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

Post » Fri May 27, 2011 7:00 pm

aaah!!! and I've seen enclave soldiers before doing the waters of life quest is that normal? They are incredibly strong (I'm using fook and xfo too) they're called "enclave epsilon soldier" or something like that not sure if it's MMM or other mod.


I remember having read that they may show up too early with Broken Steel activated, could that be the case for you?
If so, try deactivating Broken Steel until you have advanced sufficiently in the MQ (or need the level cap increase)
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Monika Fiolek
 
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Post » Sat May 28, 2011 7:20 am

I remember having read that they may show up too early with Broken Steel activated, could that be the case for you?
If so, try deactivating Broken Steel until you have advanced sufficiently in the MQ (or need the level cap increase)

From one moment, enclaves stop to show up too early. Possible UF3P work
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Ashley Clifft
 
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Post » Fri May 27, 2011 6:30 pm

Not sure how easy this is to tweak.. but a couple things

Old oleny sewers, the death claws in them need to be reduced in size. I had a couple of them spawn that were larger then the tunnel entrances. This made it so they glared at me, instead of ripping me a new one.

Broken steel -- Old oleny again, some of the deathclaws just spawn to large for the area, causing them to get stuck.
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Hayley O'Gara
 
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Post » Fri May 27, 2011 7:34 pm

Speaking of reactions... would it be possible to replace the dead glowing one explosion with an invisible grenade PlaceAtMe'd at the spot to induce fleeing behavior in NPCs?

You mean in addition to the knock down? Yeah that's possible, will add it to the todo list.


Not sure how easy this is to tweak.. but a couple things

Old oleny sewers, the death claws in them need to be reduced in size. I had a couple of them spawn that were larger then the tunnel entrances. This made it so they glared at me, instead of ripping me a new one.

Broken steel -- Old oleny again, some of the deathclaws just spawn to large for the area, causing them to get stuck.

Ok will take a look. What I might do is just limit their max size if they're in an interior.


Hmmm... Is there any way to increase the time that an actor will search? They seem to give up the search pretty quickly, even with a maxed out sound level. I'm in amongst them now, and my detection level goes up to Caution when I drop a detection event, even with an active stealth boy.

Yeah. As always, nothing is ever simple in Fallout 3.

So I played with detection events also, and got the same results you did. Interesting, but not really what I had hoped for. So, with six hours of testing and the judicious application of a codeblock and some AI packages, I've got something that looks like this:
  • At a range of 6000> NPCs will, once a comrade is hit by a weapon, run and look for cover (so not just on death, but the first sign of trouble).
  • At a range of 3500> and <6000 NPCs will, if they have line of sight to you, notice you and come after you.
I gotta say it really changes the dynamic of combat. No more taking pot-shots at range willy nilly. Lets face it, if you can see them they can see you and they have ears, so if you shoot them at range they're not stupid anymore, they'll head in your direction.

What I've currently got them doing is explicitly seeking the player out, however I'm about to change it to use an activator that they seek out at the position where you actually fired. This way they may come and seek you out but will go to your last known position, allowing you to move on and then surprise them when they come to where you were :)

It's all working pretty well but it required more work than I hoped. I try to add as little as possible script wise to actors, but this requires a code block to constantly run checking wether this effect is triggered, and adding/removing the packages at the appropriate times. To minimise this it's got a return exception and, as described above, only kicks in at all for actors more than 3500 away so it's only going to trigger in long range fights -- and this is the range at which NPCs (or at least Raiders I was testing with) are seemingly able to fire back at the player once hit. Quite literally 3600 = stand there running side to side but not shooting player, even though they have LOS while 3500 = suddenly 'seeing' player and shooting back. It's far too short a range, they all must be myopic or something. I don't understand why Beth codes such annoying defaults -- and a good part of my six hours testing was tweaking around 13 different game settings that 'might' affect this minimum, with no luck (if anyone knows otherwise let me know).

