[RELz] Mart's Mutant Mod 1.0 RC 4.1

Post » Fri May 27, 2011 11:34 pm

Again, I request a means to turn off the wasteland spawns.

I just fast-traveled to Jocko's Pop 'n Gas. When I arrived, I got aggro'd.

Here is the list of my assailants:
3 Deathclaw Young
1 Radscorpion
1 Vicious Dog that somehow needed two Blackhawk shots to kill (and not just "a little sliver of health" left after the first round to the torso).
1 Fire Gecko that got shredded by one of the Deathclaw Young
1 passerby Little Gecko.

And I never ventured beyond the road immediately around Jocko's Pop 'n Gas since I saved to report this. I imagine the rest of the spawns would aggro on me if I did.

Also, why are deathclaws so prolific? I've probably dropped 20 deathclaw young for every one deathclaw I've seen. Apex predators usually aren't prolific in breeding.


I guess you are not using the no spawn options.

If you are using them; did you wait the proscribed 4 days?
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kirsty joanne hines
 
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Post » Fri May 27, 2011 11:54 pm

I have already done the wait.

My MMM optionals are:

Tougher Traders
Natural Selection
No Wanamingos (done after the initial cause of my complaint; getting tentacled at L4 by a quartet of them right outside Megaton after they wiped out a herd of mole rats)
No Floaters
Zones Respawn
No Skeleton Decay
DLCs

I have no Increased Spawns modules loaded. This "Wilderness Spawns" is a new feature added in RC4, one that I am wishing would at least get a toggle.
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naome duncan
 
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Post » Sat May 28, 2011 3:58 am

I have no Increased Spawns modules loaded. This "Wilderness Spawns" is a new feature added in RC4, one that I am wishing would at least get a toggle.

Interesting... if you don't use any Increased Spawns module, wilderness spawns should be same as vanilla (bar getting skinned variants and new creature types spawning).

Did you do a clean-savegame upgrade when you first moved to RC4?
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Auguste Bartholdi
 
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Post » Fri May 27, 2011 8:41 pm

Interesting... if you don't use any Increased Spawns module, wilderness spawns should be same as vanilla (bar getting skinned variants and new creature types spawning).

Did you do a clean-savegame upgrade when you first moved to RC4?



Yup.
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Sabrina Schwarz
 
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Post » Sat May 28, 2011 4:36 am

Im going to complain about this as well. I cant go 10 feet without a firefight against Deathclaws, Radscorpions, Robots and every single other threat. Is there a way to run Increased Spawns while still having at least some breathing space in the wastes?
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matt
 
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Post » Fri May 27, 2011 7:57 pm

Forgive me but I have a general question (and several specific ones, I guess) as to the FOOK compatibility patch:

First off, what armed NPC's does MMM affect? Supermutants? Raiders? Talon Co? Enclave? The readme says it focuses on Raiders but what of the others?

What should I see because of this patch with respect to armed NPC's (non-monsters)? Will placed NPC's use FOOK weapons/equipment per FOOK leveled lists? What about randomly spawned NPC's? What weapons/equipment will they use? And what stats will placed NPC's use? MMM or FOOK? And what about spawned NPC stats? MMM or FOOK?

In other words, when it says these two mods are made "compatible" what exactly does that mean? I want to try this out and test but I'm not sure what to look for.

Thanks.
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Margarita Diaz
 
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Post » Fri May 27, 2011 9:18 pm

Hmmm... Maybe it didn't stick when I did it before. I did the purge spiel again, and the wilderness spawn spot right outside Smith Casey's Garage only had a radscorp and two robobrains. Maybe I just didn't do it long enough or something before...

Gonna wait until I am moshpit-free for a while before calling it a botched cell purge...
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^~LIL B0NE5~^
 
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Post » Sat May 28, 2011 10:11 am

Hmmm... Maybe it didn't stick when I did it before. I did the purge spiel again, and the wilderness spawn spot right outside Smith Casey's Garage only had a radscorp and two robobrains. Maybe I just didn't do it long enough or something before...

Gonna wait until I am moshpit-free for a while before calling it a botched cell purge...

Maybe you're running some mod that modifies the timescale? That would cause this kind of issue with the cells not beeing purged.
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TIhIsmc L Griot
 
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Post » Fri May 27, 2011 6:32 pm

In my game I'm about 2/3 through the main and side quests and done with The Pitt and Anchorage.
All the changes sound really great but from what I learned this is a big game change.
I would really like to play with this mod but frankly I am a little worried... honestly, I don't want to start a new game (nor do I have the free time to do everything again - I played the same game for months now maybe for about an hour or so daily on average).

