[RELz] Mart's Mutant Mod 1.0 RC 3.0

Post » Tue Oct 20, 2009 10:18 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

You may try push Toggle Invalidation twice in FOMM.
This is strange, don't hear about any incompatabilities with archive invalidation :)
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Eoh
 
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Post » Wed Oct 21, 2009 8:30 am

Works fine on my end like it always has.


Also, saw a reaver the first second after i installed 3.1. That was a experience, bastard wouldn't go down at all.
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Avril Louise
 
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Post » Wed Oct 21, 2009 7:13 am

with your pip boy open and a mirelurk claw in inventory, read the screen, mine says


mirelurk claw pips error -26
file not found.


its the only bug type thing I have seen
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candice keenan
 
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Post » Wed Oct 21, 2009 2:15 am

ffs, going near faragut metro station is instant crash. Going even near super duper mart is instant crash.

I managed to quick travel to the Super mart to avoid it but going any near the city is instant crash. Any ideas?
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Kathryn Medows
 
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Post » Tue Oct 20, 2009 5:06 pm

ffs, going near faragut metro station is instant crash. Going even near super duper mart is instant crash.

I managed to quick travel to the Super mart to avoid it but going any near the city is instant crash. Any ideas?


I got to both, no problems, no crashes.
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Victoria Vasileva
 
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Post » Wed Oct 21, 2009 4:13 am

Martigen did you update increased spawns standalone with the broken steel changes?
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BEl J
 
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Post » Wed Oct 21, 2009 1:46 am

I came across a Behemoth stuck in the third floor of a burned out building on the way to Rivet City today. On the upside, the new code added for scaling seems to be working nicely. It is the first time I've come across a non scripted Behemoth.
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Christine Pane
 
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Post » Tue Oct 20, 2009 5:34 pm

I came across a Behemoth stuck in the third floor of a burned out building on the way to Rivet City today. On the upside, the new code added for scaling seems to be working nicely. It is the first time I've come across a non scripted Behemoth.


i've had the same thing happen, needs to be fixed.
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Jaylene Brower
 
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Post » Tue Oct 20, 2009 7:45 pm

i've had the same thing happen, needs to be fixed.

I see the same thing in Falls Church- behemot (or gargantua) stuck on the second floor of the building with supermutants, but it was in RC2
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Amy Smith
 
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Post » Tue Oct 20, 2009 11:27 pm

I see the same thing in Falls Church- behemot (or gargantua) stuck on the second floor of the building with supermutants, but it was in RC2

That probably occurs because of the way MMM calculate the chances of behemoth appearing with each supermutants spawn, lets say a supermutants group were spawn in a building and a behemoth/gargantuan got spawn with these group so I think that's why they got stuck. Never encounter that myself but I do get ghouls stuck in the wall twice and giant ant once. But that was in RC2, its kinda funny to see the ghouls stuck in the wall and try to attack you, but it wasnt funny at all when you get closed to the wall they suddenly got unstuck :biglaugh:
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Jaylene Brower
 
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Post » Wed Oct 21, 2009 4:09 am

Tha'ts a good point. I'd rather have the odd inconstancy than not have the extra challenge.
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Prisca Lacour
 
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Post » Wed Oct 21, 2009 1:02 am

Had a funny run-in with a Behemoth... He came rumbling towards me and Fawkes. Decided to ignore me and started railing on Fawkes. Every hit sent Fawkes flying into ragdoll and so the Behemoth just kept smacking him and smacking him as he laid in ragdoll on the ground.. it was hilarious, but eventually I felt sorry for poor Fawkesy and killed the Behemoth.

But, a bug: Trying to fire at the head of the "frankenstein" Glowing One doesn't work. All shots appear to pass right through the geometry of its head without hitting/causing damage. By "frankenstein", I mean the mesh that has the elongated neck, arms and torso.

I also ran into some crazy problem where all Glowing Ones were invincible. Then I realized I had duplicate MMM module files (for instance both Increased and INcreased Increased spawns) and removing the excess ones for the ones I wanted seemed to fix it.
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helen buchan
 
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Post » Wed Oct 21, 2009 6:12 am

When they have higher than normal max health, they will appear to be invincible when they aren't. I was confused the first time I ran into that with dogs until I read about it in here.
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Chelsea Head
 
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Post » Tue Oct 20, 2009 6:09 pm

The Behemoths spawning in houses where they are stuck is probably something that can't be fixed. If you allow a normal super mutant spawn point to spawn a behemoth, you're going to have the odd chance that it will spawn in a house where normal Super Mutants can spawn, and the big ones won't fit.

Eh, c'est la vie. The only way I could see around that is for Mart to manually alter every SM spawn point to exclude big ones where they wouldn't fit.
I'd rather he just focus on all the other cool stuff he's still working on. :)

For those with crashes, if your post is just "FFS I'M CRASHING, HALP?!" that's not going to get anything done. Post your load order, try cleaning your savegame and see if that fixes it, then post here with details. How the hell else is anyone supposed to try to help you fix it?

