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

Post » Sun Oct 10, 2010 3:23 pm

I've been wanting to try MMM for quite some time, so this looks like a good excuse to go ahead and get it. Do I need version RC-5 installed before I can use this update? I downloaded the RC-6 file and did not see a readme in the archive.
User avatar
matt
 
Posts: 3267
Joined: Wed May 30, 2007 10:17 am

Post » Sun Oct 10, 2010 5:21 pm

Yeah, definitely. MMM is alot bigger than simply 200 someodd Kbs.
User avatar
.X chantelle .x Smith
 
Posts: 3399
Joined: Thu Jun 15, 2006 6:25 pm

Post » Sun Oct 10, 2010 12:47 pm

Yeah, definitely. MMM is alot bigger than simply 200 someodd Kbs.


My download came up to just over 600Kb, but the original is 140+ Mb. So I guess I'm installing RC-5 first.

Thanks.
User avatar
Wayne W
 
Posts: 3482
Joined: Sun Jun 17, 2007 5:49 am

Post » Sun Oct 10, 2010 9:59 pm

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).


It took a while but it eventually did happen, only when I had the raise chance on 50 pct though, on 25pct it doesn't seem to be a problem. The headless ghoul had his head tagging along with him.

After resting for the respawn time, I used tgm to test out the feral ghoul raise and at level 4 saw the a new ghoul variant. I had to empty an unbelieveable amount of rounds into those new ghouls to kill them, this is going to be a real challenge.
User avatar
Amelia Pritchard
 
Posts: 3445
Joined: Mon Jul 24, 2006 2:40 am

Post » Sun Oct 10, 2010 11:36 pm

Awesome! Thanks Martigen!!

Loading this up tonight. :)

:celebration:

Thanks everyone for the thanks :)


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:

Yes, armless ghouls that raise is a feature, you shoot off an arm and they keep coming at you (well, after raising)! Shooting legs and/or head is supposed to stop any ghoul raising, armless or otherwise, but apparently they sometimes do anyway as you found.


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.

MMM has always been in RC status and probably always will :) I took the angle of version '1.0' being complete, at least feature wise. But, I'm always adding features as well as fixes, so it's always been another RC release.


After resting for the respawn time, I used tgm to test out the feral ghoul raise and at level 4 saw the a new ghoul variant. I had to empty an unbelieveable amount of rounds into those new ghouls to kill them, this is going to be a real challenge.

You talking about the soft unleveling feature here, or something about ghoul raising?


I should probably clarify as well -- Soft Unleveling is obviously going to have more of an effect the earlier in the game you enable it. As creatures and NPCs top out at level 20 for standard, and 30 with DLCs, enabling it at player level 16 is going to see less of an effect than at level 2, since you've already encountered some higher-level creatures and there's less uniques ones to go as you approach level 20.

Also note with Body Part Amputation I've found it doesn't always trigger, though it should do most of the time, depending on how the creature lands on the ground. I presume the engine won't 'explode' the appropriate body part if it thinks the effect is being blocked by the landscape. I'm also working on having it apply when you remove simply meat from a creature, but some creatures aren't setup to destroy sections like torsos (and even when changed to do so, other parts of the model aren't always happy about it). I'm currently thinking of just detaching all detachable limbs to imply the creature is cut up, we'll see.
User avatar
Baby K(:
 
Posts: 3395
Joined: Thu Nov 09, 2006 9:07 pm

Post » Sun Oct 10, 2010 9:16 pm

I was talking about two different things in that post. The first line of the post was about the ghoul raising, the second about the new higher level creatures. It was just an observation not complaining about it or anything.
User avatar
QuinDINGDONGcey
 
Posts: 3369
Joined: Mon Jul 23, 2007 4:11 pm

Post » Mon Oct 11, 2010 3:00 am

Seeing RC6 is released is just the greatest news ever. :) Also, MMM integration of enemies from the Stalker mod sounds awesome!
User avatar
saharen beauty
 
Posts: 3456
Joined: Wed Nov 22, 2006 12:54 am

Post » Mon Oct 11, 2010 3:44 am

Got it installed earlier tonight and put in about an hour or so of playing time (Level 16 character) after waiting for four days in the Megaton house. So far it looks awesome, and I had no crashes or other issues. My setup was already pretty stable to begin with.