Can I add this mod to my current game without everything blowing up in my face?
And most importantly in case something goes horribly wrong many hours/days/saves later - could I remove it again without loosing my game?
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Tanika O'Connell
 
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Post » Sat May 28, 2011 1:54 am

In my game I'm about 2/3 through the main and side quests and done with The Pitt and Anchorage.
All the changes sound really great but from what I learned this is a big game change.
I would really like to play with this mod but frankly I am a little worried... honestly, I don't want to start a new game (nor do I have the free time to do everything again - I played the same game for months now maybe for about an hour or so daily on average).

Can I add this mod to my current game without everything blowing up in my face?
And most importantly in case something goes horribly wrong many hours/days/saves later - could I remove it again without loosing my game?


You can use it in a running game and you can remove it later on. But you need to do as the Readme says:
Go into a cell with few NPC's(your house for example) save and quit the game. Activate MMM files in FOMM and load your save game. Inside the house wait for four days straight(that will cause all cells to reset). And there you go.

If you want to remove the the mod simply do it the other way around (save in house, quit game, disable MMM files, load game and wait for 4 days)

IMPORTANT: If you are running any mod that alters your timescale, you might have to wait longer!(9 days for example if you use Fallout Wanderers Edition)
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Samantha Wood
 
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Post » Sat May 28, 2011 8:50 am

Hmmm... Maybe it didn't stick when I did it before. I did the purge spiel again, and the wilderness spawn spot right outside Smith Casey's Garage only had a radscorp and two robobrains. Maybe I just didn't do it long enough or something before...

Gonna wait until I am moshpit-free for a while before calling it a botched cell purge...

As I remember- If you use FWE, you don't need increased spawn plugin, becouse it is already incorporated into MMM-FWE CP
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Lynette Wilson
 
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Post » Sat May 28, 2011 12:15 am

You can use it in a running game and you can remove it later on. But you need to do as the Readme says:
Go into a cell with few NPC's(your house for example) save and quit the game. Activate MMM files in FOMM and load your save game. Inside the house wait for four days straight(that will cause all cells to reset). And there you go.

And it will be better to create hard save in case if something will wrong
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Pixie
 
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Post » Sat May 28, 2011 2:42 am

And it will be better to create hard save in case if something will wrong


What's a "hard save"?
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Project
 
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Post » Sat May 28, 2011 1:05 am

I have a question, which I'm hoping my answer is correct . . .

Instead of waiting four days for cells to reset, I've used the "setgs ihourstorespawncell" and changed it to 4 hours or so, then rested for maybe 8 to be sure, then chanegd the ihourstorespawncell back to it's default (or in FWE's case 180). Since FWE changes the respawn timer to 7.5 days (180 hours), i'll die of hunger/starvation if I wait out that time.
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Kyra
 
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Post » Sat May 28, 2011 5:17 am

Im going to complain about this as well. I cant go 10 feet without a firefight against Deathclaws, Radscorpions, Robots and every single other threat. Is there a way to run Increased Spawns while still having at least some breathing space in the wastes?

The wasteland spawns are doing what they are supposed to be doing, if you see a lot of creatures it's likely there multiple spawns placed nearby by the game, and Increased Spawns is increasing each one (as it's supposed to).

I could halve the effect of Increased Spawns for wasteland spawns, but you'll also see a reduction in areas where there aren't multiple spawns placed nearby.

Also, to confirm, as with MadCat -- did you do the full clean-save upgrade procedure when you updated to RC4.0? Not doing so will spawn a lot of creatures at wasteland spawn points as two different Increased Spawn engines take effect.


Forgive me but I have a general question (and several specific ones, I guess) as to the FOOK compatibility patch:

First off, what armed NPC's does MMM affect? Supermutants? Raiders? Talon Co? Enclave? The readme says it focuses on Raiders but what of the others?

What should I see because of this patch with respect to armed NPC's (non-monsters)? Will placed NPC's use FOOK weapons/equipment per FOOK leveled lists? What about randomly spawned NPC's? What weapons/equipment will they use? And what stats will placed NPC's use? MMM or FOOK? And what about spawned NPC stats? MMM or FOOK?

In other words, when it says these two mods are made "compatible" what exactly does that mean? I want to try this out and test but I'm not sure what to look for.

