[RELz] Mart's Mutant Mod 1.0 RC 4.0

Post » Mon Nov 23, 2009 3:16 am

Martigen, I don't know if this is your style, but I had an idea with the "Broken Steel" plug in. Since the Enclave were wiped out or severely reduced I was hoping that you could make a few changed to the addon.

1. No more Vertibirds. Since the Enclave's main base and air base was destroyed, it doesn't make sense that you still see Vertibirds dropping Mini-nukes and solders in the Wasteland.

2. All Enclave spawn points in the downtown DC ruins should not respawn. The brotherhood has control over DC now.

3. The Enclave posters that cover buildings and road signs should be removed and set back the their pre-Enclave state.

4. The active Enclave Wasteland patrols should be returned to the Outcasts ala Pre-Enclave.

5. An Enclave 'Refugee' base should be set up just outside the ruins of Raven Rock. The base or camp should have Sentry Bots and a turret or 2 along with some Enclave scientists, soldiers, and commanders. The base inhabitants should respawn and be complete, with beds, dining tables, lockers, and etc.

6. All of the Enclave spawn points outside of the downtown DC ruins should be left alone with the exception of the Outcast patrols.

What do you think?


Also, I'll get you that load order as soon as I can. Most likely Friday. Work is a pain.
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Petr Jordy Zugar
 
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Post » Mon Nov 23, 2009 1:59 pm

Great ideas but I don't think his mod has anything to do with the Enclave (thought I wish it did include both them and Talon Co).
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Jack Moves
 
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Post » Mon Nov 23, 2009 2:56 am

I kinda wish the Enclave posters had destruction data so I could have defaced them. As they are, they're all Statics, not Movable Statics, and thus cannot have destruction data. :(
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Milad Hajipour
 
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Post » Mon Nov 23, 2009 1:19 pm

You should consider making some of these new creatures into companions/pets that follow you around and help you out. It would be cool if you made the little Gecko as a pet. Thanks
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Allison C
 
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Post » Mon Nov 23, 2009 1:23 pm

can somebody please upload mmmfv3 or 3.1 for me please as im geting far too many crashes with mmmfv4,i know that v4 is better but v3 works better on my pc,i cannot find v3 anywhere,can someboy please upload please
cheers
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Chantelle Walker
 
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Post » Mon Nov 23, 2009 1:02 pm

Keep in mind also the following: when creatures respawn in cells that allow them to respawn, they respawn where they die. If you lead a group of muties from L'Enfant two cells away, and this group includes the original parent spawns (i.e, the original vanilla spawn if MMM wasn't loaded), when they respawn after a cell reset that's where they will respawn (and then spawn Increased Spawns next to themselves). This is simply a mechanic of the game and there's nothing I can do to change it.


I know there is a command that does cell resets, but is their a console command that forces spawns or creatures back to their original location so that when they return, the cell is at its original values as far as creatures are concerned... minus quest creatures? or to lock the spawn site so it cant move yet the creatures can?

tossing out ideas and questions, most of which you probably already tried.
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Devils Cheek
 
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Post » Mon Nov 23, 2009 1:51 pm

I got a good idea, but I dunno if you accept ideas or not? Anyways, I was thinking on how Deathclaws aren't really that dangerous. So I got the idea of a more dangerous Deathclaw[Dramatic pause]... The Deathclaw Goliath ,2x everything than a normal deathclaw, and it hunts you only at night, kinda like the night ghoul. It'd make another interesting danger to the nightly roams through the wastes.

2X larger, and stronger than the normal deathclaw, only found at night, and in the deathclaw sanctuary. It'd be black like the night ghoul too, beaming red eyes.

Just a suggestion, y'know?
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Stefanny Cardona
 
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Post » Mon Nov 23, 2009 9:02 am

I got a good idea, but I dunno if you accept ideas or not? Anyways, I was thinking on how Deathclaws aren't really that dangerous. So I got the idea of a more dangerous Deathclaw[Dramatic pause]... The Deathclaw Goliath ,2x everything than a normal deathclaw, and it hunts you only at night, kinda like the night ghoul. It'd make another interesting danger to the nightly roams through the wastes.

2X larger, and stronger than the normal deathclaw, only found at night, and in the deathclaw sanctuary. It'd be black like the night ghoul too, beaming red eyes.

Just a suggestion, y'know?


Wow, that would just be incredibly scary to have charge up on you from out of no where.
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luis dejesus
 
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Post » Mon Nov 23, 2009 12:08 am

Well, drat. More wandering around and I'm seeing that spawns are definitely not working right in my game. This time it is at Kaelyn's Bed and Breakfast that is usually a hornet's nest of raider activity with a nearby battle with Talon Company mercenaries and a few raiders under the bridge. I've seen a group of Outcasts attack the building, and there was usually a spawn of Outcasts on patrol down the street near the intersection leading off toward Arefu.

