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

Post » Sun Oct 10, 2010 4:37 pm

During a visit to Deathclaw Sanctuary, I noticed that whenever a Deathclaw Matriarch would fall to the ground for whatever reason (like running into an unexpected obstacle), its health would have regenerated after getting back up! Anyone else experience this, and if so, is this deliberate?
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Shannon Lockwood
 
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Post » Mon Oct 11, 2010 1:25 am

During a visit to Deathclaw Sanctuary, I noticed that whenever a Deathclaw Matriarch would fall to the ground for whatever reason (like running into an unexpected obstacle), its health would have regenerated after getting back up! Anyone else experience this, and if so, is this deliberate?

There is a bug with the deathclaw skeleton that caused deathclaws (and also the geckos, since they use the same skeleton) to shoot up in the air when they stumbled, unfortunately they didn't stop bouncing after the initial launch, so you had a deathclaw flying up away from you once a second. :brokencomputer:
Mart's workaround is a script that kills and resurrects them whenever they stumble. So crippling a deathclaws legs isn't really a good idea, especially when you use another mod that increases the chance of stumbling when legs are crippled. (I found that out the hard way with a deathclaw outside of Old Olney, I was waiting for it to drag itself closer so that I could place the finishing shot without wasting ammo, when the deathclaw was very close, it stumbled and presto: a fully healed deathclaw and a dead Lone Wanderer. :D)
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Aman Bhattal
 
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Post » Sun Oct 10, 2010 11:31 am

I haven't seen mart in a while. Wonder what he's up too?

Working on New Vegas mutants? :D
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Markie Mark
 
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Post » Sun Oct 10, 2010 8:13 pm

I haven't read through all 7 pages, nor last thread as my game has been fine, with no issues. But last night while playing, I came across a http://img39.imageshack.us/img39/6731/69227709.jpg going up. I had to shoot him the second time he did it :sad:
The Deathclaws, Baby Deathclaws and Fire Geckos all trip over their own feet and hit the ground, instead of launching into orbit, except that little guy. Maybe it was just a once-off (I hope), but I haven't seen many Little Geckos around in this game as I'm more in DC or the metros than the wasteland.

All I did with my game recently was update FWE and the MMM FOIP patch. I don't know if it was happening before that, I'm rarely in the wasteland.

Just thought I'd mention that incident.
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Ella Loapaga
 
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Post » Sun Oct 10, 2010 9:55 pm

I haven't read through all 7 pages, nor last thread as my game has been fine, with no issues. But last night while playing, I came across a http://img39.imageshack.us/img39/6731/69227709.jpg going up. I had to shoot him the second time he did it :sad:
The Deathclaws, Baby Deathclaws and Fire Geckos all trip over their own feet and hit the ground, instead of launching into orbit, except that little guy. Maybe it was just a once-off (I hope), but I haven't seen many Little Geckos around in this game as I'm more in DC or the metros than the wasteland.

All I did with my game recently was update FWE and the MMM FOIP patch. I don't know if it was happening before that, I'm rarely in the wasteland.

Just thought I'd mention that incident.

Actually this is a vanilla bug (what Aloyse describes a few posts above). It will normally happen with Deathclaws too, but Martigen implemented a fix that prevents Deathclaws from launching. I guess maybe it was just forgotten to attach that fix to the baby geckos script.

(have to admit that screenshot did make me chuckle a bit)
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Pawel Platek
 
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Post » Sun Oct 10, 2010 11:48 am

With my last character I'd not seen that happen with anything. It was funny to watch the others seemingly trip over nothing and fall on their faces, especially big scary Deathclaws.
Unfortunately the gecko dropped out the sky very quickly and I couldn't help watching him go *plop* :sad:

The launching doesn't cause any problems with my game, no crashing or freezing so that's alright. It's not game-breaking. Just an old familiar thing that I thought didn't happen anymore. I remember that, what Martigen discovered and fixed. Understandable for such a large mod that one creature could go unnoticed :)
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Georgine Lee
 
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Post » Mon Oct 11, 2010 2:55 am

Mart's workaround is a script that kills and resurrects them whenever they stumble.