You shouldn't have to look for anything, it should be seamless :)

The module does a number of things: it restores MMM features (stat scaling, confidence AI, corpse flies, skeleton on decay, and more) to NPCs and Creatures that FOOK2 alters, it adds MMM features to new Raider and Supermutant levels added in FOOK2, it applies FOOK2 inventories to new MMM NPCs (i.e NPCs that MMM adds to the game, such as Increased Spawns) as required, and it merges MMM creature level lists into various new FOOK2 level lists to provide the full range of MMM and new FOOK2 creatures and NPC levels. It's a very tight integration that took 8 hours to complete.


I have a question, which I'm hoping my answer is correct . . .

Instead of waiting four days for cells to reset, I've used the "setgs ihourstorespawncell" and changed it to 4 hours or so, then rested for maybe 8 to be sure, then chanegd the ihourstorespawncell back to it's default (or in FWE's case 180). Since FWE changes the respawn timer to 7.5 days (180 hours), i'll die of hunger/starvation if I wait out that time.

Yes that'll work fine. Don't worry, I do the same :) It's just easier to instruct people to wait 4 days that explain about bringing down the console and play with commands, and risk tech support for those who get it wrong or forget to restore the original value etc.
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Steven Nicholson
 
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Post » Sat May 28, 2011 12:13 am

I have a question, which I'm hoping my answer is correct . . .

Instead of waiting four days for cells to reset, I've used the "setgs ihourstorespawncell" and changed it to 4 hours or so, then rested for maybe 8 to be sure, then chanegd the ihourstorespawncell back to it's default (or in FWE's case 180). Since FWE changes the respawn timer to 7.5 days (180 hours), i'll die of hunger/starvation if I wait out that time.


Simply disable the primary needs plugin in order to let the cells reset. to open the primary needs menu simply go to your pipboy, medicine tab.
the should something like " open primary needs..." at the top
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Jordan Moreno
 
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Post » Fri May 27, 2011 7:46 pm

Simply disable the primary needs plugin in order to let the cells reset. to open the primary needs menu simply go to your pipboy, medicine tab.
the should something like " open primary needs..." at the top


Silly Mez, of all people you should be the person to think of this ;)
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Ysabelle
 
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Post » Sat May 28, 2011 10:09 am

Forgive me but I have a general question (and several specific ones, I guess) as to the FOOK compatibility patch:

First off, what armed NPC's does MMM affect? Supermutants? Raiders? Talon Co? Enclave? The readme says it focuses on Raiders but what of the others?

What should I see because of this patch with respect to armed NPC's (non-monsters)? Will placed NPC's use FOOK weapons/equipment per FOOK leveled lists? What about randomly spawned NPC's? What weapons/equipment will they use? And what stats will placed NPC's use? MMM or FOOK? And what about spawned NPC stats? MMM or FOOK?

In other words, when it says these two mods are made "compatible" what exactly does that mean? I want to try this out and test but I'm not sure what to look for.

Thanks.



Martigen pretty much already explained it but I'll try to repeat it in a simple summary.

The MMM plugin for FOOK combines the features of both mods and due to the fact that MMM and FOOK change different things it's actualy just about "merging" both mods via the compatibility patch.

Both mods will keep their features, you will get the new NPC's (raiders skins, new creature models...), increased spawns and so on that is added by MMM together with the FOOK features like the overhauled leveling system for NPC spawns, new NPC inventories (use of new gear) etc.
So just to make it clear, there are no features of MMM or FOOK lost as the two mods go very well along (that's also why the FOOK team will never touch things that are already done by MMM).
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Britney Lopez
 
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Post » Sat May 28, 2011 3:17 am

What's a "hard save"?

This is usual save, not quick

I have a question, which I'm hoping my answer is correct . . .

Instead of waiting four days for cells to reset, I've used the "setgs ihourstorespawncell" and changed it to 4 hours or so, then rested for maybe 8 to be sure, then chanegd the ihourstorespawncell back to it's default (or in FWE's case 180). Since FWE changes the respawn timer to 7.5 days (180 hours), i'll die of hunger/starvation if I wait out that time.

Yes, I always make the same
BTW- In the old RI there was config menu, which allow to change timescale on the fly. May be it is possible to make the same in FWE and to add respawn time as well?
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Eibe Novy
 
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Post » Sat May 28, 2011 10:04 am

The wasteland spawns are doing what they are supposed to be doing, if you see a lot of creatures it's likely there multiple spawns placed nearby by the game, and Increased Spawns is increasing each one (as it's supposed to).