I've got RL work to do for the next few days so I'll have to finish this off and some other changes for a release later next week. However when I get this particular feature finished I'll upload another beta -- I've only been testing with Raiders so we'll need some more expansive testing. Also to consider: who should be affected this way? Currently I'm thinking NPCs and SMs as above, Feral Ghouls just the latter (no hiding, they'll just come after you) and animals... might depend on their aggro and confidence. Anyway, something to think about.
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Add Meeh
 
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Post » Sat May 28, 2011 7:55 am

Oooo, sounds like fun. :) You'll have to pick your targets, and make sure you drop them quick.

I remember reading the sneak crit damage calculation is different from normal crit damage... I think it may be wise to up the damage that a sneak crit does. As it is, it takes at least a couple sneak shots with my stealth laser to down some enemies even with headshots (and that's with 16 base damage and 30 crit damage). Thataway, the sneak shot REALLY hurts, but now you have to contend with the rest finding cover or tracing you. Close-in sneak weapons would kinda lose their oomph unless they had that extra sneak attack kick with this proposed system IMO.

If there's no GMST to that effect then it could be handled by a hidden perk, with the Calculate Critical Damage entry point, an IsSneaking check for the perk owner, and a GetDetected check on the Player for the Target.
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Taylor Tifany
 
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Post » Sat May 28, 2011 3:58 am

I had a funny encounter yesterday.
I decided to release the superduper mart's robot, in case I missed a raider.
And after a while I hear lazer firing, so ran up to the noise.
Turns out the thing was attacking the corpse flies around the raider bodies.:P
Poor little flies.
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Brian Newman
 
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Post » Fri May 27, 2011 9:46 pm

all relative, if its eye piece was stuck on super zoom, those lil bastards are HUGE !!! KILLEM KILLLLLLLEEEMMMM !!!! lol
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No Name
 
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Post » Fri May 27, 2011 7:04 pm

I've only been testing with Raiders so we'll need some more expansive testing. Also to consider: who should be affected this way? Currently I'm thinking NPCs and SMs as above, Feral Ghouls just the latter (no hiding, they'll just come after you) and animals... might depend on their aggro and confidence. Anyway, something to think about.


If anything what you mention here is what I would like to see, but then again I would have to test it out to be sure.

For the Ghouls it would make sense that they are keep relatively stupid and unaware of your presence. Let's say instead of them running to your shot, they would instead scramble to try and find you and if within range of <3500 and in their LOS they would spot and try to kill ya, but if out of range of >3500 they do a search pattern until they reach the <3500 range in their LOS.

I figure their brains are made of mush anyway and Super Mutants are a little above them in the evolutionary ladder.

:edit:

Speaking of the evolution of Super Mutants, it would be funny if 2 were standing next to each other and one of them gets popped at a greater range of >3500 they would go into a frenzy search, because they are a little dumber than humans, but just above Ghouls and have a brain that isn't quite fully mushed.
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Red Bevinz
 
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Post » Sat May 28, 2011 9:54 am

2 things.

1-maybe the death itself can be cause for reaction , but if not maybe a dead body would be enough? if the game makes any distinction between the two?

2-sound, i know when im stealth via stealth boy or stealth suit im kind of invisible but still visible. even though i think this is more for the player to have an idea of where they are in the room. i still bang around. making noise should be very much apart of stealth. if its possible to have enemies here me when i bump a barre, glass bottle etc. this kinda forces the stealther to be quiet as well invisible.

wondering if anything can be played with whilst folks are tinkering with these idea's =)


or even worse... the shopping carts at the super duper mart!
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Rex Help
 
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Post » Fri May 27, 2011 10:00 pm

I installed MMM a few days ago and I am running all the DLC`s. I don`t really care about the Pitt, Anchorage, Point Lookout, or Mothership Zeta, I just do the quests and get the loot and usually never go back. So I don`t have those MMM plugs for those DLC`s loaded. I do have the Broken Steel MMM plug installed since I spend most of my time in the wastes. Now my question is, do I NEED to have to the MMM DLC plugs loaded? Will my game have errors without them loaded? In other words are they optional if I do not choose to have the content for those DLC`s changed.

