[RELz] Mart's Mutant Mod 1.0 RC 4.1

Post » Sat May 28, 2011 3:46 am

I particularly like the inclusion of non hostile creatures, such as the wasteland scorpion, corpse flies and little geckos. I would like to suggest, if possible, removing such non-threatening creatures from the "radar". They serve very well as "decoration" and have no need to be there. I'd love to see more such creatures, though I understand that the wasteland is essentially, well, a wasteland.

Squirrels perhaps - if they could climb trees that would be particularly decorative and atmospheric.


What trees!!!! I'm still trying to find the last tree mentioned by Three Dog From GNR lol :lol:
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Marina Leigh
 
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Post » Fri May 27, 2011 7:48 pm

Look around the north edge of the map, Nilms. ;)
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Jason White
 
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Post » Sat May 28, 2011 12:26 am

Hmmm, I get a crash when trying to start the game using FOOK2 and MMM together. If disable FOOK2 and use just MMM the game will start. And if I disable MMM and use just FOOK2 the game will start. Strange. Any ideas on what's going on? I get an error message saying that it is trying to reference memory but is unable to. This is the error report I get:

Snip a bunch of now useless gobbledygock


Load order is:

Fallout 3.esm
Anchorage.esm
The Pitt.esm
Broken Steel.esm
Point Lookout.esm
Caliber.esm
MMM.esm
FOOK2 - Main.esp
FOOK2 - [censored].esp
FOOK2 - DIK.esp
MMM.esp
MMM - Hunting Looting.esp
MMM - Tougher Traders.esp
MMM - Natural Selection.esp
MMM - No Corpse Flies.esp
MMM - FOOK2.esp
MMM - FOOK2 DIK.esp

I wish it was something stupid I'd done, like screw up the load order, but I think I have that right. Maybe the error report will tell you something? Thanks.

EDIT: Duh, I may have found it. For some reason I seem to be missing the DLC MMM plug ins. Strange don't know how that happened. Now, let me fix that and see if that fixes things.

EDIT2: Yep, that was it. Still not sure how I extracted all the other files and those went missing but anyway, seems to start the game ok so far. I'll leave this here so that perhaps others can learn from my mistake :)
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Amber Ably
 
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Post » Fri May 27, 2011 6:13 pm

This mod is super awesome i mean with all the fighting and the blood and the naked women, unfortunately though when i use MMM it seems to make me CTD when i turned it off it my game worked and didnt CTD i dont know whats wrong i mean i have all the patches and everything. Im not sure how to get my load order in here if someone could tell me that would be cool.
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Leilene Nessel
 
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Post » Fri May 27, 2011 7:24 pm

*post edited for incorrect advice, apologies*
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Erich Lendermon
 
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Post » Fri May 27, 2011 9:12 pm

hey Mart, i experienced a few crashes in certain tunnels while running fook, increased increased, feral rampage all together, i thought it was only the ghouls at first

its almost impossible to replicate this error, at first i thought it could be the loot in bodies, but after looking closely at your esps for compatibility, its not that at all, and in fact your plugins are very well compiled to match fook2

eventually i started crashing with super mutants, raiders, pretty much a lot of intense situations...then i popped open your esp and saw the "inumplayercombatatonce", and excess body removals etc...when i set them to default, the crashing completely Stopped, however, i realize why you increased it, which is the default (20) makes half the npcs on the screen into "idle zombies", so i set it to 30, and so far i've only crashed once in about 4 hours, "stress testing", game play is slightly affected but honestly its a really enjoyable experience

hey i thought id th row this out there, i could be completely wrong, lucky, ignorant or all 3 put together, but i figure what if you tinker with those settings maybe lowering the setting for fook+mmm users might just do the trick

That's a very interesting find veteran! Yes I raised a number of globals to ensure when adding Increased Spawns that you don't get the 'zombie' effect when the engine reaches its specified limit of how many actors to process at once. I also raise the corpse level so that it takes more dead bodies before the game starts cleaning them up, giving you the chance to collect on your loot.

But, as we know, Fallout 3 isn't exactly the most stable engine. If these values are causing issues in large fights, and reducing them can improve stability, then we may well need to reduce them, which is unfortunate. I'm in Linux atm the moment but will reboot later and post some suggested global variable changes, and will be very interested to see how that works for people.


the point is, i cant pinpoint exactly -what- causes these sometimes frequent crashes but ive noticed the following usually happens before the crash starts to creep its head

- whenever npc triggers specific behavior such as - crippled limbs, switching WEAPON TYPE from ranged to melee at close distance, retreating - it -feels- as if the engine is strugglining between both mmm and fook esps, maybe its a faction behavior, or unique packages for npc types perhaps too much bouncing of the variables upon startup causing risk for improper lists due to overwhelming amount of instructions (20+ plugins on top of eachother etc)?

