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

Post » Sat May 28, 2011 6:33 am

I have a question. Are the Gargantuans suppose to be un hittable the majority of the time? Spent 3-5 minutes taking one down the other night, shooting point blank with some serious fire power seemed like it wasn't even hitting it. In fact the only way I seemed to be able to hit it was in VATS.

Another question. Couldn't you make a rarer LARGER Gargantuan? Something about be able to see a giant in the distance would be insane:) Any GIANT creature would be insane!
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Dan Scott
 
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Post » Fri May 27, 2011 10:22 pm

I have a question. Are the Gargantuans suppose to be un hittable the majority of the time? Spent 3-5 minutes taking one down the other night, shooting point blank with some serious fire power seemed like it wasn't even hitting it. In fact the only way I seemed to be able to hit it was in VATS.

Another question. Couldn't you make a rarer LARGER Gargantuan? Something about be able to see a giant in the distance would be insane:) Any GIANT creature would be insane!

I think the current Gargantuan has enough pathfinding problems as it is.
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Ebou Suso
 
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Post » Sat May 28, 2011 3:34 am

I think the current Gargantuan has enough pathfinding problems as it is.

Just have em spawn in open areas only. Admittedly the one I fought near vernon sqaure was intense.
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x a million...
 
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Post » Fri May 27, 2011 6:32 pm

Is there a new XFO plugin for MMM? It's not packaged with the main DL, at least...

Anyone? I've looked all over Nexus and I can't find one... invincible Glowing Ones are really ruining the game for me.
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Chris Cross Cabaret Man
 
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Post » Sat May 28, 2011 2:01 am

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'm just not very fond of giant creatures, they have many problems both technically and lore related (how do they feed them?!). Also, even with the new skins there's still limited variety among supermutants, and the Overlords don't start to spawn until very late in the game. It seems like they're still very rare at lvl 24 where I'm now.
Another tier of supermutant would help with that I think.
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matt white
 
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Post » Fri May 27, 2011 10:23 pm

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.




Combat is easy enough, thats why I went with playing with a 360 controller rather than mouse and keyboard. There weren't enough enemies in fallout 3 so I went with MMM.


I found that ammo was too common in vanilla, and things started to balance out better with MMM (actually gave me a reason to visit various towns). Ive been adding mods here and there to build the best experience for myself, so far the ammo issue is the biggest hurdle for me.



I care more about encountering huge groups of enemies than I do pretending to sneak around and melee. Entering the mall for the first time with increased increased spawns has to be the most fun Ive ever had in this game, followed by approaching the capitol building. Its a rush dodging bullets and looting bodys in battle hoping to get enough ammo to take down 1-2 more guys and repeat the process and taking cover. As long as I have bullets, I refuse to melee, its just not my play style. And if Im forced to melee I might as well not play the game, its the sole reason I cant play oblivion for more than 2 hours.
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HARDHEAD
 
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Post » Fri May 27, 2011 9:44 pm

If you decide to chance the frequency of behemoths and gargantuans could you make it optional? I like how often they are right now.
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He got the
 
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Post » Sat May 28, 2011 5:46 am

Anyone? I've looked all over Nexus and I can't find one... invincible Glowing Ones are really ruining the game for me.


It's available through FOIP, the FallOut Interoperabilty Program
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Paul Rice
 
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Post » Sat May 28, 2011 3:13 am

Most of the time, when critters go invincible it's because they're stuck in/below the scenery. Even though their animation stays above ground. (There was a discussion earlier in the threads about ants.)
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Michelle Chau
 
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Post » Fri May 27, 2011 7:49 pm

I have a question. Are the Gargantuans suppose to be un hittable the majority of the time? Spent 3-5 minutes taking one down the other night, shooting point blank with some serious fire power seemed like it wasn't even hitting it. In fact the only way I seemed to be able to hit it was in VATS.

Another question. Couldn't you make a rarer LARGER Gargantuan? Something about be able to see a giant in the distance would be insane:) Any GIANT creature would be insane!