Since I am using the MMM Broken Steel plug, do I need to have the regular MMM ESP active or will just the Broken Steel ESP cover that? I am only running the DLC`s and 3 ESP`s that just alter a few items from the DLC`s and one esp that I made that adds new weapons to the lvld lists and one for night vision goggles. I ask this because I am having very frquent crashes and wondering ifI need something active or my load order is wrong. Here is my order.

Fallout ESM
Marts ESM
Anchorage ESM
Pitt ESM
Broken Steel ESM
PointLookout ESM
Zeta ESM
nightvisiongoggles esp
armor/gauss fix esp
pitt fix esp
point lookout fix esp
weapons to lvld lists mod
Marts Broken Steel ESP

If I need the other DLC plugs active or I need to have the regular MMM esp active, please let me know.
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Rinceoir
 
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Post » Sat May 28, 2011 6:47 am

::: New Features
::: DLC Plugins
There is now a plugin for each DLC. There are too many changes to list, but the general gist is adding MMM features to the DLCs while providing compatibility where necessary:

:: DLC Anchorage
Optional, not required to use Anchorage with MMM. Adds most MMM features except Diverse Skins, Increased Spawns, Corpse Flies and Looting (this was pre-Fallout, Corpse Flies are mutations and soldiers don't tend to be short of weapons to loot).

:: DLC The Pitt
Optional, not required to use The Pitt with MMM. Adds most MMM features except Diverse Skins for new creatures and Increased Spawns.

:: DLC Broken Steel
Required to use Broken Steel with MMM for compatibility. Also adds most MMM features, including Diverse Skins and Increased Spawns where inherited. Also fixes a potential savegame bloat bug from Bethesda.

:: DLC Point Lookout
Required to use Point Lookout with MMM for compatibility. Also adds most MMM features, including Diverse Skins where inherited. Adds Tobar and Catherine to the No Attack faction.
NOTE: Do not use the 'Point Lookout crash fix' on Nexus if you have it. This is no longer required and will remove content from your game if you do.


Also, they are used in addition to the main esp.

Martigen: Are you using a BB-code editor of some sort? Your posts are quite complicated. :)
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anna ley
 
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Post » Sat May 28, 2011 8:38 am

I installed MMM a few days ago and I am running all the DLC`s. I don`t really care about the Pitt, Anchorage, Point Lookout, or Mothership Zeta, I just do the quests and get the loot and usually never go back. So I don`t have those MMM plugs for those DLC`s loaded. I do have the Broken Steel MMM plug installed since I spend most of my time in the wastes. Now my question is, do I NEED to have to the MMM DLC plugs loaded? Will my game have errors without them loaded? In other words are they optional if I do not choose to have the content for those DLC`s changed.

Since I am using the MMM Broken Steel plug, do I need to have the regular MMM ESP active or will just the Broken Steel ESP cover that? I am only running the DLC`s and 3 ESP`s that just alter a few items from the DLC`s and one esp that I made that adds new weapons to the lvld lists and one for night vision goggles. I ask this because I am having very frquent crashes and wondering ifI need something active or my load order is wrong. Here is my order.

Fallout ESM
Marts ESM
Anchorage ESM
Pitt ESM
Broken Steel ESM
PointLookout ESM
Zeta ESM
nightvisiongoggles esp
armor/gauss fix esp
pitt fix esp
point lookout fix esp
weapons to lvld lists mod
Marts Broken Steel ESP

If I need the other DLC plugs active or I need to have the regular MMM esp active, please let me know.


MMM.esm is last in list of esm's not second
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Lynne Hinton
 
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Post » Sat May 28, 2011 12:56 am

MMM.esm is last in list of esm's not second


Oh ok, the Marts ESM inthe readme was listed to go after the fallout esm. I`ll try putting it last and activating the MMM point lookout plug and see if theres any difference. I`ll also activate the regular MMM ESP.

Does this look right?

