[RELz] Mart's Mutant Mod 1.0 RC 4.1

Post » Fri May 27, 2011 9:24 pm

@Martigen
I found that Bob, son of the Dave, in the Republic of Dave, not included into NoAttack faction and can be killed by the deathclaw
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Theodore Walling
 
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Post » Sat May 28, 2011 3:31 am

Ah crashless ever since I upgraded :D
thanks Mart!
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Sierra Ritsuka
 
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Post » Sat May 28, 2011 6:06 am

Some feedback Martigan:

To really maxout the ActorsInCombatPlayer, etc... I loaded increased, increased spawns and Feral Ghoul Rampage and went into a metro tunnel. Sure enough as soon as enough actors were in combat, the game would crash. Next I tried setting the values from 40 down to 35, but it would still crash. After more testing and finally lowering the values down to 30, it works absolutly flawless, with no crashes at all, even when I had 60+ Ghouls in one cell.

So my current override looks as follows:
iNumberActorsInCombatPlayer 30 iAINumberActorsComplexScene 30 iRemoveExcessDeadTotalActorCount 30 iRemoveExcessDeadComplexTotalActorCount 30 iRemoveExcessDeadCount 20


I would personally suggest updating the GMSTs with those values. This really seems to be an engine limitation.
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Annick Charron
 
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Post » Sat May 28, 2011 6:41 am

Hi,
I've a somewhat random problem. on rare occasions, an enemy spawns on my location (a few 'feet' from my char).

one confirmed spawn location where this occurred is the 3 talons at the metro entrance outside rivet city. I got to the place dealt with the present 3 talons and while I was looting them another one appear out of the blue.

I use the following plugins with no values changes:
Mart's Mutant Mod.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 - Zones Respawn.esp
Mart's Mutant Mod - Tougher Traders.esp
Mart's Mutant Mod - Hunting & Looting.esp
Mart's Mutant Mod - Natural Selection.esp
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sarah
 
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Post » Fri May 27, 2011 10:31 pm

Hi,
I've a somewhat random problem. on rare occasions, an enemy spawns on my location (a few 'feet' from my char).

one confirmed spawn location where this occurred is the 3 talons at the metro entrance outside rivet city. I got to the place dealt with the present 3 talons and while I was looting them another one appear out of the blue.

I use the following plugins with no values changes:
Mart's Mutant Mod.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 - Zones Respawn.esp
Mart's Mutant Mod - Tougher Traders.esp
Mart's Mutant Mod - Hunting & Looting.esp
Mart's Mutant Mod - Natural Selection.esp


You sure that is not part of the vanilla game?

I have always found Talon (good character) and regulators (evil character) waiting for me at strategic locations.
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cutiecute
 
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Post » Fri May 27, 2011 11:50 pm

You sure that is not part of the vanilla game?
I have always found Talon (good character) and regulators (evil character) waiting for me at strategic locations.

waiting for you... yes. appearing in front of your eyes as if placed by PlaceAtMe... no.

and the talons is just an example, it happens with all sorts of enemies.
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Vera Maslar
 
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Post » Sat May 28, 2011 3:51 am

waiting for you... yes. appearing in front of your eyes as if placed by PlaceAtMe... no.

and the talons is just an example, it happens with all sorts of enemies.

I don't have such problems (enemies from the sky), but I have another.
I clear location (fully, I know there is no enemies anymore), make fast travel, return back- and see enemies again. Not in the same number, only a few, but of the same type. May be it is some type of the overflow for the engine in placing so much actors
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Dalton Greynolds
 
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Post » Fri May 27, 2011 7:27 pm

Mart your effing Inbox here AND on Nexus are full!

Anyhows, to fix the Night eyes bug, simply add a condition to zMMMzNightGhoulEye, so zMMMzNightGhoulVisionEffect only triggers if the PC eats it.
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Nomee
 
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Post » Sat May 28, 2011 1:13 am

waiting for you... yes. appearing in front of your eyes as if placed by PlaceAtMe... no.

and the talons is just an example, it happens with all sorts of enemies.


