[RELz] Mart's Mutant Mod 1.0 RC 4.1 #2

Post » Sat May 28, 2011 9:44 am

I've checked this again and this should be possible, at least from the code. The Floaters are even in a block which, if the Floaters global isn't set, nothing at all can happen. No Floaters does this. The only way I can see Floaters appearing in your game is:

* You're using an older version of MMM before RC 4.1 (lets scratch that one)
Nope
* You're using an old merged patch that's retaining old information
Again, nope
* The floaters were spawned in your game before adding No Floaters, and you just haven't killed them yet.
I am using the same settings that I used with 4.1

See if the latter two are true -- remake your merged patch if you use one, or don't use it at all. Also, out of curiosity, before you do the above can you exit the cell, rest 4 days (or more if using FWE etc) to let cells reset, and re-enter it. Are the Floaters still there? I have one other theory that's dependent on the engine...
This is kind of hard to do as I killed the Floaters.

I suppose I can hole up and wait another 4 days.
I am seeing critters now that I never saw with 4.1.
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Jessie Rae Brouillette
 
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Post » Sat May 28, 2011 4:03 am

I'm not sure it has much to do with going to alert and back, but I'd be interested in your testing if you find otherwise.


I think in future I'll test a bit more thoroughly before assuming things, the npc's behaviour can be quite random, sometimes they will go from alert to stand down and back again, other times stay at one state. I've tested this with quite a wide variation with the setting. I won't alter the setting. Thank you for the detailed explanation, I've wondered for a while exactly how that one affected the npc's.

Also I like the idea of the perception drop for outdoor npc's at night. It adds a bit more realism and evens things up a bit when a darker nights mod is being used. I thought I'd mention also I've been using Kai Hohiro's settings posted in the previous thread for the excess actor counts. I always used to crash at least once in springvale basemant but haven't since using these.
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R.I.p MOmmy
 
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Post » Sat May 28, 2011 10:12 am

I suppose I can hole up and wait another 4 days.
I am seeing critters now that I never saw with 4.1.

Let me know. I think I can see how they might not disappear via what the engine is doing, but currently I've been operating off how the engine is supposed to be working here. Bottom line if you find floaters back track out of the cell, save, let cells reset, and go back in and let me know.


I think in future I'll test a bit more thoroughly before assuming things, the npc's behaviour can be quite random, sometimes they will go from alert to stand down and back again, other times stay at one state. I've tested this with quite a wide variation with the setting. I won't alter the setting. Thank you for the detailed explanation, I've wondered for a while exactly how that one affected the npc's.

Also I like the idea of the perception drop for outdoor npc's at night. It adds a bit more realism and evens things up a bit when a darker nights mod is being used. I thought I'd mention also I've been using Kai Hohiro's settings posted in the previous thread for the excess actor counts. I always used to crash at least once in springvale basemant but haven't since using these.

No worries. Kal's settings are integrated into 4.2, albeit slightly altered to keep a few more corpses around longer (gives people a chance to loot in large fights, plus atmosphere etc). I think the issues with stability that Kai found are probably with the active actors in combat at a time, I used his values as is for this.
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Annick Charron
 
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Post » Sat May 28, 2011 8:53 am

I've played a few hours with 4.2 with no noticeable bugs. I haven't been in the wasteland, so I can't comment on the reduced spawns plugin, but things seem pretty good so far. Love the new skins too. :)

Relevant plugins used:
Mart's Mutant Mod.esm
Mart's Mutant Mod.esp
Mart's Mutant Mod - DLC Anchorage.esp
Mart's Mutant Mod - DLC Broken Steel.esp
Mart's Mutant Mod - DLC Point Lookout.esp
Mart's Mutant Mod - DLC The Pitt.esp
Mart's Mutant Mod - DLC Zeta.esp
Mart's Mutant Mod - Hunting & Looting.esp
Mart's Mutant Mod - Natural Selection.esp
Mart's Mutant Mod - No Ghoul Raise.esp
Mart's Mutant Mod - Reduced Wasteland Spawns.esp
Mart's Mutant Mod - Zones Respawn.esp
Mart's Mutant Mod - Tougher Traders.esp
Mart's Mutant Mod - FWE Master Release.esp

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Becky Cox
 
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Post » Sat May 28, 2011 5:51 am

Additional 4 days wait did not help. Still getting Geckos and Wanamingos in the Wasteland.