That sounds like a similar case to my "Unhittable Glowing One" problem. The hit detection system just doesn't like the skeletal distortions done to the mesh.
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Ana
 
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Post » Fri May 27, 2011 9:37 pm

Ha ha, thanks for your reply, Mart. I do appreciate it...

A few , brief comments...

+ Yes, I like lotsa Brahmin, don't get me wrong!, I just wish they could fight, and I really don't seem to be getting any steaks from them...

+ About valuable loot - I agree with your point. I think a better elucidation of what I was trying to say is that some of the items don't seem useful enough. Like, if I could chuck a molerat tooth at somebody's head, or make a necklace out of them, that would be useful. Right now, not so much. I guess, at the very least, I could just collect them as trophies....

+ Concerning areas like Greyditch, does anyone else get what I'm talking about? I've played through that part of the game at least 3 times with various different versions of MMM active, and never once have I encountered even one more ant than the first time I played it on (gasp!) vanilla. I know this because I was super disappointed every time. The same is true for several other quest-related locations.

+ concerning all of my 'requests' - I just like to put that stuff out into the universe, so maybe someday, somehow it will get made, and all of the people will rejoice.

+ Mart's Mutant Mod rules!

+ My current load order, as requested. It is very stable at this point, thanks to FO3MasterUpdate:

