[RELz] Mart's Mutant Mod 1.0 RC 4.0

Post » Mon Nov 23, 2009 7:07 am

I am still crashing alot, new game and all. here is the load order

Fallout3.esm
Anchorage.esm
ThePitt.esm
BrokenSteel.esm
PointLookout.esm
Mart's Mutant Mod.esm
Unofficial Fallout 3 Patch.esp
Unofficial Fallout 3 Patch - The Pitt.esp
XFO_rarity_ammo_med.esp
XFO_rarity_drugs_med.esp
super mutant overlord pickpocket fixed.esp
RRRU +4.esp
NightvisionGoggles(Powered).esp
collectionagent_improved.esp
XFO_Cripple_fixes.esp
WeaponModKits.esp
XFO_Degradation_fixes.esp
Mart's Mutant Mod.esp
Mart's Mutant Mod - Increased Increased Spawns.esp
Mart's Mutant Mod - Zones Respawn.esp
Mart's Mutant Mod - Feral Ghoul Rampage.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 - DLC Anchorage.esp
Mart's Mutant Mod - DLC The Pitt.esp
Mart's Mutant Mod - DLC Broken Steel.esp
Mart's Mutant Mod - DLC Point Lookout.esp
Mart's Mutant Mod - No Corpse Flies.esp
Mart's Mutant Mod - No Geckos.esp
Mart's Mutant Mod - No Wanamingos.esp
Mart's Mutant Mod - No Floaters.esp
Mart's Mutant Mod - No Skeleton Decay.esp
z my merged patch.esp

Total active plugins: 34
Total plugins: 34



I cant seem to find the problem
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ZzZz
 
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Post » Mon Nov 23, 2009 11:22 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).

You don't need to do masterupdate anymore since 1.6. And did you do the clean-install instructions at the start of this thread?


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?

Probably not MMM, sounds more like audio driver issues or mods that alter dialogue.


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.

Do you have a savegame of that point? Would be helpful to see if I missed anything in the Point Lookout plugin. Anyone else had this problem?

And, as above, just to check you did the clean-savegame method outlined at the start of this thread?


I am still crashing alot, new game and all. here is the load order

Aren't there problems with unofficial patch post 1.4 from bethesda?

And what does the z merged patch do? You may be undoing certain values from MMM, and it doesn't look like you need to use a merged patch anyway from the mods you have (that I recognise).
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Kirsty Collins
 
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Post » Sun Nov 22, 2009 10:33 pm

Probably not MMM, sounds more like audio driver issues or mods that alter dialogue.

Or mod, which alter background sound. I have this one
Do you have a savegame of that point? Would be helpful to see if I missed anything in the Point Lookout plugin. Anyone else had this problem?

Yesterday I make main quest of PLO until Calvert death vith only one game restart- Dezmond script in the mansion was not initialize properly.
No problem with MMM
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tannis
 
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Post » Mon Nov 23, 2009 3:31 am

For some reason, the RC4 update makes my game run at an amazingly dropped framerate. Usually running at 60fps inside or outside, but with RC4, I'm running at 10-20 FPS. Would this be become of the new spawning system? (Tested this on a new game also).
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Stryke Force
 
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Post » Mon Nov 23, 2009 2:52 am

For some reason, the RC4 update makes my game run at an amazingly dropped framerate. Usually running at 60fps inside or outside, but with RC4, I'm running at 10-20 FPS. Would this be become of the new spawning system? (Tested this on a new game also).

I was not see any degradation in perfomance since rc3
But I rarely have more then 30 FPS at all
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Shaylee Shaw
 
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Post » Sun Nov 22, 2009 10:08 pm

For some reason, the RC4 update makes my game run at an amazingly dropped framerate. Usually running at 60fps inside or outside, but with RC4, I'm running at 10-20 FPS. Would this be become of the new spawning system? (Tested this on a new game also).

Actually, RC4 should be the fastest yet. The old system used a GameMode block (runs once every frame) for every Increased Spawn actor to detect when they should be cleaned up. RC4 uses a different system that moves this to the OnLoad block, where it's run once when the actor loads and then never again. None of the Increased Spawns actors have GameMode blocks, so each performs as fast as the original vanilla actors.

Can I check you did the full clean-save procedure as outlined in the first post when you upgraded? Not doing so could lead to unpredictable results.
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Nathan Barker
 
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Post » Sun Nov 22, 2009 11:14 pm

Ah guys, I've gotten confuse in how to use this dynamic player scaling. How do I do it?
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Jessica Lloyd
 
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Post » Mon Nov 23, 2009 7:44 am

And what does the z merged patch do? You may be undoing certain values from MMM, and it doesn't look like you need to use a merged patch anyway from the mods you have (that I recognise).


will get rid of the merged patch then, and the unofficial patch i thought was for getting rid of the ash piles that keep stacking up every where.