Relevant mod order:

Fallout3.esm
BrokenSteel.esm
Mart's Mutant Mod.esm
Mart's Mutant Mod - DLC Broken Steel.esp
Mart's Mutant Mod - Hunting & Looting.esp
Mart's Mutant Mod - Increased Spawns.esp
Mart's Mutant Mod - Natural Selection.esp
Mart's Mutant Mod - No Floaters.esp
Mart's Mutant Mod - No Ghoul Raise.esp
Mart's Mutant Mod - No Geckos.esp
Mart's Mutant Mod - No Size Scaling.esp
Mart's Mutant Mod - Reduced Wasteland Spawns.esp
Mart's Mutant Mod - Tougher Traders.esp
Mart's Mutant Mod - No Wanamingos.esp
Mart's Mutant Mod.esp
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Johnny
 
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Post » Fri May 27, 2011 10:29 pm

I may be mistaken, but could the reason be that you load the main .esp AFTER all the others?
I guess that would overwrite the changes by the "no something".eps.

Try putting the main esp on top of the additional plugins and see if that helps (after waiting 4 days ;) )
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Chelsea Head
 
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Post » Sat May 28, 2011 9:11 am

I may be mistaken, but could the reason be that you load the main .esp AFTER all the others?
I guess that would overwrite the changes by the "no something".eps.

Try putting the main esp on top of the additional plugins and see if that helps (after waiting 4 days ;) )


Could be. That is just the way FOMM installed them, usually I do rearrange them.

[EDIT] Quick move did not do it; on to another 4 day wait.
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Chloe Mayo
 
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Post » Sat May 28, 2011 2:01 am

Mart's Mutant Mod - No Wanamingos.esp
Mart's Mutant Mod.esp

Wanamingos et al are enabled in the main file, loading the No-file before it will make no difference. Time to read the http://www.gamesas.com/bgsforums/index.php?showtopic=1045438 again. ;)
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Beat freak
 
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Post » Fri May 27, 2011 11:22 pm

Wanamingos et al are enabled in the main file, loading the No-file before it will make no difference. Time to read the http://www.gamesas.com/bgsforums/index.php?showtopic=1045438 again. ;)


Moving the esp and waiting another 4 days did the trick.

I like the new reduced spawn mod; I may have to turn off the 'just say no' esps.
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Victoria Vasileva
 
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Post » Fri May 27, 2011 10:38 pm

I run Increased Spawns... and ammo is only an issue at the start. Once I uncover Tenpenney Tower, Rivet City and Underworld - it's not hard to get head on ammo just from those vendors. Toss in investing in the weapons caravan and I'm rolling in ammo by level 15 (I'm running a -50% XP modifier at the moment). I'm carrying around 900 shotgun rounds, 2000 10mm (my backup weapon is a 10mm SMG that I never use), 2500 5.56mm, and a few hundred rounds of .32 for a rifle.

But until I got past Moria and got a 2nd and 3rd ammo source, things were a bit scarce up until level 5-7. At low levels, I have to rely on VATS a lot and can't just spray ammo. I have to make every shot count.

Now for my 2cp. I'm not sure that increased ammo spawn fits with MMM. I think that's better handled by other mods such as:

Container Replenishment
http://www.fallout3nexus.com/downloads/file.php?id=8682

Selected Containers Respawn
http://www.fallout3nexus.com/downloads/file.php?id=2519

...

As for critters from the expansions showing up in the wastelands.

Pitt Troggs - would make sense, if they're limited to being around up near the train tunnel. I'm not sure I want to see them in downtown DC.

Aliens - eh... I'm not a big fan of MZ.

OpAnch - wasn't that war like 200 years ago? I'd rather see the Chinese ghouls from vanilla show up in other places (the ones from
Spoiler
Mama Dolce's
).

Point Lookout - I can't see how the hillbillies would get to Wash DC, unless they walk the entire way. And I'm not sure I want more bullet sponges in the wastes.




I think the aliens would be cool, like running into a random search party, or having a random scripted even where a beacon comes down and they attack you.

Trogs fit in perfectly anywhere that ghouls spawn. Plus I would like to see how fun they would be to fight in an environment that doesnt favor me. (I ALWAYS seen them coming.)

I like the hill billys, they made me fight differently, plus were entertaining. I dont see how they wouldnt fit in at the various mobile parks, or any abandoned city.


If I could mod myself, I would go in and edit the spawn lists myself. I paid for the DLC in hopes of seeing the new monsters in various parts of the game, not one time per game. I dont care about how they fit in, I just want more to shoot.