Right now I'm seeing no Outcasts, no Talon Company, and one lone raider under the bridge and one raider inside the ruined house. This is with Increased Spawns activated. I'm completely stumped.
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Add Me
 
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Post » Mon Nov 23, 2009 1:45 pm

I got a good idea, but I dunno if you accept ideas or not? Anyways, I was thinking on how Deathclaws aren't really that dangerous. So I got the idea of a more dangerous Deathclaw[Dramatic pause]... The Deathclaw Goliath ,2x everything than a normal deathclaw, and it hunts you only at night, kinda like the night ghoul. It'd make another interesting danger to the nightly roams through the wastes.

2X larger, and stronger than the normal deathclaw, only found at night, and in the deathclaw sanctuary. It'd be black like the night ghoul too, beaming red eyes.

Just a suggestion, y'know?


The Deathclaw Matriarch isn't big enough for you?
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Katharine Newton
 
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Post » Mon Nov 23, 2009 1:24 am

Well, drat. More wandering around and I'm seeing that spawns are definitely not working right in my game. This time it is at Kaelyn's Bed and Breakfast that is usually a hornet's nest of raider activity with a nearby battle with Talon Company mercenaries and a few raiders under the bridge. I've seen a group of Outcasts attack the building, and there was usually a spawn of Outcasts on patrol down the street near the intersection leading off toward Arefu.

Right now I'm seeing no Outcasts, no Talon Company, and one lone raider under the bridge and one raider inside the ruined house. This is with Increased Spawns activated. I'm completely stumped.


man that is bad, I hate to say this, but may want to consider starting a new game from scratch.
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Wanda Maximoff
 
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Post » Mon Nov 23, 2009 6:21 am

can somebody please upload mmmfv3 or 3.1 for me please as im geting far too many crashes with mmmfv4,i know that v4 is better but v3 works better on my pc,i cannot find v3 anywhere,can someboy please upload please
cheers

bump
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Marie Maillos
 
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Post » Mon Nov 23, 2009 1:28 pm

The Deathclaw Matriarch isn't big enough for you?

i agree the deathclaw is too weak and needs to be tougher
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Timara White
 
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Post » Sun Nov 22, 2009 11:20 pm

Noticed a issue going up for me. Wheaton Armory has a large amount of Raiders there, about 40 or so around the entire compound.

Now when i reach the area it starts to go from 75FPS to 20 or so. And there is a large Enclave battalion that arrives there everytime like it's scheduled, they arrive at the gate/perimeter hole opposite to where i arrive. So it's a 3 front battle pretty much.

My issue is that sometimes the game will crash before i even reach it, sometimes it will crash during the battle and sometimes after the battle.

As soon as i reach the Wheaton Armory area it kills the ability to save the game, if you try to save it freezes completely.

I tried unloading MMM, waiting 4 days and saving, then readding MMM. Still same issue, but i didn't wait 4 days after to give the engine a chance to respawn, so doing that might fix my issue. My save is 24MB as well, created using the 1.5 patch.

--

Only other mod from MMM is Enclave Commander v.09, all running through FOSE Beta 8 for Point Lookout support. I'll try running pure MMM to see if it's a different cause. Right now I'm thinking savegames get bloated overtime and lead to engine issues, but that's a theory with no technical knowledge from me

Also noticed that the error reported the kernel32.dll file as the fault point, maybe a restart will fix it after all.

Disabling Enclave Commander with MMM still active = Crash
Disabling Enclave Commander + MMM = Working, no crashes
Running Enclave Commander / MMM Disabled = Working
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Sophh
 
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Post » Mon Nov 23, 2009 3:31 pm

Noticed a issue going up for me. Wheaton Armory has a large amount of Raiders there, about 40 or so around the entire compound.

Now when i reach the area it starts to go from 75FPS to 20 or so. And there is a large Enclave battalion that arrives there everytime like it's scheduled, they arrive at the gate/perimeter hole opposite to where i arrive. So it's a 3 front battle pretty much.

My issue is that sometimes the game will crash before i even reach it, sometimes it will crash during the battle and sometimes after the battle.

As soon as i reach the Wheaton Armory area it kills the ability to save the game, if you try to save it freezes completely.

I tried unloading MMM, waiting 4 days and saving, then readding MMM. Still same issue, but i didn't wait 4 days after to give the engine a chance to respawn, so doing that might fix my issue. My save is 24MB as well, created using the 1.5 patch.

