[RELz] Mart's Mutant Mod 1.0 RC 5.0

Post » Fri May 13, 2011 3:41 pm

I know this is technically already integrated but it would be sweet to be able to use these creatures with FOOK. Ive heard there are problems making the super mutants disappear.

http://www.fallout3nexus.com/downloads/file.php?id=10209

Would FOIP integration be a huge task or something that is doable? The creatures seems complimentary.
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Marilú
 
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Post » Fri May 13, 2011 7:48 pm

I know this is technically already integrated but it would be sweet to be able to use these creatures with FOOK. Ive heard there are problems making the super mutants disappear.

http://www.fallout3nexus.com/downloads/file.php?id=10209

Would FOIP integration be a huge task or something that is doable? The creatures seems complimentary.

Looks like those were 'borrowed' straight from STALKER.
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Syaza Ramali
 
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Post » Fri May 13, 2011 7:27 pm

Stalker's devs have no problem with it, they have already OK'd stuff like this.
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Miss Hayley
 
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Post » Fri May 13, 2011 6:18 pm

Stalker's devs have no problem with it, they have already OK'd stuff like this.

That's nice, you don't hear that often. :)
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pinar
 
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Post » Fri May 13, 2011 11:38 am

That's nice, you don't hear that often. :)


Lol, I didn't even realize who had made the mod. It looks like the famed STALKER modder TOXA is doing stuff for Fallout 3 now. It will be interesting to see what else he comes up with.
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Kat Ives
 
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Post » Fri May 13, 2011 7:47 pm

Stalker's devs have no problem with it, they have already OK'd stuff like this.

That quite good of them and I added it not to long ago. I easily recommend trying this addon out!
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Max Van Morrison
 
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Post » Fri May 13, 2011 4:44 am

That quite good of them and I added it not to long ago. I easily recommend trying this addon out!

Yes I want to add some, if not all, of these for the next update with an optional module to disable. Note that the plugin TOXA has currently made replaces MMM entries so you lose diverse skin creatures and/or creature types. When I add them they'll be in addition to.
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Robert Bindley
 
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Post » Fri May 13, 2011 8:07 pm

S.T.A.L.K.E.R. is one of my most favorite game series of all times.

This would make a ton of people happy
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Christine Pane
 
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Post » Fri May 13, 2011 11:14 am

Heya. Love the mod man, I just have a bit of a problem though. I didn't see this stated anywhere in the notes but for some reason your mod made Ghouls incredibly tough to all but head shots. They die really quick to headshots, but otherwise it takes forever to kill them. They also move in slow mo. While it seems that the overall feeling was to give them a more classical zombie behavior and stats, I prefer the original ghouls (fast and squishy, but with your mod's swarmyness). What do I have to modify in order to reset them back to their original behavior? Or is there something I'm missing?

Thanks in advance and keep up the fantastic work.
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Abi Emily
 
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Post » Fri May 13, 2011 3:05 pm

Heya. Love the mod man, I just have a bit of a problem though. I didn't see this stated anywhere in the notes but for some reason your mod made Ghouls incredibly tough to all but head shots. They die really quick to headshots, but otherwise it takes forever to kill them. They also move in slow mo. While it seems that the overall feeling was to give them a more classical zombie behavior and stats, I prefer the original ghouls (fast and squishy, but with your mod's swarmyness). What do I have to modify in order to reset them back to their original behavior? Or is there something I'm missing?

Thanks in advance and keep up the fantastic work.

You're using XFO aren't you? And specifically a very old XFO - MMM compatibility plugin? :)

The solution is, as always, to make sure you are up-to-date with all plugins. Grab the latest FOIP plugins for MMM.
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Meghan Terry
 
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Post » Fri May 13, 2011 10:19 am

Aha! So that was the little culprit. Thank you so much! I'm pretty sure you know this already, but you're the man.
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Scared humanity
 
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Post » Fri May 13, 2011 5:14 pm

This is an awesome mod but i have a question:
Does this mod conflict with Broken Steel to the point were it crashes (read it somewhere)? also I'd have a look at the following for the diverse skins/new creatures:

http://www.fallout3nexus.com/downloads/file.php?id=3609
http://www.fallout3nexus.com/downloads/file.php?id=3767
http://www.fallout3nexus.com/downloads/file.php?id=3730

another thing I'd suggest update the images on nexus for like the night ghouls and stuff.
but so far no glitches/bugs
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Steeeph
 
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Post » Fri May 13, 2011 2:29 pm

hey mart, just wanted to say thanks for releasing the invisible trog fix, it's been driving me nuts to the point of disabling the pitt plugin. i am happy now that i can enjoy increased spawns there too now.
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Brooks Hardison
 
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Post » Fri May 13, 2011 5:43 am

Martigen-

Doubtful I'd need to sell you on the strong points of Wrye Bash, but if you haven't seen there is the beginnings of Wrye Bash for Falllout3: http://www.gamesas.com/bgsforums/index.php?showtopic=1063752
Not fully operational but a start.

peace out.
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maya papps
 
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Post » Fri May 13, 2011 7:33 pm

Yes I want to add some, if not all, of these for the next update with an optional module to disable. Note that the plugin TOXA has currently made replaces MMM entries so you lose diverse skin creatures and/or creature types. When I add them they'll be in addition to.


can you also do a seperate weapon module that adds the stalker guns as well? not to the lvl list (like toxas does but you could do a seperate version) but to a vault or to a shop. also woith toxa stalker armors can you add some new npcs to fallout that wear them?
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biiibi
 