I usually have around 1000 of each of the main ammos, and 2000+ of the .32. Shotfun ammo hangs around 500, still only got 400 .308 and 200 .45 ammo. It may sound like plenty, but I play with WMK and my main weapons are zu rongs assualt rifle with extended magazine and silencer, ultra smg with extended magazine and scope, 10mm handgun with extended magazine, autofire and silencer, terrible shotgun with autofire and extended mag. Long story short, I burn thru ammo FAST. Im also running both mods for respawning ammo boxes.

Going from store to store is an option, but I prefer to run from place to place rather than fast travel. Running from megaton to rivet city to underworld and then hoping to find a caravan during that is a friggin hassle. having 10 enemies firing at you for 3+ mins is a good sign that they are stacked with ammo. Looting a corpse to find 8 556 ammo is depressing. I like the thrill of ammo management, but 1000 10mm rounds is 10 reloads, that can go very fast when fighting 2-3 overlords, 4+ masters and a couple centaurs inside vault 87 in 1 area, knowing the same thing is waiting for you a few doors down.
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Baylea Isaacs
 
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Post » Sat May 28, 2011 5:34 am

Long story short, I burn thru ammo FAST. Im also running both mods for respawning ammo boxes.

Going from store to store is an option, but I prefer to run from place to place rather than fast travel. Running from megaton to rivet city to underworld and then hoping to find a caravan during that is a friggin hassle. having 10 enemies firing at you for 3+ mins is a good sign that they are stacked with ammo. Looting a corpse to find 8 556 ammo is depressing. I like the thrill of ammo management, but 1000 10mm rounds is 10 reloads, that can go very fast when fighting 2-3 overlords, 4+ masters and a couple centaurs inside vault 87 in 1 area, knowing the same thing is waiting for you a few doors down.


The "thrill of ammo management" involves knowing when to resort to melee.
It seems to be asking a bit much, raising another combat skill (+ sneak, to maximize efficiency). But considering the potential ammo conservation, it is entirely worth it.
Even with a low skill you can go for hit & run tactics.
(And, isn't melee proficiency a requirement, in a world that is lacking ammo manufacture?)
Setting mines before initiating combat, or while retreating, is another aide.
Personally, I noticed that I hardly ever make good use of the wrecked vehicles, which can serve as "mini-nuke mines".
I believe Bethesda provided sufficient tools, in sufficient quantities, to ease combat.

Unfortunate that the AI seems terribly random. Why do enemies with efficiently accurate distance weapons, run at me? Actually, I wonder if the AI does get any better at harder difficulty? Never tried it, assuming that it would probably just increase enemy health and damage.
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Angus Poole
 
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Post » Sat May 28, 2011 12:52 am

read my new thread on carrying realism mod and contemplate how scary the game would really be if you had only what you could carry on you in real life. play that version of the game and sh!t yer shorts when overlords find you lol

http://www.gamesas.com/bgsforums/index.php?showtopic=1049754
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Rowena
 
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Post » Sat May 28, 2011 6:56 am

Martigen, et. al. -

Once again, I must thank you profusely for all of the awesome work you have done: BRAVO!

I started a new game w/ RC 4.1, and I am over 90 hours into it. For the first time, I am using increased increased spawns (and Rampage, of course), and I use all of the new creatures except for the flies. For the most part, everything is running great. However, I do have a few question/comments/complaints....