OK, but surely it wouldn't be that difficult to add a little code to the workaround which stores the HP of the tripped-over Deathclaw and then resurrects the new one with that HP? I mean, maybe I'm the only one who finds this significantly annoying, but I'd prefer that my 50 MF rounds didn't go to complete waste as soon as one of those clumsy buggers trips over and hits its head due to a misplaced Raider corpse; especially since one swoosh from a Matriarch means KO for my Lone Wanderer..
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Mr. Allen
 
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Post » Sun Oct 10, 2010 12:35 pm

I haven't seen mart in a while. Wonder what he's up too?

*steps toe into pool*

Can't hide now, had to reply to Talkie in his new http://www.gamesas.com/index.php?/topic/1095560-wipz-playing-with-firepower/ (gotta get those into FWE and FOOK!).

So... I'm around, reading the forums very infrequently. Life has been busy, and I'm still kinda burnt out from modding. However I will admit that seeing Talkie's work and more recently Bashur's excellent video series, I'm starting to feel an itch.

MMM isn't complete yet. Aside from any bug fixes we need, there's much more I still want to add to it. It's just a matter of priorities in life. No promises yet but I may pick it up again and release another version sometime in the next few months. Keep reporting any bugs, I'll make a note.

Thanks to everyone for sticking around. It's kind of motivating to see it as number 3 mod on Nexus, and the number of downloads it's had while I've been away.



OK, but surely it wouldn't be that difficult to add a little code to the workaround which stores the HP of the tripped-over Deathclaw and then resurrects the new one with that HP? I mean, maybe I'm the only one who finds this significantly annoying, but I'd prefer that my 50 MF rounds didn't go to complete waste as soon as one of those clumsy buggers trips over and hits its head due to a misplaced Raider corpse; especially since one swoosh from a Matriarch means KO for my Lone Wanderer..

You would think so wouldn't you? But unfortunately this is the Gamebryo engine, and nothing is simple.

I tried a great many solutions to the skyrocketing Deathclaws, courtesy of Bethesda. The only one that came close to working was resurrection. The problem with resurrection is that it generates a new creature/NPC, and this means clearing stats, inventory and most importantly: variables. There's nothing I can store on the creature to records its health. If arrays were possible I could ostensibly record the data with the player (since the player is persistent and can run scripts), keeping track of targets and health. But the only way I figured out to build an array with Gamebryo is convoluted and slow, if it'd work at all.

I do actually do a little trickery in transferring state between and old and new creatures with the reanimated Feral Ghouls when they get up, but I can only do this because the 'swap' happens only when your back is turned (so, er, if you never want a ghoul to raise walk away facing it. Of course, that means you won't see what you're walking into behind you...). You'd very much notice a Deathclaw in front of you disappear and another one materialise. Not that this actually helps, because I don't translate health with the ghouls but which limbs are missing if any.
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Charlotte X
 
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Post » Sun Oct 10, 2010 10:27 pm

A similar thing just happened to me at the National Guard Armory Offices, there was a room filled with Brain Bots, probably about 30 or so all clumped together in the middle of the room. It happened right after my character reached level 10 with the MMMzPlayerScaling variable set to 5 (and MMMzIncreasedSpawnsMin = 1, MMMzIncreasedSpawnsMax = 2). It also happened with Brotherhood guards in the Arlingon Library with groups of 20 or so standing shoulder-to-shoulder in each corner next to the entrance. Spawns in general seem to be pretty screwed up after reaching level 10.

Just FYI for anyone using DPS, it is indeed bugged (I missed a variable in the code upon checking) but have re-written the entire system in RC6. It also now applies to http://www.gamesas.com/index.php?app=forums&module=forums§ion=findpost&pid=16072556. Now I think it's much more solid I'll make an optional .esp for it in RC6.


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....

Thanks for that Kralore, fix added to RC6.

If it's not already apparent, I'm back working on MMM. If you have any bug reports, now is a good time to post them. For example from earlier in the thread from Elanthil01, can anyone else confirm this bug:

> Everytime I get near Project Purity, outdoors, (this is BEFORE broken steel...this is the FIRST trip there to look for signs of Dad)...I crash. Hard.


