[RELz] Mart's Mutant Mod 1.0 RC 5.0

Post » Fri May 13, 2011 7:40 am

Just wanna say thanks Martigen for the fabulous action packed worked you guys/gals have done which brings a surreal sense of life to the world of FALLOUT 3 i didnt think possible considering what a great job Bethesda had already done.

Cant believe theres actually decaying bodies now. I've been waiting for something like this since OBLIVION and now here it is in the world of death called FALLOUT 3 :tops:

Love the baby Deathclaws and the female Matriarch looks so sixy with those curvy horns. In a Deathclaw kind of way of course :frog:

Just came across the Golden Gecko and wow was it ever carnival costume spooky.

Here is my list of mods am using alongside MMM for those wondering about compatibility:

Fallout3.esm
Anchorage.esm
ThePitt.esm
BrokenSteel.esm
PointLookout.esm
Zeta.esm
Mart's Mutant Mod.esm
eye_hair_en.esp
CONELRAD 640-1240.esp
Existence2.0.esp
People_Radio.esp
KBATRadio.esp
HamadaRadioStation.esp
Board Games - Monopoly.esp
WastelandTV.esp
Level 2 Some More Color.esp
lessviewdistance.esp
K2_PlayWearClub.esp
TheOutbreak - WMS Combo Pack - C12H.esp
Mart's Mutant Mod.esp
Mart's Mutant Mod - Reduced Wasteland Spawns.esp
Mart's Mutant Mod - DLC Anchorage.esp
Mart's Mutant Mod - DLC The Pitt.esp
Mart's Mutant Mod - DLC Broken Steel.esp
Mart's Mutant Mod - DLC Point Lookout.esp
Mart's Mutant Mod - DLC Zeta.esp

Total active plugins: 26
Total plugins: 26


Thanks for the joy! :cake: :icecream: :cake:
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Stu Clarke
 
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Post » Fri May 13, 2011 4:30 pm

Ok so I have installed MMM RC5 and it is great, but I have 3 possible issues:

When I take the Animal Friend perk, instead of just dogs/Yau Guai etc.... being friendly, I have Rad Scorpions and other creatures friendly too. Is this supposed to be as such?

After I installed this, when I load a quick save, several enemy mobs are suddenly there, when there were not when I had saved.

Lastly, I sometimes get monsters shooting into the sky from who knows where?? Kinda funny actually!

None of these are deal breakers and this is a must have for me, but I was wondering if these are known issues, expected, or fixable. I did read the FAQ and some of the thread, but I didn't see anything...


Mahalo,
Nemesis.
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GPMG
 
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Post » Fri May 13, 2011 4:44 am

Err... Martigen...

Did you have read my post at page 3? It's seems very important to me; so I report it here as myself-quote. Tell me, do you think that this maybe implemented in the game, in someway, or not?

Hello, Martigen I like very much yuor Mod that add MUCH more variety to the game.

But I've always in mind some MAJOR improvement to the game creatures and npcs, like: Example 1) The player is level 20 and the enemy npc is level 10 and is little-injured, it will understand that it can't win, and don't attack the player, eventually it will try to hide to take the player down, if, I know that the weapon he have and the skill he have acquired will allow him to do this.
Example 2) There is an unknow someone of the Talon Company that see three raiders; he will not attack them because he know that very propably will die, instead it will try to hiding and surpass them or contact the other comrades to see if together thay can engage that fight and if is really that important to take down those raiders.

Example 3) Creature like the molerat don't alwys attack the player, instead they will retreat in search of his brood, to find some help from they, and eventually attack the player together.
Example 4) Creature like the molerat and bloatfly don't attack creature like deathclaws, but they will try attack attack one of them only if REALLY injuried.
Example 5) The Raiders don't attack always everyone (they are raiders not foolishones) they see if the prey is easy to win and have something interessing and eventually attack he/she.

In other words a much more sofisticated and logic AI to looks at more things (like the level, the life, the number, the damage, the weapon, the strongness of the faction and etc...) before attack the player or the other npcs or creatures. I know that can be very difficult to implements in game this things.... but maybe with the help of the FOSE it can by done more easily.

And the wasteland will be much credible, than the simple everyone against everyone without any limit.

P.S I've chose to ask you this, when I've seen my immortal father attack without any scruples an a Gargantua with his bare hands and (with an hour of death and respawn :biglaugh: :biglaugh: :( :( ) win. Thats no (only) matter of immortality but of game mechanics; he should see the Gargantua, and try to hide or to find another way to pass him WITHOUT THE FIGHT.