--

Only other mod from MMM is Enclave Commander v.09, all running through FOSE Beta 8 for Point Lookout support. I'll try running pure MMM to see if it's a different cause. Right now I'm thinking savegames get bloated overtime and lead to engine issues, but that's a theory with no technical knowledge from me

Also noticed that the error reported the kernel32.dll file as the fault point, maybe a restart will fix it after all.

Disabling Enclave Commander with MMM still active = Crash
Disabling Enclave Commander + MMM = Working, no crashes
Running Enclave Commander / MMM Disabled = Working

i had this problem...uninstall your mod,save game,wait 4 days,save game,reinstall mod,wait 4 days,then go to same spot where it crashed...it should work...i have to disable mmmf when i go near tenpenny towers,i need rc3..ANYBODY have it????
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Kay O'Hara
 
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Post » Mon Nov 23, 2009 5:13 am

Big Town got mugged again on my arrival. This time at night so night ghouls got in on the act, also. It seems that MMM is taking advantage of the fact that the Super Mutants are no longer using the spawn point.

I guess I should arrive on foot rather than fast traveling.
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Karl harris
 
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Post » Mon Nov 23, 2009 3:21 am

4) Go inside somewhere without creatures and NPCs, rest for 4 days


I have to do this even if I'm starting a totally new game?

Thanks
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Maya Maya
 
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Post » Mon Nov 23, 2009 3:10 am

I have to do this even if I'm starting a totally new game?

Thanks

No, if you begin new game you can simply play the game
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Code Affinity
 
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Post » Mon Nov 23, 2009 6:11 am

The Deathclaw Matriarch isn't big enough for you?

Lol I haven't got fallout on my computer, because my computer svcks and wont play it. But it probably wouldn't be, no.

ALSO!
The Goliath would be immune to the dart gun's paralyzing poison! :P
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Add Me
 
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Post » Mon Nov 23, 2009 5:40 am

Errrr... I just had an Enclave soldier spawn near the Car Dealership at level three without having done anything towards the main quest yet. I reloaded the save and went back into the Dealership to try and clear something up, and when I came back out there were three of them there -_-;... I wouldn't mind so much if I weren't using FWE, but since I am using it for the first time there's no way in all of hell I can kill one of them, let alone all three of them.
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Jessica Phoenix
 
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Post » Mon Nov 23, 2009 3:09 am

Errrr... I just had an Enclave soldier spawn near the Car Dealership at level three without having done anything towards the main quest yet. I reloaded the save and went back into the Dealership to try and clear something up, and when I came back out there were three of them there -_-;... I wouldn't mind so much if I weren't using FWE, but since I am using it for the first time there's no way in all of hell I can kill one of them, let alone all three of them.

This is probably random encounter. I periodically meet them too
One time it may be 1 soldier, another time- 2-3, or no soldiers at all. This is normal, especially if you play with Increased Spawn
I also play MMM with FWE and don't have problems with killing them, especially with critical hit to the head from sniper rifle. They wear weak armor and not the best weapon in lower levels. And they not from MMM, but from BS DLC.
You also can meet enclave on the way to Super Duper Mart and near Dukoff place
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Amy Masters
 
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Post » Mon Nov 23, 2009 8:33 am

Lol I haven't got fallout on my computer, because my computer svcks and wont play it. But it probably wouldn't be, no.

ALSO!
The Goliath would be immune to the dart gun's paralyzing poison! :P


Ugh no. Matriach deathclaw is nasty enough.

I'd be game for Nightkin Supermutants though.. Those were always freaky in the previous fallout games.
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marina
 
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Post » Mon Nov 23, 2009 6:46 am

I was heading for Olney from the SW with a couple of companions and ran into about half a dozen sentinels attacking an assorted group of MMM critters. I had to hold my guys back so they would not be attacked by both sides.

This is getting to be a bit much.
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KIng James
 
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Post » Mon Nov 23, 2009 7:40 am

This game now seems very similar to Freelancer :)
Choosen One no more center of the universe
Today I was able to see very interesting battle
Group of 5 radscorps hunt young deathclaw and both was attacked by group of slavers
Almost all scorps was killed, but biggest Radscorp was victorious, it kill Deathclaw and almost kill slavers
Group of robots eliminate this scorp, but killed by last slaver. Slaver make attempt to loot, but was killed by dead robot's explosion :hehe:
One of the slavers vear enclave helmet, another- enclave armor without helmet B)
It was funny :)
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Captian Caveman
 
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Post » Mon Nov 23, 2009 12:51 pm

Hm I might have found potential bug. In jury st station, if you try and enter the tunnels after the main section, after entering the door there are about 20-30 raiders all spawned right on top of the door along with a crap load of molerats. Framerate dropped through the floor and the game required a hard reboot.

Delamer, what is your load order these days?
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Dustin Brown
 
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