[RELz] Mart's Mutant Mod 1.0 RC 5.0

Post » Fri May 13, 2011 9:16 am

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.

For me I had to edit it to 2. I just haven't been seeing, or experiencing, increased spawns. If anything, they were lower. The wasteland was a little empty. Maybe we could have swapped plugins :P
It's a little betternow, not the same as last version where I didn't have to 'edit' anything, but it'll do for now.
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Wayne Cole
 
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Post » Fri May 13, 2011 6:08 pm

Did you not get increased spawns while using 'Mart's Mutant Mod - Increased Spawns.esp'?
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Damien Mulvenna
 
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Post » Fri May 13, 2011 3:15 pm

Hiho everybody :) First of all I really enjoy this MOD!

But could you please help me; since a certain point in the game everyone ( sometimes a lot ) has some kind of shadow over them when I use VATS and it is also in a big circle around them. When I deactivate MMM its gone.

I do not know what I am doing wrong here :(

It just suddenly happened.

Here my loadorder:
Fallout3.esm
Marts MM.esm
Zeta.esm
Anchorage.esm
ThePitt.esm
Brik.St.esm
PointL.esm
Slower Levels (350).esp
BetterNPCRepair.esp
DCInteriors_ComboEdition.esp
UndergroundHideout.esp
GalaxyNewsRadio20[M].esp
norepaineeded(Pitt).esp
norepairs.esp
MMM.esp
mmm no skeleton decay.esp
mmm dlc anchor.esp
mmm dlc pitt.esp
mmm dlc PointL.esp
mmm dlc Zeta.esp
mmm dlc Broken Steel.esp
mmm feral ghoule ramp.esp
mmm increasedsp.esp
mmm zones resp.esp
mmm thougher T.esp
mmm Hunting &.esp
mmm natural sel.esp

Manualy I have type 3 body installed and I have the german version

I wish I knew why it happened out of the blue like that....

Thanks for your time :)
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Honey Suckle
 
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Post » Fri May 13, 2011 4:16 am

Sakadia: Have you renamed a lot of files or did you abbreviate while typing your load order manually? In FOMM you can right-click and select "Copy load order to clipboard" if it's the last reason.
If you've renamed files then I'd recommend against it, unless you really know what you're doing.

I have no idea what could cause your error though...
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Andres Lechuga
 
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Post » Fri May 13, 2011 1:49 pm

Oh...hehe, jup I typed them myself because I did not know how to do the trick :)

About the shadows, I just put MMM on new again and waited 4 days, seems to work now, but for how long I don't know.

I guess I'll just have to stay lucky on this :)

Oh, and by the way, could the raiderfemale please be retextured? The area around the privat? area looks strange, like a misshap on shadows :)

P.S.: Once I know how to make screeens AND how to get them online, I will just show you the next time this happenes.

*Hug @ all*

Thanks a lot and stay in good health :)
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Thema
 
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Post » Fri May 13, 2011 2:13 pm

To put images online, get a http://photobucket.com/. You can take screens in-game with the print screen button (or Prt Scr, or something similar). If that doesn't work you may have to manually change/add bAllowScreenShot in the Fallout.ini to 1 (bAllowScreenShot=1). Find it in 'My Documents\My Games\Fallout3' (in windows XP at least)

By the way, try updating your graphics drivers, just in case.
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Lynette Wilson
 
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Post » Fri May 13, 2011 5:28 pm

I found a bug from MMM.

It's about Unique weapon Jack(the Ripper)

Jack usually can be found in the Deathclaw Sanctuary, on the body of an Enclave Officer after the Enclave show up during The Waters of Life Quest.

but after MMM active, you can't find it.

There is no any Enclave Officer in the Deathclaw Sanctuary when MMM work, even after the Enclave show up during The Waters of Life Quest.

I tried go into the Deathclaw Sanctuary without MMM and I can get it well.

I think this is a bug so I report it here.

I hope this is useful.
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Hayley O'Gara
 
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Post » Fri May 13, 2011 10:30 am

Did you not get increased spawns while using 'Mart's Mutant Mod - Increased Spawns.esp'?

Yes. For me it was as if I didn't have it at all. I previously had version 4.0 and it was fine.
I've now deactivated Increased Spawns and actived Increased Increased Spawns instead. To me, though that seems more like how IS should be. It's not absolute chaos. It's as if IS is an empty plugin and IIS should have been IS. If that makes sense.
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Laura-Lee Gerwing
 
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Post » Fri May 13, 2011 5:21 am

Yes. For me it was as if I didn't have it at all. I previously had version 4.0 and it was fine.
I've now deactivated Increased Spawns and actived Increased Increased Spawns instead. To me, though that seems more like how IS should be. It's not absolute chaos. It's as if IS is an empty plugin and IIS should have been IS. If that makes sense.