"MY COMPUTERZ CRASH! HLEP?!"

:rolleyes:
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*Chloe*
 
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Post » Tue Oct 20, 2009 9:42 pm

Just thought y'all would be interested...two new creatures released on Nexus....

http://www.fallout3nexus.com/downloads/file.php?id=7223

http://www.fallout3nexus.com/downloads/file.php?id=7201
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natalie mccormick
 
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Post » Wed Oct 21, 2009 7:59 am

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).


1) Bouncing Corpses is most likely incorrect Rigidbody setting Inertia, Mass, Restition(Elasticity) and such.
2) Dead Creatures that have parts of the body distort baddly (limbs that flip around or move out of thier natural position are usually bad Constraint settings.
3) Now limbs that bounce franticly and refuse to settle to a resting position can be a combination of both but usually leads back to parent Rigidbodies not having a high enough Inertia value and as such the parent bodies fight for positions with the child rigidbodies non-stop until one of them disables, this is very easy to cause on skeletons that have alot of rigidbodies all chained or a situation where ther are alot of rigidbodies all children to one parent... http://saidenstorm.googlepages.com/kingsfieldmantrap these guys start off with a single rigid body and 5 branch off that one 4 for the lower petals and the one going up chains through 26 in a row leading to a single body with 10 children -> this guy had nightmare setup all over the place it was unstable at the Top, Center and Bottom took me forever to get him to play nice when it got killed.

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 ?


You cant the BSBounds is the collision shaped used to determine actor root collisions with world objects and its also is the node that emits melee damage and takes melee damage -> its hard coded and can not be altered, Projectiles collide with rigid bodies within the skeleton.nif so they must be present or you end up with a situation like http://www.youtube.com/watch?v=ksvDslhfWs8 Video From Before I Added all the Collisions and Constraints (the critter had only 1 rigid body at the time of the video), the creature is nearly 100% involunerable to projectile weapons because they are unable to hit anything.
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Kira! :)))
 
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Post » Wed Oct 21, 2009 7:49 am

Just thought y'all would be interested...two new creatures released on Nexus....

http://www.fallout3nexus.com/downloads/file.php?id=7223

http://www.fallout3nexus.com/downloads/file.php?id=7201


Cool. I can scratch the Pigrat from my list of creatures I was gonna make :)
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Helen Quill
 
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Post » Wed Oct 21, 2009 5:00 am

The Behemoths spawning in houses where they are stuck is probably something that can't be fixed. If you allow a normal super mutant spawn point to spawn a behemoth, you're going to have the odd chance that it will spawn in a house where normal Super Mutants can spawn, and the big ones won't fit.

Eh, c'est la vie. The only way I could see around that is for Mart to manually alter every SM spawn point to exclude big ones where they wouldn't fit.
I'd rather he just focus on all the other cool stuff he's still working on. :)

For those with crashes, if your post is just "FFS I'M CRASHING, HALP?!" that's not going to get anything done. Post your load order, try cleaning your savegame and see if that fixes it, then post here with details. How the hell else is anyone supposed to try to help you fix it?

"MY COMPUTERZ CRASH! HLEP?!"

:rolleyes:


Alright Sergeant. Your word is law. I'll be collecting memory logs and cutting the veins on my hands because some things in live like a proper working game that doesn't crash every 15 mins with no damn logfile whatsoever to make it easier just makes me happy.

Next time I'll perform a complete scientific evaluation and i'll pass it up the chain of command to make you happy, that fine with you Sir?
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XPidgex Jefferson
 
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Post » Tue Oct 20, 2009 11:04 pm

Alright Sergeant. Your word is law. I'll be collecting memory logs and cutting the veins on my hands because some things in live like a proper working game that doesn't crash every 15 mins with no damn logfile whatsoever to make it easier just makes me happy.

Next time I'll perform a complete scientific evaluation and i'll pass it up the chain of command to make you happy, that fine with you Sir?


Your sarcasm is not helpful. If you want help from anyone on these forums I suggest you try the troubleshooting options we recommended. In most cases these will resolve the issues. Also, without a load order to review we can't help you.
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Glu Glu
 
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Post » Tue Oct 20, 2009 9:44 pm

As long as we're inviting folks to post load orders, here's mine:

