[RELz] Mart's Mutant Mod 1.0 RC 4.1

Post » Fri May 27, 2011 6:15 pm

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? :) )


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.


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).


Thanks for the replies!

Working on upping some save files, will append them [sorry megaupload].

Using RC41 in the Fort Constantine + Rockopolis save file. Additionally, I've included my previous char who also started crashing at Rockopolis with RC4. I performed a clean F03 install between the two, including replacing the ini etc so it's a bit of a mystery to me. I've got save files for 5 other chars that started to have repeat crashes when fast traveling (or just getting close) to certain areas, but they are old enough that I can't remember where. I can upload those also if anyone wants to have a look, but from the sound of it I would think it's some sort of corruption and not an MMM bug.

Aye, believe me I'm not expecting a stable game by any means, I'm just curious as to why it's relatively stable for 30 or so hours, and then suddenly becomes incredibly unstable. Obviously something is happening to cause it, and if other people aren't experiencing similar symptoms then I must be doing something wrong.

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 CASM.

If you already have autosave disabled and do not use quicksaves then the answer is still "No, that's not normal."


Ever since the Oblivion days I've disabled autosave and never quicksave. I save via the console to a sequential filename (ie first save would be character initial, numeric, numeric, alpha, alpha - t01aa for first save, t01ab, t01ac etc), old habit that dies hard hence the omission of CASM. Important saves are labeled as such, and at the end of each game session I delete all but the ultimate save + labeled saves. Paranoid enough with save game corruption that I never save the same name twice, even if it wouldn't be overwriting.

http://www.megaupload.com/?d=IXUXTFY9 is the most recent game that crashes when fast traveling to Fort Constantine and Rockopolis. I can't confirm that just getting close to these destinations crashes also, because I crash before I can get to them w/o fast travel. This one crashes repeatedly after a cell respawn (fort) but Rockopolis works again. RC41

http://www.megaupload.com/?d=5VUVKCZB is my previous char from a couple months ago, which crashes near Rockopolis. Sometimes it crashes before I can see the entrance and sometimes I can run all the way up to the rock and stand there for 30 seconds before I CTD. This one I waited for a cell respawn, actually visited once a week for a month or so and it crashed every time. [EDIT: crashed on previous build with RC4, and also crashes on current build with RC41]

Both of these save files will crash at the aforementioned places on my computer with just vanilla f03.esm + MMM stuff. As stated the 2nd one crashed on a previous build including RC4 and I've since done a clean install etc etc so it should be reproducible on just about any machine?

I will go for the clean save bit, that never occurred to me as a method of fixing a bugged game (that's one of the reasons I always create a new char when adding a new mod or upgrading an existing one, it never passed my mind that it would be useful as something other than just a precaution -- duuuur), will report back what happens. Also may go for another clean install and try just vanilla + MMM and see if I can reproduce them.

Perhaps I should start using CASM as maybe there's something about saving via console that corrupts also? Certainly it couldn't do much more harm as I seem to be quite good at borking my saves on my own ;)

Thanks again for the fast response!

[EDIT: Clean Save method fixed both of the reproducible crashes at Constantine and Rockopolis. Cleared out the surrounding area and will try fast traveling there again, which seemed to cause the issue in the first place. Possibly related to the scripted BoS outcast patrol that was hanging around at the gate and doesn't seem to ever go away. Rockopolis is just bad mojo for me, can't begin to even fathom why I have so much trouble with it... Thanks!!]
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Jack
 
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Post » Sat May 28, 2011 3:19 am

Is there a way MMMF3 can add relevant DLC weapons/armor to vanilla leveled lists, without changing anything else (like say Raiders with Double-Barrel Shotguns, Infiltrators and Tri-Beams to Talon Company / Regulators, Pitt Raider Outfits for vanilla raiders, etc, etc)?

I posted something similar can in FO3 Mod Detectives but quickly realized that it wouldn't be compatible with MMM.
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Tom Flanagan
 
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Post » Sat May 28, 2011 5:42 am

Is it really so important to use CASM rather than the normal saves? Only I tried CASM and it had a strange effect on some in-game objects (couldn't pick them up, or loot bodies or even hit bad guys).
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Laura
 
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Post » Sat May 28, 2011 2:58 am

Is it really so important to use CASM rather than the normal saves?

Casm is really good, because it create many saves automatically, which give you many choices, if something goes wrong. With autosaves disabled CASM is even better.