-npc activates special behavior/power/feature, or at least that appears to be it with the feral ghouls, i dont think its resurrection, i think it may be something like the glowing one self destructing

-large numbers of npcs are alerted to player presence during STEALTH, ive crashed a few times when over 10-15 ghouls or raiders detect me and the *danger* indicator appears

-at times, a large portion of npcs seems to carry primary weapon off-hand going into the MELEE/FIST idle+walk animations, maybe this is in an "AI PACKAGE" or something, they wont fire their weapon, and simply stand in melee pose, or run around/take cover since they cant fire their weapon, ive crashed occassionally when 2 or 3 npcs are in the middle of a huge fire fight stuck in "melee"

-loot can seem like overkill (with both mods running at once), 2 types of grenades, 2 types of ammo per-npc, i have a feeling this can consume resources otherwise dedicated to overall stability by less strain of the engine in calculating so many different item types etc, maybe "trim" down loots to be more mainstream by having items both mods recognize avoiding unnecessary memory consumption

-fook2 adds a considerable amount of custom content" from weapons, to armor/clothing/weapon/clutter textures, models, etc. on mid to mid-high computers, this will most likely heavy loads/chokage, maybe freezing or not being able to save/quick load, crashing on cell transition etc when running in FULL quality, if you're running the "high res" world textures, dont even think about using the 4096x4096 package with both of these

Yep all of these point to stressing the engine. There's not much that can be done, except save often and perhaps quit Fallout 3 and re-start it every now and then (every hour or so?). The game has known memory leaks that will, eventually, cause a crash. Re-starting the game should 'reset the clock' as it were.

as far as MMM itself goes...its perfect
im gonna play some more i just spent 20 minutes writing this

Thanks :)

I just wanted to know if there was an update to the Enclave Purifier Spawns after main quest ends. Its just annoying to have to clear them out (Im not even certain if they'll respawn after).

Not sure what you mean -- a number of versions ago the Enclave were given a quest variable check to ensure they don't spear near the purifier after the MQ is completed. This is a vanilla bug MMM fixes. Do you mean other enclave elsewhere? Send me a savegame with (as much as possible) no mods but MMM loaded while you're facing these guys and I can track them down.


i read somewhere on this board, about FO3 edit and creating a "merged patch" after your load order is complete and you have finalized which plugins you want to play with, you then load this "merged" esp LAST, and it appears to make new lists for all the "problem" leveld creatures, scripts, what have you

No no no. Well, mostly no. :)

FO3Edit's Merged Patch feature is not a silver bullet. It will only help some mods interopate better by merging level lists, rather than replacing them. But this isn't always a good thing. There can be many examples, but here's just two from MMM:

* The MMM DLC - Broken Steel plugin reduces the occurance of Albino Radscorps in the Wasteland, creating a merged patch will undo this.
* The MMM FOOK2 plugins re-arrange some MMM spawn lists to operate with new FOOK ones, creating a merged patch will undo this.

The latter especially will have a big impact -- for eg the new MMM Slaver NPCs get merged into FOOK's new Slaver NPCs, creating equal chances for them all to appear. If you create a merged patch, the chances of the FOOK2 NPCs to appear will fall to less than 10%.

It's good that it appears to have helped your stability, but on the whole I prefer to run without a merged patch. It's a tool for very specific purposes, should only be used with hand-picked mods from your list and not your entire load order, and you must look over the resulting .esp with a fine toothed-comb to ensure it doesn't break features from your mods (as above). Remember, not all lists are supposed to be merged, some features of mods rely on them being able to alter or overwrite certain lists. MMM is one of these, as is FOOK.

What you need isn't a merged patch, it's compatibility patches such as FOIP. These are hand-made, like those I make for MMM, to ensure the parts that need to 'merge' do so, while others that don't, don't.


hi,
there's a minor conflict between MMM-broken steel patch and the UFOP-broken steel patch, both add a script to the ghoul reaver (creature DLC03CrFeralGhoul4A). B)

Thanks, will check it out. If necessary will added any changes from UFP to the MMM script.

