[RELz] Mart's Mutant Mod 1.0 RC 3.0

Post » Tue Oct 20, 2009 2:35 pm


Martigen's Mutant Mod for Fallout 3
-----------------------------------------



"Let it begin! Let it begin!!" [Rhino, Bolt] Release Candidate


::: DOWNLOAD :::
---------------------

::: Fallout 3 Nexus -- http://www.fallout3nexus.com/downloads/file.php?id=3211 (118M) [390M uncompressed]

::: Fallout 3 Nexus -- http://www.fallout3nexus.com/downloads/file.php?id=3211 (118M) [390M uncompressed]



::::: IMPORTANT!: YOU MUST DO THE FOLLOWING STEPS WHEN UPGRADING ANY PRIOR VERSION TO MMM RC3. :::::
  • Go inside somewhere with NO creatures or NPCs (Megaton/Tenpenny home works well)
  • Wait 4 days to let cells reset
  • Save and quit
  • Disable ALL MMM components (MMM .esm, MMM .esp, and all MMM plugins)
  • Load your game, save your game, quit
  • Upgrade to MMM RC 3
  • Re-enable MMM .esm, MMM .esp, and your chosen optional MMM plugins
Note: You will lose any MMM specific items in this procedure, for eg Wanamingo Meat, so sell these items first.


::: Install Instructions :::
------------------------------

0) Make sure you have installed the latest version of http://www.fallout3nexus.com/downloads/file.php?id=944
1) Unzip the mod to your Fallout 3 Data directory -- make sure you have extracted the Meshes and Textures folders as well.
2) Use FOMM to select the following files to load (you MUST select both):
[*] Mart's Mutant Mod.esm
...
...
(other mods)
...
[*] Mart's Mutant Mod.esp
3) Optionally, also select your choice of plugins, loading after the .esp:
[*] Mart's Mutant Mod.esm
...
...
(other mods)
...
[*] Mart's Mutant Mod.esp
[*] Mart's Mutant Mod - Increased Spawns.esp
[_] Mart's Mutant Mod - Increased increased Spawns.esp
[*] Mart's Mutant Mod - Zones Respawn.esp
[*] Mart's Mutant Mod - Tougher Traders.esp
[*] Mart's Mutant Mod - Hunting & Looting.esp
[*] Mart's Mutant Mod - Natural Selection.esp
[_] Mart's Mutant Mod - Wounding Effects.esp

Make sure that:
  • All MMM modules load *after* Mart's Mutant Mod.esp
  • All the above MMMF3 .esps are loaded last in your load order.
4) Go inside somewhere without creatures and NPCs, rest for 4 days
5) Save your game, and load your game.
6) Enjoy!


::: Overview :::
------------------

This mod is a port of MMM from Oblivion to Fallout 3. It focuses on adding a huge range of diversity to creatures and NPCs in the Fallout 3 world as well as adding new and unique creatures and NPCs to encounter. The mod is broken down into a core base and a range of optional modules.

The key results the mod achieves are:
  • Every creature and NPC is unique with its own stats, size, confidence, health, damage and even skin (texture)
  • Creatures and NPCs suffer improved wounding effects such as visible bleedng and statistic penalties
  • Creatures and NPCs can loot the corpses of fallen enemies, afterwhich you can find this loot if you kill them
  • Creatures and NPCs have improved behavioural AI based on class -- in any given group some may be aggressive towards you, some may be ambivalent, and others may avoid you outright.
  • Configurable increased spawns allow you tailor how many creatures and NPCs spawn in the game at any given spawn point
  • Improved faction system to better reflect inter-faction relations and ensure the player isn't the center of the universe
  • New creatures and NPCs to add variety to the wasteland -- all hand-crafted with their own stats, abilities, loot, weapons, textures and in some cases scripted AI behaviour.

Main features include:

:: Stat scaling
All creatures and NPCs have a sliding-scale random modified adjustment to their base values for STR, END, PER, INT, AGI, LUC, Speed and Health.

The adjustments range -3 to 3, with the following percentages: 30% no change, 30% -1/+1, 30% -2/+2, 10% -3/+3.

The exceptions are STR, END and Health values which are based on size (see next), as are loot drops for creatures (see below), where larger creatures are stronger, have more endurance, and more health.

:: Size scaling
Isn't it a little bit odd that all creatues and NPCs are identical in size? Indeed, so size scaling randomly adjusts size based off base value between a factor of +/- 20% for creatures, and +/- 12.5% for NPCs (though it's actually weighted -10% to +15%.). It's not quite a blanket rule -- Ghouls for example follow size scaling closer to NPCs, given they were formerely people.

As above, size is more than just visual variety -- it impacts the strength, endurance, and health. Larger creatures hit harder, and last longer.

:: Size based loot
Larger creatures will drop more meat, smaller ones less (or none at all). This may be expanded in future to include other types of loot.

:: Factions
A new faction system through the optional Natural Selection plugin ensures you're not always the center of the universe -- creatures and NPCs have foes they might consider more dangerous than you, and act accordingly.

Additionally a special No Attack faction protects Scavengers, their pets, and optionally traders (with the Tougher Traders) plugin from being attacked, without the need to mark them Essential (and thus prevent the player from killing them). It's also used for special creatures in the mod, such as the passive Wasteland Scorpion and Corpse Flies being largely ignored in favour of bigger threats.

:: Behaviour AI
Why is it that most creatures and NPCs seem to be hostile, despite the fact that in order to survive a creature or NPC still needs to pick its fights (otherwise, how did it last this long?)

Changes to wildlife on a creature-by-creature basis reflect that not all MoleRats are suicidal, and even a Vicious Dog can have the sense to avoid a fight it's got no chance of winning. NPCs, as well, can have a greater sense of self- preservation but to a lesser degree than creatures and, as with size and stat scaling, the chances are randomised based off their base value -- so Raiders are more likely to turn tail and run than Outcast for example.

:: Diverse Creature Skins
Most creatures in Fallout 3 have only a single texture, making every creature a clone of the next. Diverse Creature Skins provides a range of texture variants for each and every creature, so when you encounter a pack of rabid, yet slightly cute, MoleRats they all look a little different. This is one of those features that sounds simple but makes a huge impact in-game.

These are some of the creatues and the number of variants in the mod:
  • 3 Brahmin
  • 3 Radroach
  • 3 Deathclaw
  • 3 Deathclaw Baby
  • 3 Deathclaw Matriarch
  • 3 Giant Ant
  • 3 Floater
  • 3 Wanamingo
  • 3 Vicious Pup
  • 4 Vicious Dog
  • 4 Mirelurk
  • 4 Yao Guai
  • 4 BloatFly
  • 4 FireFly
  • 5 Molerat
  • 5 Molerat Young
  • 5 Centaur
  • 5 RadScorpion
  • 9 Geckos
  • 84 Feral Ghoul
  • 104 Supermutant

:: Diverse NPCs
Just like Diverse Creature Skins, the NPCs in the game also get some treatment. Mostly, and for the moment, this focuses on Raider diversity and includes 100 Raider variants all with new unique faces, hair, etc. Additionally, there are 12 variable tattoos styles which are mixed and matched across 28 different race variations.

The result is a much wider scope of Raider appearance you will encouter in the game, and greatly fleshes them out as a faction in the Wasteland.

:: New Loot
Geckos, Vicious Dogs, Vicious Pups, Molerats, Mirelurks, Ants, Yao Guai and Radscorpions all now have extra loot apart from their meat -- fur for the dogs, teeth for the Molerats, claws for the Mirelurks, antennae for the Ants, eyes for the Yao Guai and stingers for the Radscorpions.

Fur from the Vicious Dogs and Vicious Pups can be sold, with the Pup fur being lighter and more valuable. Like meat on creatures, fur is size-scaled and larger animals yield more. Likewise for the Geckos, larger creatures yield more skin in addition to meat, and the Fire Gecko skin is the most valuable of all.

