[RELz] Mart's Mutant Mod 1.0 RC 4.0

Post » Mon Nov 23, 2009 1:05 am

Good to hear. Everything seems to be coming together now!

You mention that you should use a slower levelling mod. Which one do you personally use since BS seems to have broken several of the slower levelling mods?

I did use the XFO one, but that seems to have the same issues as with others, probably to do with iXPBumpBase. So I have tried using the LessXP mod which seems to be ok, but it would be nice to hear which one you use, thats if you ever get chance to play the game longer than a few hours for testing!

Also I assume you are meant to put the DLC CP .esps after all other MMM .esps? i.e. generally the last .esps bar FOIP CPs.


Just to clarify, there is nothing wrong with iXPBumpBase and broken steel. The only problem is when people deactivate the slower leveling mod while playing a character that previously used it. When Broken Steel came out, many people did this, causing them to level up multiple times since the experience requirement was now much lower.

I can't say every slower leveling mod will work, but ones that change iXPBumpBase will work fine. I know from experience. :)
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stevie critchley
 
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Post » Sun Nov 22, 2009 10:44 pm

Does RC 4.0 make any changes to Tougher Traders?

I am using Tougher Traders without the esm; if I activate RC 4.0, do I have to wait 4 game days prior to venturing out?
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Jon O
 
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Post » Sun Nov 22, 2009 10:34 pm

Just to clarify, there is nothing wrong with iXPBumpBase and broken steel. The only problem is when people deactivate the slower leveling mod while playing a character that previously used it. When Broken Steel came out, many people did this, causing them to level up multiple times since the experience requirement was now much lower.

I can't say every slower leveling mod will work, but ones that change iXPBumpBase will work fine. I know from experience. :)


As an addendum, The console command "rewardxp" works with negative values as well, so you can lop off a lot of XP beforehand to avoid this bug. You may need to remove up to a five-figure sum if you had some really heavy XP-slowing mods on.
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amhain
 
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Post » Mon Nov 23, 2009 10:28 am

Just to clarify, there is nothing wrong with iXPBumpBase and broken steel. The only problem is when people deactivate the slower leveling mod while playing a character that previously used it. When Broken Steel came out, many people did this, causing them to level up multiple times since the experience requirement was now much lower.

I can't say every slower leveling mod will work, but ones that change iXPBumpBase will work fine. I know from experience. :)


So when you level up multiple times is that when the game could crash? Thats what I have been experiancing.

Which slower levellng mod do you use?
Also have you gone from the start of the game (from being born) past level 20 with all the DLC installed with the slower levelling mod of your choice active?

Thanks
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John Moore
 
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Post » Mon Nov 23, 2009 2:42 am

Does RC 4.0 make any changes to Tougher Traders?

I am using Tougher Traders without the esm; if I activate RC 4.0, do I have to wait 4 game days prior to venturing out?

You can't use Tougher Traders without the .esm, it needs it. If you're talking about the standalone Tougher Traders from way back, you shouldn't be using it. I do believe the description for it on Nexus points to use the full MMM, with the Tougher Traders included it it replacing the old one.

And on the waiting? Read the very top of the very first post.
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Chloe :)
 
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Post » Mon Nov 23, 2009 1:47 am

So when you level up multiple times is that when the game could crash? Thats what I have been experiancing.

Which slower levellng mod do you use?
Also have you gone from the start of the game (from being born) past level 20 with all the DLC installed with the slower levelling mod of your choice active?

Thanks


Not sure about crashes... I crash every once in awhile but I have no idea what it's from. It's not often enough to really interfere with playing so no big deal.

I use a slower leveling mod I made myself. I changed iXPBumpBase to 380 and... that's it. I used it all the way up to level 28 where I retired that character since it was ridiculously easy. Made a new one and currently enjoying my first big guns character. Never really used them before...
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Michelle davies
 
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Post » Mon Nov 23, 2009 9:18 am

Not sure about crashes... I crash every once in awhile but I have no idea what it's from. It's not often enough to really interfere with playing so no big deal.

I use a slower leveling mod I made myself. I changed iXPBumpBase to 380 and... that's it. I used it all the way up to level 28 where I retired that character since it was ridiculously easy. Made a new one and currently enjoying my first big guns character. Never really used them before...


Thanks very much. I will probably do the same.

I used one of XFOs pacing mods that set iXPBumpBase to 400, was just a little too slow, so I might try 350 (a 300 version I used wasn't slow enough). 380 seems a random number!

