[RELz] Mart's Mutant Mod 1.0 RC 5.0 #2

Post » Sun Oct 10, 2010 8:24 am

Love this mod.

I actually was thankful to run into a Deathclaw Matriarch yesterday, she was fighting two albino radscorpions! She killed them both, but unfortunately for her, then met my plasma rifle. MOD is freaking epic!
User avatar
James Baldwin
 
Posts: 3366
Joined: Tue Jun 05, 2007 11:11 am

Post » Sun Oct 10, 2010 7:19 pm

This is not that big of a deal but I thought it made little sense so I thought I post about it. Why so little xp for the Mutant Behemoths? I have to waste massive amounts of ammo to take it down.


I agree on this, but it has already been brought up.
Apparently it is because of the way the behemoth is implemented.
It seems to be a "standard" creature and the amount of xp you can get this way is limited.#

However I wonder, why not add some kind of script that will award you additional xp when you kill a behemoth/gargantuan?
As I don't know anything about modding, I have no idea if that can be done, especially without FOSE.


@ Arkngt:
Thanks for the clarification!
User avatar
Nichola Haynes
 
Posts: 3457
Joined: Tue Aug 01, 2006 4:54 pm

Post » Sun Oct 10, 2010 4:23 pm

However I wonder, why not add some kind of script that will award you additional xp when you kill a behemoth/gargantuan?
As I don't know anything about modding, I have no idea if that can be done, especially without FOSE.

Should be pretty simple, even without FOSE.
Begin ondeathrewardXP 100end


Voila, 100 additional XP on death. But I'm sure Martigen would know that, so I assume there is a different reason.


I'm guessing it shouldn't be diffficult to make an unofficial add-on that does it anyway though.
User avatar
My blood
 
Posts: 3455
Joined: Fri Jun 16, 2006 8:09 am

Post » Sun Oct 10, 2010 7:57 pm

Just met my first Super Mutant Gargantuan. It was a bit of a disappointment as my char set up a trap with Bottlecup Mines and a Mini Nuke and he just stood passive while she shot him. Anyway, my point was that I first got +44 XP and a couple of seconds later +110 - so 154 in all.
User avatar
Andrew Perry
 
Posts: 3505
Joined: Sat Jul 07, 2007 5:40 am

Post » Sun Oct 10, 2010 8:37 am

Just met my first Super Mutant Gargantuan. It was a bit of a disappointment as my char set up a trap with Bottlecup Mines a


I was in that part of the quest where I had to kill a bunch of guys at a certain building. I lured the Super Mutant Gargantuan there (he kept stopping to kill stuff along the way like wild dogs etc. Finally after reaching the location, the guys started shooting at me. However, right behind there was the Super Mutant Gargantuan!
User avatar
Veronica Flores
 
Posts: 3308
Joined: Mon Sep 11, 2006 5:26 pm

Post » Sun Oct 10, 2010 7:24 pm

Hi. For first I have to tell you I love your mod. But I have a big problem with it. After I install it - save and wait 4 days everything looks good. The mod works. Just one problem my game start crashing when I am in the middle of the battle with mutant's or other thinks. Somethimes I can kill 9 raiders without a crash, somethimes i got crash when try to kill 3 radscorpion. I can accept this is not the fault of the mod. Because I use a lot mod(I don't like so many things in vanilla, perhaps). I using a Lite version(Increased increased spawn.esp and zonerespawn.esp only) but I tryed the big mod too RC5(the latest-but got even more crashes). So I want to ask for your help. Nothing big just maybe you can help me with the load order( but I already use FOMS).
So if you can help me and solve (or just help me got crash 1/hour would be great) this. I really can't play without my favorite mods and also playing without yours is so boring and not fun :(
The wasteland is so empty :P
I uploading the picture of my load order made by FOMS(Mod sorter).
And one more question, I now you mention it before and it not suppose to be a problem. But FOMS highlights your mode on blue. Its mean a conflict/problem??
Thank you for your time.

