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

Post » Sun Oct 10, 2010 8:36 pm

Installed Release Candidate 6 last night and so far everything is playing great with no slow downs and plenty of action along with the immersive graphics like the new tattoos on raiders. Thanks for bringing your "game life is cinematic horror" style to FALLOUT 3 Martigen.
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Kim Bradley
 
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Post » Sun Oct 10, 2010 7:25 pm

Martigen, I have issue to report.
Today I begin new game and near Megaton Stokholm and Deputy Weld robot was attacked by brahmins
It was caravan's brahmins from Alternative Travel mod (part of FWE), they used 0001CFA2 CrBrahmin as template.
The same template is used by all caravan's brahmins in the game. I tried to track down the whole chain and found some very aggressive representatives of the Brahmin's population in the end of the chain. Can you take a look into it?
For now I resolve this problem by including of all near-Megaton inhabitants into your NoAttack faction
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Antonio Gigliotta
 
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Post » Sun Oct 10, 2010 7:30 pm

In my game Stockholm sometimes kills deputy Weld, but i haven't seen any brahmin involved.
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kiss my weasel
 
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Post » Sun Oct 10, 2010 4:10 pm

In my game Stockholm sometimes kills deputy Weld, but i haven't seen any brahmin involved.

As I understand- this is possible.
This brahmins referred to some leveled list, which contain normal brahmins as well as mad ones. So it is question of luck may be
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kirsty williams
 
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Post » Mon Oct 11, 2010 5:44 am

Please Delete
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rebecca moody
 
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Post » Sun Oct 10, 2010 10:10 pm

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

No, but I've thought about it :) All the materials associated with Reavers from MMM for Oblivion is original, and they would fit somewhat more closely in the Fallout universe than Oblivion's. It's on the to-do list :)


Installed Release Candidate 6 last night and so far everything is playing great with no slow downs and plenty of action along with the immersive graphics like the new tattoos on raiders. Thanks for bringing your "game life is cinematic horror" style to FALLOUT 3 Martigen.

No worries Hellbishop :)


Martigen, I have issue to report.
Today I begin new game and near Megaton Stokholm and Deputy Weld robot was attacked by brahmins
It was caravan's brahmins from Alternative Travel mod (part of FWE), they used 0001CFA2 CrBrahmin as template.
The same template is used by all caravan's brahmins in the game. I tried to track down the whole chain and found some very aggressive representatives of the Brahmin's population in the end of the chain. Can you take a look into it?
For now I resolve this problem by including of all near-Megaton inhabitants into your NoAttack faction

Great, thanks for picking that up will fix for the next release.

As a general update -- haven't had much time to work on RC6, but as may have noticed the Soft Unleveling mostly, but not entirely, works as intended. It's mainly only an issue if Broken Steel is loaded and Albinos become the 'top tier' to spawn. The long way of fixing this is making new templates and new level lists, but I want to avoid that for a whole host of reasons. I'm currently working out exactly how the 'computed level' is calculated from Encounter Zone and player level, as this doesn't appear to be documented anywhere, and once that's done I can pretty much fix up the unleveling function quickly, in theory anyway (this is Fallout 3, and nothing ever seems to work how it's supposed to).
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Sxc-Mary
 
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Post » Mon Oct 11, 2010 6:32 am

As a general update -- haven't had much time to work on RC6, but as may have noticed the Soft Unleveling mostly, but not entirely, works as intended. It's mainly only an issue if Broken Steel is loaded and Albinos become the 'top tier' to spawn. The long way of fixing this is making new templates and new level lists, but I want to avoid that for a whole host of reasons. I'm currently working out exactly how the 'computed level' is calculated from Encounter Zone and player level, as this doesn't appear to be documented anywhere, and once that's done I can pretty much fix up the unleveling function quickly, in theory anyway (this is Fallout 3, and nothing ever seems to work how it's supposed to).

The Leveled Creature/NPC lists depend on the PCs level and the encounter zone sets a minimum and maximum level that can be used.
So if the player is level 1 but the encounter zone's min level is 4, creatures up to level 4 on the leveled lists can spawn. In theory to delevel areas you could just set encounter zones minimum level to 20(30 with BS) and the complete leveled lists would be used.