Fallout ESM
Anchorage ESM
Pitt ESM
Broken Steel ESM
PointLookout ESM
Zeta ESM
Marts ESM
nightvisiongoggles esp
armor/gauss fix esp
pitt fix esp
point lookout fix esp
weapons to lvld lists mod
Marts Broken Steel ESP
Marts Point Lookout ESP
Marts ESP
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Ice Fire
 
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Post » Sat May 28, 2011 6:06 am

The DLC ESP's go after the main MMM ESP.
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Sophie Payne
 
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Post » Sat May 28, 2011 4:51 am

The DLC ESP's go after the main MMM ESP.


Ok thanks. I switched them around.
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T. tacks Rims
 
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Post » Sat May 28, 2011 2:55 am

Never commented on this totally essential mod - mostly because I don't have any problems with it - it just keeps getting better and better. So, good work Mart! :thumbsup:

I do have a few minor niggles I wanted to get off my chest, though.

Firstly, is it right that Yao Guai (sp?) (and sometimes dogs) should be running around, seemingly on only their front or back legs? Well, I say run, they seem to slide around (on their ass) - and a bit too fast it seems... It just looks a bit... odd.

Secondly, Wanamingos! These guys fill me with dread every time I see them - which could probably be intentional - but to have 4 of these very strong, very fast things running at you, it can get a bit tiresome at times. I don't want to get rid of them entirely, just have not so many spawn at once. Because if they're not attacking me, they're killing everything in sight, leaving me only the task of trying to pick them off from on top of a rock, with my hunting rifle... (I like to play low-powered characters, i.e. no big guns etc...)

To try and combat this, I've added and edited the No Wanamingos.esp and changed the MMMzSpawnsChangeWanamingo to 15 (vanilla: 30), which I think has helped, but I'm not sure this is the right way to go about it. But really, I'm thinking 4 is too many to be spawning with default settings.

Anyway, that's my feedback, keep up the good work! :goodjob:
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Eduardo Rosas
 
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Post » Fri May 27, 2011 9:42 pm

Firstly, is it right that Yao Guai (sp?) (and sometimes dogs) should be running around, seemingly on only their front or back legs? Well, I say run, they seem to slide around (on their ass) - and a bit too fast it seems... It just looks a bit... odd.

I have seen this very issue, but mostly with Brahmin. This happens also in the Vanilla game, so I know it's not mod specific. I'm thinking it might have to do with timing desync between the user's PC and the game engine.
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gary lee
 
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Post » Fri May 27, 2011 6:56 pm

I think it also has to do with lousy animations. If you ever notice (you see it alot of radscorp mostly) how creatures look weird went scaling inclined surfaces? So sometimes you'll see a critter standing on it's head because it is on a little bump in the pavement.
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Tom
 
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Post » Sat May 28, 2011 8:39 am

If anything what you mention here is what I would like to see, but then again I would have to test it out to be sure.

For the Ghouls it would make sense that they are keep relatively stupid and unaware of your presence. Let's say instead of them running to your shot, they would instead scramble to try and find you and if within range of <3500 and in their LOS they would spot and try to kill ya, but if out of range of >3500 they do a search pattern until they reach the <3500 range in their LOS.

I figure their brains are made of mush anyway and Super Mutants are a little above them in the evolutionary ladder.

Just an update on this -- taking longer than anticipated to get working well. Code is all in place to properly trigger and remove the effects, takes into account different ranges, what happens when you get closer to them, if they change from 'flee for cover' to 'hunt the bastard down', not to trigger if they're already in combat and all the rest. The problem is the AI packages. As always, they never quite do what you want them to. But we're getting there.


Martigen: Are you using a BB-code editor of some sort? Your posts are quite complicated. :)

Just the one that comes with the forums!


Never commented on this totally essential mod - mostly because I don't have any problems with it - it just keeps getting better and better. So, good work Mart! :thumbsup:

Thanks for the feedback, will adjust the Wanamingo numbers.
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Kill Bill
 
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Post » Fri May 27, 2011 6:37 pm

hi there,

im having a problem with this mod and CTDs. ive gotten through some of the quests no problem, and are trying to exit Megaton to head into the wasteland. But whenever i try to exit, the game crashes to desktop (CTD) pretty reliably. This hasnt been as issue before, ive gone to springvale and the Super duper mart without an issue. Ive also tried it several times with different savegames with the same result. I have tried waiting the requisite 4 days to reset the cells, without any changes.