This IS things very tricky sometimes. But they don't provide fixed additional number of enemies, it can be 1 enemy, it can be 3, for example.
For me- some areas don't have any enemies at all sometimes, but only after first visit. After second visit they reappear fully or partially.
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Emily Jeffs
 
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Post » Fri May 13, 2011 5:37 am

Hey, just having a slight problem and wondering if anyone could help?

I got the animal friend perk recently, so I was wondering if it could have effected more than it should do because of MMM.
I've recently noticed some enemies are not attacking me, mainly giant scorpions (not albinos) and wannimingos as well as dogs etc.

However I removed the animal friend perk and these creatures still wont attack me. Im level 29 so could it be to do with the new creature AI deciding their not strong enough or something?
Either way I think that scorpions and wannimingos should always try and attack the player, giant mutant insect and genetically engineered killing machine brains shouldn't feel too much "fear" as it were.

Anyway just my thoughts on it.

Thanks :)
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Tanya
 
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Post » Fri May 13, 2011 6:39 am

Hey, just having a slight problem and wondering if anyone could help?

I got the animal friend perk recently, so I was wondering if it could have effected more than it should do because of MMM.
I've recently noticed some enemies are not attacking me, mainly giant scorpions (not albinos) and wannimingos as well as dogs etc.

However I removed the animal friend perk and these creatures still wont attack me. Im level 29 so could it be to do with the new creature AI deciding their not strong enough or something?
Either way I think that scorpions and wannimingos should always try and attack the player, giant mutant insect and genetically engineered killing machine brains shouldn't feel too much "fear" as it were.

Anyway just my thoughts on it.

Thanks :)

You remove perk, but relations, which this perk establish, still be the same.
You need to type in console
SetEnemy AnimalFriendFaction PlayerFaction
to fully remove this perk.
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BRAD MONTGOMERY
 
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Post » Fri May 13, 2011 12:04 pm

I know that with Animal Friend perk dogs and Wannimingo's won't attack. I think the latter is based on a mole rat, maybe a Yao Guai. Not sure, but it's normal that they don't attack, either.
The tiny ones are meant to be passive. There are some radscorpions in the wasteland that don't attack. I've had the odd large one that comes to help me fight other enemies. I don't know if that is intentional, though. I used to get it very rarely in vanilla Fallout, though eventually they'd turn on me.
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Jessie Butterfield
 
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Post » Fri May 13, 2011 5:11 pm

You remove perk, but relations, which this perk establish, still be the same.
You need to type in console
SetEnemy AnimalFriendFaction PlayerFaction
to fully remove this perk.


Ahh, have just tried this and for some reason it wont do anything. I just get the message:
"Item 'AnimalFriendFaction' not found for parameter faction" :S
Im using FOSE so it should work shouldn't it? Do I need to enable something else?

Yeah I know the tiny scorpions and some dogs are meant to be passive, but what youve said explains the rest :)

Also, as I feel I should talk about the mod seeming as I'm in putting my troubles in the middle of the thread...

I've just come back to playing after a few months and this new release seems far more stable than before. I've not had any crashes from it yet :)
When are we goin to see some more mutants added though hehe?
I still think some of the Failed FEV experiments from Vault 87 lurking in some irratiated underground places would be cool.
Komodos aswell perhaps?

Cheers
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Nuno Castro
 
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Post » Fri May 13, 2011 9:00 am

Ahh, have just tried this and for some reason it wont do anything. I just get the message:
"Item 'AnimalFriendFaction' not found for parameter faction" :S
Im using FOSE so it should work shouldn't it? Do I need to enable something else?

I hope someone else will be able to help you, I'm not very strong in the script :)
May be this command can not be performed through console? Later I will try to make plugin and give it to you, if it will be working and still be needed
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Rusty Billiot
 
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Post » Fri May 13, 2011 4:08 pm

Ahh, have just tried this and for some reason it wont do anything. I just get the message:

Here
http://rapidshare.de/files/48688404/AnimalFriendBeGone.rar.html
Just load it in your load order, then save the game and remove this mod after
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Kevan Olson
 
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Post » Fri May 13, 2011 8:56 am

Here
http://rapidshare.de/files/48688404/AnimalFriendBeGone.rar.html
Just load it in your load order, then save the game and remove this mod after


Thankyou :)

That seems to have fixed it very nicely.
The pack of Wannimingos that spawn near my village are now causing me trouble again.

Cheers
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Blaine
 
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Post » Fri May 13, 2011 4:00 pm

Has anyone noticed zones respawning after a couple of minutes after upgrading? I followed the directions and I've never had the "Zones Respawn" .esp checked. I just cleared the way to the Brotherhood Outcasts base for Anchorage and as I was done mopping up and about to head in, my followers started attacking something. I turned around and all of the Super Mutants had come back! I've since downgraded to RC 41 but I believe it still occurs. Is there a Global or something that could have been changed?
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jeremey wisor
 
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Post » Fri May 13, 2011 7:41 am

Has anyone noticed zones respawning after a couple of minutes after upgrading? I followed the directions and I've never had the "Zones Respawn" .esp checked. I just cleared the way to the Brotherhood Outcasts base for Anchorage and as I was done mopping up and about to head in, my followers started attacking something. I turned around and all of the Super Mutants had come back! I've since downgraded to RC 41 but I believe it still occurs. Is there a Global or something that could have been changed?