For creatures like Mirelurks, Ants, Radocorpions, Molerats, and Yao Guai the number of extra loot you get will range from 0-2 randomly for each creature (i.e 2 claws, or 1 antennae, etc).

The Deathclaw loot deserves special mention -- as one of the toughest creature fights in the game, Deathclaws drop both new Deathclaw Meat and Deathclaw Blood. The meat is quite toxic, and not terribly valuable. The blood, however, can be consumed to distill the Deathcalw's Rage and provide the following benefits for one minute: +5 strength, +5 AP, -4 intelligence, +1 HP per second. It's also valuable, and can be sold.

As with other creatures, the larger the Deathclaw the more meat and blood you will be able to get. For more on loot see the Creatures & Loot section.

:: New Creatures & NPCs
What's an MMM without new creatures and NPCs? Just to start, the first release of MMM for Fallout 3 has:
    :: Supermutant Gargantuan -- the guy the Behemoth goes to when he runs home to mummy, and has right hook that sends enemies flying. You don't want to meet mummy. Really, seriously. What, you got a death wish? Ok...
    :: Firelurk -- just when you thought the Mirelurks couldn't get any more dangerous, one of these brethren will show up. As the name suggests he's a Mirelurk, only he breathes fire... he also drops a unique loot: Firelurk Saliva. Hey, what do you think he's using for fuel?
    :: Wasteland Scorpion -- first of many passive creatures. This is a small, loner creature (just like the real thing) which will avoid you if it can. It just wants to find a rock and live to see another day. Be kind, eh? Or not.
    :: Wild Dog -- semi-passive wasteland scavenger. He's no friend to the Vicious Dogs, but he's not necessarily yours either. Push him into a corner and he'll fight, otherwise he'll probably leave you alone.
    :: Night Ghouls -- You've heard reports of Ghouls roaming the wasteland at night, but you didn't believe them. You still won't... that is until you run into them first hand. They travel in packs, and see better in the dark than you too. Oh, for a bigger torch than the Pip- Boy...
    :: Corpse Fly -- These little creatures have a chance to appear at a corpse after a number of hours. They are ignored by other creatures and NPCs and a non-hostile, though you can take pot-shots at them in VATS if you want to. They add a unique dynamic to the Fallout 3 world, where even the smallest creatures can be seen to scavenge...
    :: Vicious Dog Pups -- small, hungry, and seeing you as a threat. They're weaker and do less damage of course, but they drop a unique soft fur that you can sell. They'll also try and follow their parents when they're around.
    :: Young Mole Rats -- Mole Rats tend to keep their young safe in burrows so you won't see these often, but if you happen to catch them out in the open you'll find them fast but easy prey. Because they are rare, their teeth fetch a higher price than that of their parents.
    :: Little Geckos -- Little Geckos are the smallest of the Geckos and generally passive, and as such are ignored by most wildlife. They are will fight back if attacked, but don't post a large threat. Their skin can can be collected and sold.
    :: Golden Geckos -- Golden Geckos are mutated by feeding near radiated waste, and as a result are immune to radiation adn slightly larger in size, more likely to be aggressive, and can swipe with poisonous claws. Being more dangerous, their skin is more valuable to sell.
    :: Fire Geckos -- Fire Geckos are the largest of this breed and extremely dangerous -- they attack on sight and can ignite flames on their foes on impact. Naturally, they are immune to fire as well. Their hide is the most valued of all, and can fetch a good price.
    :: Deathclaw Matriach -- You think the Deathclaw is tough? Wait till you see his female partners -- bigger, stronger, faster and with the chance to send enemies flying with a knockback effect. If you know what's good for you, avoid her at all costs.
    :: Deathclaw Young -- Although rare as they are often protected in lairs, Deathclaw Young can be found out in the open. Naturally they're aren't as strong as an advlt, and don't drop the valuable Deathclaw Blood. For that reward, you need the tougher fight of a mature Deathclaw.
    :: Floaters -- Just like their Fallout 2 counterparts, floaters are odd and creepy looking creatures that don't move fast but can hit for a punch. They spawn with their Supermutant masters and their meat is particuarly restorative.
    :: Wanamingos -- Another classic creature, Wanamingos are fast and furious and will happily tear you a new hole. They can be found in the wasteland and, as in Fallout 2, the best defence against the is to cripple their legs causing them to flee.
    :: Fireflies -- Fireflies are completely passive creatures that appear at night and disapppear by the morning. They can sometimes be seen far away flickering in the moonlight, and if you get close you'll see them in a rainbow of colors.
    :: Ramblers -- The Feral Ghoul Rambler is a bigger, stronger, beefier and more dangerous Feral Ghoul. His claws are also toxic, and will poison you on contact. Dangerous as he is, he's called a Rambler for a reason and limps slowly along, lunging towards you -- don't let him get close!


Between size scaling, stat scaling, behaviour and diverse skins every creature you meet is literally unique. See a group of Vicious Dogs? Each one looks different, has its own temperament, has its own size, moves at its own speed, has its own endurance and health, and its own strength and damage. Fighting in the wasteland will never be the same, every encounter is unique!


:: Other features
  • Night Ghouls that appear only at night, and are faster and stronger than normal Feral Ghouls
  • Wild Dogs and Wasteland Scorpions may appear at wasteland spawn points, and are generally passive
  • 3% chance of a special Supermutant spawn with muties, which includes 8 variant Behemoths and the Supermutant Gargantuan
  • A whole range of new ingestible meats and unique loot for all creatures
  • Slightly reduced chance of Robots and Radscorps for wasteland spawn points
  • Evergreen Mills Behemoth replaced with Gargantuan (great in tandem with Increased Spawns)
  • Robots aren't included in stats/size/confidence scaling -- afterall, they are machines, produced identically off the production line
  • Corpse Flies may appear at corpses after a certain amount of time. They can be VATS targeted and killed, if you feel like some sharpshooting
  • GMSTs adjusted to extend corpse lifetime, the number of corpses before cleanup, and the number of actors able to be in combat at one time.
  • Special effects like the Gargantuan's demolishing strike, Glowing Ones and Robots may explode with force on death, Fireflies casting colourful light at night, Skeletons decayed from corpses after a time and much more...


::: Optional plugins :::
---------------------------

Naturally, MMMF3 comes with a range of plugins to add features or alter the operation of the mod. In this release you will find:

:: Increased Spawns
Both the Increased Spawns and Increased Increased Spawns modules enable the same functionality from the standalone MMMF3 - Increased Spawns mod you're probably already using.

If you currently use the standalone Increased Spawns the MMMF3 installation will overwrite this for you and replace it with the required module for MMMF3.

Increased Spawns adds 1-3 spawns per spawn point, while Increased Increased Spawns adds 2-5 per point. The feature is actually configurable, and you can set whatever range you want by editing either plugin and changing the MMMzIncreasedSpawnsMin and MMMzIncreasedSpawnsMax values.

Note: It is highly recommended to use a slower leveling mod while running Increased Spawns.

For more information on how the plugin works, see the README - Increased Spawns.txt file.

:: Zones Respawn
By default most areas, especially interiors, in Fallout 3 are marked as 'Never Resets' such that once you clear an area, it stays cleared. This module enables these areas to respawn, with the exception of areas which shouldn't, such as the Vaults and some areas related to the main quest line.

Note: This mod does not change or provide modules to change the amount of time before a cell 'resets', which defaults to 3 days. There are plenty of other mods to change this for you.

:: Feral Ghoul Rampage
For those zombie movie addicts, Feral Ghoul Rampage multiplies the volume of Feral Ghoul spanws by 5, on top of the result from Increased Spawns. So for example if you are using Increase Spanws instead of 1-3 Feral Ghouls you will see 5-15 at any Feral Ghoul Spawn point. If you load this with Increased Increased spawns, make sure you're packing nukes!