Hmmm, I get a crash when trying to start the game using FOOK2 and MMM together. If disable FOOK2 and use just MMM the game will start. And if I disable MMM and use just FOOK2 the game will start. Strange. Any ideas on what's going on? I get an error message saying that it is trying to reference memory but is unable to. This is the error report I get:

Yep spread the word! The MMM FOOK2 DIK plugin requires: All DLCs, FOOK2, FOOK2 DIK plugin, MMM, all MMM DLCs. This is actually stated in the description of the .esp.
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Robert Devlin
 
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Post » Sat May 28, 2011 1:10 am

martigen, you are absolutely right, using the "merge" method indeed ..scrambled quite a few spawns and content..in a way "randomizing" the chances of the way they behave

i apologize for giving out poor advice, intentions were good, but my knowledge base of bethesda and specifics not so good, thanks for that information it helps a lot

i'm going to stick to yesterdays methods with only the foip + load orders, and perhaps only lower the maxnpcplayercombat values to 30 and see how it goes

i was beginning to think i "broke" my setup, as the memory leaks you mentioned are painfully present, and rebooting the engine every hour or so definitely helps for in-game stability until it starts to choke again

small price to pay for so much added content i suppose, im going to edit my previous post where i recommended the "merge"

again thanks for everything

back to the wasteland!
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Shae Munro
 
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Post » Sat May 28, 2011 12:33 am

Ever since upgrading to RC 4.1, I've experienced consistent CTDs while fighting raiders. Basically, the game CTD when I shoot (and hit) a raider. It doesn't happen with every raider, but it happens with raiders (if that makes any sense). I am looking through FO3Edit to try and see if I can spot which raider is causing this. Below is my load order:

Fallout3.esmAnchorage.esmThePitt.esmBrokenSteel.esmPointLookout.esmZeta.esmUnofficial Fallout 3 Patch.esmCALIBR.esmCRAFT.esmFACE.esmEnhancedChildren.esmMart's Mutant Mod.esmUnofficial Fallout 3 Patch - Operation Anchorage.espUnofficial Fallout 3 Patch - The Pitt.espUnofficial Fallout 3 Patch - Broken Steel.espUnofficial Fallout 3 Patch - Point Lookout.espUnofficial Fallout 3 Patch - Mothership Zeta.espDarNifiedUIF3.espDUIF3Extras.espCRAFT - Activation Perk.esp2nd Home at Tenpennys [Engl].espOwned!.espDCInteriors_Mason.espDCInteriors_Georgtown.espStripClub.espAll Anchorage Armors Usable.espAll Perks Unlocked.esp999 Weight Limit.espAmmo Crazy 3.espAuto Aim Fix v1.1.espBM13ImprovedMZSpacesuit.espBottle That Water Alternative Option B.espCASM.espChineseStealthArmorFixed.espComp_dont_steal_xp_hereticus.espConfessor Cromwell has a Break_EV.espdD-No Screen Blood.espdoctorli_glasses.espExplosive Explosives v1.3.espFF_DestructibleRadios.espFollowerArmorUnlocked1.0.espFollowersRelax.espGhoulified Cromwell.espGPs Oasis - Clean Water 1.1.espGrouse Slaver Radio.espImproved Turrets.espJHB Workbench Repairs.espLawbringer Contract Killer Perk Fix.espLucky_hacking_5.espmaxarmor95.espMrSlackPants-DecentPipBoyLight.espNoStupidExplosiveCars.espNoTheftComments.espNPC Height Randomizer Less Variance.espNPCs Sleep Tighter.espQuickStart.esp_R_Tribals.espRealistic Explosions.espreduced karma loss for Stealing.espRWD.espSlower Degradation (-95%).espStranger Core - Stance does not affect accuracy.espSurplusReassign.espSYAlwaysBuysBooks.espTossedMines.espVATS Normal Weapon Degradation.espVendorCapsIncreased10X.espPower Armor Revival.espPower Armor Revival - Operation Anchorage.espPower Armor Revival - Broken Steel.espPower Armor Revival - The Pitt.esp3EFdrgplate.espAlienMesmetron-V1.0.espColossus Armor.espColossus Headgear.espColossus Hvy Armor.espColossus Tesla Armor-edited.espColossust 51 Armors.espCol Enclave v2 Stand Alone.espFreebooter_Armor.espMicroBikini.espNightvisionGoggles(Powered).espPEDress.espRadioYourFriendsV1.02.espScout Outfits.espsixy_Nurse_TYPE3.espsunglassescollection.espFACE NPCS.espFACE [Eyelashes] Naruto Eyes.espClassic Fallout Weapons BETA.espWeaponModKits.espWeaponModKits - OperationAnchorage.espWeaponModKits - ThePitt.espWeaponModKits - CFW.espWMKAA12Shotgun.espUWWUT.espUWWUT - The Pitt Addon.espUWWUT - Broken Steel Addon.espUWWUT - WMK Addon.espDree Repair.espDree Repair for Anchorage.espDree Repair for Pitts.espDree Repair for Broken Steel.espDree Repairs for Point Lookout DLC.espDree Repairs for Mothership Zeta.espWML Shotguns Repair - need PL.espMart's Mutant Mod.espMart's Mutant Mod - DLC Anchorage.espMart's Mutant Mod - DLC The Pitt.espMart's Mutant Mod - DLC Broken Steel.espMart's Mutant Mod - DLC Point Lookout.espMart's Mutant Mod - Hunting & Looting.espMart's Mutant Mod - Tougher Traders.espMart's Mutant Mod - Natural Selection.espMart's Mutant Mod - Increased Spawns.espMart's Mutant Mod - Feral Ghoul Rampage.espMart's Mutant Mod - No Ghoul Raise.espMart's Mutant Mod - CFW.esp(MMM) Psychoelfs - No more wasteland robots.espFOIP - FACE [MMM] Raider Eyelashes.espFOIP - FACE NPCS [Broken Steel].espTalonExtraArmor.espCantaburyCommonsGuards.espMTC MoreGuardsInBigTown.espbittercup_comp.espBriannaCompanion.espDogmeat Leather Armor - CRAFT.espJHBCloverPlus.espLucyWestCompanion.espslaveraider.espFollowersHire.espmerged patch.esp

