[RELz] Mart's Mutant Mod 1.0 RC 5.0

Post » Fri May 13, 2011 4:06 pm

How do I increase the rarity of certain creatures (for example, wanamingos?) I seem to be encountering them a bit often in the wastes. I'd love it if I can make them more rare.
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His Bella
 
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Post » Fri May 13, 2011 7:09 pm

since he is going to also use the creatures from stalker then can the animations they used be brung over as well? basically is it possible to add the animations from one game to another?
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Emma Pennington
 
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Post » Fri May 13, 2011 8:52 am

possible ? probably. legal? unlikely. let me correct myself by stating also that depends on if they were different enough from the original source. as in, you can't grab the other said game content and use it in another game if you intend to post that mod around for other people to use.

although being realistic i highly doubt the people making stalker would really care and since beth has nothin to do with it they wouldnt give a crap either.
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Louise Lowe
 
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Post » Fri May 13, 2011 1:56 pm

you can't grab the other said game content and use it in another game if you intend to post that mod around for other people to use.

Apparently they've given modders a green light to do just that. I don't have a link for you, but I'm sure you could find it with enough google-fu.
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Stay-C
 
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Post » Fri May 13, 2011 4:38 am

It's covered on Nexus which is why they have the stalker weapon and creatures mod on the site ... apparently the developers seem to think it represents good advertisemant for their game. At least it got me to buy it to see what like after saw the stuff in it at nexus.
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Dan Stevens
 
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Post » Fri May 13, 2011 9:38 am

possible ? probably. legal? unlikely. let me correct myself by stating also that depends on if they were different enough from the original source. as in, you can't grab the other said game content and use it in another game if you intend to post that mod around for other people to use.

although being realistic i highly doubt the people making stalker would really care and since beth has nothin to do with it they wouldnt give a crap either.


the makers of stalker have gave the fo3 modders and modders of ALOT of other games the green light to use there stuff so legalality isnt a issue. i was just wondering is it even possible to use the creature anims from stalker in fallout 3? or are modders going to be forced to use fo3 anims or make our own anims for stalker monsters. i prolly should ask saiden storm. but if we can use the stalker anims by converting the animation files over to something that FO3s can read/use then it would cut the work to get them in game properly.
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Carlos Vazquez
 
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Post » Fri May 13, 2011 3:54 pm

Hello everyone,
I would like to ask one question. I'm using 2 large mods, mainly FOOK2 (1.0) and latest MMM + some smaller ones (I will post load order). And I've got a certain problem with some NPCs ? now, I don't know which mod may be causing these issues. It may be FOOK, MMM or any other mod, I just don't know, so I would like to ask if anyone had issues like me.
Sometimes enemies in my game can't be killed. They walk in one spot, seem to lag (like in multiplayer games) and after a few seconds they teleport a few feet. I can't shoot them, blow them ? can't hurt them at all, yet they can kill me.
I even tried to use the console against them, click them and type kill. But for majority of times I can't even select them. Like they are not there and instead I'm selecting walls behind them. Sometimes quick saving and reloading fixes this issue but very rarely.
So again, I have no idea which mod may be causing this issue (or maybe this is a bug in F3 game and not in a mod), so I am just asking if anyone ever had something like that. I'm using the 1.7 F3 patch, UOP, I'm launching the game by latest FOSE etc.
Here is my load order:
Fallout3.esmAnchorage.esmThePitt.esmBrokenSteel.esmPointLookout.esmZeta.esmUnofficial Fallout 3 Patch.esmCALIBR.esmFOOK2 - Main.esmFOOK2 - [DIK] DLC Improvement Kit.esmMart's Mutant Mod.esmFOOK2 - [[censored]] World And Neighbourhood Kit.esmUnofficial Fallout 3 Patch - Operation Anchorage.espUnofficial Fallout 3 Patch - The Pitt.espUnofficial Fallout 3 Patch - Broken Steel.espUnofficial Fallout 3 Patch - Point Lookout.espUnofficial Fallout 3 Patch - Mothership Zeta.espDarNifiedUIF3.espSally Fix 2.1.espCASM.espSlower Levelling - slower.espTwilight Zone [Utility Tunnel].espTL Freeze.espFOOK2 - Main.espFOOK2 - [DIK] DLC Improvement Kit.espFOOK2 - Mothership Zeta.espFOOK2 - [EVE] Energy Visuals Enhanced.esp[DIK] DLC Transition Hotfix.espGalaxyNewsRadio100[M].espVault 87 [Script Reversion].espNVG Activator Crash Fix [Experimental].espMart's Mutant Mod.espMart's Mutant Mod - Increased Spawns.espMart's Mutant Mod - Hunting & Looting.espMart's Mutant Mod - Tougher Traders.espMart's Mutant Mod - Natural Selection.espMart's Mutant Mod - Zones Respawn.espMart's Mutant Mod - No Corpse Flies.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.espTotal active plugins: 45Total plugins: 45