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Kirsty Wood
 
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Post » Fri May 13, 2011 5:41 pm

Err... Martigen...
Did you have read my post at page 3? It's seems very important to me; so I report it here as myself-quote. Tell me, do you think that this maybe implemented in the game, in someway, or not?

I'm really surprised about you was not able to see it yourself.
In my game I was able to see
1. as 3 raiders flee from 2 glowing ones, and they really don't mind me at all :)
2. As molerat was trying to flee from the deathclaw after first hit
3. As brave raider flee from me after headshot to his girlfriend
4. As radroaches don't attack me at all
All this situations may be not constant, but really possible, and this make the whole game much more funny
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Rik Douglas
 
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Post » Fri May 13, 2011 8:58 am

Hiho everybody :)

The previous Shadowproblem got isolated, it was a hideout colliding with MMM, so ich kickt das Hideout "out"!

But now, I was just going into Pitt and found a Bug with invisible trogs that spawn extra with the MMM, these cannot be selected with VATS, but attacked with the autoaxe, or with ranged if you are lucky.

After I deactivated the Pitt MMM DLC.esp it was back to "normal".

Here my loadorder:

Fallout3.esm
Mart's Mutant Mod.esm
ThePitt.esm
Zeta.esm
Anchorage.esm
BrokenSteel.esm
PointLookout.esm
Slower Levels (350).esp
BetterNPCRepair.esp
DCInteriors_ComboEdition.esp
UndergroundHideout.esp
norepairneeded(Pitt).esp
norepairbs.esp
GalaxyNewsRadio100[M].esp
Mart's Mutant Mod.esp
Mart's Mutant Mod - DLC Anchorage.esp
Mart's Mutant Mod - DLC Point Lookout.esp
Mart's Mutant Mod - DLC Zeta.esp
Mart's Mutant Mod - DLC Broken Steel.esp
Mart's Mutant Mod - Feral Ghoul Rampage.esp
Mart's Mutant Mod - Increased Spawns.esp
Mart's Mutant Mod - Zones Respawn.esp
Mart's Mutant Mod - Tougher Traders.esp
Mart's Mutant Mod - Hunting & Looting.esp
Mart's Mutant Mod - Natural Selection.esp

Total active plugins: 25
Total plugins: 28

Ah, and I got the Type3 boobymod but thats manually.

Thank you in advance :) Hope there is a solution ^^

*AE-Hug*
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oliver klosoff
 
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Post » Fri May 13, 2011 7:15 am

Hello ! I just downloaded your MMM RC 5.0.....

I had loaded it in the FOMM and the game starts without any problem. However, I found that my player walks very slow (no matter I press RUN or not, he walks slow), is it because I haven't load it (rest for FOUR days)? or is there anything wrong with the FOMM ?

oH !! Sorry ! I realised that the player was overloaded......thats why he cannot run....

Please ignor this message !
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Neil
 
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Post » Fri May 13, 2011 4:11 pm

Hello ! I just downloaded your MMM RC 5.0.....

I had loaded it in the FOMM and the game starts without any problem. However, I found that my player walks very slow (no matter I press RUN or not, he walks slow), is it because I haven't load it (rest for FOUR days)? or is there anything wrong with the FOMM ?
did you try hitting the caps lock key in-game? it seems alot of people forget that toggles walk/run

or maybe you had a MMM food strength bonus disappear when you unloaded the mod and you're simply over-encumbered

theres also a good chance theres something wierd going on with your controller(if you're using one)
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Spaceman
 
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Post » Fri May 13, 2011 2:25 pm

Hiho everybody :)

The previous Shadowproblem got isolated, it was a hideout colliding with MMM, so ich kickt das Hideout "out"!

But now, I was just going into Pitt and found a Bug with invisible trogs that spawn extra with the MMM, these cannot be selected with VATS, but attacked with the autoaxe, or with ranged if you are lucky.

After I deactivated the Pitt MMM DLC.esp it was back to "normal".

