Martigen's Mutant Mod for Fallout 3
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"Let it begin! Let it begin!!" [Rhino, Bolt] Release Candidate
::: DOWNLOAD :::
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::: 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 RC4. :::::
::::: THIS IS NOT OPTIONAL! DO IT! :::::
Yes, I said this for RC3 too but we should be ok now. After RC4 this extended process should no longer be necessary, but you must do it for RC4.
- Go inside somewhere with NO creatures or NPCs (Megaton/Tenpenny home works well)
- Wait 4 days (or 9 days if you use FWE) 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 4.0
- Re-enable MMM .esm, MMM .esp, and your chosen optional MMM plugins
::: Install Instructions :::
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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):
...
... (other mods)
...
[*] Mart's Mutant Mod.esp
...
... (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
- All MMM modules load *after* Mart's Mutant Mod.esp
- All the above MMMF3 .esps are loaded last in your load order.
5) Save your game, and load your game.
6) Enjoy!
::: Overview :::
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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
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
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
:: Factions
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
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
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
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
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
- :: 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 :::
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:: Increased Spawns
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
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
:: [ Wounding Effects ] -- in development
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
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
:: Hunting & Looting
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
:: DLC Plugins
::: Making your own MMMF3 plugins :::
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- 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 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.
::: Contributor credits :::
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Gameplay:
Natural Seclection factions -- ACE
Night Vision for Ghoul Eyes -- Lost Cosmonaut
Supermutant weapon animations -- Talkie Toaster
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 :::
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As always, credit is given for any work so if you want to be involved let me know!