Ha, I FTed to Moonbeam Cinema and was staring at chest of a supermutant. If I had been taller I'd been kissing him, it was that close :) There does seem to be an issue here of some sorts.
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MISS KEEP UR
 
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Post » Sat May 28, 2011 6:02 am

First, I want to say, that your mod is really good! But one problem for me - this is on English language. Can I translate your mod and publish it on my websyte (http://bethplanet.ru)? And if you can, publish here, on Nexus website, that there are aviable on my websyte? (example: http://fallout3nexus.com/downloads/file.php?id=6270)

With best regards,
Konstantin, BethPlanet Team.
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Trista Jim
 
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Post » Sat May 28, 2011 3:09 am

Quick question. Is there a minimum level requirement for night ghouls to appear?
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Alberto Aguilera
 
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Post » Fri May 27, 2011 6:06 pm

Quick question. Is there a minimum level requirement for night ghouls to appear?

I doubt this. I was able to see them at level 3
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Veronica Martinez
 
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Post » Sat May 28, 2011 5:28 am

Hey Mart,

as always, great work!
One question though: Can the Gargantuans be disabled and old Behemoths be re-enabled somehow?

Btw.: I still get Geckos running around, regardless of "No Geckos" Plugin.
No big deal though, I've grown accustomed to them and they all spawn neutral. ;)
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Zoe Ratcliffe
 
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Post » Sat May 28, 2011 5:29 am

I doubt this. I was able to see them at level 3



Well i just did a quick update from RC 3 to RC 4.1 last night. Followed all the instructions and tested it out on a brand new character I had just made prior to updating. I didn't have much time to test it out so I'm going to go play some more in a little while, but last night everything seemed to work out ok. The increased spawns was working, i noticed the diverse skins on the dogs and mole rats, so that was working ok, and the corpses did contain the MMM loot so that was fine. I'm not sure if i saw any of the new creatures, although I only had enough time to look around the area between Megaton and the Super-Duper Mart so that might be why. But from what i remember from RC 3 one of the paths that the night ghouls took was coming across the bridge near the Super-Duper Mart from the other side. While i was exploring it had turned to dusk so i went to the back of the Super-Duper Mart but i didn't see any night ghouls come, even after 'waiting' a few times. I looked all around there and didn't see any. My character was only level 2 still so i was thinking maybe there was a minimum level requirement for the night ghouls to appear. Either that or the locations of the night ghouls may have changed from RC 3.
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lucile davignon
 
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Post » Sat May 28, 2011 4:01 am

Ok i just loaded my game and decided to take a jog (still only lvl 2) through the wasteland hoping maybe I'd see a night ghoul somewhere. At first I was kind of worried that the mod didn't install properly as all I was encountering were dogs, mole rats, and boatflies, (although i did see variations such as 'wild dog'.) So I was strolling through the wasteland a good distance from megaton, not sure where exactly (I didn't really feel like looking due to the fact that I had over a half dozen molerats and dogs chasing after me by then,) when I finally spotted some night ghouls. There were about four of them chasing after a single boatfly, (they ignored me, but being a measly lvl 2 they must have figured that the boatfly was a bigger threat. Cant blame them though, sometimes boatflies are really annoying. ;-D)

I understand that most of the creatures, both in vanilla and this mod, have a minimum level that u must reach before they appear, but obviously not night ghouls. But does your level affect the number/frequency/location of night ghouls in some way? If not, has the number/frequency/location of the night ghouls changed since RC 3? Because I distinctly remember seeing night ghouls coming across the bridge by the Super Duper Mart in RC 3.
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Bee Baby
 
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Post » Sat May 28, 2011 2:40 am

Hey Mart,

This may have no bearing on MMMF4 at all, but I think you might be missing the mutant animations for the tesla cannon, which TalkieToaster had in his last update. Mutants do not spawn with those of course and require the formlist addition to be able to equip it. Just FYI, since I did have someone notice and was wondering why Foes Reworked had an extra pair in there.
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Sarah Bishop
 