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SiLa
 
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Post » Fri May 27, 2011 8:55 pm

Ever since upgrading to RC 4.1, I've experienced consistent CTDs while fighting raiders. Basically, the game CTD when I shoot (and hit) a raider. It doesn't happen with every raider, but it happens with raiders (if that makes any sense). I am looking through FO3Edit to try and see if I can spot which raider is causing this. Below is my load order:

Until you find an example, I suggest disabling your merged patch -- then go inside somewhere with no NPCs/creatures and rest for 4 days to let cells reset.

Additionally I notice an MMM 'raider eyelashes' mod. Try without that and the above procedure and see how you go. I realise the merged patch may be allowing (depending on how it was made) the eyelash mod to work, so perhaps try disabling both first and see if that helps than narrow it down.
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Victoria Bartel
 
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Post » Sat May 28, 2011 12:09 am

i'm going to stick to yesterdays methods with only the foip + load orders, and perhaps only lower the maxnpcplayercombat values to 30 and see how it goes

i was beginning to think i "broke" my setup, as the memory leaks you mentioned are painfully present, and rebooting the engine every hour or so definitely helps for in-game stability until it starts to choke again

small price to pay for so much added content i suppose, im going to edit my previous post where i recommended the "merge"

again thanks for everything

No worries!
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remi lasisi
 
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Post » Fri May 27, 2011 7:08 pm

hate to plague your thread man, but im still up and playing, im addicted

anyway just wanted to ask you about someone who you worked with on oblivion if im not mistaken

his name was jagger, jager, jaga, something like that, he made the "streamline" performance/memory allocation program, you know what i'm talkin about right dude? i could be wrong but im almost sure you guys were buddies

that utility actually no wait, it was an ESP! it came as a "ring" in your inventory as i remember, and you could set how much info/resources it purged depending on your system, etc. however this wasnt just a plugin that typed "pcb" for you every 10 seconds, it was "smart" with how it handled stuff

anyway, are you still in contact with him? i bet it would help with these memory leaks, perhaps certain combinations or "resources" being cached, are to blame for this "hour-glass game session" syndrome everyone experiences. maybe, a plugin such as mainstreamed 2.0 or whatev er it was could help

if any "elder scrolls" could use such a blessing, i think this is the engine in need of it

alright dude back to the wasteland
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Nuno Castro
 
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Post » Sat May 28, 2011 8:28 am

Just started my first MMM playthrough. WOW.

Set it up with incr incr spawns, and all the normal features. Started off just seeing some oddly colored radroaches, then some dogs fighting molerats and thought, "hey, that's kinda neat."

Then I got to the super-duper mart.

Walk in thinking "yep time to waste a few easy raiders and collect mah lootz". Fire one shot and out comes about 15-20 well-armed raiders ready to start gang [censored] me.

OMG. WTF. BBQ. Incoming storytime.

Had to pull a hit-and-run tactic to thin out the numbers and make my way to the bathrooms. Once there, I barricaded myself in frantically headshotting raiders as they poured in the door after me. I was just about bingo on ammo when I finally climbed over the mountain of bodies and headed to the back to find: EVEN MORE RAIDERS! Another 5-10 were waiting for me in the back room, they had me moving from corpse to corpse looting ammo, chowing on food, anything I could do to survive. Finally I cleared them out and made my way to the back room, looted the joint, and hacked into the protectron terminal. He goes walking out just as ANOTHER MASSIVE WAVE of raiders comes pouring into the store and all I hear is "Intruder Detec-BLAM". So much for that robot. The raiders then start taking cover positions, firing from every direction. I saw one that only had a melee weapon run into the supply area and pick up the laser pistol to shoot at me with! It was an agonizingly long battle of attrition, but I finally managed to kill the last of the bastards, squeezed the last gram of loot into my pack and got the hell out of there.

That was probably the most exciting and intense scenario I've ever come across in FO3... and it happened in the Super-Duper Mart.