I plan to upload a preview of RC6 here in the next day or two. Currently this is the completed list so far:

::: 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 exponential Increased Spawns increase after level 10 with dynamic player scaling
  • Added Soft Unleveling to Dynamic Player Scaling, increments by 2% per scale
  • 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 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 delayed appearance of Wanamingos by one level
  • Slightly reduced spawn numbers for BoS at GNN
  • Greatly reduced chance of Mirelurk Kings spawning
  • Adjusted weights and prices of various creature parts to better reflect weight and reward
  • DLC Broken Steel plugin: Fixed minor updates missing from changes in master file
  • New Plugins: Soft Unleveler, Soft Unleveler hardcoe, Dynamic Player Scaling


I want to get the Ghoul Night Vision bug fixed before I upload, for those that are experiencing it. 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.
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Claire
 
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Post » Sun Oct 10, 2010 6:27 pm

Good to have you back, Mart. Looking forward to the new version, thanks for your work :thumbsup:
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Nitol Ahmed
 
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Post » Sun Oct 10, 2010 8:59 pm

The unleveling system sounds good. :)
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Peetay
 
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Post » Mon Oct 11, 2010 1:20 am

I plan to upload a preview of RC6 here in the next day or two.


Awesome! The new additions sound great, can't wait to test it out in my FWE/WMK/etc setup.
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Alycia Leann grace
 
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Post » Sun Oct 10, 2010 6:32 pm

If it's not already apparent, I'm back working on MMM. If you have any bug reports, now is a good time to post them. For example from earlier in the thread from Elanthil01, can anyone else confirm this bug:

> Everytime I get near Project Purity, outdoors, (this is BEFORE broken steel...this is the FIRST trip there to look for signs of Dad)...I crash. Hard.



Great to see you're back to FO3 modding.

I was affected by this bug (or maybe a bug like it) in one game.
CTD whenever I was getting too close to Jefferson Memorial.
Some research in the forums turned up a couple of posts about this issue, don't remember it being linked to mods (esp. MMM) though.
As far as I understood, sometimes the cell gets corrupted and once it has happened there's nothing you can do about it (except for loading an older save maybe, I had to teleport into Project Purity by console to continue the MQ).

I did also have some CTDs at Rockbreakers Last Gas that seemed to be linked to Muties from MMM, a clean save helped in that case.
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Brandon Wilson
 
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Post » Sun Oct 10, 2010 12:24 pm

If it's not already apparent, I'm back working on MMM. If you have any bug reports, now is a good time to post them. For example from earlier in the thread from Elanthil01, can anyone else confirm this bug:

> Everytime I get near Project Purity, outdoors, (this is BEFORE broken steel...this is the FIRST trip there to look for signs of Dad)...I crash. Hard.

I recently posted about this on another forum, but I was actually experiencing a CTD outside of the Nuka-Cola plant at one point. Every time I would travel northwest from the fast travel map marker location the game would crash before getting off of the plaza sidewalk (just a little bit past the Nuka-Cola statue). MMM is the only overhaul I'm currently using, and after removing it the crash would cease. I did a clean save and reactivated the mod, which also seemed to clear up the crash as well. I haven't had the crash so far since then.

I suspect something from a random encounter might have been instigating the crash in my case but I can't say for sure, as I'm not familiar if there is a random encounter point near the Nuka-Cola plant. It's been awhile, but I think I remember some of my previous games having more of a tendency to crash near random encounters sometimes too.
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Sheila Reyes
 
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Post » Mon Oct 11, 2010 3:21 am

The only problem I've had with MMM is with the feral ghoul raise, they wouldn't stay down even after shooting limbs or heads off. I had one run after me headless, it was a while ago and I'm giving it another go to see if it still happens as its a feature I really like. I just thought I'd mention it seeing as you asked about bugs.
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Tha King o Geekz
 
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Post » Mon Oct 11, 2010 1:15 am

I recently posted about this on another forum, but I was actually experiencing a CTD outside of the Nuka-Cola plant at one point. Every time I would travel northwest from the fast travel map marker location the game would crash before getting off of the plaza sidewalk (just a little bit past the Nuka-Cola statue). MMM is the only overhaul I'm currently using, and after removing it the crash would cease. I did a clean save and reactivated the mod, which also seemed to clear up the crash as well. I haven't had the crash so far since then.

