Ok, RC6 beta.
::: http://members.iinet.net.au/~amills/MMM_RC6beta.zipFor those using FWE, an updated FOIP MMM FWE plugin:
::: http://members.iinet.net.au/~amills/FOIP-MMM-FWE.zip::: RC6 Changelog- Fixed Deathclaws, Geckos etc restoring health after anti-launch code triggers
- Fixed Night Perception penalty being applied to NPCs with power armor helmets
- Fixed friendly Super Mutants at Chevy Chase (thanks go to Kralore)
- Fixed too many Outcasts at Fort Independence (inside and out)
- Fixed Night Ghoul Vision (hopefully) by implementing an entirely new system for it
- Fixed exponential Increased Spawns increase after level 10 with dynamic player scaling
- Added New Feature -- Body Part Amputation (inspired by Cipscis' Amputate!)
- Added New Feature -- Soft Unleveler
- Added New Global: MMMzSoftUnleveler
- Added New Wastelander Ghoul variants
- Added Soft Unleveling to Dynamic Player Scaling, increments by 2% per scale
- Added mimium experience rewards for Behemoths (150 xp) and Gargantuans (300 xp)
- Added aggro radius to Crazed Brahmin, tweaked behaviour
- Slightly increased chance of Crazed Brahmin
- Slightly increased chance of Firelurks spawning
- Slightly decreased spawn numbers for BoS at GNN with increased spawns
- Slightly decreased spawn numbers for BoS at The Mall with increased spawns
- Slightly delayed appearance of Wanamingos by one level
- Greatly reduced chance of Mirelurk Kings spawning
- Adjusted weights and prices of various creature parts to better reflect weight and reward
- DLC Broken Steel: Fixed minor updates missing from changes in master file
- DLC Broken Steel: Updates for Soft Unleveling
- New Plugins: Soft Unleveler, Soft Unleveler hardcoe, Dynamic Player Scaling
Note: To fix the Night Ghoul Vision bug some were experiencing, the system is now taken out of the hands of the engine's spells and moved to a token, where there's a little bit more control. If you've suffered this bug, it's best to ensure no remants of the old system are left behind -- do a clean save (save inside somewhere with no NPCs or creatures, quit, de-select MMM, load and save, quit, re-enable MMM).
::: New Features::: Body Part Amputation -- Removing tails, teeth, hands, eyes, horns etc from creatures will destroy that particular body part on removal. Additionally, bodyparts destroyed during combat are no longer lootable.
::: Soft Unleveler -- Provides a chance for a encounter from any level, regardless of player level, to appear for particular spawn types. This function only works if Increased Spawns are active, and the chance is applied for each enemy spawned. It will make the game harder, but how much depends on how frequently higher-level creatures spawn. Default is 0 (disabled), the Soft Unleveler plugin sets this to 10%, the Soft Unleveler hardcoe to 30% and raises the spawned ceiling to level 30 from 20.
::: Dynamic Player Scaling -- Dynamically scales difficulty during the game as the player gains in level. The scaling applies only to the influence MMM has on your game: the type and number of creatures or NPCs that spawn. DPS works by applying an incremental bonus dervied from the player's level, and can be adjusted to whatever value you want. Values between 4-6 are probably ideal. The Dynamic Player Scaling plugin uses 5 by default. To see how DPS would affect your game, see this table:
DPS -- 4 MMMzBehemothChance [2] | MMMzIncreasedSpawnsMax [3] | | MMMzSoftUnleveling [10] | | |Player level 2 -- 2%, 1-3, 10%Player level 4 -- 3%, 1-4, 12%Player level 8 -- 4%, 1-5, 14%Player level 12 -- 5%, 1-6, 16%Player level 16 -- 6%, 1-7, 18%Player level 20 -- 7%, 1-8, 20%Player level 24 -- 8%, 1-9, 22%...DPS -- 5 MMMzBehemothChance [2] | MMMzIncreasedSpawnsMax [3] | | MMMzSoftUnleveling [10] | | |Player level 2 -- 2%, 1-3, 10%Player level 5 -- 3%, 1-4, 12%Player level 10 -- 4%, 1-5, 14%Player level 15 -- 5%, 1-6, 16%Player level 20 -- 6%, 1-7, 18%Player level 25 -- 7%, 1-8, 20%...DPS -- 6 MMMzBehemothChance [2] | MMMzIncreasedSpawnsMax [3] | | MMMzSoftUnleveling [10] | | |Player level 2 -- 2%, 1-3, 10%Player level 6 -- 3%, 1-4, 12%Player level 12 -- 4%, 1-5, 14%Player level 18 -- 5%, 1-6, 16%Player level 24 -- 6%, 1-7, 18%...
Note: The above assumes both
Increased Spawns and
Soft Unleveling is enabled. The Increased Spawns maximum modifier applies only if Increased Spawns or Increased Increased Spawns is loaded (and keep in mind the bonus is in addition to the initial value provided by IS or IIS).
Please have a play and test. As usual resting inside for 4 days (or 8 with FWE) is recommended. Let me know what you think good values would be for the Soft Unleveler, or any tweaks to the Dynamic Player Scaling (other game or MMM variables, for instance).
Still to come for RC6 (quoting from previous page):
Also planned for RC6 are Robot variant skins (yes, finally! Thanks to some excellent custom-made skins from DarthSloth74), more Rambler variants, new Eyebot enemies (including the suicidal "Eyebomb"
), a new Super Mutant class, and maybe some hand-picked creatures from the Stalker Mod.
Still on the books are the Wounding plugin (which I started by adding pools of blood forming from corpses on death, but abondonded it as static textures don't wrap to the environment and decals can't be resized (which is how the pool 'grows' from underneath a corpse). However the code is essentially complete if we can find a better system) and the Combat Detection. I understand Mez and the FWE team have made Realistic Kill Responses, so it's less imperative for the moment. Realistic Kill Responses requires FOSE, which isn't an issue, but the system in MMM will work without it for those that don't like/can't use FOSE. It will be toggable, so you can use MMM's system or Realistic Kill Responses.