I could halve the effect of Increased Spawns for wasteland spawns, but you'll also see a reduction in areas where there aren't multiple spawns placed nearby.

Also, to confirm, as with MadCat -- did you do the full clean-save upgrade procedure when you updated to RC4.0? Not doing so will spawn a lot of creatures at wasteland spawn points as two different Increased Spawn engines take effect.


4.1 was installed on a clean Fallout. I'll tell you this: The Animal Friend Perk is now immensely useful. Its really the only way to travel in the wastes without constant firefights.
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Carlos Vazquez
 
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Post » Sat May 28, 2011 7:03 am

I completely uninstalled FOOK2, MMM 4.1, and Darn UI.

I also deleted my INI.

The following load order crashes on startup. This is of course after reinstalling FOOK2 ( the newest 1.2 all inclusive download ) and MMM. I also noticed that if I uncheck all MMM stuff the game will load.


Fallout3.esmAnchorage.esmThePitt.esmBrokenSteel.esmPointLookout.esmUnofficial Fallout 3 Patch.esmCALIBR.esmFOOK2 - Main.esmFOOK2 - [[censored]] World And Neighbourhood Kit.esmFOOK2 - [DIK] DLC Improvement Kit.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.espFOOK2 - Main.espFOOK2 - [censored] Map Markers.espFOOK2 - [DIK] DLC Improvement Kit.espFOOK2 - [EVE] Energy Visuals Enhanced.espMart's Mutant Mod.espMart's Mutant Mod - Increased Spawns.espMart's Mutant Mod - Natural Selection.espMart's Mutant Mod - Feral Ghoul Rampage.espMart's Mutant Mod - Tougher Traders.espMart's Mutant Mod - Zones Respawn.espMart's Mutant Mod - No Floaters.espMart's Mutant Mod - No Corpse Flies.espMart's Mutant Mod - No Skeleton Decay.espMart's Mutant Mod - FOOK2.espMart's Mutant Mod - FOOK2 - DIK.esp

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Jordan Fletcher
 
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Post » Fri May 27, 2011 7:47 pm

I can confirm MMM 4.1 and or the latest FOIP does not work with new FOOK 1.2 download ( the one that includes the patches and mipmap fix )

This is based on a complete reinstall with only the DLC's, FOOK 1.2 and MMM + FOIP installed.

The only variable I haven't tested is the fact that I do not have Mothership Zeta. I have been running FOOK2 and MMM + FOIP without Mothership Zeta though, just not with the latest FOOK2 1.2 all in one download.
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Lynne Hinton
 
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Post » Sat May 28, 2011 2:52 am

I can confirm MMM 4.1 and or the latest FOIP does not work with new FOOK 1.2 download ( the one that includes the patches and mipmap fix )

This is based on a complete reinstall with only the DLC's, FOOK 1.2 and MMM + FOIP installed.

The only variable I haven't tested is the fact that I do not have Mothership Zeta. I have been running FOOK2 and MMM + FOIP without Mothership Zeta though, just not with the latest FOOK2 1.2 all in one download.


Are you talking about your save not loading or the entire game not starting?
If it's the later you need to load your load order in FO3Edit. It will tell you what master file is missing, that's what normally prevents Fallout from starting.
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T. tacks Rims
 
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Post » Fri May 27, 2011 8:29 pm

Yep the entire game wont load. Fresh install.

I assume many people are not using the newest FOOK2 file explaining why no one has reported the issue. I will try out FO3edit.


edit: the game loads without the FOIP MMM DIK esp checked.

edit2: The game loads with the MMM DLC esps checked. This is strange for two reasons. I read somewhere that these plugins were not suppose to be checked when using FOOK. Also with my previous install which included FOOK2 1.2 + MMM + FOIP, my game ran without the MMM DLC esps checked.
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Big mike
 
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Post » Sat May 28, 2011 3:14 am

You shouldn't have to look for anything, it should be seamless :)

The module does a number of things: it restores MMM features (stat scaling, confidence AI, corpse flies, skeleton on decay, and more) to NPCs and Creatures that FOOK2 alters, it adds MMM features to new Raider and Supermutant levels added in FOOK2, it applies FOOK2 inventories to new MMM NPCs (i.e NPCs that MMM adds to the game, such as Increased Spawns) as required, and it merges MMM creature level lists into various new FOOK2 level lists to provide the full range of MMM and new FOOK2 creatures and NPC levels. It's a very tight integration that took 8 hours to complete.


Thank you for your response.

Grifman
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glot
 
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