Followed the load order as suggested in the FAQ, except that I created a merged patch with FO3Edit and placed it last in the order. This is what it looks like -

Fallout3.esm
Mart's Mutant Mod.esm
Lings.esm
Anchorage.esm
ThePitt.esm
BrokenSteel.esm
PointLookout.esm
Zeta.esm
LingsFinerThings.esm
StreetLights.esm
DCInteriors_ComboEdition.esm
Summer_2.5.esm
DarNifiedUIF3.esp
LingsPrettyThings.esp
LingsPrettyThings-BrokenSteel.esp
LingsFinerThings.esp
StreetLights - Wasteland.esp
Fellout-pipboylight.esp
CASM.esp
GalaxyNewsRadio60[M].esp
Arwen_XPR.esp
Megaton House and Theme Overhaul.esp
ColtM4Carbines.esp
SIG Sauer.esp
kikaiEquipment.esp
MZ_OvercoatFix.esp
UWWUT.esp
UWWUT - The Pitt Addon.esp
UWWUT - Broken Steel Addon.esp
1PipboyPDA.esp
Fellout-Full.esp
Fellout-BrokenSteel.esp
Fellout-PointLookout.esp
Fellout-Zeta.esp
Feng Shui.esp
Feng Shui - Keymap Template.esp
Reilly's.esp
DCInteriors_DLC_Collectables.esp
The Groovatron.esp
nightvisiongogglesft.esp
Mart's Mutant Mod.esp
Mart's Mutant Mod - Increased Spawns.esp
Mart's Mutant Mod - Tougher Traders.esp
Mart's Mutant Mod - Hunting & Looting.esp
Mart's Mutant Mod - Natural Selection.esp
Mart's Mutant Mod - DLC Broken Steel.esp
Mart's Mutant Mod - DLC Point Lookout.esp
Mart's Mutant Mod - DLC The Pitt.esp
Mart's Mutant Mod - DLC Anchorage.esp
Mart's Mutant Mod - DLC Zeta.esp

Merged Patch_063010.esp

Total active plugins: 51
Total plugins: 69

(Note - I'm still in the learning stage with mod loading, so if anyone spots anything seriously out of whack here, please let me know.)

This is my first time using MMM, and so far I love it. Looks like my days of stockpiling ridiculous amounts of ammo and stimpaks are numbered. :o

Thanks for the mod!
User avatar
Project
 
Posts: 3490
Joined: Fri May 04, 2007 7:58 am

Post » Sun Oct 10, 2010 6:48 pm

Unfortunately I can't test this anymore with my current mods which include FOOK2 beta2, It was ok on a current save when I waited out the respawn. When starting a new game though I can't exit out of the vault tunnel if MMM is loaded after FOOK2, I can exit if MMM is loaded before. I've tried this with just the dlc's and MMM and FOOK2 esm's/esps.
User avatar
Claire Lynham
 
Posts: 3432
Joined: Mon Feb 12, 2007 9:42 am

Post » Sun Oct 10, 2010 8:31 pm

This is my first time using MMM, and so far I love it. Looks like my days of stockpiling ridiculous amounts of ammo and stimpaks are numbered. :o

Good to hear :)


Unfortunately I can't test this anymore with my current mods which include FOOK2 beta2, It was ok on a current save when I waited out the respawn. When starting a new game though I can't exit out of the vault tunnel if MMM is loaded after FOOK2, I can exit if MMM is loaded before. I've tried this with just the dlc's and MMM and FOOK2 esm's/esps.

For a start you need to be using the MMM-FOOK2 package, from the http://www.fallout3nexus.com/downloads/file.php?id=4968, or neither mod will work properly. After that, there may be some changes from RC6 I have to populate across to the FOIP package, but that shouldn't stop you playing or give you errors like you describe.
User avatar
Emmi Coolahan
 
Posts: 3335
Joined: Wed Jan 24, 2007 9:14 pm

Post » Mon Oct 11, 2010 4:11 am

I have Rc5 and commonly find when I get 30+ ghouls I end up seeing at east 5-6 re-animate with appendages attached that were already blown off. heads, arms, legs even. I find it to be more of a challenge even though its a little immersion breaking at times. But then again. I enjoy taking 3 companions with me and a machine gun into the breach with 1k ammo lol

Shotgun for the "double-tap" (even though they will tend to get back up anyway. =P

lol

Great mod though. Really my only problem. Which I find not a huge problem.
User avatar
Taylah Haines
 