:: [ Wounding Effects ] -- in development
While crippling works quite well in Fallout 3, does it make sense that a SuperMutant near death is able to swing his nailboard as hard as when he first met you?

With wounding, pentalties are applied against certain statistics the more wounded they become -- badly wounded enemies will hit with less damage, aim less accurately, and move slower.

Bleeding effects will add spurting blood to wounded creatures and NPCs which starts midly and increases as they become more wounded.

:: Natural Selection
Author: ACE

While some factions behave as you would expect in Fallout 3, many others don't. Natural Selection ensures creatures and NPCs properly attack or ignore foes logically based on type, as well as ensure the PC isn't the centre of the universe -- tired of a dog thinking you're the most dangerous creature in the universe while a SuperMutant bears down on you both? Not anymore!

Thanks to ACE for working with me on this and creating the plugin.

:: Tougher Traders
By default MMMF3 will automatically protect Scavengers from being beat-up on by the local wildlife, while still enabling them to be killed by the player, and the same is true of Traders if you load this plugin. Traders were made optional for this protection so that you can use mods like Roadwarden where you play quests to protect Traders from attack. If you don't want Traders getting killed off mid-game, load this.

:: Hunting & Looting
The Wasteland is a dangerous place where resources are sparse -- so why do NPCs like Raiders kill a foe and just leave all that good loot lying around? With this plugin creatures & NPCs will loot the corpses of fallen foes, taking what they can. If you then kill them, you will find this loot on their corpse. This can include weapons, ammo, armour, food, and drugs.

This adds much more than a simple dynamic to the game. NPCs for example may pick up extra weapons to use as a backup, or find more stimpacks to heal themselves. When you find an NPC, he could well be using a weapon he looted from the corpse of a foe further down the road.

Note: In the Beta only NPCs are included. Additionally, in Fallout 3 currently (as I may be able to fudge this) NPCs only pickup weapon types they don't currently have. For example if they have a ranged weapon but no melee weapons, they may pickup a baseball bat but ignore a gun. They also can't pickup equipped items on corpses, a limitation carried over from Oblivion. For this reason you'll find grenades, food, drugs, etc looted more often than weapons and armor (maybe this a good thing we don't want to change, leaving you to get them).

:: 'No...' plugins
Various plugins to turn off MMM features. Usually these are provided for some new creatures, and features that may be more taxing (enabling lower-end users to disable them).


::: Making your own MMMF3 plugins :::
-----------------------------------------------

With the MMMF3 master file Mart's Mutant Mod.esm you can now do the following:
  • Create new plugins to add or modify content in MMMF3
  • Create compatibility or integration plugins for other mods, by building them with the MMMF3 master file
To add or change content simply load Mart's Mutant Mod.esm in the GECK, make your changes, and save as a new .esp.

To build a compatibilty or integration plugin, use FO3Edit to determine which records or fields you want to populate across to MMMF3 (or vise versa). You can then use FO3Edit to copy new records into a mod, or a new dependent plugin, and use either FO3Edit or the GECK to populate fields as required.

See me for more help if you're the author of a mod and want to provide MMMF3 integration as a core or optional plugin with your download.

Note: when you load the .esm the GECK it will report warnings for certain records. This is normal, the GECK is just unaware of certain modding techniques, simply click 'Yes to all' to continue.


::: Contributor credits :::
------------------------------

Koldorn is my partner in crime. Most of the variant textures and some of the new creature textures you see, as well as the superb tatoos for the Raiders, were designed by Koldorn. While I built the functionality of the mod, Koldorn is responsible for the look and feel.

Gameplay:
Natural Seclection factions -- ACE
Night Vision for Ghoul Eyes -- Lost Cosmonaut

Variant textures:
Ant & Molerat -- FalloutRaven
Behemoth -- FalloutRaven
Radscorpions -- Koldorn and FalloutRaven
Brahmin variants -- Sektor
Vicious Dog, Bloatfly, Mirelurk, Vicious Pups, Gecko variants -- Martigen
Raider tatoos -- Koldorn (inspired by YutGurt)
Radroach, Deathclaw, Yao Guai, Centaur, Supermutants and Feral Ghouls -- Koldorn
Night Ghouls -- Koldorn and Tyana Rie

Creature textures:
Firelurk texture -- Sektor
Firelurk rigging -- SaidenStorm
Gargantuan skeleton - Lord Nincompoop
Corpse Fly, Wasteland Scorpion, Gargantuan, Night Ghoul -- Koldorn
Glowy creature variants -- Tyana Rie

Loot textures:
Models and Pipboy icons -- Drag0ntamer

New creatures:
Gargantuan, Glowing One and Corpse Fly skeletons -- Lord Nincompoop
Vicious Pups -- Zenl
Geckos -- Zenl and thedammed
Gecko Skin model and icon -- Zenl
CorpseFly skeleton - Lord Nincompoop
Firefly skeleton - Zenl
Armless Ghouls -- Lord Nincompoop and Zenl
Deathclaw Matriarch & Young - Zenl
Waninmingo and Floaters - Zenl
Waninmingo and Floater sounds - Killerbee

FOMOD installer:
FOMOD installation script -- [i]L0ki


Thanks also go to ElminsterEU for FO3Edit and Timeslip for FOMM.


::: Contributing to MMMF3 :::
-----------------------------------

There's always room for more new creatures, skin variants, and features. As above you can make your own compatible plugins, and I'm happy to help you creatre them. Indeed, like Natural Selection, they can even be included as part of the core mod.

As always, credit is given for any work so if you want to be involved let me know!

User avatar
ONLY ME!!!!
 
Posts: 3479
Joined: Tue Aug 28, 2007 12:16 pm

Post » Tue Oct 20, 2009 6:56 pm

::: Link to previous threads
:: http://www.gamesas.com/bgsforums/index.php?showtopic=998537
:: http://www.gamesas.com/bgsforums/index.php?showtopic=992440
:: http://www.gamesas.com/bgsforums/index.php?showtopic=984810
:: http://www.gamesas.com/bgsforums/index.php?showtopic=980609
:: http://www.gamesas.com/bgsforums/index.php?showtopic=965236
:: http://www.gamesas.com/bgsforums/index.php?showtopic=964511
:: http://www.gamesas.com/bgsforums/index.php?showtopic=958148
:: http://www.gamesas.com/bgsforums/index.php?showtopic=955019
:: http://www.gamesas.com/bgsforums/index.php?showtopic=950783
:: http://www.gamesas.com/bgsforums/index.php?showtopic=949792
:: http://www.gamesas.com/bgsforums/index.php?showtopic=944983
:: http://www.gamesas.com/bgsforums/index.php?showtopic=943479
:: http://www.gamesas.com/bgsforums/index.php?showtopic=933839
:: http://www.gamesas.com/bgsforums/index.php?showtopic=929548
:: http://www.gamesas.com/bgsforums/index.php?showtopic=938690
:: http://www.gamesas.com/bgsforums/index.php?showtopic=932382

::: RC New Screenshots
::: New Features
:: http://members.iinet.net.au/~amills/MMMF3-Skeletons.jpg
:: http://members.iinet.net.au/~amills/MMMF3-Fireflies2.jpg
:: http://members.iinet.net.au/~amills/MMMF3-GhoulArms.jpg
:: http://members.iinet.net.au/~amills/MMMF3-FeralGhoulArmless.jpg
:: http://members.iinet.net.au/~amills/MMMF3-NightGhoulEyes1.jpg
:: http://members.iinet.net.au/~amills/MMMF3-NightGhoulEyes2.jpg
:: http://members.iinet.net.au/~amills/MMMF3-GargStrike1.jpg
:: http://members.iinet.net.au/~amills/MMMF3-GargStrike2.jpg

