[RELz] Mart's Mutant Mod 1.0 RC 5.0

Post » Fri May 13, 2011 12:39 pm

Anyway, my issue relates to The Pitt. Some of the Trogs (I'm guessing the ones added by MMM) are invisible and skulk around behind walls and under the ground :huh:


I'm going to take a wild shot in the dark here and would probably say that it's the cause of increase spawns.

Logic dictates that no objects can occupy the same space in time.

And here is where I'm going with this, IS doesn't create new spawn points, but instead creates more spawns per spawn point. If an enemy is placed too close to a wall or an overhang, the havoc game engine kicks in and the new spawns will sort of bounce and push away from each other as there are multiple spawns appearing on the same point of space. And thus this being a game; while this is happening there will be an occurrence where some spawns will clip through the plane.
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Davorah Katz
 
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Post » Fri May 13, 2011 8:32 am

Hey can anyone tell me if there's a way to remove the raider tattoo's by for example removing the files assoiciated with them or something? I just dont find it realistic that raiders have such tattoo's.
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matt oneil
 
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Post » Fri May 13, 2011 9:51 am

Just an update on the Pip Boy Stealth Boy bug. Turns out is was the latest EVE release. If I had to hazard a guess it somehow conflicts with the EVE built into FOOK2 RC1. How it changes things in the Pip Boy I have no idea. I just went through mod by mod until I solved the problem. I confirmed it was Eve by activating it again and the problem returned then went away on deactivating EVE.

Thanks Mart.

B
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Tracey Duncan
 
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Post » Fri May 13, 2011 11:55 am

I'm going to take a wild shot in the dark here and would probably say that it’s the cause of increase spawns.

Logic dictates that no objects can occupy the same space in time.

And here is where I’m going with this, IS doesn’t create new spawn points, but instead creates more spawns per spawn point. If an enemy is placed too close to a wall or an overhang, the havoc game engine kicks in and the new spawns will sort of bounce and push away from each other as there are multiple spawns appearing on the same point of space. And thus this being a game; while this is happening there will be an occurrence where some spawns will clip through the plane.

Logical, but no. I was able to see underground creatures from the version of 1.0 of fallout, when MMM was not even exist.
Problem is- creatures can be placed underground not only during spawn, they can do so on their own. Examples- Robco Factory, where radroaches walk free into the walls and out of the walls.
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Stephanie I
 
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Post » Fri May 13, 2011 6:23 pm

I had a Gargantuan spawn in Bailey Cross or whatever it's called (Anchorage entrance ruins), I know that's not supposed to happen. Otherwise this mod rocks. Haven't turned on the distance detection AI thing yet, because I seem to get the behaviour it's designed for anyway using FWE.
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Amy Gibson
 
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Post » Fri May 13, 2011 7:53 am

Well, after I disabled the MMM DLC Pitt plugin Trogs are back to normal :shrug:
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Floor Punch
 
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Post » Fri May 13, 2011 5:24 pm

Logical, but no. I was able to see underground creatures from the version of 1.0 of fallout, when MMM was not even exist.
Problem is- creatures can be placed underground not only during spawn, they can do so on their own. Examples- Robco Factory, where radroaches walk free into the walls and out of the walls.


Right and you have to take into consideration of the havoc engine; some creatures will spawn a slight below or in the plane. The havoc engine is kinda wonky with the games collision detection. I can write a whole thesis on this, but in laymans term, its how the game handles.
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Laura Simmonds
 
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Post » Fri May 13, 2011 8:55 am

Martigen

Hi. It's a great mod you did, but even with separated esp's some functions are unpleaseable, not only for me i think... so can you create a "light" version only with new creatures, scaling size\color functions? Without any touch of NPCs and quantity of respawned enemies (hate to fight with hordes of dogs right after an exit from vault on "very-hard", having only 10mm pistol and 50-60 weapon skill)? It's silly.
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Colton Idonthavealastna
 
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Post » Fri May 13, 2011 7:25 pm

Logical, but no. I was able to see underground creatures from the version of 1.0 of fallout, when MMM was not even exist.
Problem is- creatures can be placed underground not only during spawn, they can do so on their own. Examples- Robco Factory, where radroaches walk free into the walls and out of the walls.



Right and you have to take into consideration of the havoc engine; some creatures will spawn a slight below or in the plane. The havoc engine is kinda wonky with the games collision detection. I can write a whole thesis on this, but in laymans term, its how the game handles.


The spawning in rocks is quite common and just an error in the axis properties when the area loads. The common one is in the Yau Guai Cave in Cliffside Caverns. There is one inside the rocks for every game I have played, You hear it and see the red marker but can only get it to move out the rocks if you attack with collisions off.