If anyone has got any advices, then please share.
Happy New Year to everyone and Cheers.
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Mari martnez Martinez
 
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Post » Fri May 13, 2011 6:44 pm

since he is going to also use the creatures from stalker then can the animations they used be brung over as well? basically is it possible to add the animations from one game to another?
I don't know if it is possible but my understanding is that there can only be so many animations in the game and all the "slots" are already used. So even if they could be converted or used as is, they would have to replace existing ones.
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Sabrina Schwarz
 
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Post » Fri May 13, 2011 5:09 am

I was wondering, for the vanilla player, would Mart consider releasing an .esp that doesn't boost the number of creatures actually APPEARING, but rather just adds variety to WHAT might appear?

Basically, just a 'vanilla' spawn...but what spawns on it could be anything from vanilla to an MMM critter.

Just a wish :)
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Ricky Rayner
 
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Post » Fri May 13, 2011 8:26 pm

I was wondering, for the vanilla player, would Mart consider releasing an .esp that doesn't boost the number of creatures actually APPEARING, but rather just adds variety to WHAT might appear?

Basically, just a 'vanilla' spawn...but what spawns on it could be anything from vanilla to an MMM critter.

Just a wish :)

Don't load increased spawns.esp
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Kevin S
 
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Post » Fri May 13, 2011 6:14 pm

Don't load increased spawns.esp


It's not loaded, and yet instead of the three or four raiders I would expect inside of the school and superduper mart, I get three times as many :D
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Ian White
 
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Post » Fri May 13, 2011 10:32 am

I don't know if it is possible but my understanding is that there can only be so many animations in the game and all the "slots" are already used. So even if they could be converted or used as is, they would have to replace existing ones.


thats for gun animations your thinking. saiden storm made a creature mod that added new monster with new animations.
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Britta Gronkowski
 
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Post » Fri May 13, 2011 5:38 pm

It's not loaded, and yet instead of the three or four raiders I would expect inside of the school and superduper mart, I get three times as many :D


hmmm..I've always seen more than 3 or 4 raiders in those places, even with vanilla. IIRC MMM doesn't touch the raiders in superdupermart because it's quest related.
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Sudah mati ini Keparat
 
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Post » Fri May 13, 2011 6:12 pm

Martigen,

I'm reaching out to you both with a question about cell respawns, whenever you get back from vacation (I noticed you've been AFK for 2+ weeks, and your in-box is full)... I'll keep it brief:

The scenario is that I've developed a cell respawn mechanism that really works, and will give me enormous flexibility in how the respawning occurs. For example I can increase monster count and/or difficulty each time the cell respawns, or Not spawn certain monsters given some set of conditions. I can also increase/decrease leveled actors given a custom difficulty setting that the player can choose (outside of normal diffuclty setting), and the like. So far this is all working Great with two exceptions:

1. Monsters respawn wherever the last version of it died, not in the original starting position. This happens with both persistent and non-persistent monsters.