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Post » Fri May 27, 2011 6:38 pm

Hey,

First of all thanks for the great mod! I honeslty cannot imagine playing F3 without it anymore. I have the 4.1 verison + FOOK2 + some parts of XFO. However I have noticed 2 weird issues, not present in vanilla imho:

1. The spawns, especially raiders, seem to suddenly appear unnaturally close to the player. This takes away the fun of traveling across wastes, where you have high perception, are able to spot (and possibly avoid) distant spawns, when suddenly 3 raiders materialize (they fade in like ghosts) 5 steps in front of you.

2. I have never seen traders/wastelanders fight the raiders unless one grop accidentaly shot the other. I think, it was different in vanilla or maybe am I wrong?

Of course cannot blame MMM for the issues above, for I also use other mods. I just seek help/explanation. I can paste my complete mod load order when I get home.

BR
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Bethany Watkin
 
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Post » Fri May 27, 2011 10:09 pm

1. The spawns, especially raiders, seem to suddenly appear unnaturally close to the player. This takes away the fun of traveling across wastes, where you have high perception, are able to spot (and possibly avoid) distant spawns, when suddenly 3 raiders materialize (they fade in like ghosts) 5 steps in front of you.


If you're playing on a lower graphics setting, you might try setting it slightly custom, and jack up the "actor fade" way high.
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Shelby Huffman
 
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Post » Sat May 28, 2011 6:27 am

If you're playing on a lower graphics setting, you might try setting it slightly custom, and jack up the "actor fade" way high.


thanks for the answer. Well, It's the opposite, I play on max detail/distance (Radeon HD4870). The fact about actors fading in doesn't really bother me - it's just the side effect of seeing them spawn near you and that matters. And I mean really really close to the player, almost next to him. With XFO_weapon_accuracy_notdmg_high enabled on hard difficulty you can imagine what often happens, not to mention how unnatural this is.

BR
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Mel E
 
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Post » Sat May 28, 2011 4:27 am

1. The spawns, especially raiders, seem to suddenly appear unnaturally close to the player. This takes away the fun of traveling across wastes, where you have high perception, are able to spot (and possibly avoid) distant spawns, when suddenly 3 raiders materialize (they fade in like ghosts) 5 steps in front of you.
2. I have never seen traders/wastelanders fight the raiders unless one grop accidentaly shot the other. I think, it was different in vanilla or maybe am I wrong?

1. Do they appear silently or with PUFF-like sound?
2. Unload MMM-tougher traders component, and you will see the fights.
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Kathryn Medows
 
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Post » Sat May 28, 2011 2:00 am

Ever consider a decreased spawns plugin to make it feel more ghostly than overactive that the increased spawns do?
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Lisa
 
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Post » Sat May 28, 2011 12:43 am

Ever consider a decreased spawns plugin to make it feel more ghostly than overactive that the increased spawns do?

As I remember, if you will don't use such plugins as IS, IIS, ghouls rampage- then your game will have vanilla number of the enemies.
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Jessica Lloyd
 
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Post » Sat May 28, 2011 10:27 am

1. Do they appear silently or with PUFF-like sound?
2. Unload MMM-tougher traders component, and you will see the fights.


Hi delamer,

1. I cannot hear anything besides their usuall warcry
2. I thought this mod was meant to make trader stats better but not prevent fight at all. nonetheless thanks, i'll check it with the mod disabled

BR
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Princess Johnson
 
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Post » Fri May 27, 2011 11:27 pm

@Martigen: Thanks again for your help/reminder on doing the clean save method with my BoS problem.
It worked! I almost feel like an idiot... almost. wink.gif

Before I had this problem, I followed the instructions and did the clean save method when I upgraded from MMM 3.x to 4.1, BUT...
Apparently I did something wrong or forgot one of the modules. This time I included the plug-in Foes Reworked NG "Mart's Muntant Mod MMF4 - Foes Reworked NG.esp". Not sure if it would effect my issue, but I included it this time.