Here my loadorder:

Fallout3.esm
Mart's Mutant Mod.esm
ThePitt.esm
Zeta.esm
Anchorage.esm
BrokenSteel.esm
PointLookout.esm

You have wrong load order.
MMM.esm must be the last esm. Please correct your LO and perform full upgrade procedure, as it is described in the Readme
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Mylizards Dot com
 
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Post » Fri May 13, 2011 5:34 am

Hiho, thanks for the tipp, mei loadorder is now

Fallout3.esm
ThePitt.esm
Zeta.esm
Anchorage.esm
BrokenSteel.esm
PointLookout.esm
Mart's Mutant Mod.esm
Slower Levels (350).esp
BetterNPCRepair.esp
DCInteriors_ComboEdition.esp
UndergroundHideout.esp
norepairneeded(Pitt).esp
norepairbs.esp
GalaxyNewsRadio100[M].esp
Mart's Mutant Mod.esp
Mart's Mutant Mod - DLC Anchorage.esp
Mart's Mutant Mod - DLC The Pitt.esp
Mart's Mutant Mod - DLC Point Lookout.esp
Mart's Mutant Mod - DLC Zeta.esp
Mart's Mutant Mod - DLC Broken Steel.esp
Mart's Mutant Mod - Feral Ghoul Rampage.esp
Mart's Mutant Mod - Increased Spawns.esp
Mart's Mutant Mod - Zones Respawn.esp
Mart's Mutant Mod - Tougher Traders.esp
Mart's Mutant Mod - Hunting & Looting.esp
Mart's Mutant Mod - Natural Selection.esp

Total active plugins: 26
Total plugins: 28


Hope thats good, but the Trogs still are invis, so I just deactivate the MM DLC, *sniff*
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naomi
 
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Post » Fri May 13, 2011 6:19 pm

Solved.
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Kelly Tomlinson
 
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Post » Fri May 13, 2011 6:17 am

Thank you.

Mahalo,
Nemesis.
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Chavala
 
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Post » Fri May 13, 2011 2:48 pm

I'm really surprised about you was not able to see it yourself.
In my game I was able to see
1. as 3 raiders flee from 2 glowing ones, and they really don't mind me at all :)
2. As molerat was trying to flee from the deathclaw after first hit
3. As brave raider flee from me after headshot to his girlfriend
4. As radroaches don't attack me at all
All this situations may be not constant, but really possible, and this make the whole game much more funny


What you describe happen very little in my game, but happen very much-more, that: 2 Predators attack three Enclave Soldier... what they are? Predators dumbed by the radiation?

2) A single molerat attacking me when I'm at level 12 and fully armed. Securely a kamikaze molerat...

3) My father attacking a Supermutant Gargantua with his bare hands again and again (until the Supermutant Gargantua dies :biglaugh: :facepalm: )

4) 2 Deathclaws running after a molerat until the end of the world...

5) As one raider attack two Glowing Ones with his Sledgehammer until death... surely a brave raider...

6) As one outcast soldier attack six Talon Company members without the they have attacked he; and of course the foolish outcast member dies.

So, I'm talking about something more integrated, more heterogeneous, something more logic and more profound (as I've explained better in my first post). I know that Martigen have done a lot in this direction, and I thanks very much him for that; but I'm questioning him, if what I have in mind could, in someway, be integrated in game.

So, again, Martigen if you are interessed in what I've proposed, answer me, and let me know what you think.
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IM NOT EASY
 
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Post » Fri May 13, 2011 2:10 pm

Wolfdude,

simply install the SmartAI module from http://fallout3nexus.com/downloads/file.php?id=7565, it addresses several of the points you bring up
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chirsty aggas
 
Posts: 3396
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Post » Fri May 13, 2011 4:21 pm

I have just a question out of curiosity: Will we be seeing any more "new" creatures in the future? I mean either brand new (like the canon critters such as the gecko/wanamingo) Or variants of existing enemies. Personally I was hoping point lookout would have more mutant swamp creatures. Giant dragonflies? Gator monsters? "No, let's just reskin one of those mirelurks" Bethesda said. Ah, what could have been...
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JLG
 
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Post » Fri May 13, 2011 8:22 am

Great pice of work! One small thing: Could you change the "Tougher Traders" plugin to " Tougher Traders and Scavengers" ?
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maria Dwyer
 
Posts: 3422
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Post » Fri May 13, 2011 6:49 pm

After playing Fallout abit more recently I've got a little request, maybe as a plugin for the next MMM release regarding feral ghouls...

It just seems strange to me how Reavers are one of the toughest enemies in the game, as they just look like roamers with abit of body armour and grenades.

How about redoing some of the ghoul stats, so it would go..

Feral Ghoul - weakest
Roamer - slightly stronger and faster
Reaver - better armoured, abit more health
Rambler - loads of health, slow, but powerful attack
Glowing One - fast, alot of health, powerful attack

I think this would make the feral ghoul "hierarchy" of enemies seem alot more..."realistic", or as realistic as crazy mutant zombie colonies can be.

At the moment its abit like "Whoa look at that giant green monstrosity, better just pop a cap in his face and worry about the little skinny guy who can take about 15 sniper shots to his head".