Fallout3.esm
Unofficial Fallout 3 Patch.esm
CALIBR.esm
CRAFT.esm
Destruction.esm
Mart's Mutant Mod.esm
FOOK2 - Main.esm
FOOK2 - [[censored]] World And Neighbourhood Kit.esm
sc_lovers_resource.esm
sc_wasteland_pimp.esm
SeducingWomen.esm
Enhanced Weather - Rain and Snow.esm
FallsChurchMetroFix.esm
Destruction - Main.esp
Wasteland Weather Overhaul .9 Level 1 Color.esp
Level 1 Smallest More Color.esp
Enhanced Weather - Rain and Snow in Fallout.esp
Enhanced Weather - Sneak Bonus during Storms.esp
DefaultBulletCamHighChance.esp
WorkiingToilets.esp
Outcast Collection Agent Expanded.esp
Haldurs Improved Workbench Enhanced.esp
Mesmetron Works on Everyone.esp
sc_slaves_stick_around_original_mezz_chance.esp
Grouse Slaver Radio.esp
SuperJump2x.esp
DK_BulletTime.esp
Sprint Mod.esp
FPS Grenade Hotkey.esp
choose_XP_FOSE.esp
Vanity Camera Mod.esp
SGsUA - No Borders v.1.0-EN.esp
FasterMorePowerfulMines.esp
Phalanx-PerksAndStims.esp
Phalanx-OPTIONAL-VendorChanges.esp
implants.esp
BLTC.esp
BLTC Immersion Patch.esp
BLTC Less Addictions.esp
BLTC No Overdosing.esp
BLTC No Visual Effects.esp
BLTC Hypo Fix.esp
FDA1x.esp
LuckySpecs.esp
0rb_BookSet1.esp
VDSC.esp
OverMightyGold.esp
WasteWearGloves.esp
amjycollector merchants.esp
RedBrahmin.esp
DeeDee_advltBooks1.esp
Salvagable cars.esp
Placeable Equipment.esp
MrLabTechnician.esp
Mannequin.esp
MineLauncher.esp
MiniNukeSchematic.esp
jmschematics - CRAFT.esp
CRAFT - Activation Perk.esp
Explosive Fun.esp
TinCanCRAFTing.esp
CRAFT - Workbench and Crafting Expansion combined.esp
RobCo Certified.esp
BuildableBots v0.3a.esp
Buildablebots Robcert. addon.esp
RobCo Certified - Robot Perks.esp
RobCo Storage and Stealth.esp
PreWar Book Titles and Perks.esp
VDSP-01.esp
FreePumpkin-perk.esp
VarRadLimbHeal10.esp
DotW v1.00.esp
cleo_adamantiumX.esp
colacollector.esp
UPP - Beverage Perks.esp
UPP - Experience Perks.esp
UPP - Quest Perks.esp
UPP - Pack 1.esp
UPP - Pack 2.esp
The_Collector.esp
CaravanUpgrades.esp
CALIBRxMerchant.esp
Pirata.esp
Shady Sam - Merchant 1.0.esp
sc_acquiring_mei.esp
sc_blackmailing_silver.esp
sc_wp_arefu.esp
sc_wp_luring_lucy.esp
sc_wp_red.esp
sc_toying_with_angela.esp
sc_saving_nova.esp
sc_wp_captives.esp
Animy_prostitution.esp
MTC Wasteland Travellers.esp
MTC Wasteland Travellers (Optional)- Crowded Cities.esp
MTC MoreGuardsInBigTown.esp
Megaton Tweaks - Snipers Edition.esp
Robco utility room shelter.esp
FreddyFear.esp
MaintenanceShed.esp
CornucopiaFreshGroceries.esp
AbnersDrugDen.esp
Carter_Fallout_Shelter.esp
a cuppa JOE.esp
LadyFrumperton.esp
Meresti Metro Station Entrance.esp
metal_tower.esp
MoreMapMarkers.esp
RCCMUDDYRUDDER.esp
Fallin3 South East Wasteland.esp
DCInteriors_ComboEdition.esp
Pre-War Shelter.esp
Water_Tower_Hideout_byOrophin.esp
Owned!.esp
The Yard V1.3.esp
Princess Top of the World DE.esp
Highway Hideout.esp
airplane crash.esp
DTOMRC3.esp
BunkMod - Megaton House - v0.01.001.esp
Rivet City Underworks 1.1.esp
Reilly's.esp
Rat Trap v1.00.esp
Treasure Maps_A Fist Full of Caps.esp
VaultP.esp
Mole Rat Maze.esp
MegatonContracts.esp
VaultaliciousV2.esp
Weapon Master.esp
Lawbringer Boutnies Ver1.1.esp
skyforest.esp
BusworldV1.05.esp
The Bunker.esp
Sanctum.esp
Dukov3Release.esp
NecronomiconExMortis 5.5.esp
HeirApparent.esp
AReasonedArgument.esp
NotSoFast.esp
CanterburyCommonsEmbiggened.esp
CONELRAD 640-1240.esp
Existence2.0.esp
DeadlyTurrets.esp
Wadsworth- Protectron.esp
XFO_barter_fix_mild.esp
XFO_food_water_changes.esp
XFO_Immersion_Necessities.esp
XFO_Karma_changes.esp
XFO_misc_tweaks.esp
XFO_Playstyles.esp
XFO_SPECIAL_DnD.esp
XFO_Timescale_slow.esp
XFO_Pacing_Epic.esp
XtraSPECIAL.esp
Slightly Deadly Radiation.esp
reduced karma loss for Stealing.esp
999 Weight Limit.esp
7-Day-Respawn.esp
Phalanx-MainFollowerModule.esp
Phalanx-TGBlank-K9AlternateStart.esp
WeaponModKits.esp
FOOK2 - Main.esp
FOOK2 - [EVE] Energy Visuals Enhanced.esp
WeaponModKits - FOOK.esp
FOOK2 - [DESTRUCTION] Main.esp
Mart's Mutant Mod.esp
Mart's Mutant Mod - XFO.esp
Mart's Mutant Mod - Increased Increased Spawns.esp
Mart's Mutant Mod - Feral Ghoul Rampage.esp
Mart's Mutant Mod - Hunting & Looting.esp
Mart's Mutant Mod - Tougher Traders.esp
Mart's Mutant Mod - No Corpse Flies.esp
Mart's Mutant Mod - Natural Selection.esp
Mart's Mutant Mod - FOOK2.esp
464646.esp [merged patch]

Total active plugins: 175
Total plugins: 219


Sorry, it's really long, I'm not sure how to put it in a scrolling window.

Thanks again for everything!

-EBOB
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Davorah Katz
 
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Post » Fri May 27, 2011 9:43 pm

Use the Code tags


+ Yes, I like lotsa Brahmin, don't get me wrong!, I just wish they could fight, and I really don't seem to be getting any steaks from them...