Posts: 3439
Joined: Tue Feb 13, 2007 3:10 am

Post » Mon Oct 11, 2010 4:47 am

I have Rc5 and commonly find when I get 30+ ghouls I end up seeing at east 5-6 re-animate with appendages attached that were already blown off. heads, arms, legs even. I find it to be more of a challenge even though its a little immersion breaking at times. But then again. I enjoy taking 3 companions with me and a machine gun into the breach with 1k ammo lol

See this is where it gets tricky :) The actual ghoul you shoot and kill has no rising code at all on him. What happens is, when you're not looking -- literally, there is code that checks you're looking the other way -- the dead ghoul is removed from the game and another dead ghoul replaces him, with an arm missing if the original ghoul also had an arm missing (this is necessary because limbless actors, as you've seen, don't respond well to being alive with a limb missing. So we replace him with a complete creature that just happens to be missing an arm to begin with). This ghoul is then resurrected on the spot for you to encounter later, or as you approach so you can see him get up and get the willies. This guy has raising code on him, but since he's a new actor with his limbs already missing... I'm not entirely sure how a ghoul raises with destroyed appendages. It can't be the original ghoul, he can't raise, and the new one is loaded fresh sans appropriate limb already. There are checks to ensure if the original ghoul loses his head or legs, that any replacing that might have happened (a percentage chance by default of 50%) is cancelled. Hence you can prevent ghouls raising by dismembering them, but that happens on the ghoul that has no raising code. I guess It's good that it doesn't happen often, but it's a bit of a mystery! Unless... he's a ghoul that is a.) placed as a raising ghoul that replaces the original dead one, b.) is set to raise when you approach instead of right away and c.) loses a limb in the interim, before he gets to raise, perhaps from an explosion or similar. The likelihood we've seen this occuring probably aligns with this. I might add a few extra code checks, and see what happens!

Edit: who was the clever clod to allocate a smiley to B) ? [ a) B) c) ] shouldn't that be 8)
User avatar
Neko Jenny
 
Posts: 3409
Joined: Thu Jun 22, 2006 4:29 am

Post » Sun Oct 10, 2010 5:39 pm

This sounds like a fair explanation. Yeah, I don't see it as bad. Its strange, but it keeps me on my toes. I never travel around ghoul areas alone and not packing at least 300 rounds of my machine gun lol

Great mod chief ^_^
User avatar
naomi
 
Posts: 3400
Joined: Tue Jul 11, 2006 2:58 pm

Post » Sun Oct 10, 2010 3:04 pm

Well, the "Soft Unleveler" seems to work. I used FWE's "Mechanic"alternate start that places you in front of the RobCo facility. I decided to go to the dual radio antennas hideout since it has some nice loot, and i run into a Feral Ghoul Reaver that was chasing a dog from the Warrington Trainyard :blink: The ghoul had 974 health, i was on level 2 with a Railway Rifle and a RobCO jumpsuit. You can guess how it ended :cryvaultboy:

And at the next try there's an Albino RadScorpion behind Lucky's, good thing it didn't notice me :bolt:
User avatar
Verity Hurding
 
Posts: 3455
Joined: Sat Jul 22, 2006 1:29 pm

Post » Sun Oct 10, 2010 4:21 pm

Well, the "Soft Unleveler" seems to work. I used FWE's "Mechanic"alternate start that places you in front of the RobCo facility. I decided to go to the dual radio antennas hideout since it has some nice loot, and i run into a Feral Ghoul Reaver that was chasing a dog from the Warrington Trainyard :blink: The ghoul had 974 health, i was on level 2 with a Railway Rifle and a RobCO jumpsuit. You can guess how it ended :cryvaultboy:

And at the next try there's an Albino RadScorpion behind Lucky's, good thing it didn't notice me :bolt:

Yes, I think we'll need to limit it to non-DLC creatures, which should make the apperance of higher-level enemies hard to very hard but not impossible. Out of interestm, were you using Soft Unleveler or Soft Unleveler hardcoe?
User avatar
Lauren Dale
 
Posts: 3491
Joined: Tue Jul 04, 2006 8:57 am

Post » Mon Oct 11, 2010 1:12 am

The non-hardcoe one. I encountered another Albino near Springvale, and two Reavers in the metro tunnel that connects to the GNR plaza. I do have the increased spawns and 5x feral ghoul rampage, so that may partially explain the commonness of Reavers.
User avatar
Jaki Birch
 