Fallout3.esm
FakePatch_v1.5.0.22c.ESM
Anchorage.esm
ThePitt.esm
BrokenSteel.esm
Mart's Mutant Mod.esm
Unofficial Fallout 3 Patch.esp
Unofficial Fallout 3 Patch - Operation Anchorage.esp
Unofficial Fallout 3 Patch - The Pitt.esp
VATSFixOff.esp
The Pitt Crash Fix.esp
RemapWaterType.esp
lessviewdistance.esp
lessviewdistanceThePitt.esp
dD-Less Blood Time, Larger Blood.esp
no blur on hit.esp
muzzle with 100 radius lightening.esp
Disable Ash and Goo Piles.esp
choose_XP.esp
StripClub.esp
GalaxyNewsRadioFix[S].esp
Project Beauty.esp
KelseyCompanion.esp
Dogmeat Leather Armor - no crafting.esp
Mysteriouswoman_corsetntrousers.esp
MercDuster.esp
Armored Vests.esp
MicroBikini.esp
MicroBikini_recolour.esp
BlackWolf Backpack.esp
XuanLongMoreUnique.esp
Wasteland_Seductress.esp
megatonquick.esp
kikaiEquipment.esp
DTOMRC3.esp
Scout Outfits.esp
Trooper_outfits.esp
sixy_Nurse_TYPE3.esp
K2Clothes_SheerWhite01.esp
K2Clothes_BrownLeather03.esp
Mart's Mutant Mod.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
Mart's Mutant Mod - No Corpse Flies.esp
Mart's Mutant Mod - No Geckos.esp
Mart's Mutant Mod - No Floaters.esp
Achievement Remover [All].esp

Total active plugins: 50
Total plugins: 57


I've had periodic crashes since the new MMM update, usually at or near spawn points. I'm afraid to use increased spawns at all, that seems to make it worse. Any ideas?
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Beth Belcher
 
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Post » Wed Oct 21, 2009 12:33 am

Alright Sergeant. Your word is law. I'll be collecting memory logs and cutting the veins on my hands because some things in live like a proper working game that doesn't crash every 15 mins with no damn logfile whatsoever to make it easier just makes me happy.

Next time I'll perform a complete scientific evaluation and i'll pass it up the chain of command to make you happy, that fine with you Sir?

You're treading a fine line; you're either going to get ignored by everyone here for being a jerk about your crashes.
In case you hadn't noticed, no one likes a wiseass. You want help? Ask correctly, and politely, without being a sarcastic jerk.

You can't expect anyone to want to help you if you're going to just insult people who are trying to help you.
Oh, what's this? He was trying to help you? *Gasp*
How could you have missed the tell tale signs of someone giving advice? Must have been that thick layer of Ego and Pretentiousness.
Want help? You're never going to get it from me. Or anyone if you keep up this stuff.

Oh, and don't bother responding to this post, I'm going to simply never read anything you say again.
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Robert Bindley
 
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Post » Tue Oct 20, 2009 10:40 pm

As long as we're inviting folks to post load orders, here's mine:

*SNIP*

I've had periodic crashes since the new MMM update, usually at or near spawn points. I'm afraid to use increased spawns at all, that seems to make it worse. Any ideas?


I see nothing wrong with your load order. Have you tried doing a clean save? You should also try going into an empty cell like your house and sleeping for 4 days to reset cells and spawns.
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Sunnii Bebiieh
 
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Post » Wed Oct 21, 2009 8:11 am

I see nothing wrong with your load order. Have you tried doing a clean save? You should also try going into an empty cell like your house and sleeping for 4 days to reset cells and spawns.


Yeah, I always do the clean save method when upgrading. I don't have the newest rig, so it might just be that the extra spawns are overloading my system. I'm also not an expert with F03Edit, or I might be able to find the conflicts/errors myself. It's a great program, but I think you almost need to be a modder in order to use it (which I'm not). Thanks for taking a look at my load order, at least I know that's not an issue.
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Danny Warner
 
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Post » Wed Oct 21, 2009 3:38 am

Cool. I can scratch the Pigrat from my list of creatures I was gonna make :)



Glad to be of help-I couldn't remember who it was that was going to make one. This one is quite well-made too; sometimes these things are terribly made with little effort. I didn't know we had more quality creature makers other than Saiden Storm, Zenl, the contributors to MMM, and yourself. I hope the author shows himself/herself around here sometime! And I'm looking forward to your next release. :fallout:

So, I hear you received a promotion to sergeant! Although some dirtball addressed you as 'sir', did he? Man is he in for some h*ll.....old_andy can tell you that! Don't worry, I know you work for a living, sergeant! :)

EDIT: By the way Sarge, swabbing the head is a GREAT way to deal jarheads who aren't really squared-away....or he could swab the mess-deck. :D
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Chris BEvan
 
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Post » Wed Oct 21, 2009 1:06 am

Yeah, I always do the clean save method when upgrading. I don't have the newest rig, so it might just be that the extra spawns are overloading my system. I'm also not an expert with F03Edit, or I might be able to find the conflicts/errors myself. It's a great program, but I think you almost need to be a modder in order to use it (which I'm not). Thanks for taking a look at my load order, at least I know that's not an issue.


Well, I run on an old rig with the lowest settings and I can play with very few crashes. It could be that issue. Did you try making a merged patch? Open FO3Edit, load all your mods. Select all your mods, right click and choose create merged patch. Load it up and play.

Also, what patch are you using?
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yessenia hermosillo
 
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