+ I have only encountered young molerats once, and have never encountered pups on this playthrough. That makes me sad :(
+ I have seen very few geckos this time around, and far too many f&#@*n protectrons.
+ Speaking of Protectrons, why are they so weak? Were they always that weak? It sure would be cool if MMM added a few levelled bots...
+ Brahmin are spawning in HUGE numbers; southeast of Canterbury looks like Texas! That is great, but why are Brahmin, even the all too rare Mad Brahmin, so weak when they attack, and so easy to kill? Also, why can't I cut a Brahmin Steak from a dead Brahmin? What a gip! I'm Hungry!
+ Speaking of animal loot; for the most part, I like the loot you added, but I do have some criticisms....
-First of all, most loot is NOT valuable enough. Maybe it's because I use XFO & FOOK2, but most of the animal loot is pretty useless to me.
-I think a whole dog pelt or gecko skin should be worth at least 10 caps, and then multiplied by two for each succesive increase in quality.
-Yao Guai eyes, okay, but how about a Yao Guai gall bladder? (Bethesda gripe: Yao Guai?? Why the hell would the english name for 'bear' change to the Chinese name for bear?? That's lame.)
-Night ghoul eyes are cool... but why don't you get any rads from eating them? And why do some night ghouls have three or four eyes on them? (I know, it might be because of hunting & looting). Also, night ghoul junk loot spawns seem to be triplicating or even quadrupling since latest FOOK2 patch. (4 harmonicas? Wow, that night ghoul must have loved the blues!)
+ Concerning the Perception decrease in the dark: I would say 2 points should be the max, and definately make it optional. In fact, that sort of change seems sort of out of the scope of MMM, but it's your mod, so do as you please. I think if people can't see enemies in the dark, it's probably because they use Fellout or some other darker nights mod... I think vanilla nights are not very dark for exactly that reason.
+ Behemoth bad spawn point = 'Super Mutant Camp' between Jefferson Memorial/Project Purity and Rivet City. It gets stuck behind barriers, but that makes it a lot easier to kill by yourself at low level Also, I had a behemoth spawn when I was very low level, maybe 4 or 5... is that right?
+ Someone recommended making MMM have an options menu instead of modules, I would I would be VERY happy to see that, if you ever get around to it. As it is now, whenever I add a new mod, I have to ditch an old mod, because I have TOO MANY MODS!!! My slots are filled and FO3 does weird stuff when you have too many mods. So, because of MMM, many many many lesser mods never get to grace my Fallout experience. At the very least, can you make an .esp with all of the DLC? please? If you get a chance...
+ I can't wait until someone makes some dungeons with the new creatures. "What's that sound coming from the mythical lower decks of Rivet City? Why, it's scores of Wanamingos crunching the bones of hapless adventurers, of course!"
+ Speaking of new creatures, a mountain lion, giant spiders, and mutated humans would be awesome!
+ One would think that the instances of birth defects would be increased in a heavily irradiated world. Why is it that we see no cases of Albinism, Dwarfism, Gigantism, cleft pallette, general Retardation or other mutational effects? What about Amputees? Put those crutches to work!
+ Why aren't there any Ghoulish Raiders?
+ Why aren't there any black Ghouls?
+ Why am I asking so many damn questions?
+ Are you (or any one else) ever planning on increasing the number and diversity of non-hostile NPC spawns? Just curious.
+ Finally; and this is one of my biggest issues/questions/grovelingly humble requests: I know that up until now, MMM has only altered spawn points. This, of course, means that areas with individually placed creatures still have the exact same number of creatures in them as the dreaded Vanilla game. Do you, or God, or anyone, have plans to ever either add more creatures to these areas or change the individual creatures to levelled spawns? That would be so awesome! ... and so much work, I'm sure. It would be awesome, though. I am referring to places like Greyditch, Marigold station, Jefferson Memorial, Anchorage Memorial, etc., etc.. Places that just seem empty after the rest of the wasteland on increased increased MMM action.

Thanks so much for slogging through all this (if you did; otherwise, up yours! haha). I know some people probably loathe my excessively verbose posts, but hey, at least I can spel. Mart, you're totally awesome at responding to comments too, so i am sure you'll have fun with this. Actually, you'll probably say "double-you-tea-eff?" and ignore this and all of my other posts, which is what you should do :hubbahubba:
As usual, my disclaimer: These are just the wild ideas of an overactive imagination, not demands, I know you can't do them all, so feel free to nitpick everything I said, ignore me, say "double-you-tea-eff?", ban me, etc.

Thanks Mart! Long Live MMM!!!

- EBOB
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Gavin Roberts
 
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Post » Sat May 28, 2011 4:31 am

+ Speaking of Protectrons, why are they so weak? Were they always that weak? It sure would be cool if MMM added a few levelled bots...

As I understand, protectrons occupy the lower levels in the robot's hierarchy. They was created as homework or service models. In this case, it is difficult to expect from them power of combat models. Apart from protectrons there are another, more powerful robot's models.
Also, why can't I cut a Brahmin Steak from a dead Brahmin? What a gip! I'm Hungry!

You can, if this steak not stolen by anyone before. And random, of course.
+ Are you (or any one else) ever planning on increasing the number and diversity of non-hostile NPC spawns? Just curious.

There is Wasteland Traveler mod on Nexus, which will suit your needs, at least partially. But I must to say- it is bad idea to increase number of spawns without real necessity, it is big increase in load for many systems.
+ Finally; and this is one of my biggest issues/questions/grovelingly humble requests: I know that up until now, MMM has only altered spawn points. This, of course, means that areas with individually placed creatures still have the exact same number of creatures in them as the dreaded Vanilla game. Do you, or God, or anyone, have plans to ever either add more creatures to these areas or change the individual creatures to levelled spawns? That would be so awesome! ... and so much work, I'm sure. It would be awesome, though. I am referring to places like Greyditch, Marigold station, Jefferson Memorial, Anchorage Memorial, etc., etc.. Places that just seem empty after the rest of the wasteland on increased increased MMM action.