Atleast that's how it should work afaik, did you find something contrary to that?
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Dale Johnson
 
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Post » Sun Oct 10, 2010 4:43 pm

Hello Martigen,

Any plans to integrate these mutant creatures to MMM ?

http://www.fallout3nexus.com/downloads/file.php?id=10209
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Nana Samboy
 
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Post » Sun Oct 10, 2010 5:43 pm

So is tougher traders already incorparated in the new FOIP patch because it does not appear in the FWE control panel?
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Janeth Valenzuela Castelo
 
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Post » Mon Oct 11, 2010 4:50 am

So is tougher traders already incorparated in the new FOIP patch because it does not appear in the FWE control panel?

https://sites.google.com/site/fo3wanderersedition/compatibility-list
It is included and turned on by default
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Unstoppable Judge
 
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Post » Sun Oct 10, 2010 8:24 pm

The Leveled Creature/NPC lists depend on the PCs level and the encounter zone sets a minimum and maximum level that can be used.
So if the player is level 1 but the encounter zone's min level is 4, creatures up to level 4 on the leveled lists can spawn. In theory to delevel areas you could just set encounter zones minimum level to 20(30 with BS) and the complete leveled lists would be used.

Atleast that's how it should work afaik, did you find something contrary to that?

That's currently how the deleveling works (in RC6 the MMM encounter zone is currently set to 20), but to ensure the player gets a creature spawned above their level (and not something they would normally encounter anyway), I pin it in the upper range using placeleveledactoratme on Hard or Boss and adjusted some lists to also include medium spawns at the top level so there's variety, without watering down the overall percentages (note the enc zone doesn't set a ceiling unfortunately, it just becomes the player level, and the leveling options work off this). It's mostly working as intended, but isn't ideal as it could introduce compatibility probs and add more work for other mods and FOIP patches (for one, I think creating a merged patch is going to restore the level list changes for the MMM BS plugin I made that moves this 'ceiling' range of mid-high creatures back into to where it is when BS isn't loaded, which will throw off percentages). And, when a players level is above the enc zone according to the docs this is meant to be halved and added to the enc zone to determine the 'computed level', but from my testing so far this isn't entirely accurate. Creatures that should be above that are getting spawned. To test all this I actually made a level list with 25 entries, one for each level with a different creature at each, and tested various combinations of enc zone level, player level, and 0-4 on placeleveledactoratme (and here the % level adjustment in the wiki is accurate, but it was interesting to see the 'range' it selects, usually +/- 1 level).

The easiest solution would just be to set the enc zone to 30 and specify no level type for placeleveledactoratme and we get a genuine anything can spawn from a list -- but then we can't control the percentage chance of a high level creature appearing, the chance would be down to the number of entries in the list, might be low or might be very high. I'd prefer players be able to control the chance a unleveled spawn can appear. So what I've settled on after doing the testing is not modifying the level lists at all, using an enc zone of 10, and passing all of 0-3 to placeleveledactoratme scaled depending on player level to ensure there's a good range of all spawns always above their current level, while not having Albinos spawn at level 3 if BS is loaded. Looks like it's going to work quite nicely.


Hello Martigen,

Any plans to integrate these mutant creatures to MMM ?

http://www.fallout3nexus.com/downloads/file.php?id=10209

Yes, I plan to add some of these down the track, it's on the to-do list :)
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Monika Fiolek
 
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Post » Sun Oct 10, 2010 9:02 pm

I apologize for the intrusion here, but I could use some help.

I was going to play Fallout 3 again after a self-imposed hiatus due to graduate school, but I wanted to upgrade my copy of MMM to its latest incarnation in addition to installing Arwen's Reduce XPR modification.

The thing is, I don't remember what version of Mart's Mutant Mod I have prior to using it, and I'm not sure how to do an upgrade from my current version. According to the Steam Statistics (bought FO3 GOTY from Steam, but can access the game through Fallout Mod manager), the last time I played was 1/5/2010.

Can I get some help as to how to upgrade to the latest version of MMM given my current situation? :) I'm a bit lost as to how to install the new versions. Do I just overwrite the existing files that are there for MMM and then follow the instructions in the initial posts here? :)

Thanks for any assistance you can give. :)

EDITED TO ADD: Just checked the files available: If I upgrade my version (or if I'm already on the most recent one), do I need the Invisible Trogs DLC Fix file as well?
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Tarka
 
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Post » Sun Oct 10, 2010 5:40 pm

Do you have FOMM it makes installation of MMM RC 5 easy also download the MMM RC 6 patch.
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Tamara Dost
 
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Post » Sun Oct 10, 2010 10:21 pm

Do you have FOMM it makes installation of MMM RC 5 easy also download the MMM RC 6 patch.