Needless to say, I now cannot wait to see what the rest of the game has in store with this amazing mod.

Hats off Mart, Bethesda needs you on their payroll. Seriously.
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Nick Jase Mason
 
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Post » Sat May 28, 2011 8:20 am

his name was jagger, jager, jaga, something like that, he made the "streamline" performance/memory allocation program, you know what i'm talkin about right dude? i could be wrong but im almost sure you guys were buddies

This is another thing, but may be you take a look?
http://www.fallout3nexus.com/downloads/file.php?id=6510
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Jade Barnes-Mackey
 
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Post » Sat May 28, 2011 4:40 am

OMG. WTF. BBQ. Incoming storytime.

Had to pull a hit-and-run tactic to thin out the numbers and make my way to the bathrooms. Once there, I barricaded myself in frantically headshotting raiders as they poured in the door after me.....

And that, dear friends, colleagues and newcomers, is the hallmark of MMM (and how you know it's well-ported from OB to FO3)-- every encounter, no matter how minor it previously was, becomes a "bar story", as it were. A good bar story; the kind you can eat out on for a week (because people would buy you dinner and drinks to hear the story of how you survived the Super Duper Mart, or Sprimgvale School, or just walking to Greyditch :) ). Even casual encounters that you pass by (such as the dogs fighting molerats) becomes notable and worth mentioning/screenshotting/wondering "wtf happened here???"

I am so happy to see the now-traditional surprise and wonder rolling in in the form of the stories of MMM encounters that you just had to share :D. This is the very quality that makes MMM an absolute, no arguments must-have, basis mod for me in both this and its previous incarnation. It's always been incredible to me that-- without 'touching' anything that you would expect would be needed to make the game more like a Role-Playing game rather than like an FPS (such as adding new locations, or NPCs or quests) and thereby causing potential problems and conflicts-- MMM reaches into the 'guts' of the game and draws the 'RPG' in 'action RPG' to the surface. Even more incredibly, it does so by truly accentuating the 'action' half of the equation so that your PC naturally becomes a player in a living story in which each player's unique 'take' on situations is an instrumental part of how they get through it and go further, which is the essence of role-playing, really.

I mean, I never would have thought of barricading the bathroom door with bodies (!! lol); I'm more of a 'chase me, chase me.... to your DOOM!' kind of player, but that's the whole point :) .

This is a great mod, in so many ways.... for those of you who haven't tried it yet, try it. You won't be sorry (promise). Mart, thanks so much!
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Yonah
 
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Post » Fri May 27, 2011 11:00 pm

Until you find an example, I suggest disabling your merged patch -- then go inside somewhere with no NPCs/creatures and rest for 4 days to let cells reset.

Additionally I notice an MMM 'raider eyelashes' mod. Try without that and the above procedure and see how you go. I realise the merged patch may be allowing (depending on how it was made) the eyelash mod to work, so perhaps try disabling both first and see if that helps than narrow it down.


I removed the FACE-MMM compatiblity plugin (the eyelashes mod), that didn't help. But after I remove the merged patch (that is, the merged patch I created after removing the FACE-MMM compatiblity plugin), it did stop CTDing while I was fighting the raiders. I did do a cell reset after I upgraded from 4.0 to 4.1 (standard practice with MMM/FCOM in Oblivion :) ). Since you suggested removing the merged patch, any ideas what the cause of this problem might be?
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Alada Vaginah
 
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Post » Sat May 28, 2011 1:15 am

Mart, why don't you release patches for your mods so that people don't have to download the entire ~100mb all over again?
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Robert Garcia
 
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Post » Fri May 27, 2011 8:19 pm

Mart, i have something that may sound a bit crazy, or simple, but if you could sometime, when you're able to, is test these settings out and let me know if it provides the same result, which i will explain after i tell you exactly what i've "tweaked", i swear, i swear i think this is actually a real solution - without merge tricks or anything, just the regular esps, foip etc

change the following settings

iNumberActorsInCombatPlayer 30 (DEFAULT IS 40)

iNumberActorsGoThroughLoadDoorInCombat 4 (DEFAULT IS 6)

iAINumberActorsComplexScene 30 (DEFAULT IS 40)

iRemoveExcessDeadTotalActorCount 25 (DEFAULT IS 40)

iRemoveExcessDeadCount 20 (DEFAULT IS 30)

iRemoveExcessDeadComplexTotalActorCount 20 (DEFAULT IS 40)

iRemoveExcessDeadComplexCount 3 (DEFAULT IS 6)


ONE LAST CHANGE TO THE FALLOUT.INI

CHANGE bPreemptivelyUnloadCells=0 AND SET IT TO 1, SO IT LOOKS LIKE THIS bPreemptivelyUnloadCells=1

small simple changes, but i swear to you mart, i swear that its running a lot more......stable, all spawns in tact, all MMM+FOOK2 content appearing as intended...almost 3 hours not a single crash!!!!