On the off chance that someone might find this helpful, I'm posting the meat of my thread below for everyone.

THE ISSUE IS RESOLVED. NO NEED TO REPLY to the specific questions & problem.

Bottom line is I either goofed the clean save process first go around and/or I forgot to add Foes Reworked NG as one of the plug-ins to activate/deactivate


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I have a game that seems to be loading TONS of BoS Soldiers at the front gates of the Citadel.
I have no idea what could be causing the issue, but I'll try to explain...

This is a little hard to describe...

When my lvl 26 character gets near (I don't know how near) The Citadel, F3 slows to a crawl. I drop to 1-2 FPS and have a slide show.
If I let the game sit and do its thing, it will never fix itself and crashes the computer after 3-4 min. Yes. Crash the computer. Locks up F3 and F3 refuses to release back to Windows XP. Majorly annoying.

When the area is loaded, regardless of savegame or fast travel, F3 slows to a serious crawl and crashes.

I have all DLC installed and I'm thinking this is an issue with BS DLC and possibly a conflict with MMM and/or load order....

Through experimentation and a suggestion from Tarrant, I discovered that the problem appears to be LOTS AND LOTS of Brotherhood of Steel soldiers being generated at (on top of) the Citadel front gate. Due to the nature of the problem, I could not get any good screens, except one.

Tarrant suggested I console "killall" once I entered the area to see if that fixed the problem. It did not. ;P

This is a screen of what I saw. Whyy they are unclothed, I don't know...

In each of the 2 corners above the gate, there are what "should" be single BoS soldiers. They are mass producing in my game and since they are "dead" via "killall", their bodies are tumbling over the rail and piling up outside. A bit hard to see in the pic...

Anyways, without using killall, if I can manage to get my character close enough to the gates, I can see tons of fully armored BoS standing up on top of the gate at the corners. It appears that they are being mass generated on top of each other.

Thanks and I hope you enjoyed the read if nothing else.


Martigen said: "This is likely to be MMM causing this, and likely due to not following the upgrade instructions for a clean-save at the top of the MMM thread. Any form of additive spawning is usually a result of upgrading from MMM RC 3.X to 4.X and not following the clean-save instructions (that's why they're there). This process won't be necessary for future updates, but is necessary when moving to RC 4.X.

If it persists after doing the above, I'd be very interested to know.

EDIT: why they're naked is definitely not related to MMM smile.gif What else are you loading?"
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Marilú
 
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Post » Fri May 27, 2011 6:17 pm

Hi Martigen I just wanted to thank you for RC 4.1 .It is smooth , balanced , fun and all the things I hoped it would be for your monster mod. I know you worked a lot on this project since F03 has so many bugs; but i think you made it.

Even though you said theres no need to do a clean save for upgrading for 4.0 to 4.1 I found that a clean save fixes some issues with other mods which support MMM. Like "Raiders Talon and Regulators expanded" "Rude awakening" "MTC wasteland travellers" . So I strongly suggest a clean save :D. Besides that I read here on this thread about "FO3 freezing" , i had the same problem and its not related to MMM. I found out that "Street Lights" mod freezes the game; so if your game freezes and you have streetlights mod try disabling it. So these were the issues which I had around the time RC 4.1 came out. I sorted my mods, cleaned the save and no more problems.

No worries, good to hear!


4.1 has been relatively crashfree so far, thank you Mart! :) I have had a few crashes, but those were mostly on loading quicksaves, so I doubt those had anything to do with MMM :D

A small question if I may ask, would http://www.fallout3nexus.com/downloads/file.php?id=6254 be still compatible with 4.1? I am about to hit Arlington Cemetery, and would like to try this mod out, but it was made based on an older version of MMM I think, so.. not sure if it can be used.

I had a quick look and yes it's fine.


Hey, Mart.

Did you know that THIS : http://fallout3nexus.com/downloads/file.php?id=7201

Existed?