I'm not sure, possibly it is not bug at all.
-RC41 won't help you- you will have the same
-Zones Respawn not responsible at all, it is not associated with outside locations.
-Increased spawn system may have glitches, but they reveal itself in the different way.
This second wave of attackers possibly part of the storyline. Or vanilla bug with some trigger, which initiate this second wave.
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jessica breen
 
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Post » Fri May 13, 2011 12:37 pm

I'm not sure, possibly it is not bug at all.
-RC41 won't help you- you will have the same
-Zones Respawn not responsible at all, it is not associated with outside locations.
-Increased spawn system may have glitches, but they reveal itself in the different way.
This second wave of attackers possibly part of the storyline. Or vanilla bug with some trigger, which initiate this second wave.


I'm not sure since it happens in a lot of other zones as well.
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TOYA toys
 
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Post » Fri May 13, 2011 5:47 pm

I'm not sure since it happens in a lot of other zones as well.

I will say IMHO for the next.
For now- I was able to catch only one type of strange things with IS.
1. Some zones are empty or half-empty during first visit, but filled with enemies during second visit.
2. Cleared zones filled with enemies after reload/fast travel.
Here we have another thing. It is similar to group of super-mutants on the right side of Potomac on the way from Super-Duper Mart to Rivet City. This group always spawns first time ONLY after we meet with raiders on the opposite side.
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c.o.s.m.o
 
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Post » Fri May 13, 2011 6:28 pm

Just to let you know I'm still here and reading the threads.

Also:

The next update will include:
  • Bug fixes (as reported)
  • Full Combat Detection for most NPC and creature types
  • Finish Increased Spawns for DLCs
  • Add DLCs new creatures to wasteland where appropriate

And, maybe a little more too in the form of more diverse skins.

While I'm here, it's time for something else too:


CALL TO ACTION

Since I've added Diverse Skins for the Trogs to The Pitt, we might as well add them for the other DLCs too. So, if you'd like to have your name up in lights in the MMM credits, I'll happily accept diverse skin variants for:
  • Point Lookout Swampfolk
  • Point Lookout Swamplurks
  • Point Lookout Swamp Ghouls
  • Zeta Abominations
  • Zeta Aliens
Three variant skins is usually a good number, as combined with the vanilla skin provides four variants to meet. Ideally, it will help greatly if you could not only provide the textures but the necessary .nif files as well, as this saves me time -- see the MMM file structure to see where all MMMF3 textures are kept.

If you want to take on a bigger task, we so far have not done Diverse Skins for Robots yet. What I have in mind here is a little different: Robots are made to specification, which is why they don't get sizing/confidence etc scaling. But even though they would be manufacturered the same, they would all have a unique serial number, and who knows how the wasteland has treated each one. Hence I'd like to get 10 (ten!) varieties of Robot skins per Robot type, where the colour is basically the same but the serial number would be different, there would be different wear and tear on the paint job, etc. Subtle but noticeable differences to indicate individuality. We need:
  • Protectrons
  • Sentry Bots
  • Robo Brains
  • Mister Gusty/Handy
And, where applicable for Outcast, Enclave, Army and Steel and so on variants for these too. Which is why it's a big job -- 40 Outcast skins, 40 Robo, 40 Sentry, 40 Mister. If you're interested, let me know :)

Finally, one for the modelers: as Skeleton Decay works so well -- but only for NPCs as these are the only skeletons that came with the game -- it would be great if we could get skeletons for creatures too, such as:
  • Brahmin
  • Dogs
  • Mirelurk
  • YaoGuai
  • Centaurs
  • DeathClaw
  • Floater
  • Gecko
  • Wanamingo
  • Radscorpion
This would help flesh out a world where death has come and gone, where as you travel back through areas you've been through before you see the remnants of battles and creatures past, an ever present reminder that yes... war, it never ends.
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Beulah Bell
 
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Post » Fri May 13, 2011 6:21 pm

What about Mutant skeletons?
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Harinder Ghag
 
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Post » Fri May 13, 2011 12:44 pm

Maybe giant human skeletons would do the trick?
You just have to pretend most of the mutations are affecting only size, muscle tissue and skin.
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Cat
 
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Post » Fri May 13, 2011 5:16 am

Sweet!!!! Mart as always you kick ass, i don't know how you aren't employed by Beth, unless you secretly are 0_O lol, anyways keep up the good work mate, cheers! ^_____^
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Genocidal Cry
 
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Post » Fri May 13, 2011 7:55 am

What about Mutant skeletons?

Yes, Super Mutants too :)

Just need a modeler to make them!
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Dalia
 
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