I don't understand this. What do you mean when say about "Individually placed creatures" in the Greyditch, Marigold station, Jefferson Memorial, Anchorage Memorial? All this locations IMHO don't have any differences from another, they use all MMM features in diversity and increased spawns.
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James Smart
 
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Post » Fri May 27, 2011 11:20 pm

Mart, an alternative to limiting behemoth/gargantuan spawns: Replace the regular behemoth spawns with gargantuans, and use the behemoth model as another tier of supermutant. According to the wiki this may have been the intent from the start: http://fallout.wikia.com/wiki/Super_Mutant_Behemoth#Actual_Size

+ Why aren't there any black Ghouls?

How can you tell? They don't have a lot of skin left to judge by. :rolleyes:
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Yama Pi
 
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Post » Sat May 28, 2011 5:27 am

I've played a few hours with 4.2 with no noticeable bugs. I haven't been in the wasteland, so I can't comment on the reduced spawns plugin, but things seem pretty good so far. Love the new skins too. :)

Awsome :) And you can thank Sektor7 for the Trogg skins and Macintroll for the new SM armours. Some of these are on Nexus, but he also made a set just for MMM.


Fallout3.esm
BrokenSteel.esm
Mart's Mutant Mod.esm
Mart's Mutant Mod - DLC Broken Steel.esp
Mart's Mutant Mod - Hunting & Looting.esp
Mart's Mutant Mod - Increased Spawns.esp
Mart's Mutant Mod - Natural Selection.esp
Mart's Mutant Mod - No Floaters.esp
Mart's Mutant Mod - No Ghoul Raise.esp
Mart's Mutant Mod - No Geckos.esp
Mart's Mutant Mod - No Size Scaling.esp
Mart's Mutant Mod - Reduced Wasteland Spawns.esp
Mart's Mutant Mod - Tougher Traders.esp
Mart's Mutant Mod - No Wanamingos.esp
Mart's Mutant Mod.esp

Yeah. All plugins must come after the main .esp, otherwise you're effectively disabling all the plugins.


+ I have only encountered young molerats once, and have never encountered pups on this playthrough. That makes me sad :(
+ I have seen very few geckos this time around, and far too many f&#@*n protectrons.

Post your load order. Also, I saw in another thread you're using a merged patch. I don't recommend using merged patches, only WMK requires one and even then you should select only those mods that affect WMK. Chances are the merged patch is undoing something from MMM and that's why you don't see the variety.

+ Brahmin are spawning in HUGE numbers; southeast of Canterbury looks like Texas! That is great, but why are Brahmin, even the all too rare Mad Brahmin, so weak when they attack, and so easy to kill?

Mad Brahmin? No such creature in MMM, what other mods are you using? Also on the number: you're using Increased Increased, so that's what you get :) However I can reduce the 'ratio' for Brahmin and how IS affects them. Anyone else agree?

-First of all, most loot is NOT valuable enough. Maybe it's because I use XFO & FOOK2, but most of the animal loot is pretty useless to me.

Why should all loot be valuable? :) Animals have bones, skin, meat, nails etc... is it really all valuable to you? Perhaps it's there to add depth (for eg, the toxic Feral Ghoul Flesh) and you need to consider what you loot? :)

-Night ghoul eyes are cool... but why don't you get any rads from eating them? And why do some night ghouls have three or four eyes on them? (I know, it might be because of hunting & looting). Also, night ghoul junk loot spawns seem to be triplicating or even quadrupling since latest FOOK2 patch. (4 harmonicas? Wow, that night ghoul must have loved the blues!)

You should only be getting no more than 2 eyes per Night Ghoul. I'll check, and yes perhaps another mod is playing with it.

+ Concerning the Perception decrease in the dark: I would say 2 points should be the max, and definately make it optional. In fact, that sort of change seems sort of out of the scope of MMM, but it's your mod, so do as you please. I think if people can't see enemies in the dark, it's probably because they use Fellout or some other darker nights mod... I think vanilla nights are not very dark for exactly that reason.

It doesn't affect the player, only some NPCs.

+ Someone recommended making MMM have an options menu instead of modules, I would I would be VERY happy to see that, if you ever get around to it. As it is now, whenever I add a new mod, I have to ditch an old mod, because I have TOO MANY MODS!!! My slots are filled and FO3 does weird stuff when you have too many mods. So, because of MMM, many many many lesser mods never get to grace my Fallout experience. At the very least, can you make an .esp with all of the DLC? please? If you get a chance...