I have also watched an Enclave Troop on a patrol route walk into the middle of a rock cluster instead of over it and get stuck half way and stay there.

I have experienced this one only twice in the many play through's I have done. Can't remember exactly which Metro Tunnel it is but it's the one where there are numerous Ghouls attacking a Raider camp with the diner behind fortifications. If you enter through the Metro entrance all is well but if you come in the utility door you exit into the middle of 6 raiders. If you survive and manage to kill the lot of them at the end of the fight their bodies are gone but you find them at their camp as if you had killed them there.

B
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Arnold Wet
 
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Post » Fri May 13, 2011 10:52 am

In all and all it's better to have Bethesda redo the collision detection better, but that's not going to happen. Another idea is to find a way to execute code in game that states when a character clips the collision detection plane to auto correct by placing character back into normal state, but? That is just more work that is not guaranteed to work.

Anyways, this conversation is getting off topic and we can clearly agree that its not MMM, but the game its self.
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CArlos BArrera
 
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Post » Fri May 13, 2011 8:15 pm

Martigen

Hi. It's a great mod you did, but even with separated esp's some functions are unpleaseable, not only for me i think... so can you create a "light" version only with new creatures, scaling size\color functions? Without any touch of NPCs and quantity of respawned enemies (hate to fight with hordes of dogs right after an exit from vault on "very-hard", having only 10mm pistol and 50-60 weapon skill)? It's silly.

If you will play MMM without IS, IIS, ZR and FGR plugins, you will have almost vanilla by the numbers in spawns, but with diversification and new creatures. In you will use no... esp-s, you will not have new vreatures. This is not enough?
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Matthew Aaron Evans
 
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Post » Fri May 13, 2011 9:33 am

If you will play MMM without IS, IIS, ZR and FGR plugins, you will have almost vanilla by the numbers in spawns, but with diversification and new creatures. In you will use no... esp-s, you will not have new vreatures. This is not enough?

I was doing exactly how you said, but never met such quantity in vanilla. It's much more whatever you said =\
And i said nothing about "no... esp-s", it's fine. I told about NPCs. It causing problems when i use some other mods with NPCs changings.

Кстати, может по русски поговорим? :)
Я серьезно делал как ты и говоришь, юзал только основные есм и есп. Но когда выхожу и встречаю по 15 собак в стае... учитывая что я играю на очень сложном, с усложняющими модами меня грызут за 3 секунды что я даже первую собаку не успеваю убить.
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pinar
 
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Post » Fri May 13, 2011 3:45 pm

I was doing exactly how you said, but never met such quantity in vanilla. It's much more whatever you said =\
And i said nothing about "no... esp-s", it's fine. I told about NPCs. It causing problems when i use some other mods with NPCs changings.


There are ways to avoid accidental spawns from MMM for other mods. I had the same troubles with my enslaving system FNNCQ and Martigen was very helpful. The mod author has only to ask. If the NPC altering script is fast enough and good written you don't need special precautions or a compability module. So I don't think it's a MMM problem.
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Dan Scott
 
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Post » Fri May 13, 2011 5:30 pm

I was doing exactly how you said, but never met such quantity in vanilla. It's much more whatever you said =\
And i said nothing about "no... esp-s", it's fine. I told about NPCs. It causing problems when i use some other mods with NPCs changings.

Кстати, может по русски поговорим? :)
Я серьезно делал как ты и говоришь, юзал только основные есм и есп. Но когда выхожу и встречаю по 15 собак в стае... учитывая что я играю на очень сложном, с усложняющими модами меня грызут за 3 секунды что я даже первую собаку не успеваю убить.

Ты пробовал использовать Mart's Mutant Mod - Reduced Wasteland Spawns.esp? Не помогает?
После изменения состава модулей 4 дня ждал внутри?
Я уже давно не пробовал чистый МММ без доп.модулей, поэтому насчет собак не уверен. Но в версии 3 было именно так
Do you try Mart's Mutant Mod - Reduced Wasteland Spawns.esp, it don't help you?
Do you comply with the upgrade instructions after changes in the load order?
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Lloyd Muldowney
 
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Post » Fri May 13, 2011 6:25 pm

Ты пробовал использовать Mart's Mutant Mod - Reduced Wasteland Spawns.esp? Не помогает?
После изменения состава модулей 4 дня ждал внутри?
Я уже давно не пробовал чистый МММ без доп.модулей, поэтому насчет собак не уверен. Но в версии 3 было именно так
Do you try Mart's Mutant Mod - Reduced Wasteland Spawns.esp, it don't help you?
Do you comply with the upgrade instructions after changes in the load order?