2. ResurrectActor does not work effectively for this purpose.

Given the above restrictions, I decided to change all of the leveled-actor loads in my test cell to named, persistent xMarkers. This works fine and gives me a solid anchor for the respawn to work against, and allows me to load the monsters exactly in position each time. But this method will seriously break MMM or even FWE, as your code wont find Monster references where they would normally be. The good thing is that they will still respawn with MMM and FWE tweaks/changes, but the "Increased Spawns" algorithm will clearly break.

What I Really want to do is to perfect this method for all monsters in the game - but to do that I would need to somehow learn the Xpos/Ypos/Zpos starting position of the monsters when they first load in the cell. If I can figure this last part out, I can turn this into a universal respawn engine for the entire game. An Array would do the trick as I could literally store the loading positions of each monster and have the respawner work against that array - but FOSE hasn't added them yet. :|

Any thoughts, comments about this method before I start retrofitting all of my 40+ cells with it?

Cheers!

Miax
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Lindsay Dunn
 
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Post » Fri May 13, 2011 3:53 pm

What I Really want to do is to perfect this method for all monsters in the game - but to do that I would need to somehow learn the Xpos/Ypos/Zpos starting position of the monsters when they first load in the cell. If I can figure this last part out, I can turn this into a universal respawn engine for the entire game. An Array would do the trick as I could literally store the loading positions of each monster and have the respawner work against that array - but FOSE hasn't added them yet. :|

Any thoughts, comments about this method before I start retrofitting all of my 40+ cells with it?

Cheers!

Miax
Does FO3's setAtStart command work, unlike Oblivion's ? If it does, that should do the job for you. If not, use getStartinPos/Angle, assuming that every monster in the cell spawned in the same.
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mishionary
 
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Post » Fri May 13, 2011 5:58 am

It's not loaded, and yet instead of the three or four raiders I would expect inside of the school and superduper mart, I get three times as many :D

You use FWE, correct? The FWE-MMM compatability patch includes increased spawns. :)
You could open the patch in Fo3Edit and manually set the global MMMzIncreasedSpawnsMax to 0 to disable increased spawns, or somewhere in between 1-3 to tweak it.
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kristy dunn
 
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Post » Fri May 13, 2011 8:47 am

You use FWE, correct? The FWE-MMM compatability patch includes increased spawns. :)
You could open the patch in Fo3Edit and manually set the global MMMzIncreasedSpawnsMax to 0 to disable increased spawns, or somewhere in between 1-3 to tweak it.


Exactly what I needed! Thanks Tubal!
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Dan Wright
 
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Post » Fri May 13, 2011 7:38 pm

Does FO3's setAtStart command work, unlike Oblivion's ? If it does, that should do the job for you. If not, use getStartinPos/Angle, assuming that every monster in the cell spawned in the same.


Hmmmm interesting, let me try that. :)

Thanks for the tip!!

EDIT:

Hmmm unfortunately this didn't work - the monster respawns at the death location of the one before it, and the script still dies after the first NPC is loaded. There are two possibilities I can think of:

1. The GetStartingPos doesn't work in Fo3 (not likely the case)

2. Once an NPC dies, it gets replaced with a "corpse" reference of some kind - and that becomes the starting pos for the "corpse object".

I'll keep tinkering around with this and post back if I have any luck,

Cheers,

Miax
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Enny Labinjo
 
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Post » Fri May 13, 2011 8:50 am

Is there any chance of getting feral ghouls to be less attached to their limbs?

I mean, I love the whole resurrection thing, but I shot the damn thing in the head with a revolver how is it not dead :(
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Nadia Nad
 
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Post » Fri May 13, 2011 5:03 am

Is there any chance of getting feral ghouls to be less attached to their limbs?

