[RELz] Mart's Mutant Mod 1.0 RC 4.1

Post » Sat May 28, 2011 7:59 am

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).

Thanks LS.


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.

Note that the 'Added new spawn system to spread out wilderness spawns' update in 4.1 is designed to lessen the 'brawls' and spread wilderness spawns out over an area 10,000 x 10,000 for each spawn point. Those that spawn nearby will inevitably fight (according to their factions) but those that spawn far enough away will add to the experience of meeting creatures across the wasteland cell.

If there's still too many creatures spawning for you at the wasteland spawn points, again I could drop the effectiveness of Increased Spawns at these points, but from my testing the numbers appearing are in line with IS. Does everyone else think the wasteland spawns are excessive?


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.

Where did you read that? How would you get MMM content in the DLCs while FOOK is loaded if you don't load the MMM DLC modules?

Even though the MMM DLC modules aren't .esm, the MMM - FOOK2 - DIK module requires them because it relies on the content they change having been changed before loading the MMM FOOK2 DIK module. As the FOOK2 DIK module requires all four DLCs to be loaded, and the MMM FOOK2 DIK module builds on this, you need to have all the DLCs, the FOOK2 DIK module, and all the MMM DLC modules loaded to use the MMM FOOK2 DIK module. If you have the MMM FOOK2 DIK module ticked but not all the modules it requires, the game won't load.
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Chloe Mayo
 
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Post » Sat May 28, 2011 3:59 am

Okay, just got some extra free time, got Oblivion working fantastic, now I need my Fallout 3.

I have everything I need, Fallout 3 v1.5 + All DLCs, MMM, FOOK 2 1.2 patch included. DarnUI and slower leveling.
My question is what compatibility patches do I need? There's one listed on the page to download FOOK, and there's the FOIP one.

That's all I plan on using for the time being, unless it's recommended that I get Unofficial FO3 Patches>(In which case could someone explain to me how to add that properly?).

Thanks in advance.
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Nancy RIP
 
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Post » Sat May 28, 2011 9:28 am

I could halve the effect of Increased Spawns for wasteland spawns,



NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO!!!!!!!!!!!!!!!!!!! :( :( :( :( :(

Not everyone dislikes the fact that there's something to DO in the Wasteland. I love the increased spawns. Please don't alter it because two people don't like it. :(
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Petr Jordy Zugar
 
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Post » Sat May 28, 2011 12:59 am

I think a 50% reduction in wasteland increased spawns would be a great idea.
I assume this could be made into an optional plugin?
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A Boy called Marilyn
 
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Post » Fri May 27, 2011 8:45 pm

Something weird happened to me, I think it might be a bug. When playing the Broken Steel quest Death from above, after gathering the data I exited through the "backdoor" and there I met a Deathclaw, a Radscorpion, a Molerat and a Talon merc, all standing on the little ledge. That was pretty crowded. :P
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Melanie Steinberg
 
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Post » Sat May 28, 2011 6:41 am

I think a 50% reduction in wasteland increased spawns would be a great idea.
I assume this could be made into an optional plugin?


Increased Spawns Lite ? Half the Spawns but still with that same great taste you have grown to love?
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Melanie
 
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Post » Fri May 27, 2011 11:01 pm

If there's still too many creatures spawning for you at the wasteland spawn points, again I could drop the effectiveness of Increased Spawns at these points, but from my testing the numbers appearing are in line with IS. Does everyone else think the wasteland spawns are excessive?

I don't think so.
Try to explain with my bad english
In MMM RC4 I had great fun to make battles with numerous creatures, spawned in the one place- and it was great. But after first respawn the picture is become different. Before my approach all creatures already make deal one with anothers and I make deal only with survivors. All anothers are already dead.
In RC4.1 we have different things. All creatures spread around. I don't have such many enemies as before, but instead of this I still to have challenge when return to the same place again and again.
So- this is no need to decrease increased spawn in any way. IMHO
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Kay O'Hara
 
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Post » Sat May 28, 2011 12:17 am

Okay, just got some extra free time, got Oblivion working fantastic, now I need my Fallout 3.
I have everything I need, Fallout 3 v1.5 + All DLCs, MMM, FOOK 2 1.2 patch included. DarnUI and slower leveling.
My question is what compatibility patches do I need? There's one listed on the page to download FOOK, and there's the FOIP one.
That's all I plan on using for the time being, unless it's recommended that I get Unofficial FO3 Patches>(In which case could someone explain to me how to add that properly?).
Thanks in advance.

At first- I don't recommend to use 1.5 patch, it is bugged, it is better to use 1.6 or 1.7 patches instead, even if you don't plan to use any other mods together with mentioned above.
About unofficial patch. To use it correctly you need to install it first of all your mods (after DLC-s). And load it first too. UF3P.esm must be your first ESM, all UF3P.esp-s must be your first ESP-s
If you will have problems with this patch (crashes when save game, some weird things in the interior locations) I wwill recommend you to disable Broken Steel component of UF3P patch.
More you can read here
http://www.fallout3nexus.com/downloads/file.php?id=3808
See my post and post of zBobGuy
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Bek Rideout
 
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Post » Fri May 27, 2011 7:24 pm

Yay! :D

Thank you for this great relase.
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Kat Ives
 
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Post » Fri May 27, 2011 6:16 pm

At first- I don't recommend to use 1.5 patch, it is bugged, it is better to use 1.6 or 1.7 patches instead, even if you don't plan to use any other mods together with mentioned above.
About unofficial patch. To use it correctly you need to install it first of all your mods (after DLC-s). And load it first too. UF3P.esm must be your first ESM, all UF3P.esp-s must be your first ESP-s
If you will have problems with this patch (crashes when save game, some weird things in the interior locations) I wwill recommend you to disable Broken Steel component of UF3P patch.
More you can read here
http://www.fallout3nexus.com/downloads/file.php?id=3808
See my post and post of zBobGuy


Technically, UF3P.esm should be the second, after Fallout3.esm.
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Alycia Leann grace
 
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Post » Fri May 27, 2011 10:27 pm

Technically, UF3P.esm should be the second, after Fallout3.esm.