hi. I have FOMM on my desktop, and the mods were installed sometime in late December (prior to January 1 for sure). I just don't remember what version I have now and how to do a reinstall to be sure that I have the latest version of MMM. Also, what's the RC 6 patch? Is that the Invisible Trog Patch?
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Adriana Lenzo
 
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Post » Sun Oct 10, 2010 10:02 pm

I understand very little from this discussion, sorry :)
Just for report- I have FWE, MMM with soft unleveling and BS installed, default settings and meet Albino Radscorpion in a16 square (char lvl 4)
I just ran away from him :)
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Danielle Brown
 
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Post » Mon Oct 11, 2010 4:44 am

No it is a different patch to fix well invisible trogs. The MMM RC 6 is here is here just read the posts before you.
For starters do you have the MMM RC 5 version in FOMOD form
If you do install the RC 5
Now pls check the thread for the link Martigen posted the RC 6 patch
Download and apply them.


Also do you have an old save game?
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mimi_lys
 
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Post » Mon Oct 11, 2010 5:26 am

No it is a different patch to fix well invisible trogs. The MMM RC 6 is here is here just read the posts before you.
For starters do you have the MMM RC 5 version in FOMOD form
If you do install the RC 5
Now pls check the thread for the link Martigen posted the RC 6 patch
Download and apply them.


Also do you have an old save game?



Replied to your question on the other thread I made, which includes questions on installing DarnUI and Arwen. I know you don't know how to install Arwen, so I'm just making sure you know that I responded there. Thank you, and again, sorry for the trouble.
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Darlene Delk
 
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Post » Sun Oct 10, 2010 7:27 pm

It's fine : )
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OnlyDumazzapplyhere
 
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Post » Sun Oct 10, 2010 7:03 pm

Hi, I was wondering if the issue where monsters that weren't there when you saved suddenly appear right in front of you on a reload was fixed in RC6? I think it was an issue with increased spawns if I'm not mistaken. Thanks for any info :)
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DarkGypsy
 
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Post » Sun Oct 10, 2010 11:35 pm

Not sure if this MMM specific, but i've seen Wanamingos and Raiders somehow get stuck on the ground, they glitch in place for some time and after that get moving but cannot be hit with weapons. I have to use the kill command to kill them.
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Tiffany Castillo
 
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Post » Sun Oct 10, 2010 8:00 pm

Not sure if this MMM specific, but i've seen Wanamingos and Raiders somehow get stuck on the ground, they glitch in place for some time and after that get moving but cannot be hit with weapons. I have to use the kill command to kill them.

yep, i experienced that too. mostly with floaters and wanamingos...
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Misty lt
 
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Post » Sun Oct 10, 2010 8:18 pm

yep, i experienced that too. mostly with floaters and wanamingos...

This is from vanilla, even without MMM I was able to meet little critters and even robots, vandering underground. Reload or restart can reveal them.

Hi, I was wondering if the issue where monsters that weren't there when you saved suddenly appear right in front of you on a reload was fixed in RC6? I think it was an issue with increased spawns if I'm not mistaken. Thanks for any info

About it I'm not so sure, but I have this long time. If this is from MMM- then with long beard. Actually, sometimes the game not able to spawn all possible monsters at once, in this case remaining monsters will be spawn after reload or revisiting of location
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Steve Bates
 
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Post » Mon Oct 11, 2010 4:09 am

This is from vanilla, even without MMM I was able to meet little critters and even robots, vandering underground. Reload or restart can reveal them.


In the thing i'm talking about they aren't undeground at any point. They are completely visible the whole time, but shots at them don't seem to register. They can still be selected in console by clicking on them normally. The molerats and critters that walk with their heads underground is a separate bug that i've seen since forever, but this one is new.
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Ridhwan Hemsome
 
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Post » Sun Oct 10, 2010 10:07 pm

About it I'm not so sure, but I have this long time. If this is from MMM- then with long beard. Actually, sometimes the game not able to spawn all possible monsters at once, in this case remaining monsters will be spawn after reload or revisiting of location



Ah, I was under the impression that it was a bug from MMM (not really sure where I got that impression from though lol), but if I am mistaken I apologize :)
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Joey Avelar
 
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Post » Sun Oct 10, 2010 10:37 pm

In the thing i'm talking about they aren't undeground at any point. They are completely visible the whole time, but shots at them don't seem to register. They can still be selected in console by clicking on them normally. The molerats and critters that walk with their heads underground is a separate bug that i've seen since forever, but this one is new.

Well- I was not able to see this bug on my system. May be you use quick load feature in the game? It can create such sort of problems, especially with CASM mod
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Steve Fallon
 
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