Side Effects are as follows

-Sometimes, a dead npc can't be looted, the ragdoll is there, but nothing happens when you push use/loot button, probably excess dead count/complex settings related

-NPC equpping weapon off-hand melee stance bug is still there, i think thats from fook behavior though, i think they wanted all npcs to walk around with a weapon equipped off-hand, which is good for immersion, but terrible side effect

-Sometimes, out of a group of 15-30 npcs, some of them stand "idle" until you kill off a few others, this is most likely the iNumberActorsInCombatPlayer reduction, but at 20 is simply ridiculous and kills immersion, however at 30 its very forgivable, its as if you can see the AI "waiting in line for a free slot to open up" so t hey can engage combat, haha, quite a better result than crashing right??

Mart, i really have a good feeling about this, IF you get a chance to try these out yourself, let me know if it works right, the preemptiveunload cells cvar causes more "studdering" on loads, however seems to REALLY help crashes between indoor/outdoor transitions, and who knows what else

besides, if this works, im sure you will fine-tune the perfect settings

this is all i can do to try and help, hope you find something useful mart, ill try to check back on this thread within the next few days

back to the wasteland!
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patricia kris
 
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Post » Fri May 27, 2011 6:05 pm

Any way you could upload that as a small compatibility "fix" .esp to www.mediafire.com for testing Veteran Gamer?

Would be quite interested in giving it the once over to see if that resolved the issues I was having with Ghouls earlier. I still should have the save somewhere.
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Camden Unglesbee
 
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Post » Fri May 27, 2011 8:06 pm

sorry mortis, i wouldn't trust me with any sort of plugin, im just being honest

the last thing i'd want to do is upload something that the man himself (mart) doesn't approve of or confirm to work, this is also the second or third time i come up with a "i think i've solved it"

i'm simply not a reliable source of information with the beth engine even if it sounds like i know how to change a few numerical digits

we are, and always have been in good hands with mart, and i'm almost 99% certain that if in fact he tries messing with those settings, and they do work, he will share it immediately

i didn't mean to tempt you, or gloat in any way, sorry man. mart will check it out though hang in there
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M!KkI
 
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Post » Fri May 27, 2011 7:37 pm

Well I was more offering to test and verify that it was elevating the problem, so no worries.
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Neliel Kudoh
 
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Post » Fri May 27, 2011 6:11 pm

First of all, big thanks for all the work!

Now I'd like to ask a general MMM question, it seems to me that I can play MMM + [insert random mods] and everything is hunky-dory for about 30-40 real time hours... after that I start crashing more and more often until eventually I grow frustrated and start a new game; Is this normal(ish)?

For example, my current load order is:
[X] Fallout3.esm
[X] Unofficial Fallout 3 Patch.esm
[X] CALIBR.esm
[X] FOOK2 - Main.esm
[X] FOOK2 - [[censored]] World And Neighbourhood Kit.esm
[X] Mart's Mutant Mod.esm
[X] DarNifiedUIF3.esp
[X] DUIF3Extras.esp
[X] Sprint Mod.esp
[X] Slower Levelling - very slow - LITE.esp
[X] FOOK2 - Main.esp
[X] FOOK2 - [EVE] Energy Visuals Enhanced.esp
[X] FOOK2 - [censored] Map Markers.esp
[X] Mart's Mutant Mod.esp
[X] Mart's Mutant Mod - Increased Spawns.esp
[X] Mart's Mutant Mod - Zones Respawn.esp
[X] Mart's Mutant Mod - Tougher Traders.esp
[X] Mart's Mutant Mod - Hunting & Looting.esp
[X] Mart's Mutant Mod - Natural Selection.esp
[X] Mart's Mutant Mod - Feral Ghoul Rampage.esp
[X] Mart's Mutant Mod - FOOK2.esp

...and it worked brilliantly for about 30 hours (clean FO3 install, totally new game, patch 1.6, UOFP, fook2 1.2, mmm rc41, fose 1.1b9, masterupdated but not merged, etc). Then everything just starts crashing, on cell loads, on looting corpses, on opening pip-boy, on opening console, etc. Maybe one in 20 times for the aforementioned events. It feels almost like save game corruption in the oblivion days, but I learned my lesson then and disabled auto-save, and don't use quicksave. I do all my saving via console and to a new save file for each save, never overwriting.

Currently I'm crashing while fast traveling to Fort Constantine and Rockopolis (every time, tried rebooting several times, and waiting for the cells to reset), plus random cell crashes and other events that aren't reproducible. Disabling MMM.esm and it's associated esp's solves both the Fort and Rockopolis crashes, and seems to reduce random crashes while cell loading, looting, etc (but can't really confirm this as I get bored and start a new game after being forced to remove MMM).