But maybe its just me who feels like this haha

Any thoughts?

Cheers
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ezra
 
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Post » Fri May 13, 2011 6:03 pm

I have Feral Ghoul Rampage global changed to 6, together with the increased spawns plug in there's quite a crowd a ghouls which is a lot of fun. Some of them don't want to stay down so I started to make sure their heads were taken off because they kept getting up again. Then two of them got up, one was headless the other had his head hanging around in bits. I will say though this doesn't doesn't really worry me as the amount of dead ghouls around was considerable, so that this happened to only two of them means its a pretty rare occurrence. I'll have to start carrying more ammo though.

I was at the Supermarket out of sight around the corner with a group of raiders at the front. I heard something hit the bus and ran for cover thinking it was going to explode. Instead it rolled across the carpark and came to a stop in the middle on its side. As I got up to see what had hit the bus I saw a cow flying high in the air, it landed near the river, then I noticed the dead cow near the bus. I headed back down the road to megaton because I had passed a herd of brahmin on the way, when I got there, a couple of mirelurks were headbutting the cattle. This is the only explanation I can think of for the flying cows. It's great when a mod can make you laugh because something unexpected like this happens. Headless ghouls and flying cows in one session.
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Kelsey Hall
 
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Post » Fri May 13, 2011 6:02 pm

VATS proving useful for large crowds of critters and having non suicidal companions would be great. To bad you cannot give each individual companion/slave orders for what to do. Apart from that. Modding is great ! ^_^

Defend only. Defend yourself only (not player). Attack every hostile (nearest/farthest). Flee if-(new menu) 75%/50%/25% life left. USE F**KING STIMPACKS ! at xxx low life levels 75-25% etc etc. =)
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Rhiannon Jones
 
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Post » Fri May 13, 2011 5:45 am

VATS proving useful for large crowds of critters and having non suicidal companions would be great. To bad you cannot give each individual companion/slave orders for what to do. Apart from that. Modding is great ! ^_^

Defend only. Defend yourself only (not player). Attack every hostile (nearest/farthest). Flee if-(new menu) 75%/50%/25% life left. USE F**KING STIMPACKS ! at xxx low life levels 75-25% etc etc. =)

Check out http://www.gamesas.com/bgsforums/index.php?showtopic=1056192
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Chase McAbee
 
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Post » Fri May 13, 2011 9:50 am

I have Feral Ghoul Rampage global changed to 6, together with the increased spawns plug in there's quite a crowd a ghouls which is a lot of fun. Some of them don't want to stay down so I started to make sure their heads were taken off because they kept getting up again. Then two of them got up, one was headless the other had his head hanging around in bits. I will say though this doesn't doesn't really worry me as the amount of dead ghouls around was considerable, so that this happened to only two of them means its a pretty rare occurrence. I'll have to start carrying more ammo though.

Previously I'd never used Feral Ghoul Rampage as I had a ghoul phobia. But in a weird sort of way MMM cured me of that :lol: I now use Zones Respawn, Increased Spawns and Feral Ghoul Rampage. The only place so far I've found where the ghouls jumped us in a massive group was Bethesda Underworks. That was crazy down there. One Reaver, about four Glowing Ones and the rest regular Ghouls, Ramblers and Roamers. My game did crash once when all glowing ones and several Ramblers did their burst thing. Everyone hit the floor and my game crashed :lol:
But, outdoors the Night Ghouls don't seem to come in many packs. I usually get half a dozen. Not many at all.
Warrington Station can be fun, although this time around there is a void where my Warrington Station should be. I was looking forward to snipering ghouls from that little office.

I edited my Increased Spawns as it wasn't very 'increased,' it seemed more like I didn't have the plugin at all. I also want to now try upping the global in Feral Ghoul Rampage. I've a companion who likes to lop off heads so keeping ghouls down shouldn't be a problem, but I don't mind fighting them twice. It's fun :hehe:
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Josephine Gowing
 
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Post » Fri May 13, 2011 5:16 pm

mart, thank you as always man

downloading and installing, thanks again good buddy!
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Aliish Sheldonn
 
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Post » Fri May 13, 2011 6:42 am

Previously I'd never used Feral Ghoul Rampage as I had a ghoul phobia. But in a weird sort of way MMM cured me of that :lol: I now use Zones Respawn, Increased Spawns and Feral Ghoul Rampage. The only place so far I've found where the ghouls jumped us in a massive group was Bethesda Underworks. That was crazy down there. One Reaver, about four Glowing Ones and the rest regular Ghouls, Ramblers and Roamers. My game did crash once when all glowing ones and several Ramblers did their burst thing. Everyone hit the floor and my game crashed :lol:
But, outdoors the Night Ghouls don't seem to come in many packs. I usually get half a dozen. Not many at all.
Warrington Station can be fun, although this time around there is a void where my Warrington Station should be. I was looking forward to snipering ghouls from that little office.