As for crashes, I meant freezes when you click done after you coose a perk at level up, but the background music still plays. Have to C-A-D out of it, but it doesn't happen every time, so its a bit strange.
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ezra
 
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Post » Mon Nov 23, 2009 1:48 am

Okay... did anyone else get a giant barf of enemies right outside Megaton when they first fired up RC4? I did the plugin purge rigimaroll in my Megaton home and when I exited, there was a Deathclaw matriarch, several yao guais, several deathclaw young, several mole rats, several giant radscorps, and several bots of various types waiting outside. The vast majority of them had FF load order sigs.

EDIT: Was it because I missed the "wait 4 days" step...? :embarrass:

When I was at level 2 I see 11 molerats, 1 giant radscorp, 8 dogs
Don't know about deathclaws. This is not bug, this is things, which was missed since RC1 release.
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meghan lock
 
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Post » Sun Nov 22, 2009 9:33 pm

It seems to me that the FOIP isn't updated, since the last timestamp is 27 May 2009. But Mart says it is updated, so what's up?

Edit: nevermind, I looked at the wrong timestamp. Sorry
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KiiSsez jdgaf Benzler
 
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Post » Mon Nov 23, 2009 6:23 am

Hey, for the exploding Glowing Ones, do you think that a different way could be done for it as to make companions and others flee it? Perhaps, instead of timing, and then PlaceAtMeing the explosion, you PlaceAtMe an invisible grenade projectile with a timed fuse (and maybe use movement attaching similar to the firefly's glow to keep them together) which would cause actors with combat AIs allowing fleeing from such hazards to do so.

Brought to my attention by Dogmeat tangling with a Glowing One and me killing it, and Dogmeat just parking himself over the corpse while its explosion occurs. ;)
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Andrew Tarango
 
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Post » Sun Nov 22, 2009 8:35 pm

The new update works great. I haven't had a single CTD in about 2 hours of play and Point Lookout is working as well (no more sacred bog issues). So it looks like MMM is technically sound again; Great work Martigen! :goodjob:
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Laura Hicks
 
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Post » Mon Nov 23, 2009 11:22 am

Huzzah I almost thought you had given up on us Mart. Glad to see RC4 . Downloading now and hoping for some stability hahaha!!!

Broken steel adding Enclave from the get go to the gameworld seems kind of odd, and kind of dumb. Could it be possible that a "Delay Broken Steel" mod would avoid this issue (and yes, this is nearly totally unrelated to MMM, sorry).
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KiiSsez jdgaf Benzler
 
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Post » Mon Nov 23, 2009 2:17 am

Hey Mart!

I'm really happy to see the new version out! It's downloading as we speak and I can't wait to check it out.

I looked all over the place but I couldn't find a texture replacer for your raiders for Type 3. Are you planning on adding one? Or should I talk to dimon for that? :P 'Cause I tried the Babe fix, but it doesn't work quite right.

Thank you for everything!

cc
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Robert Jackson
 
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Post » Sun Nov 22, 2009 7:54 pm

It looks like MMM is a bit more stable. The game seems to also run smoother. Unfortunately there are crashes when certain weapons are fired (probably FOOK's fault).
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Maria Leon
 
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Post » Mon Nov 23, 2009 10:27 am

Seems more stable than before, but I'm still getting weird crashes. Sometimes the game will just crash to the desktop with a changed resolution (like 640 x 480). Also, the first time I enter the springvale school, it always crashes. Not sure whats causing these issues or if its MMM related...
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Holli Dillon
 
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Post » Mon Nov 23, 2009 5:49 am

Seems more stable than before, but I'm still getting weird crashes. Sometimes the game will just crash to the desktop with a changed resolution (like 640 x 480). Also, the first time I enter the springvale school, it always crashes. Not sure whats causing these issues or if its MMM related...

MMM in springvale school? Surely not.
Today I experience only two crashes- in the same place, when looting one of the boxes. And no more.
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Kayla Bee
 
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Post » Mon Nov 23, 2009 12:15 am

Updated the fook foip file and even did masterupdate with no changes. I fixed the weapon issue (paladin cross was equipping two perforators). Cells crash on loading outside in the wasteland (unsure about city).
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Joanne Crump
 
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Post » Mon Nov 23, 2009 3:38 am

Updated the fook foip file and even did masterupdate with no changes. I fixed the weapon issue (paladin cross was equipping two perforators). Cells crash on loading outside in the wasteland (unsure about city).

Try to create merged patch with FO3edit.exe
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Eire Charlotta
 
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Post » Mon Nov 23, 2009 12:51 am

So far so good for me too.

But I am on the lookout for errors, constructive reports always help mods get better, just being rude about it is only going to get you ignored!
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Andrew Lang
 
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Post » Mon Nov 23, 2009 1:50 am

What the...didn't like 10 posts just vanish?! X_X

Anywho yeah, working well now here so far...