1, http://img690.imageshack.us/i/xxxxxxxxxxxxxxxxxxxxxxxn.jpg/

2, http://img192.imageshack.us/i/yyyyyyyyyyyyyyyyyyyyyyyz.jpg/
User avatar
Izzy Coleman
 
Posts: 3336
Joined: Tue Jun 20, 2006 3:34 am

Post » Sun Oct 10, 2010 2:16 pm

Looking at your mod order I observed a few things:

1. Where is the Mart's Mutant Mod.esm?
As far as I can tell you need this one.

2. Also, Mart's Mutant Mod.esp is missing.

3. After adding the two missing files, try changing the load order and put MMM at the bottom, like so (see readme/description on nexus):

[+] Mart's Mutant Mod.esm
...
... (other mods)
...
[+] Mart's Mutant Mod.esp
[+] Mart's Mutant Mod - Increased Spawns.esp
[+] Mart's Mutant Mod - Zones Respawn.esp
User avatar
Stephanie Valentine
 
Posts: 3281
Joined: Wed Jun 28, 2006 2:09 pm

Post » Sun Oct 10, 2010 1:32 pm

Maybe its looks a bit strange but Mart's on nexus sayed its a standalone file so no need other files. Looks weird maybe but it works(more mutants and...). I tryed the full version with .esm files and other things too. Woks too but I've got crashes more more often. Do you think I need all the other files too?
User avatar
james reed
 
Posts: 3371
Joined: Tue Sep 18, 2007 12:18 am

Post » Sun Oct 10, 2010 12:31 pm

Howdy MMM devs! I just wanted to take a second and complimenmt you on your fine work! I'm really enjoying the MMM/FWE/FOIP combination immensely. This combo has officially moved into my "must have at all costs" lineup! So much so that I'm tweaking my personal mods to accommodate all the extra items that these mods add to the game.

To that end, I would like to add all the meats, teeth, fur, stingers & such that MMM adds to the game to my item sorters in my homes. Does anyone have a full list of all the misc & aid items (and hopefully their form names in GECK) that MMM adds to the game? This would make life so much easier to add them to my sorting scripts.

Thank you for your hard work & incredible job you guys have done with this masterpiece!
User avatar
I’m my own
 
Posts: 3344
Joined: Tue Oct 10, 2006 2:55 am

Post » Sun Oct 10, 2010 2:50 pm

Balok, you could probably open all of the MMM files in FO3Edit and quickly find your answer that way.
User avatar
Angel Torres
 
Posts: 3553
Joined: Thu Oct 25, 2007 7:08 am

Post » Sun Oct 10, 2010 3:52 pm

Maybe its looks a bit strange but Mart's on nexus sayed its a standalone file so no need other files. Looks weird maybe but it works(more mutants and...). I tryed the full version with .esm files and other things too. Woks too but I've got crashes more more often. Do you think I need all the other files too?


Is it an older version?
Because for the current one I always thought you would need the .esm and .esp.
Anyway, if the crashes do not go away with the full version it's either not related to MMM or your PC simply cannot handle the stress caused by increased spawns.

Edit:
One more thing, you could follow Marts instructions for a clean save, deinstall MMM and reinstall it.
Maybe that could improve your situation.
User avatar
Romy Welsch
 
Posts: 3329
Joined: Wed Apr 25, 2007 10:36 pm

Post » Sun Oct 10, 2010 7:09 pm

Maybe its looks a bit strange but Mart's on nexus sayed its a standalone file so no need other files.


Perhaps I misunderstand you, but where does it say that? The install instructions http://www.fallout3nexus.com/downloads/file.php?id=3211:

Use FOMM to select the following files to load (you *MUST* select both):

[+] Mart's Mutant Mod.esm
...
... (other mods)
...
[+] Mart's Mutant Mod.esp


Looks weird maybe but it works(more mutants and...). I tryed the full version with .esm files and other things too. Woks too but I've got crashes more more often. Do you think I need all the other files too?


At a minimum you need the above, i.e. esm + esp. The others are optional. But the game won't load with the esp but no esm, which is why I wonder if I misunderstood you.

As for crashes, post your load order. With FOMM: Load order > Copy to clipboard > Paste into post
User avatar
Joe Alvarado
 
Posts: 3467
Joined: Sat Nov 24, 2007 11:13 pm

Post » Sun Oct 10, 2010 8:05 pm



Thanks people to trying to help me.
For 1st here is the link for the standalone version: http://www.fallout3nexus.com/downloads/file.php?id=1415
For 2nd : its weird for me too but its working. More mutants, more zombies etc. And I use clean save before i Tryed this standalone version. I followed all instruction located in readmy.
For 3: The list from FOMM:

Fallout3.esm
Unofficial Fallout 3 Patch.esm
Anchorage.esm
ThePitt.esm
BrokenSteel.esm
PointLookout.esm
Zeta.esm
CALIBR.esm
xCALIBR.esm
ARSENAL MOD.esm
StreetLights.esm
Abbreviated Effects.esm
Xepha's Dynamic Weather.esm
Unofficial Fallout 3 Patch - Operation Anchorage.esp
Unofficial Fallout 3 Patch - The Pitt.esp
Unofficial Fallout 3 Patch - Broken Steel.esp
Unofficial Fallout 3 Patch - Point Lookout.esp
Unofficial Fallout 3 Patch - Mothership Zeta.esp
Fellout-Full.esp
DarNifiedUIF3.esp
DUIF3Extras.esp
Megaton Tweaks 1.28.esp
CALIBRxMerchant.esp
WasteWearGloves.esp
MegatonContracts.esp
Josef Greys Kozaburo Hair Style for Fallout 3.esp
xCALIBR_override.esp
ARSENAL MOD.esp
Xepha's Dynamic Weather - Main.esp
Ammo Crazy 4.esp
More Ammo.esp
More Ammo (Explosive).esp
dD-Less Blood Time, Larger Blood.esp
13eyes27hairsucanplay.esp
StreetLights - Wasteland.esp
EVE.esp
EVE Operation Anchorage.esp
Rivens_Eyescapes.esp
reduced karma loss for Stealing.esp
Fellout-pipboylight.esp
DK_BulletTime.esp
Toasty's Action Muzzleflash.esp
More Merchant Caps.esp
Tactical Vest CIRAS.esp
Tactical Vest CIRAS - Vendor Restock Script.esp
F3Eyelashes.esp
Advanced Combat Armor.esp
RunFaster125percent.esp
Error Correction - All Transparency.esp
Error Correction.esp
1PipboyPDA.esp
Auto Aim Fix v1.1.esp
MaxLevel100.esp
Slower Degradation (-80%).esp
ROTS3.esp
ShellRain.esp
TimeScaleTo3.esp
B72v3 Clutterfree.esp
B72v3_MHOO.esp
B72v3-03.esp
AdditionalPerks.esp
1Animated Nightvision goggles.esp
eyes_hairpack_en.esp
Night Time Sneak Boost.esp
Xepha's Dynamic Weather - Anchorage.esp
Xepha's Dynamic Weather - The Pitt.esp
Xepha's Dynamic Weather - Broken Steel.esp
Xepha's Dynamic Weather - Point Lookout.esp
LeatherJacketBlack_eng.esp
BlackWolf Backpack - Vendor Script Replenish.esp
BlackWolf Backpack - Blank's Container Patch.esp
Selective Fire.esp
BlackWolf Backpack.esp
A Little Mutant Problem.esp
The_Collector.esp
NotSoFast.esp
ARSENAL MOD_i want buy these weapons.esp
Mart's Mutant Mod - Increased Increased Spawns.esp
Mart's Mutant Mod - Zones Respawn.esp

Total active plugins: 79
Total plugins: 85

Forgot to tell I'm using FOSE with the latest update to sort my mods.

After I moved the MMM files to the end its looks less crash. But not sure. Go to testing. Be back in 30 min.
Thanks again for helping me XD

EDIT: Nope, its still crashing :( sigh....i really don't want to play without. Waiting for help.
User avatar
Philip Lyon
 
Posts: 3297
Joined: Tue Aug 14, 2007 6:08 am

Post » Sun Oct 10, 2010 10:15 pm

Thanks people to trying to help me.
For 1st here is the link for the standalone version: http://www.fallout3nexus.com/downloads/file.php?id=1415
For 2nd : its weird for me too but its working. More mutants, more zombies etc. And I use clean save before i Tryed this standalone version. I followed all instruction located in readmy.
For 3: The list from FOMM:

snip


OK, then I did indeed misunderstand you. Yes, MMMF3 - Increased Spawns is a standalone mod that will give you increased spawns/zones respawn but no other MMM features. I thought you meant a version of MMM proper. So you're saying that you get more CTD's with the mod list above, i.e. by adding the standalone esps?

Try adding them when your char is in a secluded cell (i.e. w/o monsters/NPCs, the Megaton Home for example). Then wait 4 days for a respawn, make a new save and go from there.
User avatar
james tait
 
Posts: 3385
Joined: Fri Jun 22, 2007 6:26 pm

Post » Sun Oct 10, 2010 9:03 pm

It is 4am and I'm tired so cut me some slack if I'm wrong.