EDIT:
getting rid of the merge seems to have fixed my issue.

also, with hunting and looting. I noticed they loot the bodies, but not the ones that turned to ash.
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nath
 
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Post » Mon Nov 23, 2009 12:11 am

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.


Hey!

Any update on this, please?

Thank you!

cc
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Multi Multi
 
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Post » Mon Nov 23, 2009 11:28 am

Hey!

Any update on this, please?

Thank you!

cc

Try to seek help here
http://www.fallout3nexus.com/downloads/file.php?id=7566
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Jordan Fletcher
 
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Post » Mon Nov 23, 2009 1:31 am

The crashes seem to be decreased like 200% for me now. I barely/rarely crash now no matter how big of a army i need to fight

Framerate increase in some areas. And something amusing happening with the spawning system which, but i'll check if it says anything in the readme so i don't look like a idiot
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Emily Martell
 
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Post » Mon Nov 23, 2009 5:11 am

I'm glad to hear about I'm not only one, who don't have issues now. :)
Please- post your positive comments too, I am sure it is important to Martigen
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Greg Cavaliere
 
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Post » Sun Nov 22, 2009 11:04 pm

Nope, got latest audio drivers, not running any dialogue mod or background audio mods.

I think I see what it is and here's and example:

I was sneaking into a super mutant fortified location, to rescue a captive, and just outside I saw/heard two super mutants telling a knock knock joke to each other, it got to about "whose there?" then all of a sudden the captive yells (again) "help me please" and all then all of sudden the two super mutants stop talking completely in the middle of there audio, and just continue patrolling...

Could this be a threaded issue? When two or more dialogues are being engaged at once, one of them shuts off? Maybe an INI tweak somewhere I can use?

Sorry to plague the thread but, just eliminating outcomes here.
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Ladymorphine
 
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Post » Mon Nov 23, 2009 1:22 am

Could this be a threaded issue? When two or more dialogues are being engaged at once, one of them shuts off? Maybe an INI tweak somewhere I can use?

It can be
Try this first in fallout.ini
[General]
bUseThreadedAI=1
iNumHWThreads=2 (must be added)

If it don't help
http://www.gamesas.com/bgsforums/index.php?s=&showtopic=892770&view=findpost&p=13066688
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Stacy Hope
 
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Post » Mon Nov 23, 2009 5:21 am

I was surprised to read comments that installing Broken Steel adds Enclave patrols to the wasteland right from the start of the game.

Do people mean that using MMM's Broken Steel plugin adds Enclave patrols right away? Or that the official Bethesda Broken Steel DLC makes Enclave soldiers appear throughout the wasteland right from the start of the game?

When I installed Broken Steel I was already past the arrival of the Enclave, and I haven't tried a new game yet. If having the official Broken Steel DLC installed puts Enclave into the game right from the start, that seems like a massive bug in the DLC, one that should be more well-known.

I'm sure there are some people that newly buy Fallout 3 and also buy all the DLC (especially since they are now available on retail discs), so they can have a fully upgraded and expanded game with all features. (And everyone's heard about Fallout 3's crappy ending and how Broken Steel fixes it.) Imagine this person playing Fallout 3 for the first time, and running into Enclave soldiers wearing Hellfire armor and armed with Heavy Incinerators, just one minute after leaving the Vault 101 entrance!

This would be especially problematic for casual players that don't use mods - they won't have moved the DLC to their game Fallout 3 Data folders, they won't have manually activated them, instead they will be automatically active all the time through the Games for Windows Live system. Might also be problematic for those on consoles, is it easy for an Xbox 360 player to disable DLC?

I actually do like the idea of being able to encounter the Enclave earlier in the game, if something was done so that they would only appear in a few parts of the wasteland, such as near Raven Rock, or places that might have lots of weapons and technology like robot factories, the National Guard armory or the military base containing the T-51b power armor. Would also be cool if they weren't automatically hostile, if instead they were like Brotherhood Outcast patrols, doing their own thing, not giving a damn about you unless you bother them.