Yes we may have a menu soon :) In the meantime, you can merge all the optional .esps into a single .esp if you want to.

Thanks so much for slogging through all this (if you did; otherwise, up yours! haha). I know some people probably loathe my excessively verbose posts, but hey, at least I can spel. Mart, you're totally awesome at responding to comments too, so i am sure you'll have fun with this. Actually, you'll probably say "double-you-tea-eff?" and ignore this and all of my other posts, which is what you should do :hubbahubba:
As usual, my disclaimer: These are just the wild ideas of an overactive imagination, not demands, I know you can't do them all, so feel free to nitpick everything I said, ignore me, say "double-you-tea-eff?", ban me, etc.

No worries, but learn the art of brevity. It will serve you well :)


Mart, an alternative to limiting behemoth/gargantuan spawns: Replace the regular behemoth spawns with gargantuans, and use the behemoth model as another tier of supermutant. According to the wiki this may have been the intent from the start: http://fallout.wikia.com/wiki/Super_Mutant_Behemoth#Actual_Size

Hmm... I tend to think the rarity of the Gargantuans makes them more interesting (and that there is only one guaranteed location, at Evergreen). However you may have noticed the Behemoths are more menacing in MMM -- they are larger, and there's a chance they'll cause knockback on their strikes.

On the whole, how have people found the propensity for Gargs to appear? Too frequent or too rare?
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Mr. Allen
 
Posts: 3327
Joined: Fri Oct 05, 2007 8:36 am

Post » Fri May 27, 2011 7:15 pm

...but hey, at least I can spel.


Don't you spell "spel" with double-l ? :P
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Laura Elizabeth
 
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Joined: Wed Oct 11, 2006 7:34 pm

Post » Fri May 27, 2011 11:28 pm

Why is the experience gained for killing the Behemoths and Gargantuans so low? The ammo expenditure is so much greater than that used on the standard mutants.
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Jennifer May
 
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Post » Sat May 28, 2011 7:10 am

XP for kills is controlled by several game settings, but the maximum is that for "Very Hard" creatures. Any extra reward would have to be scripted.
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X(S.a.R.a.H)X
 
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Post » Fri May 27, 2011 11:05 pm

Gargs - they show up frequently enough for me... like the one at Jefferson Memorial the other day. Whenever I run into one, it's a bit of a WTF moment as I quickly check ammo reserves, supply of explosives, chems and stimpaks.

...

I had a fun Behemoth WTF moment last night. I'm working my way near Vault 87's outdoor area (with probably a full dozen SMs guarding it, including a master or two). I manage to aggro a few, so I'm starting to run away with a fighting retreat, trying to take them down. Then I hear really big footsteps and realize that there's now a Behemoth mixed in.

Thank goodness for the Dart Gun.

...

At the moment, RC41 is being very stable for me, with the right number of spawns. I haven't changed my load order since starting a new game, and FO3 only crashes about once an evening. Usually when entering a new area.

Fallout3.esm
Anchorage.esm
ThePitt.esm
BrokenSteel.esm
PointLookout.esm
Zeta.esm
Mart's Mutant Mod.esm
GalaxyNewsRadio100[M].esp
DCInteriors_Georgtown.esp
DCInteriors_Mason.esp
DCInteriors_SewardSq.esp
MaintenanceShed.esp
Ammo_Dispenser v 2.esp
3EFhelmlessstealthsuit.esp
BD Merged Camo Battlearmor.esp
sunglassescollection.esp
NightvisionGoggles(Powered).esp
RealPhysicsWithCarExplosions.esp
Slower Degradation (-50%).esp
KarmaFutureImperfect1010.esp
KarmaCannibalIncrease1010.esp
KarmaChurchDecrease1010.esp
KarmaHard1010.esp
reduced karma loss for Stealing.esp
choose_XP.esp
VanishingPiles.esp
BM08RandomBobbleheadsFixed.esp
Longer Days & Longer Nights.esp
Xepha's Darker Nights.esp
DarkerInteriorsFallOut3.esp
DarkerInteriorsBrokenSteel.esp
DarkerInteriorsAnchorage.esp
DarkerInteriorsPointLookout.esp
DarkerInteriorsZeta.esp
DarkerInteriorsThePitt.esp
Mart's Mutant Mod.esp
Mart's Mutant Mod - Increased Spawns.esp
Mart's Mutant Mod - Hunting & Looting.esp
Mart's Mutant Mod - Tougher Traders.esp
Mart's Mutant Mod - Zones Respawn.esp
Mart's Mutant Mod - Natural Selection.esp
Mart's Mutant Mod - DLC Anchorage.esp
Mart's Mutant Mod - DLC Broken Steel.esp
Mart's Mutant Mod - DLC The Pitt.esp
Mart's Mutant Mod - DLC Point Lookout.esp