::: New Creatures
:: http://members.iinet.net.au/~amills/MMMF3-Rambler.jpg
:: http://members.iinet.net.au/~amills/MMMF3-DeathclawMatriarch.jpg
:: http://members.iinet.net.au/~amills/MMMF3-DeathclawYoung.jpg
:: http://members.iinet.net.au/~amills/MMMF3-Wanamingo.jpg
:: http://members.iinet.net.au/~amills/MMMF3-Floater.jpg
:: http://members.iinet.net.au/~amills/MMMF3-Fireflies.jpg

::: RC 3 Changelog
  • Fixed Increased Spawn actors multiplying after multiple cell vists

  • Fixed Increased Spawn Enclave near Jefferson spawning after MQ complete

  • Fixed Protoype Medic Armor disappearing from corpse with Skeletal Decay active

  • Fixed No Floaters not preventing list-spawned Floaters

  • Fixed flying DeathClaws and Geckos (vanilla bug)

  • Fixed Raised Feral Ghouls using the wrong sound template

  • Fixed Brahmin spawns not using Increased Spawns Brahmin script

  • Restored previous Ant fix to reduce non-hittable Ants issue

  • Added XP reward for defeating Gargantuan

  • Added Slavers as a chance to enounter in Wasteland spawns

  • Added new doubled number of Slaver variants

  • Added new Rambler Finger loot drop for Ramblers

  • Added configurable value for Skeleton Decay (default 15% no skeleton)

  • Added Robot death explosions to cover wasteland spawned robots

  • Added increased chance of robots exploding on death

  • Added minimum level 4 before Wanamingos appear

  • Added fleeing wounded Wanamingos will now retaliate if pursued

  • Added Talkie's Mutant Animations for mutants to wield more weapon types

  • Updated robot demolish sequence to include more parts

  • Updated Bethesda Feral Ghouls to use correct scripts

  • Updated Gecko and Wanamingo models and textures from Zenl

  • Updated Special Encounters for better distribution of Geckos and Wanamingos

  • Updated Pipboy icons and world models for all new MMMF3 loot from Drag0ntamer

  • Boosted base scales for SuperMutant ranks: higher levels larger, melee larger still

  • Boosted speed and size of Centaur

  • Boosted speed of Little Geckos

  • Broken Steel: Added new Broken Steel compatibiltiy plugin

  • Zones Respawn: Removed Paradise Falls from resetting

  • Natural Selection: Removed Ghoul from BoS to prevent Cross wailing on Ghouls

  • Increased Spawns: Added the Talon at The Mall

  • Increased Spawns: Added one of two new Increased Spawns engine methods

::: RC 2 Changelog
  • Placed sounds in the correct directory!

  • Fixed Deathclaw Matriarch never dropping her horns

  • Fixed player Robots not attacking or being attacked

  • Fixed some 'No...' plugins not working as intended

  • Fixed Feral Ghouls with legs or heads missing still raising

  • Fixed Disintegrated or Gooified Feral Ghouls still raising

  • Fixed Disintegrated or Gooified Glowing One and Robots exploding

  • Fixed EvergreenMills switch not triggering Gargantuan (vanilla bug)

  • Fixed Bethesda Ghouls not using Rampage and other Feral Ghoul features

  • Added new Feral Ghoul mini boss -- the Rambler

  • Added Feral Ghouls can now raise in realtime in front of you!

  • Added environmental lights to Firefies and Corpse Flies

  • Added Slavers to backup Grouse while Increased Spawns is enabled

  • Added Girdershade residents to No Attack for protection from wildlife

  • Added chance for Robots to explode on death in dozens of different ways

  • Added explosive force and damage to Glowing One and Robot deaths

  • Added Pipboy icons and world models for all new MMMF3 loot (thanks Drag0ntamer!)

  • Added Corpse Flies given no collision and prevented showing up on radar

  • Added FireFlies given no collision and prevented showing up on radar

  • Added Ragdoll data to Geckos, Wanamingos and Floaters

  • Added L0Ki's FOMOD install script for a FOMOD version

  • Reduced Giant Radscorpion chance by one third

  • Reduced Behemoth/Matriarch knockback effect to 50% chance for Player

  • Slightly boosted Floater health

  • Slightly boosted speed for cripple legged fleeing Wanamingos

  • Slightly reduced Feral Ghoul loot

  • Slightly reduced Radscorpion increased spawns

  • Updated fix for launching Geckos

  • Updated Night Ghoul vision effect on player checks for current effect first

  • Natural Selection: Updated Feral Ghoul related faction relationships to animals

:: New Creatures
:: The Rambler -- The Rambler is a bigger, stronger, beefier and more dangerous Feral Ghoul. His claws are also toxic, and will poison you on contact. Dangerous as he is, he's called a Rambler for a reason and limps slowly along, lunging towards you -- don't let him get close!

:: New Features
:: Feral Ghoul Raise -- There is now a chance for Feral Ghouls to raise in front of you, where you see them get up right as you approach, sometimes right when you least expect it...

Raising Feral Ghouls, without or without limbs missing, will have a 50% chance to raise while you're away to encounter them later as you trawl back through a dungeon, or instead to raise only as you get in range of them. These dead Feral Ghouls, prior to raising, also don't show up on your radar so you don't know which ones they are...

...as usual, however, to prevent Feral Ghoul raising you need to shoot of its legs or head.

:: Environmental Lights -- Corpse Flies and Fireflies now cast light on their environment. See the eerie effect of Corpse Flies lighting up the dead, while the wilderness Fireflies look stunning in the night time air.

:: Robots Explode -- Robots now have a chance of exploding with force a few seconds after they die. If they do explode, there are dozens of different dismemberment combinations, and the explosion can both push back nearby actors as well as deal a small amount of damage.

:: New models and icons -- Thanks to Dragontamer all the new MMMF3 loot creatures drop will now have unique Pipboy icons and world models. Dragontamer is still working on the models at the moment, but I can tell you the icons are superb :)

:: Skeleton Decay -- Corpses will now decay to skeletons after a time. To keep it simple and efficient the effect works at cell resets -- bodies will become skeletons after one reset, and then the skeletons themselves will disappear at the next. This means in zones that respawn after one reset you will fight fresh enemies among the skeletal bodies of their former comrades. Additionally, skeletons aren't always complete -- they have a randomised engine to create full body skeletons, part body skeletons, or combinations of body and limbs -- perhaps animals or Feral Ghouls took a chunk out of them while their bodies lay and rot... waste not want not afterall!


::: RC 1 Changelog
  • Fixed 1HP enemies issue (vanilla bug)

  • Fixed hard to target Ants issue (vanilla bug)

  • Fixed alpha on Ghoul variation shorts (vanilla bug)

  • Fixed Glowing Ones not always glowing (vanilla bug)

  • Fixed Glowing Ones fleeing (vanilla issue with idles)

  • Fixed Deathclaw meat acting as a poison for weapons

  • Fixed Night Ghoul glowing shorts (thanks MadCat221!)

  • Fixed some creatures not getting their size-scaled loot

  • Updated Corpse Fly skeleton to prevent Corpse Flies pushing objects around

  • Updated Gargantuan skeleton to better balance proportions

  • Updated Gargantuan knockback effect -- can now send gibs flying or obliterate a foe

  • Updated RadScorpions and Geckos to add to AnimalFriends (thanks OnlyToast!)

  • Updated Glowing One variant normal maps and textures in the meshes

  • Added new Feral Ghouls can raise from dead, unless you properly dismember them!

  • Added new Feral Ghoul Flesh as loot to Feral Ghouls

  • Added new Night Ghoul Eyes as loot to Night Ghouls -- grants night vision!