EDIT: forgot to mention im using FOMM and have the Achive Invalidation Invalidated installed

Any advice? Be a shame if i cant run this mod.
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Iain Lamb
 
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Post » Sat May 28, 2011 12:12 am

Load order please.

Also I have been running tests all week and conclude that either my computer or the game engine can't handle increased spawns or increased increased spawns.

Increased Spawns adds 1-3 spawns per spawn point, while Increased Increased Spawns adds 2-5 per point. The feature is actually configurable, and you can set whatever range you want by editing either plugin and changing the MMMzIncreasedSpawnsMin and MMMzIncreasedSpawnsMax values.


I had to lower the spawn rate in Increased spawns to prevent so many CTD, thus far has worked rather well and I haven't been getting as many CTD....
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M!KkI
 
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Post » Fri May 27, 2011 9:49 pm

hi there,

im having a problem with this mod and CTDs. ive gotten through some of the quests no problem, and are trying to exit Megaton to head into the wasteland. But whenever i try to exit, the game crashes to desktop (CTD) pretty reliably. This hasnt been as issue before, ive gone to springvale and the Super duper mart without an issue. Ive also tried it several times with different savegames with the same result. I have tried waiting the requisite 4 days to reset the cells, without any changes.

EDIT: forgot to mention im using FOMM and have the Achive Invalidation Invalidated installed

Any advice? Be a shame if i cant run this mod.

Do your game crashes immediatelly after exiting from Megaton? Or you need to make some steps forward?
Probably- you have some bad spawn around, which you don't noticed before.
Try make the following.
1. Fast travel from Megaton to Springvale
2. Walk in Megaton direction untill you crash again. On the way make saves periodically- in the different slots.
When crash occur again, reload last save and type in console KillAll command.
3. Try to reach Megaton.
4. If you will be able to reach Megaton without crashes, resurrect all inhabitans (robot, beggar and man above), you can use TCL command for this.
5. If you will be not able to reach Megaton- return to Springvale house, wait 4 days.
6. Leave Springvale house and again make save
7. Try again to approach Megaton.
8. If crash will occur again, reload last save and try again.
Make it untill you will be able to reach Megaton without crashes.
If you can leave Megaton without immediate crash, then you can not travel into Springvale
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asako
 
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Post » Sat May 28, 2011 1:31 am

Load order please.

Also I have been running tests all week and conclude that either my computer or the game engine can't handle increased spawns or increased increased spawns.

It is possible. Mostly due to processor owerheating.
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Sophh
 
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Post » Sat May 28, 2011 12:22 am

my load order:

Fallout3.esm
BrokenSteel.esm
PointLookout.esm
Mart's Mutant Mod.esm
GalaxyNewsRadio20[M].esp
GalaxyNewsRadio40[M].esp
GalaxyNewsRadio60[M].esp
GalaxyNewsRadio80[M].esp
GalaxyNewsRadio100[M].esp
Mart's Mutant Mod.esp
Mart's Mutant Mod - Tougher Traders.esp
Mart's Mutant Mod - Natural Selection.esp
Mart's Mutant Mod - DLC Point Lookout.esp
Mart's Mutant Mod - DLC Broken Steel.esp

Total active plugins: 14
Total plugins: 27

should i switch things around? i didnt include the other plugs-ins for MMM as i don't use them. i will try your suggestions and report back.

EDIT: i just tried it again, and got into the wasteland with no problems. i was able to walk outside, no CTDs :S. To double check, i fast traveled to springvale and back again and went into Megaton and back out. No problems. I'm not sure what changed, but it seems to be working now. I will report back if it happens again.
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lolli
 
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Post » Sat May 28, 2011 8:26 am

You only need one of those Galaxy News Radio plugins active.
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Gemma Archer
 
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