Regular Brahmin aren't agressive though, they're cows.
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[Bounty][Ben]
 
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Post » Sat May 28, 2011 10:08 am

But why can't they defend themselves? It's sad to see a deathclaw slaughter 10 cows in 30 seconds. Well, sad and awesome at the same time. Well.... mostly awesome.
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Ashley Campos
 
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Post » Sat May 28, 2011 7:18 am

Sorry about asking a question I'm sure you get all the time, Mart, but how do I fix the purple raider skins (missing texture, I guess?)? I moved Fallout out of Program Files, have ArchiveInvalidation Invalidated! running, copied the MMM meshes and textures to the Data folder, etc.
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tegan fiamengo
 
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Post » Sat May 28, 2011 3:15 am

.
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An Lor
 
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Post » Sat May 28, 2011 3:43 am

Sorry about asking a question I'm sure you get all the time, Mart, but how do I fix the purple raider skins (missing texture, I guess?)? I moved Fallout out of Program Files, have ArchiveInvalidation Invalidated! running, copied the MMM meshes and textures to the Data folder, etc.

You probably use one of the body-replacers. If your raiders have this problem, you need to find compatibility patch for this replacer
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Saul C
 
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Post » Sat May 28, 2011 6:07 am

That sounds like a similar case to my "Unhittable Glowing One" problem. The hit detection system just doesn't like the skeletal distortions done to the mesh.

Damn, I hope this can be fixed?
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Luis Reyma
 
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Joined: Fri Nov 02, 2007 11:10 am

Post » Fri May 27, 2011 11:30 pm

That sounds like a similar case to my "Unhittable Glowing One" problem. The hit detection system just doesn't like the skeletal distortions done to the mesh.

Strange- I don't have problems with Glowing Ones. My best enemies they are, when they present in the group of ghouls, I have much less work :)

Damn, I hope this can be fixed?

Try not to use quickload in the game. Load saves from the menu instead
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JUan Martinez
 
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Post » Fri May 27, 2011 9:56 pm

Strange- I don't have problems with Glowing Ones. My best enemies they are, when they present in the group of ghouls, I have much less work :)


Try not to use quickload in the game. Load saves from the menu instead


It is the skeleton, because when I swap out the skeletal system and animations for the Glowing One, it suddenly works properly. I can headshoot them out of VATS and see the characteristic glowing blood splatter impact (as opposed to dust kickup on the wall behind), and shots don't glitch at all with VATS. With the deformed skeleton, it's glitchy. It is verifiable through testing.

For an actual fix to the problem (you shouldn't use QuickSave as a standard saving method anyway), find the skeleton NIF and all the KFs for the related vanilla creature; for the Glowing One's instance, it's the Feral Ghoul. Move the Skeleton.nif and all the animation files (ending with a file extension .kf) into the Glowing One folder. The same process would probably be done with the Gargs, except from the Behemoth folder.

You'll lose the Deformed shape, but the creatures' hit detection won't be glitched anymore.
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hannaH
 
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Post » Sat May 28, 2011 7:08 am

You probably use one of the body-replacers. If your raiders have this problem, you need to find compatibility patch for this replacer

Pretty sure I'm not. The only real texture replacer I have is FaceMe, I think, and the problem of the purple raiders and invisible creatures goes away when I take MMM4.2 out of my mod list.
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Emma
 
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Post » Sat May 28, 2011 7:50 am

Pretty sure I'm not. The only real texture replacer I have is FaceMe, I think, and the problem of the purple raiders and invisible creatures goes away when I take MMM4.2 out of my mod list.

Oh- then I hope you install new resources above old ones, from ver. 4.1
Ver 4.2 can not work without 4.1 already installed
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Lizs
 
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Post » Sat May 28, 2011 5:47 am

I don't use quickload or quicksaves.
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Kerri Lee
 
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Post » Fri May 27, 2011 10:21 pm

Ok I am getting a ctd issue. I turned off every mod but mmm and was able to recreate the crash 100% of the time. I turned on all mods but mmm and didn't crash. Imo still doesn't mean mmm is at fault, but figured it cant hurt to ask for advice..

edit: Getting the crash at the enclave camp between vault 101 and vault 106 -- it has no name. Its next to a fallen grain silo and ruined house + windmill
edit2: Uninstalling mmm waiting 4 days, reinstalling mmm and waiting another 4 days appears to fix it
Note: I am currently using master update and merged patch. I have tried both mmm 4.1 and 4.2 both have the issue. I think its FFEnclaveCamp27 ..