  • Added new Deathclaw Matriach (backward horns) and variants, an even deadlier Deathclaw with knockback!

  • Added new Deathclaw Matriach horns as loot for Deathclaw Matriach

  • Added new Deathclaw Young, a new type of baby Deathclaw

  • Added new Wanamingo and variants

  • Added new Wanamingo Meat as loot for Wanamingos

  • Added new Wanamingo Tooth as loot for Wanamingos

  • Added new Floaters and variants

  • Added new Floater Meat as loot for Floaters

  • Added new Floater Bulbs as loot for Floaters

  • Added new Fireflies and variants, passive multi-hued tiny flies that can appear at night

  • Added new knockback to Behemoth special attack, a weaker version of the Gargantuan's

  • Added new Glowing Ones now dismember or explode a short time after death

  • Added new world model and Pipboy icon for Gecko Skin

  • Added new loot items to Bemehoth and Gargantuan loot

  • Added new sounds for Wanamingos and Floaters (thanks Killerbee!)

  • Added new plugins: No Ghoul Raise, No Wanamingos, No Floaters

  • Added No Attack faction to Player faction robots

  • Added proper idles for all new creatures

  • Added test fix for flying Geckos (vanilla bug)

  • Greatly improved Behemoth and Gargantuan loot diversity

  • Greatly improved Feral Ghoul diversity

  • Slightly reduced chance of animals and some NPCs to flee

  • Optimised Corpse Fly mesh to improve performance

  • Optimised Firefly mesh to improve performance

  • Adjusted weights of all new loot items

  • Adjusted glow emittance on Glowing Ones meshes

  • Adjusted all new loot ingestible benefits to be time based

  • Adjusted Fire Gecko confidence to make them more fearless

  • Adjusted Golden Geckos to make them more aggressive

  • Increased Spawns: Adjusted Increased Spawns balance equations

  • Hunting & Looting: Fixed looting enemies not responding, properly this time

  • Hunting & Looting: Added chance for NPCs to not loot, more realistic in groups

  • Zones Respawn: Removed Fort Independence and RaiderNoSpawn

:: New Features
:: Feral Ghoul Raise -- Mutations from radiation have made Feral Ghouls extremely resiliant -- when you kill some ghouls, unless they're physically dismembered, may actually enter a comatose state for a while and, unfliching from pain, can get back up and attack you again -- perhaps in the heat of battle, perhaps hours later as you traverse back through a dungeon... either way giving you the fright of your life as they attack you, even with their limbs missing!

Notes: Only ghouls with arms missing can do this -- if they have no legs, they obviously can't move, and if they have no head you've pretty much killed them for sure. Therefore, for extra challenge, if you want to ensure Feral Ghouls stay down, blow off their legs or head.

The important thing is they raise as you left them -- if you killed a ghoul and his left arm dismembered, he will raise with his left arm missing and attack you only with his right. There are four types of raised Feral Ghoul -- fully limbed (no limbs missing), left arm missing, right arm missing, and both arms missing -- these last guys, while still alive, can't attack you and will attempt to flee, even while crippled.

Due to the way the raising works (or rather how vanilla spawn points work), it will only work if Increased Spawns is enabled. Additionally, you can of course disable it with a new No Ghoul Raise plugin or tailor the percentage chance of a ghoul raising with the new MMMzFeralGhoulRaise global. Finally, limbless Feral Ghouls will occasionally spawn on their own, too, as if they had been in past fights and survived.

:: Night Ghoul Eyes -- New loot for the Night Ghouls includes the chance to drop Nigh Ghoul eyes, which if you ingest will not only briefly grant higher perception, but also night vision for a while -- use the Night Ghoul's own sight against them!

:: Gargantuan Demolish -- Gargantuans can now send bodies flying with their powerful fist attack and, additionally, should a strike kill an actor they have a high chance of being dismembered in dozens of different ways and will even do so in-flight while being knocked back. Finally, with a powerful enough strike, there's also a chance of an actor being completely obliterated into a gibbed mess by the killing blow of the Gargantuan. Evergreen Mills is a complete battleground now as the Gargantuan decimates the Raiders, sending bodies and gibs and limbs flying in all directions!

:: Behemoth Knockback -- As with the Gargantuan, Behemoths can now cause a knockback effect too, but with a much reduced effect and without the chance to dismember on death. Think of the Behemoth attacks as a taste of what's to come for when you meet a Gargantuan...

:: Glowing Ones Dismember -- Glowing Ones now lose their glow when they die and, a short time after, will explode in one of two different dismemberment deaths.


:: New Creatures
:: Deathclaw Matriach -- You think the Deathclaw is mean? Wait till you see his female partners -- bigger, stronger, faster and with the chance to send enemies flying with a knockback effect. If you know what's good for you, avoid her at all costs.
:: Deathclaw Young -- Although rare as they are often protected in lairs, Deathclaw Young can be found out in the open. Naturally they're aren't as strong as an advlt, and don't drop the valuable Deathclaw Blood. For that reward, you need the tougher fight of a mature Deathclaw.
:: Floaters -- Just like their Fallout 2 counterparts, floaters are odd and creepy looking creatures that don't move fast but can hit for a punch. They spawn with their Supermutant masters and their meat is particuarly restorative.
:: Wanamingos -- Another classic creature, Wanamingos are fast and furious and will happily tear you a new hole. They can be found in the wasteland and, as in Fallout 2, the best defence against the is to cripple their legs causing them to flee.
:: Fireflies -- Fireflies are completely passive creatures that appear at night and disapppear by the morning. They can sometimes be seen far away flickering in the moonlight, and if you get close you'll see them in a rainbow of colors.

:: New Loot
Feral Ghoul Flesh, Wanamingo Meat, Floater Meat, and the Night Ghoul Eye are all ingestible, with the Floater Meat being particularly good for healing while the Night Ghoul Eye can temporarily grant night vision. The Deathclaw Matriarch Horn, Wanamingo Tooth, and Floater Bulb all add new items of varying values to sell as well.

As always, meat from creatures is depdent on size with larger creatures dropping more meat. For items like teeth, anetannae, eyes, and horns the number dropped is a random function dependent on type.


::: Beta 4 Changelog
  • Added new skeleton for the Gargantuan
  • Added new skeleton for the Corpse Fly
  • Added new skeleton for the Glowing One
  • Added new Vicious Dog Pups and variants
  • Added new Little Geckos and variants
  • Added new Golden Geckos and variants
  • Added new Fire Geckos and variants
  • Added new Mole Rat Young and variants
  • Added Vicious Dog Fur as loot for Vicious Dogs
  • Added Vicious Pup Fur as loot Vicious Pups
  • Added Gecko Meat and Gecko Skin as loot for Geckos
  • Added Ant Antennae as loot for Ants
  • Added Radscorp Stinger as loot for Radscorpions
  • Added Molerat Teeth as loot for Molerats
  • Added Baby Mole Rat Teeth as loot for Mole Rat Young
  • Added Mirelurk Claw as loot for Mirelurks
  • Added Yao Guai Eyes as loot for Yao Guai
  • Added Deathclaw Meat as loot for the Deathclaw
  • Added Deathclaw Blood as loot for the Deathclaw
  • Added knockback effect to the Gargantuan's right-armed strike
  • Added minimum spawn level of 6 before random Behemoth and Gargantuan spawn
  • Slightly reduced chance of wasteland Behemoths and Gargantuans to spawn
  • Boosted Behemoth and Gargantuan health
  • Boosted SuperMutant, Brute, and Master health
  • Fixed some female raiders with wrong voice type (vanilla bug)
  • Fixed Glowing Ones not always glowing (vanilla bug)
  • Fixed some raiders getting stuck in AI loops
  • Improved Evergreen Mills Raider diversity further
  • Improved Glowing Ones making them more fearless
  • Reduced chance of Roamers and Glowing Ones in ghoul packs by 25%
  • Reduced timeframe for looting NPCs to loot by 25%
  • NPCs looting in combat that get hit will now retaliate
  • Zones Respawn: Set Arlington Library to not respawn
  • Natural Selection: Removed some factions that may cause issues
  • New plugin: No Geckos

:: New Loot
Geckos, Vicious Dogs, Vicious Pups, Molerats, Mirelurks, Ants, Yao Guai and Radscorpions all now have extra loot apart from their meat -- fur for the dogs, teeth for the Molerats, claws for the Mirelurks, antennae for the Ants, eyes for the Yao Guai and stingers for the Radscorpions.