Over the past year or so I've probably played 6-7 chars to the 30-40 hour mark, and every single one of them has been fine (maybe 2-3 crashes TOTAL for each char) until reaching that mark, then they just go to sh*t. The only thing they all have in common is MMM, and removal of which always solves the reproducible crashes. Is there some sort of problem similar to the old fbomb oblivion issue that is accelerated by mmm scripting or something?

It just seems odd that I can play 5-6 hours on end without crashing for a couple weeks, then I seem to hit some magic wall and can't play 10 minutes without a CTD. I'm OCD enough to never change anything during a characters life, that is, if I add a new mod or something I'll use that as an excuse to start a new char (and probably do a clean install).

Is this a general Fallout issue? I've never played vanilla fallout for more than a few hours, and never played without MMM to the 30-40 hour mark, nor have I retained interest long enough post-CTD'ing to confirm either way. Yeah it's that good ;)

[EDIT: PS I still haven't completed the game yet T.T]

Anyways, thanks for listening to the rambling, and any opinions that may be voiced.
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Cameron Garrod
 
Posts: 3427
Joined: Sat Jun 30, 2007 7:46 am

Post » Sat May 28, 2011 1:43 am

First of all, big thanks for all the work!

Now I'd like to ask a general MMM question, it seems to me that I can play MMM + [insert random mods] and everything is hunky-dory for about 30-40 real time hours... after that I start crashing more and more often until eventually I grow frustrated and start a new game; Is this normal(ish)?


If you are using Quicksaves then yes.

I did not see CASM in there anywhere so I am (dangerously) assuming you are using Beth's default Quicksave/Quickload/Autosave features. If so, its only a matter of time until the save is corrupted in some fashion.

Turn off Autosave, do not use the default quicksave and instead try http://www.fallout3nexus.com/downloads/file.php?id=3729

If you already have autosave disabled and do not use quicksaves then the answer is still "No, that's not normal."
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claire ley
 
Posts: 3454
Joined: Fri Aug 04, 2006 7:48 pm

Post » Sat May 28, 2011 3:05 am

Currently I'm crashing while fast traveling to Fort Constantine and Rockopolis (every time, tried rebooting several times, and waiting for the cells to reset), plus random cell crashes and other events that aren't reproducible. Disabling MMM.esm and it's associated esp's solves both the Fort and Rockopolis crashes, and seems to reduce random crashes while cell loading, looting, etc (but can't really confirm this as I get bored and start a new game after being forced to remove MMM).

Ok so firstly if there's a repeatable crash, I'd really like to know about it and, preferably, have a savegame from you I can use to replicate. This is the quickest way to track down bugs (and if you don't report them, how do they get fixed? :) )

Over the past year or so I've probably played 6-7 chars to the 30-40 hour mark, and every single one of them has been fine (maybe 2-3 crashes TOTAL for each char) until reaching that mark, then they just go to sh*t. The only thing they all have in common is MMM, and removal of which always solves the reproducible crashes. Is there some sort of problem similar to the old fbomb oblivion issue that is accelerated by mmm scripting or something?

Which version of MMM are you using? Numerous causes of CTDs have been fixed in 4.0 and 4.1, it should be a very stable game now.

It just seems odd that I can play 5-6 hours on end without crashing for a couple weeks, then I seem to hit some magic wall and can't play 10 minutes without a CTD. I'm OCD enough to never change anything during a characters life, that is, if I add a new mod or something I'll use that as an excuse to start a new char (and probably do a clean install).

Keep in mind you're using FOOK2 beta as well, and this has had a few crash reports too. Don't expect a stable game with beta mods (and MMM still isn't quite at version 1.0 yet!).

Anyway, a potential fix: follow the MMM clean-save upgrade instructions at the very top of the first page of this thread. This gives you a 'clean' start where MMM is concerned and can help fix potential issues. It's a technique that can be used with any mod, btw, so you can do it with FOOK2 as well (just note the caveats).
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Amiee Kent
 
Posts: 3447
Joined: Thu Jun 15, 2006 2:25 pm

Post » Sat May 28, 2011 8:12 am

OMG. WTF. BBQ. Incoming storytime.

Had to pull a hit-and-run tactic to thin out the numbers and make my way to the bathrooms. Once there, I barricaded myself in frantically headshotting raiders as they poured in the door after me. I was just about bingo on ammo when I finally climbed over the mountain of bodies and headed to the back to find: EVEN MORE RAIDERS! Another 5-10 were waiting for me in the back room, they had me moving from corpse to corpse looting ammo, chowing on food, anything I could do to survive. Finally I cleared them out and made my way to the back room, looted the joint, and hacked into the protectron terminal. He goes walking out just as ANOTHER MASSIVE WAVE of raiders comes pouring into the store and all I hear is "Intruder Detec-BLAM". So much for that robot. The raiders then start taking cover positions, firing from every direction. I saw one that only had a melee weapon run into the supply area and pick up the laser pistol to shoot at me with! It was an agonizingly long battle of attrition, but I finally managed to kill the last of the bastards, squeezed the last gram of loot into my pack and got the hell out of there.

