[RELz] Mart's Mutant Mod 1.0 RC 5.0

Post » Fri May 13, 2011 4:45 pm

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


Hint, shoot them when they are on the ground :P. It just depends if you get a critical or not on the limb at hand.
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Queen Bitch
 
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Post » Fri May 13, 2011 2:02 pm

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 ?


Actually it does. :)

When using PlaceAtMe or PlaceLeveledActorAtMe, I'm using the FormID from GetBaseObject (as you recommended I might add!). This works brilliantly, and I'm able to load a new Ghoul exactly over the corpse of the old ghoul. It gets a new ReferenceID, and the value of GetNumRefs increases by 1. Thus what I have to do is spawn a new NPC, then check through the entire list of NPC's in the cell to find that new Ref and move it to the starting position of the original NPC in the cell.

What I have found though is that dead NPC's will return a value of 0 from GetDead within the same frame as when I spawn a new NPC. In these cases I will get one successful respawn of an NPC, and all the rest of the NPC's will then start reporting as "not dead" (GetDead == 0). Thus GetDead is not useful to me in this context, as I need a sure-method of looping-through the dead NPCs. Right now I'm working on a "toe-tag" method where I pop a token into the inventory of all the dead NPCs, and use that token as my "Is this NPC dead" indicator. If this works, I will be very close to having it done

Honestly though I don't know if zone-respawns are somthing the community wants. I know I'll be using it because I hate the fact that once I clear an area, its effectively "done" forever. Respawning places every 30 game-days will add tons of surprise to old journeys and will make the wasteland seem more alive. Respawning mobs will be a challenge for the player to face in my own mod for sure, but its applicability in the vanilla cells is yet unknown to me.

Miax
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barbara belmonte
 
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Post » Fri May 13, 2011 2:09 pm

shoot them in the legs and arms first....monty python the holy grail anyone? lol

I'd laugh my @$$ off seeing that in like .001% chances of it occuring =)
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Lizs
 
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Post » Fri May 13, 2011 4:04 am

Actually it does. :)

When using PlaceAtMe or PlaceLeveledActorAtMe, I'm using the FormID from GetBaseObject (as you recommended I might add!). This works brilliantly, and I'm able to load a new Ghoul exactly over the corpse of the old ghoul. It gets a new ReferenceID, and the value of GetNumRefs increases by 1. Thus what I have to do is spawn a new NPC, then check through the entire list of NPC's in the cell to find that new Ref and move it to the starting position of the original NPC in the cell.
You don't have do all that hackery. When using placeAtMe to spawn a single object, the command returns a reference to placed object.
set rSpawnedRef to deadRef.placeAtMe rSpawnBaseObj 1 0 0rSpawnedRef.setPos X fStaringPosX

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quinnnn
 
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Post » Fri May 13, 2011 12:27 pm

You don't have do all that hackery. When using placeAtMe to spawn a single object, the command returns a reference to placed object.
set rSpawnedRef to deadRef.placeAtMe rSpawnBaseObj 1 0 0rSpawnedRef.setPos X fStaringPosX


ShadeMe,

Thank you for the input - your correct of course, I wasted a bunch of time trying to derive something that there was a single command for (lol). I really do hate the WIKI search engine - it misses so much!

I happened onto this last night and got the respawner working finally. :)

Thanks again!

Miax
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Fluffer
 
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Post » Fri May 13, 2011 9:36 am

A while ago, I once tried to make a mod that would cause enemies to freak out and flee if one of their comrades was disintegrated by an energy weapon. I tried and tried to make the confidence level drop via script, made measures to check to make sure the script was starting on the targets, even made the fake explosion visible to make sure it was going off. But... nothing Confidence level was unchanged. I think I chalked it up to some MMM script getting perturbed by the change in Confidence level and changing it back to where it wanted that AV to be at.

Would this be the case? If so, could there be a way to make the scripts in question allow for other mods to alter the confidence level?
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Kayleigh Williams
 
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Post » Fri May 13, 2011 7:30 am

Wouldn't it be amazing to have this in MMM?

http://www.gamesas.com/bgsforums/index.php?showtopic=1065561
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JERMAINE VIDAURRI
 
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Post » Fri May 13, 2011 9:47 am

This mod is brilliant! I love wandering around the wasteland, running into a random group of corpses and realising that I'm probably about to die, whilst a Deathclaw Matriarch is running up behind me about to turn me into mince meat. Pure brilliance! Great job! :goodjob:
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Alisia Lisha
 
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Post » Fri May 13, 2011 11:47 am

Im liking it so far, but, I've having a problem, a pretty big one.
The textures for all the creatures, though not NPCs, has gone... well, insane.
Seriously, creatures actually change textures while I'm fighting them, or moving them. I recognize some grass textures and whatnot, so I'm guessing I somehow didn't install right, but I've checked and it seems everything is fine.
I'd keep it on for the lulz, but I kind of want to see them new textures.
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kristy dunn
 
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Post » Fri May 13, 2011 5:08 pm

You have either installed the textures incorrectly or have bad Archive Invalidation.
You could try and toggle invalidation off/on in FOMM and see if it helps. If not then MMM is incorrectly installed.
Did you use the FOMOD version?
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Rodney C
 
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Post » Fri May 13, 2011 4:29 am

I have a prob with ramblers when i do:
placeatme 010948b5
they appeear for a second but disappear after the second
somebody know what it is?
Ty when somebody response
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Michelle Chau
 
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Post » Fri May 13, 2011 10:49 am

I have a prob with ramblers when i do:
placeatme 010948b5
they appeear for a second but disappear after the second
somebody know what it is?
Ty when somebody response