Only I tried CASM and it had a strange effect on some in-game objects (couldn't pick them up, or loot bodies or even hit bad guys).

Yes, from fallout ver. 1.4 CASM have problems. To avoid this- don't use quick load CASM feature, load your games from game menu.
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Dan Stevens
 
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Post » Sat May 28, 2011 5:01 am

Is it really so important to use CASM rather than the normal saves? Only I tried CASM and it had a strange effect on some in-game objects (couldn't pick them up, or loot bodies or even hit bad guys).


CASM is quite the placebo in my opinion. The save/load function from Fallout3 functions pretty well and people are just assuming that all problems from Oblivion carried over into Fallout3. I have yet to see any real proof for save game corruptions in FO3, it sure hasn't happened to me.
And yes the quick load function of CASM is horribly broken and will disable AI packages and other stuff, so it should only be loaded from the menu. In my opinion the only merrit CASM has it that it creates a large number of saves, so you usually have a pretty recent save in case Fallout crashes or a mod does something unwanted.
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JERMAINE VIDAURRI
 
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Post » Fri May 27, 2011 8:46 pm

I don't have any faith that CASM makes my game somehow more stable, but I do like having a large number of saves, and it autosaving for me.
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Rowena
 
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Post » Sat May 28, 2011 4:44 am

CASM is quite the placebo in my opinion. The save/load function from Fallout 3 functions pretty well.

Agree. But many peoples have auto save feature enabled in the game, so it create difficulties to determine source of the problems when game crashes occur. One case- game crash when saved after travel, another case- when crash after travel occur immediately.

I have yet to see any real proof for save game corruptions in FO3, it sure hasn't happened to me.

Some time ago I had many bad saves, they was connected (IMHO) to the processor overheat. I use many textures mods in the wasteland in the past and my system was overcumbered.
And yes the quick load function of CASM is horribly broken and will disable AI packages and other stuff, so it should only be loaded from the menu.

Again- yes, but before ver. 1.4 I don't have such problems. So IMHO- this is another feature from Beth :)
In my opinion the only merrit CASM has it that it creates a large number of saves, so you usually have a pretty recent save in case Fallout crashes or a mod does something unwanted.

This is a reason why I use CASM until now.
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Alan Cutler
 
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Post » Fri May 27, 2011 9:12 pm

I can't get Floater's to despawn. I checked the No Floaters esp, slept for 4 days and restarted the game.. but their still there!
These things seem wwaaaayyyy too tough for low-level characters to take on.
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Laura-Lee Gerwing
 
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Post » Sat May 28, 2011 12:41 am

I can't get Floater's to despawn. I checked the No Floaters esp, slept for 4 days and restarted the game.. but their still there!
These things seem wwaaaayyyy too tough for low-level characters to take on.

It is possible- Floaters will be in the wasteland until you kill them once
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Stacey Mason
 
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Post » Sat May 28, 2011 12:06 am

I updated the download zipfile for Foes Reworked Next Generation to include the MMMF4 module that Martigen sent me the other day. Yayz for the MMMF4 users! hehe.
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Robert Devlin
 
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Post » Sat May 28, 2011 5:21 am

Does this add variety to high level encounters? I am tired of the overloads, Reavers and Albino radscorpions around every single corner. I had asked before but did not see an answer, so apologies in advance if there was one I missed.
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KiiSsez jdgaf Benzler
 
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Post » Sat May 28, 2011 1:19 am

Does this add variety to high level encounters? I am tired of the overloads, Reavers and Albino radscorpions around every single corner. I had asked before but did not see an answer, so apologies in advance if there was one I missed.


It does indeed... at level 23 I am always seeing a mixed bag of supermutant variants, raiders, and talon company. Very often they are battling each other in spectacular fashion. I have not seen many albino scorps or feral reavers, but I have seen extremely large packs of ghouls and scorps of varying types. The Mall and capital building is a freaking warzone unlike anything I've seen.





Something I'd like to mention: I just finished "Take it Back!" (the final mainquest with Liberty Prime before BS). Along the road and over the bridge, 2xincr. spawns is clearly kicking in. Prime was literally covering the pavement with enclave chunks, and there were still WAY too many for him to handle. If he weren't indestructible, I doubt he would have been able to take them all on. I spent a LONG time hanging back and killing the stragglers he left behind (like over 100). I tried to loot as much as I could but there were so many corpses that a LOT of them would decay before I could get to them. Nonetheless it was like an avalanche of loot-chunks, especially the platform at Project Purity... which was covered in tons (hundreds?) of enclave. The sheer number of them lagged my machine like crazy, it took forever to clear them all out, even with Prime splattering them like insects. Finally, after it was over and I had looted all I could, I had acquired around 2000 MF cells and 3000 E cells, not to mention the vast amounts of plasma rifles and power armor I had no hope of carrying.