Fur from the Vicious Dogs and Vicious Pups can be sold, with the Pup fur being lighter and more valuable. Like meat on creatures, fur is size-scaled and larger animals yield more. Likewise for the Geckos, larger creatures yield more skin in addition to meat, and the Fire Gecko skin is the most valuable of all.

For creatures like Mirelurks, Ants, Radocorpions, Molerats, and Yao Guai the number of extra loot you get will range from 0-2 randomly for each creature (i.e 2 claws, or 1 antennae, etc).

The Deathclaw loot deserves special mention -- as one of the toughest creature fights in the game, Deathclaws drop both new Deathclaw Meat and Deathclaw Blood. The meat is quite toxic, and not terribly valuable. The blood, however, can be consumed to distill the Deathcalw's Rage and provide the following benefits for one minute: +5 strength, +5 AP, -4 intelligence, +1 HP per second. It's also valuable, and can be sold.

As with other creatures, the larger the Deathclaw the more meat and blood you will be able to get.

:: New Creatures
:: Vicious Dog Pups -- small, hungry, and seeing you as a threat. They're weaker and do less damage of course, but they drop a unique soft fur that you can sell. They'll also try and follow their parents when they're around.
:: Young Mole Rats -- Mole Rats tend to keep their young safe in burrows so you won't see these often, but if you happen to catch them out in the open you'll find them fast but easy prey. Because they are rare, their teeth fetch a higher price than that of their parents.
:: Little Geckos -- Little Geckos are the smallest of the Geckos and generally passive, and as such are ignored by most wildlife. They are will fight back if attacked, but don't post a large threat. Their skin can can be collected and sold.
:: Golden Geckos -- Golden Geckos are mutated by feeding near radiated waste, and as a result are immune to radiation adn slightly larger in size, more likely to be aggressive, and can swipe with poisonous claws. Being more dangerous, their skin is more valuable to sell.
:: Fire Geckos -- Fire Geckos are the largest of this breed and extremely dangerous -- they attack on sight and can ignite flames on their foes on impact. Naturally, they are immune to fire as well. Their hide is the most valued of all, and can fetch a good price.

For previous Changelog entries see the README file in the archive.

::: Screenshots
Increased Spawns
:: http://members.iinet.com.au/~amills/zMMMF3-IS1.jpg
:: http://members.iinet.com.au/~amills/zMMMF3-IS2.jpg

New Creatures
:: http://members.iinet.com.au/~amills/MMMF3-Firelurk.jpg
:: http://members.iinet.com.au/~amills/zMMMF3-NightGhouls.jpg
:: http://members.iinet.com.au/~amills/zMMMF3-Gargantuan.jpg
:: http://members.iinet.com.au/~amills/zMMMF3-WastelandScorpion.jpg
:: http://members.iinet.com.au/~amills/zMMMF3-CorpseFlies2.jpg (shot courtesy of Arks4)

Diverse Creatures
:: http://members.iinet.com.au/~amills/zMMMF3-Ghouls2.jpg
:: http://members.iinet.com.au/~amills/zMMMF3-Ghouls3.jpg
:: http://members.iinet.com.au/~amills/zMMMF3-Molerats.jpg
:: http://members.iinet.com.au/~amills/zMMMF3-ViciousDogs.jpg
:: http://members.iinet.com.au/~amills/zMMMF3-Bloatfly.jpg
:: http://members.iinet.com.au/~amills/zMMMF3-Diverse1.jpg
:: http://members.iinet.com.au/~amills/zMMMF3-Mirelurk.jpg
:: http://members.iinet.com.au/~amills/zMMMF3-Supermutants.jpg

Diverse NPCs
:: http://members.iinet.com.au/~amills/zMMMF3-DiverseNPC1.jpg
:: http://members.iinet.com.au/~amills/zMMMF3-DiverseNPC2.jpg
:: http://members.iinet.com.au/~amills/zMMMF3-DiverseNPC3.jpg

User avatar
Carlos Rojas
 
Posts: 3391
Joined: Thu Aug 16, 2007 11:19 am

Post » Wed Oct 21, 2009 1:49 am

::: How to update
Whether installing the mod for the first time, or updating from one version to the next, always do the following:
:: Follow the Installation Instructions steps 1-5.
Easy!

::: Mini-FAQ
:: What's the suggested load order?

This is actually covered in the Installation Instructions, but here's a visual guide made by arcana75:
--- Start of mod list ---
Fallout3.esm
Mart's Mutant Mod.esm
...
--- all kinds of other mods here ---
...
Mart's Mutant Mod.esp
Mart's Mutant Mod - Increased Spawns.esp
Mart's Mutant Mod - Zones Respawn.esp
Mart's Mutant Mod - Tougher Traders.esp
Mart's Mutant Mod - Hunting & Looting.esp
Mart's Mutant Mod - Natural Selection.esp
--- End of mod list ---
:: I'm getting invisible/purple/exclamation mark creatures and NPCs
  • The Meshes and Textures haven't been extracted and installed
  • The latest version of http://www.fallout3nexus.com/downloads/file.php?id=944 hasn't been installed
:: There are mismatching skin tones on some Raiders/NPCs
  • http://www.fallout3nexus.com/downloads/file.php?id=944 hasn't been installed -- the latest version, which adds bLoadFaceGenHeadEGTFiles=1 to the ini
  • Add bLoadFaceGenHeadEGTFiles=1 to your Fallout3.ini, or re-install the latest http://www.fallout3nexus.com/downloads/file.php?id=944
:: Does the Evergreen Gargantuan count towards the achievement?
  • Yes, all Behemoths and Gargantuans count towards the achievement. I made sure of it :)

User avatar
Rachyroo
 
Posts: 3415
Joined: Tue Jun 20, 2006 11:23 pm

Post » Tue Oct 20, 2009 6:06 pm

::: Making use of the globals
MMMF3 is designed to be modularised from the ground up, and you may notice most (but not all, for functional reasons) of the optional plugins actually just toggle global variables in the main mod.

Here's an explanation of the global variables so you can further tailor the mod if the values used in the plugins aren't to your liking. Either edit these in the optional MMMF3 .esps, or create a new .esp by editing the globals from the MMMF3 master:
  • MMMzIncreasedSpawnsMin [1]
  • MMMzIncreasedSpawnsMax [0]
    These control the minimum and maximum spawns to appear at spawn points. MMMzIncreasedSpawnsMin shouldn't be set to less than 1. Setting MMMzIncreasedSpawnsMax to 0 will disable Increased Spawns (the default). The plugins Increased Spawns.esp and Increased Increased Spawns.esp set these values to 1-3 and 2-5 respectively. For more information how the spawns percentages are distributed, see the README - Mart's Mutant Mod - Increased Spawns.txt file included in the mod.

  • MMMzBehemothChance [2]
    Sets the chance for Behemoths and Gargantuans to appear randomly in the wasteland with Supermutant spawns. When this occurs there is a 1 in 5 chance of the spawn being a Gargantuan, otherwise it will be one of 8 different Behemoth variants. Note this setting is distinct from Increased Spawns, and works even if it isn't enabled.