That was probably the most exciting and intense scenario I've ever come across in FO3... and it happened in the Super-Duper Mart.

Needless to say, I now cannot wait to see what the rest of the game has in store with this amazing mod.

Hats off Mart, Bethesda needs you on their payroll. Seriously.

Thanks very much for the story and kind words, this is the sort of thing that makes all the hard work worthwhile :)


And that, dear friends, colleagues and newcomers, is the hallmark of MMM (and how you know it's well-ported from OB to FO3)-- every encounter, no matter how minor it previously was, becomes a "bar story", as it were. A good bar story; the kind you can eat out on for a week (because people would buy you dinner and drinks to hear the story of how you survived the Super Duper Mart, or Sprimgvale School, or just walking to Greyditch :) ). Even casual encounters that you pass by (such as the dogs fighting molerats) becomes notable and worth mentioning/screenshotting/wondering "wtf happened here???"

I am so happy to see the now-traditional surprise and wonder rolling in in the form of the stories of MMM encounters that you just had to share :D. This is the very quality that makes MMM an absolute, no arguments must-have, basis mod for me in both this and its previous incarnation. It's always been incredible to me that-- without 'touching' anything that you would expect would be needed to make the game more like a Role-Playing game rather than like an FPS (such as adding new locations, or NPCs or quests) and thereby causing potential problems and conflicts-- MMM reaches into the 'guts' of the game and draws the 'RPG' in 'action RPG' to the surface. Even more incredibly, it does so by truly accentuating the 'action' half of the equation so that your PC naturally becomes a player in a living story in which each player's unique 'take' on situations is an instrumental part of how they get through it and go further, which is the essence of role-playing, really.

I mean, I never would have thought of barricading the bathroom door with bodies (!! lol); I'm more of a 'chase me, chase me.... to your DOOM!' kind of player, but that's the whole point :) .

This is a great mod, in so many ways.... for those of you who haven't tried it yet, try it. You won't be sorry (promise). Mart, thanks so much!

You too wmj, thanks :)


I removed the FACE-MMM compatiblity plugin (the eyelashes mod), that didn't help. But after I remove the merged patch (that is, the merged patch I created after removing the FACE-MMM compatiblity plugin), it did stop CTDing while I was fighting the raiders. I did do a cell reset after I upgraded from 4.0 to 4.1 (standard practice with MMM/FCOM in Oblivion :) ). Since you suggested removing the merged patch, any ideas what the cause of this problem might be?

No, that's part of the problem with merged patches. It mixes things that weren't necessarily meant to be mixed, and so can produce bugs and errors that wouldn't normally occur.

As I stated earlier (for everyone else) you don't need a merged patch except for very specific circumstances. I don't run with one.


Mart, i have something that may sound a bit crazy, or simple, but if you could sometime, when you're able to, is test these settings out and let me know if it provides the same result, which i will explain after i tell you exactly what i've "tweaked", i swear, i swear i think this is actually a real solution - without merge tricks or anything, just the regular esps, foip etc

change the following settings

iNumberActorsInCombatPlayer 30 (DEFAULT IS 40)

iNumberActorsGoThroughLoadDoorInCombat 4 (DEFAULT IS 6)

iAINumberActorsComplexScene 30 (DEFAULT IS 40)

iRemoveExcessDeadTotalActorCount 25 (DEFAULT IS 40)

iRemoveExcessDeadCount 20 (DEFAULT IS 30)

iRemoveExcessDeadComplexTotalActorCount 20 (DEFAULT IS 40)

iRemoveExcessDeadComplexCount 3 (DEFAULT IS 6)

Yep those defaults are the raised values in MMM. Very keen to hear how the reduced values work out -- for anyone who wants to do this, just open the MMM.esp in FO3Edit, click to Game Settings, and alter them there.
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Chris Johnston
 
Posts: 3392
Joined: Fri Jul 07, 2006 12:40 pm

Post » Sat May 28, 2011 1:58 am

Yep those defaults are the raised values in MMM. Very keen to hear how the reduced values work out -- for anyone who wants to do this, just open the MMM.esp in FO3Edit, click to Game Settings, and alter them there.


Curious, I went in and changed the values myself in a separate .esp file, and without the .ini change.

So far after 5 hours of play I have had 2 CTD's, which is great.

:)
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sam smith
 
Posts: 3386
Joined: Sun Aug 05, 2007 3:55 am

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