Can somebody send me the wounded.esp
why i dont know why i doesnt have it
can that be the reason that ramblers dont spawn?
:wacko:
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Catherine Harte
 
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Post » Fri May 13, 2011 2:46 pm

There is no such file, so I doubt it. The only files that are really necessary are Mart's Mutant Mod.esm and Mart's Mutant Mod.esp, any others are optional.
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Angus Poole
 
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Post » Fri May 13, 2011 8:00 pm

There is no such file, so I doubt it. The only files that are really necessary are Mart's Mutant Mod.esm and Mart's Mutant Mod.esp, any others are optional.

i have found the prob theres a script on the rambler that direktly remove it
i set the script to none and it works :celebration:
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Amanda savory
 
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Post » Fri May 13, 2011 5:08 am

Super excited for the next update which includes new creatures as I understand? Is there an ETA or is the next iteration a ways off. Can't wait!
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Ymani Hood
 
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Post » Fri May 13, 2011 7:10 am

hey Mart :]
just got done doing the pitt for the first time and i absolutely love what you did with it

your name is GOLD on this PC, i can never thank you enough for everything you've done through the years
as a whole for your latest version, i love the skins, love the spawn placements, love the optional plugins....i love you!

bahah later dude
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Ownie Zuliana
 
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Post » Fri May 13, 2011 4:44 am

Hi,
I recently reinstalled Fallout 3, with the "standards-basics-biggests-[censored]-mods" (fook, eve, MMM, FWE, FO3, Weapon Mod Kit and XFO), and I noticed that the super mutants that have those kind of weapons don't shoot and prefere to punch me in the head:
-Norinco Type 60 (correction: they shoot with it)
-Kalashnikov PKM/RPK-74
-Perforator Minigun
-MG "Mashinengewehr" 3
-M60 Machine Gun
-"Mole rat meat" (ok, I'm kiding, don't hit me)
-Etc...

So, for some non-Vanilla weapons, as we can see. But they have them in their inventories.
I've uploaded a load order made with FOMM:
http://www.2shared.com/file/10710836/71683cad/goooooooooood.html
I don't know where the bug comes from, so if you can help me... ;)

PS:
Sorry for my english, it's not my native language. =]
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gandalf
 
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Post » Fri May 13, 2011 6:10 pm

The weapons aren't added to the super mutant weapon list. That is not a problem with MMM.
Using that many overhauls is also completely redundant, expect things not to work.
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CSar L
 
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Post » Fri May 13, 2011 9:25 am

I don't hink the problem is using lot of overhauls because they made some compatibility patches.
By the way, I will check the weapon list but, it would be surprising that it is the problem, because why put the weapons in their "inventory list" and not in their "weapon list" ?
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Alexandra Louise Taylor
 
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Post » Fri May 13, 2011 3:30 pm

The inventory and the form list of allowed weapons for super mutants are completely unrelated. As far as I know there aren't compatibility patches enough to play "fook, eve, MMM, FWE, FO3, Weapon Mod Kit and XFO" at the same time. Especially XFO and FWE are completely incompatible.
You can't just install mods willy-nilly and expect them to work.
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Skrapp Stephens
 
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Post » Fri May 13, 2011 3:01 pm

"there aren't compatibility patches enough to play "fook, eve, MMM, FWE, FO3, Weapon Mod Kit and XFO" at the same time.[...] XFO and FWE are completely incompatible."

On the FOIP page:

"What mods are covered under FOIP?

At the moment, we are focusing on covering the larger, more popular mods under FOIP. This currently includes:

- Martigen's Mutant Mod (MMM)
- Fallout Overhaul Kit (FOOK)
- Classic Fallout Weapons (CFW)
- Fallout Balance Overhaul (XFO)
- Fallout Wanderers Edition (FWE)
- Weapon Mod Kits (WMK)
- Energy Visuals Enhanced (EVE)
- CALIBR"

"NOV 15 2009 - MMM RC 5.0 -- Support for FOOK2, FWE MR 4.1, WMK, CFW, and XFO. Now includes an additional patch for using FWE+EVE with MMM."

So... it's a lie ? ;)
I will try to disable some, test different combinations/split. (assume that I must wait a "repop" to see if it has change?)
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Darren Chandler
 
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Post » Fri May 13, 2011 11:39 am

Apparently so since you're having problems.
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NIloufar Emporio
 
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Post » Fri May 13, 2011 5:21 pm

@CharlesC
And when you downloaded the FOIP packages, did you see a FWE+XFO compatibility patch? As noted in the http://www.gamesas.com/bgsforums/index.php?showtopic=1027321, when it comes to gameplay mods, you should only use one. Yes, the description page could be more clear, but the thread describe things pretty well.

And if I am not terribly mistaken, FWE is actually built on XFO, which hints that they are extremely incompatible.
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Oscar Vazquez
 
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Post » Fri May 13, 2011 7:08 pm

"So... it's a lie ? ;)



Nice way to garner interest in giving a crap about your problem.

Say rather it's an ambiguous statement.
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Mizz.Jayy
 
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Post » Fri May 13, 2011 12:17 pm

"Apparently so since you're having problems. "

"Yes, the description page could be more clear, but the thread describe things pretty well.

And if I am not terribly mistaken, FWE is actually built on XFO, which hints that they are extremely incompatible."

"Nice way to garner interest in giving a crap about your problem.

Say rather it's an ambiguous statement."

Yes, you have probably right.
After better reading of the XFO official page:

"Mart's Mutant Mod (MMM): I've included a new patch for using MMM, and the general load order should be
1) XFO files
2) MMM files"

I've put XFO after MMM, my mistake. It's now fixed .
Furthermore, I will try to disable XFO properly and continue my testing.
Thanks you all. ;)
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xx_Jess_xx
 
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