Total active plugins: 45
Total plugins: 48
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Julie Ann
 
Posts: 3383
Joined: Thu Aug 23, 2007 5:17 am

Post » Fri May 27, 2011 9:37 pm

Chances are the merged patch is undoing something from MMM and that's why you don't see the variety.

Admittedly, I have a similar experience.
There are mole-rat puppies? Either they are only a little bit smaller, leading me to assume that it's just a smaller mole-rat, or I have never seen one.

Mad Brahmin? No such creature in MMM, what other mods are you using? Also on the number: you're using Increased Increased, so that's what you get :) However I can reduce the 'ratio' for Brahmin and how IS affects them. Anyone else agree?

Mad Brahmin are a rare vanilla F3 variant. Hostile in nature (exception: animal friend perk).
A black humored nod at "BSE", the mad cow disease that was a big problem in Europe a couple of years ago.
I am begging you not to decrease the Brahmin ratio! They are the only non-hostile creatures out there. I am so grateful for every herd I meet out in the wastes, I always go at length to risk my neck for their survival.

Hmm... I tend to think the rarity of the Gargantuans makes them more interesting (and that there is only one guaranteed location, at Evergreen). However you may have noticed the Behemoths are more menacing in MMM -- they are larger, and there's a chance they'll cause knockback on their strikes.

On the whole, how have people found the propensity for Gargs to appear? Too frequent or too rare?

I have played F3 a lot. Always with the most recent version of MMM installed ("increased spawns"). The only Gargantuan I have ever seen (to my memory) was the one at Evergreen Mills.
So, I'd have to object against any claim of "too frequent".


@ EBOB66:

+ Concerning the Perception decrease in the dark: I would say 2 points should be the max, and definately make it optional. In fact, that sort of change seems sort of out of the scope of MMM, but it's your mod, so do as you please. I think if people can't see enemies in the dark, it's probably because they use Fellout or some other darker nights mod... I think vanilla nights are not very dark for exactly that reason.

Since Martigen confirmed that only MMM-spawned-NPCs without power armor are affected, there seems little reason to be concerned. What wrong could it do that enemies perceive less effectively at night?

+ I can't wait until someone makes some dungeons with the new creatures. "What's that sound coming from the mythical lower decks of Rivet City? Why, it's scores of Wanamingos crunching the bones of hapless adventurers, of course!"
+ Speaking of new creatures, a mountain lion, giant spiders, and mutated humans would be awesome!
+ One would think that the instances of birth defects would be increased in a heavily irradiated world. Why is it that we see no cases of Albinism, Dwarfism, Gigantism, cleft pallette, general Retardation or other mutational effects? What about Amputees? Put those crutches to work!

All of these are good ideas, but may need be requested in different threads. Dungeons require crafting of new locations, which is beyond the appropriate scope of MMM. New creatures require new models, which is beyond the scope of Mart's current abilities, if I got him correctly.

But, yeah...Is there any thread where model/creature requests have been answered, satisfactorily? We're stuck with the same creatures for months now.
On that topic...What about SaidenStorm's new creatures. Any feedback? I didn't find the time to test them myself.

+ Why aren't there any Ghoulish Raiders?

Self-explanatory, actually.
Raiders are not a very tolerant faction. Living out in the wastes, they probably have frequent encounters with feral ghouls. You'd best assume they'll shoot everything that even remotely looks like one.
So, yeah...not only do they kill, maim, [censored] and torture children...They are also racists. Go figure.

+ Why aren't there any black Ghouls?

There are. You're just not able to recognize them.
Don't think of it being skin. It's supposed to be raw meat, technically.

+ Are you (or any one else) ever planning on increasing the number and diversity of non-hostile NPC spawns? Just curious.

"MTC Wasteland Travellers V2" - http://www.fallout3nexus.com/downloads/file.php?id=6044

Awfully long post. Sorry!
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Laura Hicks
 
Posts: 3395
Joined: Wed Jun 06, 2007 9:21 am

Post » Sat May 28, 2011 12:09 am

There are mole-rat puppies? Either they are only a little bit smaller, leading me to assume that it's just a smaller mole-rat, or I have never seen one.