BlackWolf Backpack - Vendor Script Replenish.esp
BlackWolf Backpack - Blank's Container Patch.esp

BlackWolf Backpack.esp

Pretty sure the 3rd one should BEFORE the 2 that rely on it yes? =)
User avatar
how solid
 
Posts: 3434
Joined: Mon Apr 23, 2007 5:27 am

Post » Sun Oct 10, 2010 8:03 pm

There's some odd things in your load order, like Fellout and Dynamic Weather being both there (choose the one you want to use and keep only this one).
You should check the mods readmes and the FOIP page on Nexus to improve your load order. That way, you might be able to avoid some crash/weirdness or using plugins both doing the same things. I would also recommend FO3edit as a good tool for having a more stable experience with the game.
User avatar
Melly Angelic
 
Posts: 3461
Joined: Wed Aug 15, 2007 7:58 am

Post » Sun Oct 10, 2010 2:39 pm

Tried to PM this to you Mart but apparently your inbox is full or something :shrug:

First of I'd like to say, I really like how you mod has turned out. I remember back in it's fledgling days and loved then, I love it more now. And as I recall you used some of my raider tattoo textures (Not sure if they're still in MMM though). :)

But anyway I've had an idea that I'd love to see implemented into the game and you certainly have the skill to do so. You see my favourite part of my Fallout experience was that first time in Anchorage, having to keep a keen eye for the subtle ripples of the stealth suit enemies. But that was only for a brief period of the game, even by DLC standards.

Now in the wasteland there a fair amount of stealthboys kicking around, I've always found it silly how the lone wander seems to be the only one who's figured how to use them. I'd like to see the occasional enemy who's managed ti scavenge one of these and use it to get the jump on the player. The only faction that I can see having this really would be the Talon Company, but maybe the rare raider sniper could have found one. It'd be really nice to have that kind of "Holy crap there's someone with a stealthboy taking pot shots at me!" feeling every so often.

If you do consider this I also have a further suggestion, perhaps add a Talon equivalent to the night ghouls, squads of stealthy Talon mercs who stalk the night. Maybe even add lone Talon snipers that occasionally ambush the player when the have good karma (It'd add a better sense that people are out to get you then just the silly bounty hunters who run up to you).

Thanks for reading my suggestion, regardless of weather you consider it or not. :)
User avatar
TIhIsmc L Griot
 
Posts: 3405
Joined: Fri Aug 03, 2007 6:59 pm

Post » Mon Oct 11, 2010 1:07 am

Have not seen Marti around for awhile hope he didn't croke. =/

In any event I agree with the stealth boy idea. Except. They should be used by anyone really. With an intelligence level at least of 5. This way stupid characters would not be able to use them and intelligence on npc's rewards them by wacking/getting the drop on the other npc's and player character =)
User avatar
Hannah Barnard
 
Posts: 3421
Joined: Fri Feb 09, 2007 9:42 am

Post » Sun Oct 10, 2010 1:24 pm

I'm around :) Just been taking a break from the scene, modding can be very draining. Real life plus, when I am at my PC I've been playing instead of modding for a change, means I haven't been around much.

I do eventually want to get back to MMM and add some of the features and new creatures previously discussed, but that won't be just yet,
User avatar
Dragonz Dancer
 
Posts: 3441
Joined: Sat Jun 24, 2006 11:01 am

Post » Sun Oct 10, 2010 4:29 pm

a little question:
you didnt change the overall difficulty of spawns, didnt you? so there will not spawn a lvl 10 raider in spots where there are only lvl 1 raider in vanilla, right?
User avatar
Timara White
 
Posts: 3464
Joined: Mon Aug 27, 2007 7:39 am

Post » Sun Oct 10, 2010 1:02 pm

I've posted this at the FWE thread as well, but realized since it's basically an MMM fix that is needed, I should post here as well. This is my original post that got me checking into this, and finding what I think is the fix for it.

"I was wondering if someone might have an idea why the 2 Super Mutants at Chevy Chase would be respawning as non-enemies. These are the 2 that first appear in Chevy Chase at the beginning of the main quest, when you are sent to find GNR. These 2 spawn and just after that, Lyons pride appear and battles them. These 2 seem to be the only SM's that are respawning as friendly. All the other SM's in the area are hostile. Looking at both of these mutants in the geck/fo3edit I think these 2 are the only mutants in the game that have their aggression level set as un-aggresive and I think that in combination with the fact that in an unmodded game they don't normally respawn is what's causing them to appear as friendly."



After doing some checking and testing I think this is the proper fix....

MQ01CitySuperMutant needs to have the "Use AI Data" flag turned on so that it uses the AI Data data from the template it's using.