It was an amazing sight to behold, for sure, but I can't help but feel it might have broken the game economically... prior to "Take it Back" I was almost broke, still scrounging for .32 rounds and broken hellfire armor. Afterward, I was rich. I have more power cells than I can possibly sell or use. Arguably this is a good thing, but TBH I had really enjoyed the resource struggle up until that point.

Guess it remains to be seen what will happen in Broken Steel and the rest of the DLC's. Maybe I will use all that ammo and run out of resources again? Nonetheless, if possible, someone may want to consider toning down the spawn during that part of the game, for balance reasons.
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Gemma Woods Illustration
 
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Post » Fri May 27, 2011 9:55 pm

Something I'd like to mention: I just finished "Take it Back!" (the final mainquest with Liberty Prime before BS).

You play with IIS?
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Betsy Humpledink
 
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Post » Fri May 27, 2011 8:41 pm

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.


It looks like this might be worth checking out.
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Lauren Denman
 
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Post » Sat May 28, 2011 7:31 am

You play with IIS?


Yes, I am playing with increased increased spawns, which is clearly the reason for the loot-avalanche during the Liberty Prime sequence. The point is that Prime kills SO MANY enclave, I didn't have to spend nearly as many resources as I was able to collect, and therefore I got rich instantly. Depending on your point of view, this may be considered a design flaw.
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Darren Chandler
 
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Post » Fri May 27, 2011 10:41 pm

Yes, I am playing with increased increased spawns, which is clearly the reason for the loot-avalanche during the Liberty Prime sequence. The point is that Prime kills SO MANY enclave, I didn't have to spend nearly as many resources as I was able to collect, and therefore I got rich instantly. Depending on your point of view, this may be considered a design flaw.

Such types of the balance issues very hard to resolve :)
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Mandi Norton
 
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Post » Fri May 27, 2011 8:42 pm

Such types of the balance issues very hard to resolve :)


Correct me if I'm wrong, but it seems that certain quest-related areas are not subjected to the IIS changes the same way world spawns are.

It seems to me that the enclave spawns during "Take it Back" could be adjusted the same way, to ignore the spawn multiplier. That's all it would take to resolve this particular balance issue.

I'm not complaining, I'm loving the mod. Just providing a bit of constructive feedback.
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Lauren Graves
 
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Post » Sat May 28, 2011 3:09 am

Hmmm Does this sound right for Increased increased Spawn wit hthe default settings In the Mall I typically get 6 SM from the Monument until the Capital building steps then about 8 Talons then 3 Enclaves and a Deathclaw. Inside We get about 6 SM and 8 Talons. I was using 1.11 along time ago and I just started playing again I thought I was getting glitch spawn rates when I was seeing like 20 Raiders + packed into Stuper duper mart (After the quest) I was actually liking the 12-20 Enclave outpost spawns with 3-4 officers and 4-5 soldiers that woudl spawn with them.
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Eve Booker
 
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Post » Fri May 27, 2011 6:36 pm

Hmmm Does this sound right for Increased increased Spawn wit hthe default settings In the Mall I typically get 6 SM from the Monument until the Capital building steps then about 8 Talons then 3 Enclaves and a Deathclaw. Inside We get about 6 SM and 8 Talons. I was using 1.11 along time ago and I just started playing again I thought I was getting glitch spawn rates when I was seeing like 20 Raiders + packed into Stuper duper mart (After the quest) I was actually liking the 12-20 Enclave outpost spawns with 3-4 officers and 4-5 soldiers that woudl spawn with them.


For me, using IIS, the mall area spawns 10-15 SM per 'group', and the capitol building exterior has around 30-40 talon company and 8-12 robots battling 40-50 SMs (freakin' awesome). The raider and enclave spawns you describe sound about right to me.
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Lyd
 
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Post » Sat May 28, 2011 5:56 am

I am going on and off with a Talon variants plugin so I don't see the same 5-8 faces all the time..