Oh- I'm sorry, my mistake :)
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Kelly John
 
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Post » Sat May 28, 2011 1:09 am

I'd like to make (or you could make, I don't care) an MMMF4 - Foes Reworked plugin. Is this something I can do, or is a good idea to do right now? Because of MMMF4's complexity, I don't feel confident that I could do it properly with what I understand right now, despite being generally familiar with FO3edit and having a fairly good understanding of the GECK.
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Matt Bee
 
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Post » Sat May 28, 2011 3:58 am

Thank You again Mart for this awesome mod. I have always added your mods to my games since Morrowind and they seem to fit perfect even with other creature mods....Time to do some ghoul hunting...... :P
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lillian luna
 
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Post » Sat May 28, 2011 12:06 am

is anyone crashing in combat or going through doors?
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Sheeva
 
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Post » Sat May 28, 2011 7:47 am

Hey Mart, could it be possible to limit the size variance on the Citadel people? It kinda sticks out; I see giant scribe women walking past these petite little power-armored soldiers sometimes.
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Penny Courture
 
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Post » Sat May 28, 2011 3:35 am

Hey Mart, could it be possible to limit the size variance on the Citadel people? It kinda sticks out; I see giant scribe women walking past these petite little power-armored soldiers sometimes.

Why can't there be a tall scribe woman? Are you prejudiced or something?
Just bustin your chops mate :P
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Charlotte Henderson
 
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Post » Sat May 28, 2011 5:45 am

I am trying the 3GB enabler to see if it solves my freezing issue.

The new system that spreads out spawns is cool except I am seeing creatures and NPC's spawn inside rocks, inside the exterior of megaton, and this in in the first 30 minutes of play.

Also walking down to Super Duper Mart I got mowed down by three Epsilon Enclave Soldiers. I am using FOOk2 and am aware that using Broken Steel has this issue and there is nothing that can be done about it.

It is game breaking having these guys walking around at level 1 though.
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ijohnnny
 
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Post » Sat May 28, 2011 7:28 am

Wow this mods sounds awesome i will have to download it soon.
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Samantha Pattison
 
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Post » Sat May 28, 2011 10:21 am

I am trying the 3GB enabler to see if it solves my freezing issue.

The new system that spreads out spawns is cool except I am seeing creatures and NPC's spawn inside rocks, inside the exterior of megaton, and this in in the first 30 minutes of play.

Also walking down to Super Duper Mart I got mowed down by three Epsilon Enclave Soldiers. I am using FOOk2 and am aware that using Broken Steel has this issue and there is nothing that can be done about it.

It is game breaking having these guys walking around at level 1 though.


It is a real issue, but I just console kill them :P
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Adam
 
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Post » Sat May 28, 2011 7:35 am

I am trying the 3GB enabler to see if it solves my freezing issue.

The new system that spreads out spawns is cool except I am seeing creatures and NPC's spawn inside rocks, inside the exterior of megaton, and this in in the first 30 minutes of play.

Also walking down to Super Duper Mart I got mowed down by three Epsilon Enclave Soldiers. I am using FOOk2 and am aware that using Broken Steel has this issue and there is nothing that can be done about it.

It is game breaking having these guys walking around at level 1 though.

I'm not clear -- we all know Broken Steel does this. Your character is level 1. Why are you enabling Broken Steel now, why not just enable it only when you're ready to play it?
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Tammie Flint
 
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Post » Sat May 28, 2011 12:45 am

hi,
I use the 'no floaters' plugin but I still get a rare encounter with some. is there a way to fix that?

(I use that latest MMM version. did the update by the book)
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Keeley Stevens
 
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Post » Fri May 27, 2011 11:45 pm

It is a real issue, but I just console kill them :P

Technically, UF3P.esm should be the second, after Fallout3.esm.


I have this loading after all the DLCs and do not get the Enclave appearing early.
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Guy Pearce
 
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Post » Sat May 28, 2011 6:08 am

hi,
I use the 'no floaters' plugin but I still get a rare encounter with some. is there a way to fix that?

(I use that latest MMM version. did the update by the book)

Hmmm that shouldn't be happening. Will check the code, but note if you added No Floaters after using MMM with Floaters it's possible some previously spawned Floaters will still be around until killed, but new ones won't spawn.
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Ashley Clifft
 
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Post » Fri May 27, 2011 8:29 pm

I have this loading after all the DLCs and do not get the Enclave appearing early.

I have until now.
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Juanita Hernandez
 
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Post » Sat May 28, 2011 5:40 am

Geez people make a fuzz about a handful of enclave soldiers :P
Just get the Sniper rifle from the Springvale bridge and blow their heads off.
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Lucky Boy
 
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