  • MMMzSpecialEncounterChanceDay [15]
  • MMMzSpecialEncounterChanceNight [20]
    Controls the chance for a special wasteland spawn. During the day this includes the passive Wild Dog and Wasteland Scorpion, at night this will spawn Fireflies and the far from passive Night Ghouls...

  • MMMzCorpseFlies [15]
    This controls whether Corpse Flies can spawn around corpses after six hours, and then chances of this occuring. If set to -1, Corpse Flies will be disabled. The default is a 15 percent chance.

  • MMMzLooting [0]
    Controls whether creatures & NPCs will loot corpses during and after a fight. Any value larger than 1 enables looting behaviour.

  • MMMzWounding [0]
    Controls whether creatures & NPCs will suffer wounding penalties and visibly bleed the more damaged they become. Currently doesn't do anything, the Wounding Effects plugin is in development.

  • MMMzSpawnsChanceNone [-1]
    Also currently disabled, this will toggle and set the percentage for no spawns once this feature is complete.

  • MMMzFeralGhoulMult [5]
    Sets the multiplier value for the Feral Ghoul Rampage.esp plugin, which defaults to 5. Keep in mind this multiplier is applied against the result of the Increased Spawns value, so you'll see 5-15 Feral Ghouls when using Increased Spawns (1-3) and a crazy 15-25 when using Increased Increased Spawns (3-5). Set this higher if you're crazy!

  • MMMzFeralGhoulRaiseChance [50]
    Sets the chance for Feral Ghouls to raise again if not properly killed (to prevent Feral Ghouls raising, ensure head or legs are dismembered). Note this applies only to increased spawns, so if 3 Feral Ghouls spawn from a point and you kill them, 2 of them have a 50% chance of raising. Raised Feral Ghouls have a fraction of their health left, have stats and abilities reflecting their wounds, and will not raise again when killed.

  • MMMzSkeletonDecay [85]
    Sets whether corpses decay to skeletons, with the percentage of chance of this happening. To keep it simple and efficient the effect works at cell resets -- bodies will become skeletons after one reset, and then the skeletons themselves will disappear at the next. A randomisation engine creates full body skeletons, part body skeletons, or combinations of body and limbs. Note: Requires the Zones Respawn plugin to be loaded as most cells don't reset in vanilla, and so you won't see skeletons appear.

User avatar
Sylvia Luciani
 
Posts: 3380
Joined: Sun Feb 11, 2007 2:31 am

Post » Tue Oct 20, 2009 8:15 pm

Quick summary of the salient points:


::::: IMPORTANT!: YOU MUST DO THE FOLLOWING STEPS WHEN UPGRADING ANY PRIOR VERSION TO MMM RC3. :::::
  • Go inside somewhere with NO creatures or NPCs (Megaton/Tenpenny home works well)
  • Wait 4 days to let cells reset
  • Save and quit
  • Disable ALL MMM components (MMM .esm, MMM .esp, and all MMM plugins)
  • Load your game, save your game, quit
  • Upgrade to MMM RC 3
  • Re-enable MMM .esm, MMM .esp, and your chosen optional MMM plugins
Note: You will lose any MMM specific items in this procedure, for eg Wanamingo Meat, so sell these items first.


::: RC 3 Changelog
  • Fixed Increased Spawn actors multiplying after multiple cell vists

  • Fixed Increased Spawn Enclave near Jefferson spawning after MQ complete

  • Fixed Protoype Medic Armor disappearing from corpse with Skeletal Decay active

  • Fixed No Floaters not preventing list-spawned Floaters

  • Fixed flying DeathClaws and Geckos (vanilla bug)

  • Fixed Raised Feral Ghouls using the wrong sound template

  • Fixed Brahmin spawns not using Increased Spawns Brahmin script

  • Restored previous Ant fix to reduce non-hittable Ants issue

  • Added XP reward for defeating Gargantuan

  • Added Slavers as a chance to enounter in Wasteland spawns

  • Added new doubled number of Slaver variants

  • Added new Rambler Finger loot drop for Ramblers

  • Added configurable value for Skeleton Decay (default 15% no skeleton)

  • Added Robot death explosions to cover wasteland spawned robots

  • Added increased chance of robots exploding on death

  • Added minimum level 4 before Wanamingos appear

  • Added fleeing wounded Wanamingos will now retaliate if pursued

  • Added Talkie's Mutant Animations for mutants to wield more weapon types

  • Updated robot demolish sequence to include more parts

  • Updated Bethesda Feral Ghouls to use correct scripts

  • Updated Gecko and Wanamingo models and textures from Zenl

  • Updated Special Encounters for better distribution of Geckos and Wanamingos

  • Updated Pipboy icons and world models for all new MMMF3 loot from Drag0ntamer

  • Boosted base scales for SuperMutant ranks: higher levels larger, melee larger still

  • Boosted speed and size of Centaur

  • Boosted speed of Little Geckos

  • Broken Steel: Added new Broken Steel compatibiltiy plugin

  • Zones Respawn: Removed Paradise Falls from resetting

  • Natural Selection: Removed Ghoul from BoS to prevent Cross wailing on Ghouls

  • Increased Spawns: Added the Talon at The Mall

  • Increased Spawns: Added one of two new Increased Spawns engine methods

::: FOIP Packages

Are already updated. See the http://www.fallout3nexus.com/downloads/file.php?id=4968.
User avatar
brian adkins
 
Posts: 3452
Joined: Mon Oct 01, 2007 8:51 am

Post » Tue Oct 20, 2009 3:03 pm

:clap: Wheeeeee~ Time for a new game! :bolt:
User avatar
Lil Miss
 
Posts: 3373
Joined: Thu Nov 23, 2006 12:57 pm

Post » Wed Oct 21, 2009 3:02 am

booya
User avatar
Fluffer
 
Posts: 3489
Joined: Thu Jul 05, 2007 6:29 am

Post » Tue Oct 20, 2009 10:19 pm

Martigen, you spelled my name wrong in the contributions lol :P
User avatar
jessica breen
 
Posts: 3524
Joined: Thu Aug 03, 2006 1:04 am

Post » Wed Oct 21, 2009 1:21 am

is the broken steel fix included in this or is it needed anymore ? ...thanks for all your great work mart !!!!
User avatar
ANaIs GRelot
 
Posts: 3401
Joined: Tue Dec 12, 2006 6:19 pm

Post » Tue Oct 20, 2009 6:59 pm

oh i just read the rc3 release notes ..sorry i saw that the broken steel plug in has been added ...now where do i place this in the load order ...much thanks again :)
User avatar
Bigze Stacks
 
Posts: 3309
Joined: Sun May 20, 2007 5:07 pm

Post » Wed Oct 21, 2009 3:42 am

Thanks Martigen! :foodndrink:

I was on the fence about whether to upgrade, but the firefly screenshots sold me :nod:
User avatar
elliot mudd
 
Posts: 3426
Joined: Wed May 09, 2007 8:56 am

Post » Tue Oct 20, 2009 5:38 pm

I've got a conflict, but I am not sure with which mod. Whenever I (or any bipedal npc) has crippled legs, the movement speed goes nuts. I can run across the map in a split second, or up into the sky and fall with a splat.