I edited my Increased Spawns as it wasn't very 'increased,' it seemed more like I didn't have the plugin at all. I also want to now try upping the global in Feral Ghoul Rampage. I've a companion who likes to lop off heads so keeping ghouls down shouldn't be a problem, but I don't mind fighting them twice. It's fun :hehe:



I first tried increased increased spawns with feral ghoul rampage, I like the amount of ghouls this generated but not the raiders and other npc's so I thought a good compromise would be to use increased spawns instead and turn up the feral ghoul global. I've got six but I think one more should do it.

I'd actually forgotten all about followers, sounds like fun I'll see about taking one along
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Gemma Woods Illustration
 
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Post » Fri May 13, 2011 3:07 pm

asked this couple times at Nexus but no love...

i'm thinking of updating MMM to the latest version (from the last ver). if i upgrade will i have to reinstall all the mods that also affect MMM? like Project Beauty, Foes Reworked, Babe Raider Fix, Arwen's Realism ect. would all those need to be reinstalled? thanks

also, i'm doing Head of State and that brahmin not having any pack w/ head always bothered me. i see mention of that being fixed in the newest MMM. considering that i'm not sure about fully updating right now, are there textures/meshes that i can grab from the new MMM to make the cow show up w/ his pack in my game?

edit. took the latest brahmin meshes & textures, and RC5 main esp and esm and got my statue head cow! hopefully it won't screw anything up. if someone will just tell me whether or not i'll need to reinstall all the other MMM associated mods (Project Beauty, Foes Reworked, Babe Raider Fix) i'll do a total upgrade. just wanna know so i can be prepared.
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Rachael Williams
 
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Post » Fri May 13, 2011 4:29 am

I decided to finally try this. Just want to check if there's any conflicts in this load order:
Fallout3.esmAnchorage.esmThePitt.esmBrokenSteel.esmPointLookout.esmUnofficial Fallout 3 Patch.esmCALIBR.esmFOOK2 - Main.esmFOOK2 - [DIK] DLC Improvement Kit.esmFOOK2 - [[censored]] World And Neighbourhood Kit.esmMart's Mutant Mod.esmUnofficial Fallout 3 Patch - Operation Anchorage.espUnofficial Fallout 3 Patch - The Pitt.espUnofficial Fallout 3 Patch - Broken Steel.espUnofficial Fallout 3 Patch - Point Lookout.espSlower Degradation (-50%).espSlower Levelling - slow - LITE.espUPP - Pack 1.espUPP - Pack 2.espUPP  - Quest Perks.espUPP - Experience Perks.espDarNifiedUIF3.espNoLockTopic.espFOOK2 - Main.espFOOK2 - [EVE] Energy Visuals Enhanced.espFOOK2 - [DIK] DLC Improvement Kit.espMart's Mutant Mod.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 - Reduced Wasteland Spawns.espMart's Mutant Mod - Natural Selection.espMart's Mutant Mod - Tougher Traders.espMart's Mutant Mod - FOOK2.espMart's Mutant Mod - FOOK2 - DIK.espTotal active plugins: 36Total plugins: 45


Well?
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Stat Wrecker
 
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Post » Fri May 13, 2011 11:47 am

Hey all,

Sorry I've been absent RL has been very very busy.

I've just uploaded a small update to fix to Nexus for the invisible Trogs if you're using the MMM - DLC Pitt plugin. It was simply missing meshes I forgot to include in the archive.

Going forward I have an update planned that will do the following:
  • Fix some minor bugs that have been reported
  • Add some new diverse skin creatures (no hints yet!)
  • Add a range of entirely new creatures (ditto! you'll have to wait :) )
  • Expansion of the DLC plugins -- more increased spawn varieties, and possibly having DLC creatures spawn in the wasteland
I was also thinking of adding a feature to the Rambler where there's a chance he can 'infect' you with a bug (temporary) that makes Feral Ghouls go wild, that is they all come down on you hard whereever you are -- think the Bloater in Left 4 Dead. Either that, or while you're 'infected' the rate of spawns for FGs is increaed. Either will make it harder and give you more reason to take out the Ramblers before they can touch you...
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CHANONE
 
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