I mean, I love the whole resurrection thing, but I shot the damn thing in the head with a revolver how is it not dead :(


Make sure to physically blow it's head off. I usually keep a derringer in .44 handy for just such a role.
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Chad Holloway
 
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Post » Fri May 13, 2011 11:54 am

Oh, yeah, I understand what makes them not come back, I'd just prefer if it happened more often! I can hack their heads off with a sword just fine, though :P
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james tait
 
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Post » Fri May 13, 2011 8:02 am

Hmmm unfortunately this didn't work - the monster respawns at the death location of the one before it, and the script still dies after the first NPC is loaded. There are two possibilities I can think of:

1. The GetStartingPos doesn't work in Fo3 (not likely the case)

2. Once an NPC dies, it gets replaced with a "corpse" reference of some kind - and that becomes the starting pos for the "corpse object".

I'll keep tinkering around with this and post back if I have any luck,
Hmm ... to my knowledge, getStartingPos/Angle work fine on corpses in Oblivion. But I have seen it return its getPos/Angle equivalent at times. No idea why this happens though.
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loste juliana
 
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Post » Fri May 13, 2011 1:47 pm

Hmm ... to my knowledge, getStartingPos/Angle work fine on corpses in Oblivion. But I have seen it return its getPos/Angle equivalent at times. No idea why this happens though.


ShadeMe,

Thanks for the tips and input! I appreciate it. :)

I have been working at this most of the night and I almost have it working... I can now successfully respawn every NPC in a cell and it Will be compatible with MMM and FWE (I'm using non-dynamic monster loads like everywhere else now). I'm still working on making sure the NPC's start (or is moved) to the original location, and have made some progress there too though I have two major challenges I'm still working-up:

1. It would seem that the GetDead function is not 100% reliable within the same frame that a monster is loaded. As soon as I load a monster, GetDead starts reporting back "Not Dead" all of the time (irregardless of whether an NPC is really dead or not). I'm still exploring this issue to try and determine another path around it or a way through it.

2. Pegging the right reference for a newly-loaded monster within the same frame that the monster is loaded, such that multiple GetFirstRef/GetNextRef commands will successfully find the newly loaded monster - so I can move it to the right starting position. I expected to fail at this given the monster is dynamically loaded and thus directly alters the very list of references that my loops are working against. Its doable though, just very challenging to identify and capture a reference for a monster in the same cell/frame that it's loaded. This I've made much more progress on, still working it up.

I suspect I'll have this fully working today - which still leaves me with the question of, "Would a respawn-system for the game be something desirable? needed? Or does MMM handle basic respawns already?" I plan to have my own mod's cell respawn using this method, but I have no clue if this is something needed or desired by the community - and/or if it could work with MMM successfully. If so, I'll work it up into something releasable to everyone. If its not needed however, I'll keep pouring the cycles into my cells.

Cheers!

Miax
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CArlos BArrera
 
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Post » Fri May 13, 2011 7:46 am

1. It would seem that the GetDead function is not 100% reliable within the same frame that a monster is loaded. As soon as I load a monster, GetDead starts reporting back "Not Dead" all of the time (irregardless of whether an NPC is really dead or not). I'm still exploring this issue to try and determine another path around it or a way through it.
Um ... what would you mean when you say "as soon as I load a monster" ? You mean load as in creating a reference using placeAtMe ?

I suspect I'll have this fully working today - which still leaves me with the question of, "Would a respawn-system for the game be something desirable? needed? Or does MMM handle basic respawns already?" I plan to have my own mod's cell respawn using this method, but I have no clue if this is something needed or desired by the community - and/or if it could work with MMM successfully. If so, I'll work it up into something releasable to everyone. If its not needed however, I'll keep pouring the cycles into my cells.
I'm afraid I can't answer that question. I don't play FO3 (or for that matter, Oblivion).
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Anthony Diaz
 
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Post » Fri May 13, 2011 10:19 am

Um ... what would you mean when you say "as soon as I load a monster" ? You mean load as in creating a reference using placeAtMe ?

Most likely Miax is referring to the OnLoad block.
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Jamie Moysey
 
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