Fallout3.esmAnchorage.esmThePitt.esmBrokenSteel.esmEnhanced Weather - Rain and Snow.esmMart's Mutant Mod.esmCONELRAD 640-1240.espExistence2.0.esphundredfists.espBlackWolf Backpack.espBlackWolf Backpack - Vendor Script Replenish.espFNNCampingGear.espkikaiLibertyRifle.espTribal Power Helmet.espMannequin.espAbandoned Car Fort Redone.espBoat House.espBurgerBoyCompound.espForgedStrongHold.espMy Bomb Shelter.espPersonalVertibird.espPre-War Shelter.espWater_Tower_Hideout_byOrophin.espFleshBurningPlasma.espDarNifiedUIF3.espLOWER-real-thirdpersonview.espMart's Mutant Mod.espMart's Mutant Mod - Increased Spawns.espMart's Mutant Mod - Hunting & Looting.espMart's Mutant Mod - Tougher Traders.espMart's Mutant Mod - Zones Respawn.espMart's Mutant Mod - Natural Selection.espMart's Mutant Mod - Broken Steel.espDK_BulletTime.espCombatEnhanced-Package.espvats weapon damage 1x.espWasteland Weather Overhaul .9 (no interiors).espLevel 1 Smallest More Color.espWasteland Weather Overhaul .9 Level 1 Color.espEnhanced Weather - Rain and Snow in Fallout.espTotal active plugins: 40Total plugins: 41


I know it isn't bullet time - I was seeing it before I installed that. I'm guessing it is combat enhanced, but I thought I might check to see if anyone else has seen this phenomenon.

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.
User avatar
koumba
 
Posts: 3394
Joined: Thu Mar 22, 2007 8:39 pm

Post » Wed Oct 21, 2009 5:55 am

I was just coming to report something similar to brenner about weird movements. I'm using a new character, only level 3 at the moment, and have just been to the Super-Duper Mart for Moira. Some of the Raiders, not all, moved across the space as if on elastic. They appeared in front of me and then whizzed away really quickly. I wasn't sure if it was due to your mod or not, but with another similar report it seems more likely. This has only occurred since installing the new version. I followed install instructions to the letter and as I said, it's a new character started after the install.
One other thing, this new character has run into Enclave soldiers at level 3 on the return trip from Super-Duper Mart to Megaton. Surely not right? Enclave should not be appearing this early into the game. I'm nowhere near even thinking about doing the relevant quests yet :wacko:
User avatar
jadie kell
 
Posts: 3497
Joined: Sat Jul 29, 2006 3:54 pm

Post » Wed Oct 21, 2009 6:44 am

I've got the super-speed bug also. Hopefully Mart will come out with a patch soon.
User avatar
Guy Pearce
 
Posts: 3499
Joined: Sun May 20, 2007 3:08 pm

Post » Wed Oct 21, 2009 3:52 am

Yup. And my character is only level four :P
I'm gonna get sooo creamed.



Just when Acolyte thought it was safe to go out of the house... better check the mines out front too.. make sure they all switched on
User avatar
Neil
 
Posts: 3357
Joined: Sat Jul 14, 2007 5:08 am

Post » Tue Oct 20, 2009 8:47 pm

Is this new version compatible with the Raiders/Talons Expanded mod? By the way, I also get the rubbery/high speed issue. Even still, I am really enjoying the new version. Thanks!
User avatar
Patrick Gordon
 
Posts: 3366
Joined: Thu May 31, 2007 5:38 am

Post » Tue Oct 20, 2009 5:20 pm

I was just coming to report something similar to brenner about weird movements. I'm using a new character, only level 3 at the moment, and have just been to the Super-Duper Mart for Moira. Some of the Raiders, not all, moved across the space as if on elastic. They appeared in front of me and then whizzed away really quickly. I wasn't sure if it was due to your mod or not, but with another similar report it seems more likely. This has only occurred since installing the new version. I followed install instructions to the letter and as I said, it's a new character started after the install.
One other thing, this new character has run into Enclave soldiers at level 3 on the return trip from Super-Duper Mart to Megaton. Surely not right? Enclave should not be appearing this early into the game. I'm nowhere near even thinking about doing the relevant quests yet :wacko:


As for the Enclave appearnce, it could be non MMM related issue but Broken Steel.
As far as I remember, Enclave troops which added to wasteland by Broken steel does not restricted by Main Quest progress.
User avatar
Tiffany Carter
 
Posts: 3454
Joined: Wed Jul 19, 2006 4:05 am

Post » Tue Oct 20, 2009 4:59 pm

im having the raiders zipping around bug as well... they keep moving really fast or appearing in one place and appearing in another really fast like they are time shifting ..lol ...i updated as per the instructions and also waited the four days ...hope a quick fix is all thats needed ...thanks again i do love this mod !!!!
User avatar
Sammi Jones
 
Posts: 3407
Joined: Thu Nov 23, 2006 7:59 am

Post » Wed Oct 21, 2009 3:31 am

I've reproduced the error reliably, changed those two variables, tested, and verified it fixes the problem for the player. I am unsure yet if it fixes the problem for the NPCs, but I have a relatively reliable way of testing (shoot an NPC in the leg in VATS and they will fly in the air if you get a cripple and don't kill them). I don't know if I will get to check for the te NPC effect tonight but it will hopefully point Mart in the right direction if he wasn't aware already.

edit: I went back through and crippled the legs of 10 or so raiders without killing them and none of them are showing signs of the bug anymore.
User avatar
chloe hampson
 
Posts: 3493
Joined: Sun Jun 25, 2006 12:15 pm

Post » Tue Oct 20, 2009 3:07 pm

hey mart one small thing. i have been reading the fallout wiki and floaters are actually supposed to move some what fast. so maybe in the next update they could move just a tad bit faster.
User avatar
casey macmillan
 
Posts: 3474
Joined: Fri Feb 09, 2007 7:37 pm

Post » Tue Oct 20, 2009 8:54 pm

Wooohooo RC3 is out! RC2 was actually by now adding so many actors to cells that it was getting to be a chore just to walk to Rivet city. fighting 20 super mutants once is fun. Fighting 3 groups of 35 of them on your way there gets to be boring.

My game also slows down about every fifteen minutes, so I keep having to save, exit and reload because of it.


Question on the updating procedure : Do we not have to wait four days anywhere? It's really just save, deactivate, load, save, reactivate, load?

Edit : Oh, and THANKS MART! :D :D :D
User avatar
StunnaLiike FiiFii
 
Posts: 3373
Joined: Tue Oct 31, 2006 2:30 am

Post » Wed Oct 21, 2009 3:42 am

Wow, looks like it fixed the few issues I had with RC2. :D I'm definitely installing this when I get back to New Orleans (goin' to Cinci to visit some old friends ;) ).
User avatar
Jacob Phillips
 
Posts: 3430
Joined: Tue Aug 14, 2007 9:46 am

Post » Wed Oct 21, 2009 2:40 am

Dang it, there's always *one* issue with every release!

As noted, the NPCs running fast is a typo on the cripple speeds. Use FO3Edit to edit them in the MMM .esp to .8 and .7, or wait till later today when I'll upload a 3.1 patch.

Since I'll need to upload a patch, let me know of any other issues asap and if they're quick fixes I can integrate them as well.
User avatar
Matt Terry
 
Posts: 3453
Joined: Sun May 13, 2007 10:58 am

Post » Tue Oct 20, 2009 5:14 pm

Wooohooo RC3 is out! RC2 was actually by now adding so many actors to cells that it was getting to be a chore just to walk to Rivet city. fighting 20 super mutants once is fun. Fighting 3 groups of 35 of them on your way there gets to be boring.

My game also slows down about every fifteen minutes, so I keep having to save, exit and reload because of it.


Question on the updating procedure : Do we not have to wait four days anywhere? It's really just save, deactivate, load, save, reactivate, load?

Forgot to say -- yes this is probably a good idea as well. Have updated the OP instructions.
User avatar
Sarah Knight
 
Posts: 3416
Joined: Mon Jun 19, 2006 5:02 am

Post » Tue Oct 20, 2009 11:56 pm

Forgot to say -- yes this is probably a good idea as well. Have updated the OP instructions.


Don't forget to include the Rambler Finger icon in the patch :P
User avatar
Rob
 
Posts: 3448
Joined: Fri Jul 13, 2007 12:26 am

Next

Return to Fallout 3