Hm, I remotely remember having seen some in an older release, but not in 4.1 or 4.2. Or have it been dog-puppies?
Haven't seen them either though, only thing I get are hordes of Deathclaw-Youngs (which can be pretty tough at low level without the dart-gun)
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Bigze Stacks
 
Posts: 3309
Joined: Sun May 20, 2007 5:07 pm

Post » Fri May 27, 2011 7:44 pm

Hmm... I seem to be having some problems with ghouls. For one, they limping along, rediculously slow, enabling easy headshots. No, I'm not talking about ramblers, these are normal ghouls. Also, Glowing Ones are damn-near invincible. I was clearing out a plant full of ghouls and ramblers with my plasma rifle, when this guy game along. I popped a rad-X, then gave 4-5 shots to his head. No effect. I took out Firelance and aimed in VATS; no effect. I figured he might be immune to energy weapons(sad day for my character, who specializes in them), so I took out an Assault Rifle I had in reserve. No effect. Frag mines/grenades? No effect. I ran outside and saw 3 regulators(I don't know why... I've been neutral or good the whole game. Maybe they didn't like me taking revenge on the Vault despite the fact I had enough good karma were I was still neutral even after killing everyone). I quickly hid and popped a stealthboy and the Glowing One forgot about me and killed all three regulators. I tried to sneak away be he noticed me again, and eventually I died since I couldn't do anything to either kill or get away from him Regardless of how puny his attacks were, that adds up.
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teeny
 
Posts: 3423
Joined: Sun Feb 25, 2007 1:51 am

Post » Fri May 27, 2011 10:28 pm

Admittedly, I have a similar experience.
There are mole-rat puppies? Either they are only a little bit smaller, leading me to assume that it's just a smaller mole-rat, or I have never seen one.

Hmmm just tested in game, they -- Vicious Dog Pups and Molerat Young -- both seem to be working. Keep in mind only Lvl* placed spawns (so not where beth has placwed a singe CrMoleRat) will have them, and the current chance is 10% (maybe I should raise this?). Open up the console and type set zMMMzSpawnChanceYoung to 100 and you'll guarantee them when Lvl* Molerats and Vicious Dogs spawn.

I am begging you not to decrease the Brahmin ratio! They are the only non-hostile creatures out there. I am so grateful for every herd I meet out in the wastes, I always go at length to risk my neck for their survival.

Only non-hostile? MMM also adds the young Gecko (passive), Wild Dog (largely passive unless you aggro first), and the Wasteland Scorpion (passive) :)


But, yeah...Is there any thread where model/creature requests have been answered, satisfactorily? We're stuck with the same creatures for months now.
On that topic...What about SaidenStorm's new creatures. Any feedback? I didn't find the time to test them myself.

Well, sorry I've got a day job!

And I'll make a plugin for Saiden's after this release is done (when I do the other FOIP plugins).


Hmm... I seem to be having some problems with ghouls. For one, they limping along, rediculously slow, enabling easy headshots. No, I'm not talking about ramblers, these are normal ghouls. Also, Glowing Ones are damn-near invincible. I was clearing out a plant full of ghouls and ramblers with my plasma rifle, when this guy game along. I popped a rad-X, then gave 4-5 shots to his head. No effect. I took out Firelance and aimed in VATS; no effect. I figured he might be immune to energy weapons(sad day for my character, who specializes in them), so I took out an Assault Rifle I had in reserve. No effect. Frag mines/grenades? No effect. I ran outside and saw 3 regulators(I don't know why... I've been neutral or good the whole game. Maybe they didn't like me taking revenge on the Vault despite the fact I had enough good karma were I was still neutral even after killing everyone). I quickly hid and popped a stealthboy and the Glowing One forgot about me and killed all three regulators. I tried to sneak away be he noticed me again, and eventually I died since I couldn't do anything to either kill or get away from him Regardless of how puny his attacks were, that adds up.

Stop using the very very very very very old XFO plugin Xodarap made for MMM.

I don't understand how so many versions of MMM and FOIP have been released, and people don't update their modules.

Update your modules, every release.
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Jonathan Egan
 
Posts: 3432
Joined: Fri Jun 22, 2007 3:27 pm

Post » Fri May 27, 2011 9:23 pm

Is there a new XFO plugin for MMM? It's not packaged with the main DL, at least...
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Carlos Rojas
 
Posts: 3391
Joined: Thu Aug 16, 2007 11:19 am

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