.esp, so that Human NPC spawns would remain untouched.
Or maybe Human NPC spawns would have a smaller Max spawn limit (like maybe 2 instead of 3)

Does anyone know if this is a huge procedure? I can use the Geck ok, but just need to know what to change.
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Jason White
 
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Post » Wed Oct 21, 2009 3:49 am

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 :)


lol, I saw overlords at 18, but the others, ok, I will wait
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Angel Torres
 
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Post » Tue Oct 20, 2009 5:46 pm

1) Constraints can be set up in NifSkope I decoded the FO3 Constraints some time ago and they can be found on the NitTools forums.
2) Body parts are defined within the GECK under "Actor Data" -> "Body Part Data".
3) do not bother with the deathposes they are un-nessessary.
4) any creature that has a node defined as a VATS target and that node does not contain a RigidBody will crash the game -> do not try to set up a Ragdoll unless the skeleton.nif has constraints between all RigidBodies within the skeleton.nif -> Do Not set the Skeleton.nif Root Node, Bip01 or Bip01 NonAccum nodes as VATS targeting nodes, bad things will happen.


Thanks for the reply.

1) I'll go check the forums.

2) & 4) Yep I know, I configured the body parts with the bones they go for (or so i thought) and the corresponding bones in the skeleton.nif has bhkRigidbody node on them(exluding Noaccum Bip01 and Scene root) yet havent been able to make it vats friendly. I did manage to make GECK recognize the ragdoll, but eventhough I connected the constraints with rigidbody ball joints and hinge constraints they act like they have no connection or they are weightless. Even with the slightest force applied they bounce of everywhere and break the model.I checked other vanilla ragdolls and most of them seem to have only spine bones as the dynamic bones, which naturaly other connected limb bones follow. In my doll they behave franticly jumping all over. I figured theres something im skipping with the constraints setup so I tried configuring constraints and collusion shapes in nifskope and in 3d software (blender) so far I havent been able to fix it. Saiden from these sympthoms can you tell this frantic ragdoll behavior is a result of bad constraints ? Or can another reason be the cause.And by "VATS Node" do you mean theres a Bethesda Vats node in Nifskope which must be added to the corresponding limbs or the limbs which are selected as target objects in GECK.(Im not aware of this Vatstarget node in Nifskope).

3)will do.


4) Constraints are a pain true, but if its truely to much of a hastle do not add them and set up the creature to explode on death -> skip the Deathposes.psa.


Well thats an option I never thought of.Thanks.

//

And heres another question, The "BSbounds" object which is parented to scene root doesnt interact with projectiles it only reacts to melee collusions ? any ideas ?
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Neil
 
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