Так проблема-то в том, что враги на точках респавна появляются бОльшими чем обычно группами группами. Reduced Wasteland Spawns лишь уменьшает шанс респавна этой группы на каждой точке. 4 дня ждал как описано, все обновилось и новые монстры тоже появились. Вот попробовал грузить старые сохранения - бегаю с отключенным модом - встречаю 1 яо-гая или 1 гигантского скорпиона, а с модом их появляется минимум по 2-3 штуки за раз рядышком.

Yes, i tried, it does no help for me, because it's only decreasing chance of respawn at spawnpoint and has no effect on quantity of respawned groups. For example - without mod i met 1 Yao-guai maximum, with mod i meeting 2-3 Yao-guais in a group everywhere they spawns.
Yes, all others mod stands after mmm.esm and previously mmm.esp-s
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Monika Krzyzak
 
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Post » Fri May 13, 2011 1:51 pm

I will check it
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Steve Bates
 
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Post » Fri May 13, 2011 7:25 am

Aptomix, are you using any MMM compatibility ESPs? I know the compatibility ESP for MMM+FWE includes increased spawns, maybe others do too? If you're unsure, post your load order.
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Gavin Roberts
 
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Post » Fri May 13, 2011 11:06 am

Do I have to do the "disable mod, wait 3-4 days etc" thing if I'm upgrading from RC4 to RC5? Or does that apply to just going TO RC 4?
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Justin
 
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Post » Fri May 13, 2011 11:54 am

Do I have to do the "disable mod, wait 3-4 days etc" thing if I'm upgrading from RC4 to RC5? Or does that apply to just going TO RC 4?

Yes, you need to make upgrade procedure
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C.L.U.T.C.H
 
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Post » Fri May 13, 2011 5:07 am

This has probably been covered but I can't find it. How can I add different plugins to a currently installed version of MMM? I left The Pitt, Anchorage and Zeta off when I installed RC 5.0 and I'd like to add the plugin for The Pitt now.
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Janine Rose
 
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Post » Fri May 13, 2011 11:03 am

This has probably been covered but I can't find it. How can I add different plugins to a currently installed version of MMM? I left The Pitt, Anchorage and Zeta off when I installed RC 5.0 and I'd like to add the plugin for The Pitt now.


The DLC plug-ins applies specifically to their corresponding areas. Pitt plug-in is for the Pitt, zeta is for zeta, ect. You won't be able to get trogs in the wastes lands, or space aliens walking the streets of Springvale. If you have completed these DCL areas, then they are not worth to load.

:edit:

Oh duh, I just re-read your post. I thought you completed the DLC's... I see now. :wacko:
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Krystina Proietti
 
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Post » Fri May 13, 2011 8:22 am

However, if you've installed The Pitt just now and you want to install the MMM plug-in for the pit, you just have to extract that plug-in into the data folder (and put it into the right spot in the load order) if you're using the manual version. If you use the Fomod version, you have to uninstall and reinstall MMM in FOMM, just remember to readjust the load order.
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Melissa De Thomasis
 
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Post » Fri May 13, 2011 5:22 pm

However, if you've installed The Pitt just now and you want to install the MMM plug-in for the pit, you just have to extract that plug-in into the data folder (and put it into the right spot in the load order) if you're using the manual version. If you use the Fomod version, you have to uninstall and reinstall MMM in FOMM, just remember to readjust the load order.


I already had The Pitt installed. I wanted to play around with MMM a bit before adding extra DLC plugins. :) I'm using the Fomod version, so I'll uninstall and reinstall. Thanks for the help!
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Penny Wills
 
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Post » Fri May 13, 2011 4:42 pm

It seems that i found where was the problem. In my downloaded copy (not from nexus) in the main esp global "MMMzIncreasedSpawnsMin" was set by 2. Changed it to 1 and now it seems to be ok with respawns quantity. Thanks for attention and sorry for bother.
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Nomee
 
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Post » Fri May 13, 2011 10:00 am

I have not yet updated to RC 5.0 and am using RC4.1.

As always MMM is great; but I really don't like the extra Behmoth's so I created a plugin setting the MMzBehemothChance to 0.0 and when I look in fo3edit I see both the original and my plugin. But I am still seeing Behomoths in non-vanilla places. I did wait the necessary 4 days for respawn after adding this plugin. Also, I did start the new game with RC4.1. I am using the latest masterupdate to convert to masters.

Just to make it clear - the location where I found the behemoth was a location I had not been before; so its not an already spawned behemoth.

Any ideas?

Thanks for a great mod
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Sabrina Schwarz
 
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