I guess it would spoil some of the dialogue, though (Sarah Lyons comments that they haven't run into the Enclave in the Capital Wasteland before, they've only heard Enclave radio messages which might have been recorded ages ago.) Perhaps could be somewhat plausible if there were only a few groups of Enclave around in remote places, could be plausible they've only turned up on the scene recently and the Brotherhood hasn't come across them yet. (Or there were only a few encounters, in which the Enclave killed the Brotherhood so they were never able to report back.)
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Aaron Clark
 
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Post » Sun Nov 22, 2009 7:52 pm

I've seen Enclave patrols before going to Project Purity for the first time, so something is adding them in. I don't mind it though, I doubt every single one of them was underground waiting for a signal to attack or something. There were probably some manned patrols alongside the eyebots.
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Avril Churchill
 
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Post » Sun Nov 22, 2009 11:32 pm

I've seen Enclave patrols before going to Project Purity for the first time, so something is adding them in. I don't mind it though, I doubt every single one of them was underground waiting for a signal to attack or something. There were probably some manned patrols alongside the eyebots.

I think so too :)
Anyway- enclave armor (well, not best one) is very good to deal with outcasts ;)
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dav
 
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Post » Mon Nov 23, 2009 1:12 am

1: Martigen, I started a new game with RC4. I don't need to wait 4 days do I?

2: I have the Floaters, Geckos, and Wanamingos turned off and at every spawn point (almost) the game spawns...... everything. Radscorpions, Deathclaws, Yao Guai, Corpse Flies, & Robots. It's one huge fight. I have barely seen any Night Ghouls. This also happens during the day and I have waited 4 days in an unoccupied spot just to see if it was an error on my part, but the same thing happens. My mods have not changed since RC3 and it worked fine with them. I'm not sure whats going on here.
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Beth Belcher
 
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Post » Mon Nov 23, 2009 10:46 am

1: Martigen, I started a new game with RC4. I don't need to wait 4 days do I?

2: I have the Floaters, Geckos, and Wanamingos turned off and at every spawn point (almost) the game spawns...... everything. Radscorpions, Deathclaws, Yao Guai, Corpse Flies, & Robots. It's one huge fight. I have barely seen any Night Ghouls. This also happens during the day and I have waited 4 days in an unoccupied spot just to see if it was an error on my part, but the same thing happens. My mods have not changed since RC3 and it worked fine with them. I'm not sure whats going on here.

1. You don't
2. Well, there is no NO_Radscorpions, Deathclaws, Yao Guai, & Robots. You can however turn off Corpse Flies
Or you want to say you see Floaters, Geckos, and Wanamingos too?
If it too difficult to handle all of this- you can
-decrease game difficulty, at least for first time. In time you will able to handle all of this.
-Disable Increased Increased spawns, if it still be too difficult- Increased spawns too
Note: If you use FWE then Increased spawns already set to ON.
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Miguel
 
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Post » Sun Nov 22, 2009 8:30 pm

Okay, this is probably idiocy on my part or Vista's fault, but it had to do with creatures, so...

Okay, the textures for creatures are bugged. Not people, just creatures. They seem to lift the textures straight from things in the environment - stone, metal, Vault-Tec signs.

While the Amazing Technicolor Molerats are somewhat amusing, I need to fix this. Help?
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Emzy Baby!
 
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Post » Mon Nov 23, 2009 1:36 am

has someone made a mark vi spartan armor mod for fo3?
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loste juliana
 
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Post » Mon Nov 23, 2009 10:57 am

Okay, this is probably idiocy on my part or Vista's fault, but it had to do with creatures, so...

Okay, the textures for creatures are bugged. Not people, just creatures. They seem to lift the textures straight from things in the environment - stone, metal, Vault-Tec signs.

While the Amazing Technicolor Molerats are somewhat amusing, I need to fix this. Help?


Are you using AII (ArchiveInvalidationInvalidated!)?
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A Lo RIkIton'ton
 
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Post » Mon Nov 23, 2009 1:09 am

Is there any mirror for the FOMOD version? The washington server of TES Nexus isn't letting me get any downloads at this point in time (just errors on me).
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Jerry Cox
 
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Post » Mon Nov 23, 2009 7:03 am

Are you using AII (ArchiveInvalidationInvalidated!)?



*headdesk*

No. I will, thank you.
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Amy Gibson
 
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Post » Mon Nov 23, 2009 5:14 am

I was surprised to read comments that installing Broken Steel adds Enclave patrols to the wasteland right from the start of the game.

Do people mean that using MMM's Broken Steel plugin adds Enclave patrols right away? Or that the official Bethesda Broken Steel DLC makes Enclave soldiers appear throughout the wasteland right from the start of the game?


It has nothing to do with MMM and everything with the DLC.
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Theodore Walling
 
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