The second mutant that is there (MQ01CityMutantSpineBreaker02) uses MQ01CitySuperMutant as it's template and had the "Use AI Data" flag turned on, so it is ok. It gets it's AI Data from there. But because MQ01CitySuperMutant wasn't getting/using the proper AI Data it messed up that second mutant.

All the other super mutants in that area MQ01SchoolSuperMutant01 to MQ01SchoolSuperMutant07 all have the "Use AI Data" flag turned on and are fine. The remaining 3 MQ01 mutants in that area seem to be one time only appearance mutants and are fine as well.
User avatar
Lily Evans
 
Posts: 3401
Joined: Thu Aug 31, 2006 11:10 am

Post » Sun Oct 10, 2010 11:18 pm

One small question, how do i change the cell respawn time?
User avatar
Tiffany Holmes
 
Posts: 3351
Joined: Sun Sep 10, 2006 2:28 am

Post » Mon Oct 11, 2010 1:58 am

Hi Martigen,

I know you re pretty busy and currently " on vacation" but i wondered if you could take some time to help me on 1 or 2 things (would be much appreciated...). I am currently adding a lot of custom creatures in your mod (for my personal use) and i wondered what was the best course of action. I added the creatures from the stalker mod (didn't want to overwrite anything as this mod do...), a lot of zombies ressources, creatures from saidenstorm... Anyway, How can i add them to your level lists so they spawn as much as other creatures (not too much or not too scarce)? For now i tried with the stalker creatures, so i add them to, let's say, vardogviciouszmmm but they spawn too much... Is it a better idea to create a "varblinddog" with different blind dog and pseudo dog and add the list to encwastelenddog ?
I hope i am not annoying you with my questions ( and my bad english...) but i do need some advices. Thx

PS . i m not kissing your ass but congrats for this mod and for the oblivion one.
User avatar
louise hamilton
 
Posts: 3412
Joined: Wed Jun 07, 2006 9:16 am

Post » Mon Oct 11, 2010 12:43 am

Martigen,

The nightvision bug you thought you fixed in v5.0 is still there. I wrote about it in the http://www.gamesas.com/index.php?/topic/1094641-relz-fwe-fo3-wanderers-edition-39/, but here is a summary:

¤ With the savegame below, the bug seems to occur semi-frequently when fast-traveling to Grayditch.
¤ The effect is definitely the same as that which occurs when eating night ghoul eyes.
¤ The effect goes away automatically if the player just waits it out.
¤ Saving and reloading does not cause the effect to go away.
¤ The effect happens even without any ghoul eyes in the inventory.
¤ According to Kai Hohiro, it is enough for night ghouls to have spawned in the relevant cell to make the bug occur.

Here is a link to an afflicted savegame: http://www.megaupload.com/?d=K7NMB92B and here is my present load order:

Fallout3.esmUnofficial Fallout 3 Patch.esmCRAFT.esmCALIBR.esmProject Beauty.esmDCInteriors_ComboEdition.esmFO3 Wanderers Edition - Main File.esmMart's Mutant Mod.esmStreetLights.esmDarNifiedUIF3.espStreetLights - Wasteland.espCRAFT - Activation Perk.espRockopolis Map Marker.espExistence2.0.espGOAT Perks.espUPP - Pack 1.espUPP - Pack 2.espUPP - Experience Perks.espUPP - Quest Perks.espFO3 Wanderers Edition - Main File.espFO3 Wanderers Edition - Optional Free Play After MQ.espFO3 Wanderers Edition - Project Beauty.espWeaponModKits.espWeaponModKits - FWE Master Release.espEVE.espEVE - FWE Master Release.espEVE - FWE with WeaponModKits.espRobCo Certified.espMart's Mutant Mod.espMart's Mutant Mod - Project Beauty.espMart's Mutant Mod - FWE Master Release.espMart's Mutant Mod - Project Beauty + FWE.espdD-Less Blood Time.espFO3 Wanderers Edition - More Gore.espFWE - My FWE Custom Preset.espFWE - UPP XP Perks Compatibility.espCC Investment Fix.espMyCustomPatch.espTotal active plugins: 38Total plugins: 38

User avatar
yessenia hermosillo
 
Posts: 3545
Joined: Sat Aug 18, 2007 1:31 pm

Post » Sun Oct 10, 2010 2:49 pm

I haven't seen mart in a while. Wonder what he's up too?
User avatar
gemma
 
Posts: 3441
Joined: Tue Jul 25, 2006 7:10 am

PreviousNext

Return to Fallout 3