I suspect something from a random encounter might have been instigating the crash in my case but I can't say for sure, as I'm not familiar if there is a random encounter point near the Nuka-Cola plant. It's been awhile, but I think I remember some of my previous games having more of a tendency to crash near random encounters sometimes too.

Yes, these are the hardest to debug. Maybe it's something with a bugged mesh and something we can fix, but they seem pretty rare (meaning probably not or it'd be happening more often). Or maybe its some internal limits being reached with a ceiling and the engine just thows up its hands and runs home to mommy. I really wish we had access to a version of the engine with debug info enabled (as we had with Oblivion) as it might make it easier to reproduce or track exactly what's going on when this happens. Thankfully it appears to be rare and is fixed with clean saving.


The only problem I've had with MMM is with the feral ghoul raise, they wouldn't stay down even after shooting limbs or heads off. I had one run after me headless, it was a while ago and I'm giving it another go to see if it still happens as its a feature I really like. I just thought I'd mention it seeing as you asked about bugs.

Yeah do try. I've seen this reported by one other person, but I can't duplicate it in-game and I can't see anything wrong in the code. It's possibly yet another Fallout 3 engine hiccup and a timing is being missed. When it happened to you, was it for all ghouls or just a rare occurance?
If it's constant then there's at least a repeatable bug (or mod conflict).
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Ebony Lawson
 
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Post » Mon Oct 11, 2010 2:31 am

Ok, RC6 beta.

::: http://members.iinet.net.au/~amills/MMM_RC6beta.zip

For 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.

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Lucie H
 
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Post » Mon Oct 11, 2010 2:28 am

Ohmigod! :shocking:
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Nice one
 
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Post » Sun Oct 10, 2010 12:04 pm

Woah! This new stuff does indeed look awesome!

:woot:
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Stephani Silva
 
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Post » Sun Oct 10, 2010 11:56 am

Awesome! Thanks Martigen!!

Loading this up tonight. :)

:celebration:
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Chris Ellis
 
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Post » Sun Oct 10, 2010 1:05 pm

Thanks! Just in time as I began to work on my MMM compability esp for my Iguanas. I test it tonight.
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sara OMAR
 
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Post » Mon Oct 11, 2010 3:28 am

You've probably been told this before, Mart, probably by me, but I'll tell you again (this time in Fallout!)

You. Are. a. GOD! (Of modding.)
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Taylor Bakos
 
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Post » Mon Oct 11, 2010 1:25 am

Yeah do try. I've seen this reported by one other person, but I can't duplicate it in-game and I can't see anything wrong in the code. It's possibly yet another Fallout 3 engine hiccup and a timing is being missed. When it happened to you, was it for all ghouls or just a rare occurance?
If it's constant then there's at least a repeatable bug (or mod conflict).


Is it supposed to be normal to have a ghoul come after you missing an arm or missing both arms? I've had that happen once in a while, I thought that was normal, or is that actually a bug? So far I've only had one ghoul rise without it's head, was during my first ever experience with ghoul rise not knowing that MMM actually did that. It was quite the shocker and I was yelling at my monitor telling the thing to die :laugh:


Will definitely be trying the update!
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Lovingly
 
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Post » Sun Oct 10, 2010 6:54 pm

You. Are. a. GOD! (Of modding.)

The correct term is awesomodder.
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Andrea P
 
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Post » Mon Oct 11, 2010 4:13 am

Should I wait for the mod to exit the RC stage or just download it now? These features seem to awesome to pass up, but my internet is sadly limited so I have to be smart on what I do and do not download, so if I can avoid downloading this multiple times before final release it might help.
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Blackdrak
 
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