Posts: 3379
Joined: Fri Jan 26, 2007 3:16 am

Post » Sun Oct 10, 2010 8:10 pm

I as well can't seem to load RC6 with FOOK2 Beta 2 loaded as well. When I exit the Vault, it loads the cell but then I just get a black screen with music.
I'm using the latest FOOK2 Beta 2 hotfixed (07/03/2010) and the FOIP from 06/12/2010.
Also using fresh FO3Edit Merged Patch and MasterUpdated.
User avatar
chinadoll
 
Posts: 3401
Joined: Tue Aug 22, 2006 5:09 am

Post » Sun Oct 10, 2010 9:37 pm

I as well can't seem to load RC6 with FOOK2 Beta 2 loaded as well. When I exit the Vault, it loads the cell but then I just get a black screen with music.
I'm using the latest FOOK2 Beta 2 hotfixed (07/03/2010) and the FOIP from 06/12/2010.
Also using fresh FO3Edit Merged Patch and MasterUpdated.

I haven't made an updated FOIP plugin for FOOK2 and RC6. It's considerably more work than the FWE one, so will do that only when I finish RC6. Using the current FOIP plugin probably won't work well with RC6, and not using it at all will overwrite a lot of FOOK stuff. Just have to wait I'm afraid :)
User avatar
Tom
 
Posts: 3463
Joined: Sun Aug 05, 2007 7:39 pm

Post » Mon Oct 11, 2010 12:51 am

I haven't made an updated FOIP plugin for FOOK2 and RC6. It's considerably more work than the FWE one, so will do that only when I finish RC6. Using the current FOIP plugin probably won't work well with RC6, and not using it at all will overwrite a lot of FOOK stuff. Just have to wait I'm afraid :)

No prob. Just reporting.
User avatar
vicki kitterman
 
Posts: 3494
Joined: Mon Aug 07, 2006 11:58 am

Post » Sun Oct 10, 2010 4:52 pm

wait, RC 6? did I miss that for Just MMM or is it a fook thing?
User avatar
Red Bevinz
 
Posts: 3318
Joined: Thu Sep 20, 2007 7:25 am

Post » Mon Oct 11, 2010 2:18 am

wait, RC 6? did I miss that for Just MMM or is it a fook thing?

Previous page. Check it: http://www.gamesas.com/index.php?/topic/1069335-relz-marts-mutant-mod-10-rc-50-2/page__view__findpost__p__16105744
User avatar
Ashley Clifft
 
Posts: 3468
Joined: Thu Jul 26, 2007 5:56 am

Post » Sun Oct 10, 2010 11:27 pm

Hey Martigen,

I confirm that FOOK2 b1.2 is not compatible with RC6 beta (black screen) so i moved what i could from the new version (fixes and new lvl lists) to RC5. Anyway, Martigen, as your mailbox is full, i post here my question (sorry for that) and it would be very nice of you to take some time to answer it (i hope you don't mind). I mostly mod for myself (i have a mixed mmm/Fook2b1.2 version with zombies ressources, ghouls from 1ss, stalker monsters, etc...) but there's something i didn't get. When i edit the encwasteland, encwastelandweak, ...tough, etc... and when i check these lists in foedit, it appears as "unused data" (up the level of the list and below the number of encounter). hence my question, does it really mean that it will be unused by the game ? I 've checked your mmm esm and esp and you 've got some unused data too. So i don't know to think about it as it only appears on the upper levellists (enc...)

I would be very grateful if you could share some light here...
User avatar
Kayla Keizer
 
Posts: 3357
Joined: Tue Dec 12, 2006 4:31 pm

Post » Sun Oct 10, 2010 8:18 pm

Mart- You added Reavers?? Since when? I gues I missed that one 0_0
User avatar
Cameron Garrod
 
Posts: 3427
Joined: Sat Jun 30, 2007 7:46 am

Post » Sun Oct 10, 2010 8:32 pm

Mart- You added Reavers?? Since when? I gues I missed that one 0_0


I believe reavers are referring to the ghoul variety. Though, I could be mistaken. Of course, encountering reavers would be pretty sweet. :)
User avatar
lauren cleaves
 
Posts: 3307
Joined: Tue Aug 15, 2006 8:35 am

Post » Sun Oct 10, 2010 7:24 pm

Hi!
Just install new version, started normally. I hope I will have nothing to say here, except good things :)
User avatar
Charles Weber
 
Posts: 3447
Joined: Wed Aug 08, 2007 5:14 pm

PreviousNext

Return to Fallout 3