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Post » Fri May 13, 2011 9:41 am

Maybe I'm putting words into Mart's mouth here, but I think adding weapons is a bit outside the scope of Mart's Mutant Mod. ;)
You could ask the creator of the S.T.A.L.K.E.R-modder (toxa?) to make the weapon/armour mod though. Removing the leveled lists and just stuffing the items into a crate somewhere is almost trivial (for someone who's modded before), and adding it to a shop is only a little harder.
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Alkira rose Nankivell
 
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Post » Fri May 13, 2011 4:43 am

I'm starting another round of Fallout 3 after a little hiatus, and I'm excited about the MMMzPlayerScaling variable! Thanks for including this! I really disliked the Vanilla approach of making enemies like raiders and Talons tougher at higher levels... since they look the same, it makes it feel like your character is getting weaker at high levels. This variable allows raiders individually to stay the same but roam around in larger groups. Quick question: does the effect of player level on the spawn calculation only take effect once zones respawn (i.e. resting indoors for 4 days), or will it immediately increase the number of spawns if you level up while exploring?
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JLG
 
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Post » Fri May 13, 2011 8:18 am

Just a Quick Question.

With Tougher Traders Option. Are the Caravan Guards supposed to be Tougher.If so Why are they Running Away from A BloatFly? :bolt:

Its quite funny to see :lol:

Slap me for a dumb question.Do I need a FOIP Patch for MMM+WMK? :embarrass:
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SexyPimpAss
 
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Post » Fri May 13, 2011 3:46 pm

Removing the leveled lists and just stuffing the items into a crate somewhere is almost trivial (for someone who's modded before), and adding it to a shop is only a little harder.


This practically demands a custom vendor, complete with a russian accent and constantly saying "Get out of here, stalker" once you're done with your shopping. :hehe:
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Rich O'Brien
 
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Post » Fri May 13, 2011 2:06 pm

Hi,

I've had great sucess and fun playing with MMM for Oblivion and will try it for this now!

Just need help on the load order as it's the first time I'm using FOMM for Fallout (and I haven't played Oblivion for a while).

So I have all the DLCs and just installed FOMM.

I've downloaded and activated "ArchiveInvalidation Invalidated!" program and started FOMM.

The load order appeared as this:

Fallout3.esm
Anchorage.esm
ThePitt.esm
norepairneed(Pitt)esp (A no degradation of weapons/armour mod)
BrokenSteel.esm
PointLookout.esm
Zeta.esm


Then I will go with what mmm recommends:

[*] Mart's Mutant Mod.esm
...
... (other mods)
...
[*] Mart's Mutant Mod.esp
[*] Mart's Mutant Mod - Increased Spawns.esp
[_] Mart's Mutant Mod - Increased 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
[_] Mart's Mutant Mod - Wounding Effects.esp


Then will press "Launch Fallout".

Is this a good load order and am I doing it right?

Thanks.
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lacy lake
 
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Post » Fri May 13, 2011 3:15 pm

...
Is this a good load order and am I doing it right?

As always, thoroughly read the readmes (disclaimer!)... AFAIK Mart's Mutant Mod - Wounding Effects.esp is not yet functional for general purposes.

http://www.fallout3nexus.com/downloads/file.php?id=10193, while not nearly as extensive as BOSS, has helped me get started with load order.

Personally, I've never liked launching Oblivion/FO3 with any of the various utilities, and when using OBSE (for OB) or FOSE I point the shortcut on my desktop to the associated .exe (such as "fose_loader.exe"). :)
-----------------------------------------------

I'll take the opportunity to give a huge thanks to Martigen for sharing all the work you've done to enrich the OB, and lately FO3, experience! :hugs:
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Emilie Joseph
 
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Post » Fri May 13, 2011 6:13 am

BOSS needs a serious update with major attention to often used sub mods like..oh..I dunno...anything with over 50 kudos on it.

I could go through my mod folder and compile a list of mod names for the person who made boss, but I don't remember who it is, and just like the Wiki, Nexus is down for me too right now.

As to their load orders though, Im clueless and that would be up to him/her.
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Lexy Dick
 
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Post » Fri May 13, 2011 3:38 pm

BOSS needs a serious update with major attention to often used sub mods like..oh..I dunno...anything with over 50 kudos on it.

I could go through my mod folder and compile a list of mod names for the person who made boss, but I don't remember who it is, and just like the Wiki, Nexus is down for me too right now.

As to their load orders though, Im clueless and that would be up to him/her.

http://www.gamesas.com/bgsforums/index.php?showtopic=1058962 the thread.

gothemasticator
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vanuza
 
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Post » Fri May 13, 2011 1:50 pm

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 smile.gif )
* Expansion of the DLC plugins -- more increased spawn varieties, and possibly having DLC creatures spawn in the wasteland


yay! New creatures! That rocks ^^

I dont like wanamingos (they're anoying ??) and I have a bug with floaters (probably it's some other mod that conflicts, but I'm too lazy to make a list of my around 30 mods now lol) that makes them have an incredibly amount of health, similar to super mutan gargantuan lol So I had to disable them also... I want more variety ahhaha
But compared to oblivion's MMM there're very few new creatures D: But the new skins are amazing 8D

I'm glad that you reduced the chance of robots and deathclaw young from spawning like I said , thanks .
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Emzy Baby!
 
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Post » Fri May 13, 2011 12:46 pm

This practically demands a custom vendor, complete with a russian accent and constantly saying "Get out of here, stalker" once you're done with your shopping. :hehe:


that would so rock.
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Tracey Duncan
 
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