Example: http://img198.imageshack.us/img198/6230/mmmtvnewguy.jpg
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Peetay
 
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Post » Fri May 27, 2011 9:03 pm

Just noticed a bug that I have an intuition is MMM-caused: The Temple of The Union slaves' pack brahmin.

When it first appears, it's a generic Brahmin, subject to the MMM-introduced skin color variations that all the others have. However, when they pack up and head to Lincoln's Memorial, you don't see the pack on it, which includes the Lincoln Statue Head. It just remains the MMM-altered Brahmin.

EDIT: It is indeed MMM that causes this. Vanilla has it set to use its own model as it includes the Lincoln Head pack mesh, while MMM uses the VarBrahminzMMMSkins as a template. This precludes the ability to use the pack mesh.
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Vickey Martinez
 
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Post » Sat May 28, 2011 2:51 am

I seem to be losing a modest chunk of karma for killing hostile wasteland army robots, I vaguely remember reading about this problem in the past but I don't remember how it's fixed or if it's even caused by MMM.
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helliehexx
 
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Post » Fri May 27, 2011 11:53 pm

Hmmm your getting much higher spawn rates then my current .41 game Falcon. You seem to be getting the spawn glitch spawn rate I was having in my game whe nI was using .11. Does thta mean something is wrong in my game? I haven't updated to the current patch is that the problem? I didn't hink I had to as I don't have any DLC's and don't plan on getting any in the future. I know it's working on some level as I see new skins and have ran into new creature encounters. Just not in the numbers as some of you say. Also I liked hitting the dunwitch building for the huhge zombie fights but now the building is perminately empty. I'm using the zone respawn mod too. I still get nothing inside. Is that right?

Fallout3.esmMart's Mutant Mod.esmRRCompanionVault.esmUnofficial Fallout 3 Patch.espGalaxyNewsRadio100[M].espWeaponModKits.espFollowersRelax.espslaveraider.espbittercup_comp.espsunglassescollection.espRipleysRifle.espJessiCompanion.espAliens.espKelseyCompanion.espEnclaveCommander.espBlackWolf Backpack.espLucyWestCompanion.espWeaponModKits-Unique.espP94 Plasma Rifle (Vanilla Replacer).espYK42B Pulse Rifle.espMannequin.espoutcast_comp.espFO 1 and 2Combat Armor.espCity-Killer-english.espBriannaCompanion.espClassic Fallout Weapons BETA.espMegatonBasemant.espClassicEnclaveAPA-Better-APA-english.espMiniHideout.espHZ_MG3.espHZ_M249.espHZ_STG44.espEVE Beta_0.9.2.espThe Groovatron.espHZ_MoreShells_Extreme.espHK L30 Gatling Laser (replacer).espMart's Mutant Mod - Zones Respawn.espMart's Mutant Mod - Increased Increased Spawns.espMart's Mutant Mod - Feral Ghoul Rampage.espMart's Mutant Mod - Hunting & Looting.espMart's Mutant Mod - Natural Selection.espMart's Mutant Mod.espTotal active plugins: 42Total plugins: 42

Does that look good?
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Dragonz Dancer
 
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Post » Sat May 28, 2011 6:24 am

Hmmm your getting much higher spawn rates then my current .41 game Falcon. You seem to be getting the spawn glitch spawn rate I was having in my game whe nI was using .11. Does thta mean something is wrong in my game? I haven't updated to the current patch is that the problem? I didn't hink I had to as I don't have any DLC's and don't plan on getting any in the future. I know it's working on some level as I see new skins and have ran into new creature encounters. Just not in the numbers as some of you say. Also I liked hitting the dunwitch building for the huhge zombie fights but now the building is perminately empty. I'm using the zone respawn mod too. I still get nothing inside. Is that right?
Does that look good?

Your increased spawn is disabled because you have wrong load order
This will be correct

Mart's Mutant Mod.esp
Mart's Mutant Mod - Zones Respawn.esp
Mart's Mutant Mod - Increased Increased Spawns.esp
Mart's Mutant Mod - Feral Ghoul Rampage.esp
Mart's Mutant Mod - Hunting & Looting.esp
Mart's Mutant Mod - Natural Selection.esp

To use new load order please perform update procedure from the readme
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Sun of Sammy
 
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Post » Fri May 27, 2011 10:58 pm

Ah, I thought it said in the readme to have the MMM.esp last with the extras between the esm and esp....

EDIT: oops nevermind I misread the readme. That explains it! :P
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xx_Jess_xx
 
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