Although...does anyone ever sometimes get NPC's "skipping" audio? They would be saying something...like for example at the goat test bit "Now then, lets see what..." and it just cuts out, and no other NPC talk, butch is just standing there like a nonce until i "bump" him out the way and he insults me and walks off lol.

Then the same thing happens with the female one, "Now my mom says ill either be a doctor or in the main..." cut off again, more silence.

This is from a new game btw.

Or when other npcs are greeting each other, sometimes they will just cut off what they are saying completely...as if a script has just run to shut them up or something, either when BOS "comment" on you or u look at a locked objects its like "don't even th..." etc, it doesn't happen all the time, just often enough for it to be annoying :S.

Any ideas? Probs nothing to do with MMM but since this mod alters NPCs/Creatures so much i figured as much :S.
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Ronald
 
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Post » Mon Nov 23, 2009 8:06 am

Thanks for the update, downloaded and worked extremely well. I've been waiting to play Point Lookout just to get this (well, that and I wanted to get a bunch of unique weapons and get to a higher level). Well, it worked extremely well until one point.

So I continued Walking with spirits and was able to enter the sacred bog successfully, killed all of the mire lurks, and then finally reached the giant punga fruit to obtain the fuit. After I collapsed and got up to start having the hallucinations, I tried to exit--only to get a CTD at the punga fruit entrance.

The only way to fix this was to use Orophin's Sacred Bog crash fix, so according to previous posts this only disabled spawn points, which means these are still causing problems.

Just wanted to report this to see if anyone else has this problem, and/or for Martigen to make a quick fix or something.
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Krista Belle Davis
 
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Post » Sun Nov 22, 2009 8:16 pm

Thanks for the update, downloaded and worked extremely well. I've been waiting to play Point Lookout just to get this (well, that and I wanted to get a bunch of unique weapons and get to a higher level). Well, it worked extremely well until one point.

So I continued Walking with spirits and was able to enter the sacred bog successfully, killed all of the mire lurks, and then finally reached the giant punga fruit to obtain the fuit. After I collapsed and got up to start having the hallucinations, I tried to exit--only to get a CTD at the punga fruit entrance.

The only way to fix this was to use Orophin's Sacred Bog crash fix, so according to previous posts this only disabled spawn points, which means these are still causing problems.

Just wanted to report this to see if anyone else has this problem, and/or for Martigen to make a quick fix or something.

How did you try and exit? The door you came through, or with Mr Break? I don't know if the door at the entrance is safe to use as a exit, but I know that Mr Break is there to help you get out.
Funny, though. One hell of a acid trip that plant sends you on.
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Marina Leigh
 
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Post » Mon Nov 23, 2009 1:10 am

How did you try and exit? The door you came through, or with Mr Break? I don't know if the door at the entrance is safe to use as a exit, but I know that Mr Break is there to help you get out.
Funny, though. One hell of a acid trip that plant sends you on.


Lol, that trip was hilarious...but it was after I got the seeds, I took to steps away from it (towards that narrow exit back into the swamp) and it crashes. Basically, trying to get away from the punga plant causes a crash right away after about 3 steps, until I use the fix. But I'd prefer not to use it, but I'll deactivate it as soon as I get out of the sacred bog I guess...
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Gavin Roberts
 
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Post » Sun Nov 22, 2009 11:24 pm

Thanks for the update, downloaded and worked extremely well. I've been waiting to play Point Lookout just to get this (well, that and I wanted to get a bunch of unique weapons and get to a higher level). Well, it worked extremely well until one point.

So I continued Walking with spirits and was able to enter the sacred bog successfully, killed all of the mire lurks, and then finally reached the giant punga fruit to obtain the fuit. After I collapsed and got up to start having the hallucinations, I tried to exit--only to get a CTD at the punga fruit entrance.

The only way to fix this was to use Orophin's Sacred Bog crash fix, so according to previous posts this only disabled spawn points, which means these are still causing problems.

Just wanted to report this to see if anyone else has this problem, and/or for Martigen to make a quick fix or something.

This is strange- I run out without problems now.
May be you do something wrong? Do you collect all bobbleheads for example?
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SWagg KId
 
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Post » Mon Nov 23, 2009 9:12 am

This is strange- I run out without problems now.
May be you do something wrong? Do you collect all bobbleheads for example?


I couldn't reach the bobbleheads--or anything else, considering stepping exactly three units away from the punga plant causes the game to crash. Its okay now, I used the fix until I got to the atmoic bomb and removed it. All is well, and I beat point lookout.
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ZzZz
 
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