Load order
Fallout3.esmUnofficial Fallout 3 Patch.esmFallsChurchMetroFix.esmLingsFinerThings.esmAnchorage.esmBrokenSteel.esmThePitt.esmPointLookout.esmZeta.esmCALIBR.esmFOOK2 - Main.esmFOOK2 - [[censored]] World And Neighbourhood Kit.esmFOOK2 - [DIK] DLC Improvement Kit.esmMart's Mutant Mod.esmLingsMMMpatch3-3.esmUnofficial Fallout 3 Patch - Operation Anchorage.espUnofficial Fallout 3 Patch - The Pitt.espUnofficial Fallout 3 Patch - Point Lookout.espUnofficial Fallout 3 Patch - Broken Steel.espUnofficial Fallout 3 Patch - Mothership Zeta.espDCInteriors_ComboEdition.espDarNifiedUIF3.espDUIF3Extras.espFellout-SOTD.espFellout-Anchorage.espFellout-PointLookout.espFellout-BrokenSteel.espGalaxyNewsRadio100[M].espEnclave Station The Ark.espCarter_Fallout_Shelter.espMalikaTheGypsyByAzar.espSpaceStation101 v1.0.esp01AtM - Firefly Ranch.espWestTekCorporateVault ModContest.espVaulsZetaCommunicator.espCASM.espIntoTheDeepWoods.espchoose_XP_FOSE.espTwilight Zone [Utility Tunnel].espPLweightadjust.espNecronomiconExMortis 5.5.espAuto Aim Fix v1.1.espSally Fix 2.espFortIndepenceDefended.espShellRain.espHeirApparent.espLingsFinerThings.espFOOK2 - Main.espFOOK2 - [EVE] Energy Visuals Enhanced.espP94-95.espFOOK2 - [DIK] DLC Improvement Kit.espFOOK2 - Mothership Zeta.espMyFOOK2 - Black & White Tranquility Lane.espMyFOOK2 - No [censored] Victims.espBloodImpactFix.espMart's Mutant Mod.espMart's Mutant Mod - Increased Spawns.espMart's Mutant Mod - Hunting & Looting.espMart's Mutant Mod - Natural Selection.espMart's Mutant Mod - No Corpse Flies.espMart's Mutant Mod - No Floaters.espMart's Mutant Mod - No Ghoul Raise.espMart's Mutant Mod - No Wanamingos.espMart's Mutant Mod - Tougher Traders.espMart's Mutant Mod - Zones Respawn.espMart's Mutant Mod - DLC Anchorage.espMart's Mutant Mod - DLC The Pitt.espMart's Mutant Mod - DLC Broken Steel.espMart's Mutant Mod - DLC Point Lookout.espMart's Mutant Mod - DLC Zeta.espMart's Mutant Mod - FOOK2.espMart's Mutant Mod - FOOK2 - DIK.espPhalanx-MainFollowerModule.espPhalanx-BrokenSteel-Integration.espMergedPatch.espTotal active plugins: 76Total plugins: 82

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Lakyn Ellery
 
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Joined: Sat Jan 27, 2007 1:02 pm

Post » Sat May 28, 2011 7:56 am

Since MMM already pretty much touches a large swath of actors, do you think it'd be possible to use this and make detection events for when you kill someone? It bugs me that I can stealth kill someone right as another of his comrades is looking and nothing happens. Heck, it even happens when they're being vaped by energy weapons.
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christelle047
 
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Post » Fri May 27, 2011 10:37 pm

without out this mod i still have this happen alot. kinda like oh sh!t bobby joes head just exploded all over me !!!! ....oh wait no biggy, its normal ! >_<
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Eve(G)
 
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