Yeah, I'm watching it :) One thing I'm not too keen on though is that the clothes/armor aren't lootable, they're static with the creature. This is fine with vanilla FGs as loin cloths don't appeal to most people. But some of these would be good to loot, only you won't be able to and it's immersion breaking. I do like the new Eyebot though, so yeah still considering :)


@Martigen
I found that Bob, son of the Dave, in the Republic of Dave, not included into NoAttack faction and can be killed by the deathclaw

Thanks delamer, will fix for next release.


So my current override looks as follows:
iNumberActorsInCombatPlayer 30 iAINumberActorsComplexScene 30 iRemoveExcessDeadTotalActorCount 30 iRemoveExcessDeadComplexTotalActorCount 30 iRemoveExcessDeadCount 20


I would personally suggest updating the GMSTs with those values. This really seems to be an engine limitation.

Thanks for testing that Kai, will update accordingly for the next release.


Ha, I FTed to Moonbeam Cinema and was staring at chest of a supermutant. If I had been taller I'd been kissing him, it was that close :) There does seem to be an issue here of some sorts.

Keep in mind parent spawns (aka original vanilla spawns, not those added by Increased Spawns) never actually 'die' per se. When you kill one his corpse will remain until the cell reset, where upon he will respawn -- exactly where he died. This means if you leave a bunch of corpses at a fast travel point, leave and let the cells reset, the fast travel back, what will you see? Unfortunately, this is simply how the engine works and there's not much I can do about it. And, of course, since Increased Spawns works from the parent spawn, new Increased Spawns will appear at his location. It appears like you're being mobbed in the same spot, but it's just that you keep killing the parent spawn in the same spot!

I'd suggest not always fast travelling :)


First, I want to say, that your mod is really good! But one problem for me - this is on English language. Can I translate your mod and publish it on my websyte (http://bethplanet.ru)? And if you can, publish here, on Nexus website, that there are aviable on my websyte? (example: http://fallout3nexus.com/downloads/file.php?id=6270)

No worries, go for it.


My character was only level 2 still so i was thinking maybe there was a minimum level requirement for the night ghouls to appear. Either that or the locations of the night ghouls may have changed from RC 3.

There are no set locations for Night Ghouls. They can spawn anywhere wilderness spawns occur, but only at night.


One question though: Can the Gargantuans be disabled and old Behemoths be re-enabled somehow?

Btw.: I still get Geckos running around, regardless of "No Geckos" Plugin.
No big deal though, I've grown accustomed to them and they all spawn neutral. ;)

On the geckos, that shouldn't be the case. Have you done a clean-save upgrade as per the instructions at the start of this thread?

You can set the MMMzBehemothChance global to 0, and this will prevent both random Gargantuans and Behemoths spawning anywhere SMs can be found outside. You will then have a vanilla game where there are just placed one-off Behemoths, with the exception that the Evergreen Mills Behemoth is a Gargantuan. You still have to fight one of the big boys, but only one :) It's at Evergreen Mills -- let him out and watch the Raiders take care of him on Increased Spawns.

Something a little like this (watch it in HD): http://www.youtube.com/watch?v=q6p7XBgf-Do


@Martigen: Thanks again for your help/reminder on doing the clean save method with my BoS problem.
It worked! I almost feel like an idiot... almost. wink.gif

Before I had this problem, I followed the instructions and did the clean save method when I upgraded from MMM 3.x to 4.1, BUT...
Apparently I did something wrong or forgot one of the modules. This time I included the plug-in Foes Reworked NG "Mart's Muntant Mod MMF4 - Foes Reworked NG.esp". Not sure if it would effect my issue, but I included it this time.

No worries :) That could very well be the cause, as that .esp will contain records from MMM plus as it needs the MMM.esm master, it will have loaded this for you when you loaded your game -- in other words, MMM wasn't disabled when you made your clean save. It's a good point to raise for anyone else -- when cleaning your savegame of any mod, be sure to deselect *all* .esps from the mod itself and any other mods that include compatibility modules.
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Laura-Lee Gerwing
 
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