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

Post » Sun Oct 10, 2010 9:50 am

when I say a lot, I mean maybe 50 or more all stood in the same spot, slows the framerate to a slideshow and definitely looks buggy

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.
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Emmie Cate
 
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Post » Sun Oct 10, 2010 3:38 pm

Mart: Major (and odd) bug report here.

Character Level: 11
Companions: Jericho and Charon.

Mods: FWE+WMK+MMM+FOIP (and yes I have the right .esps for WMK, from the FOIP, and yes I have all the FOIP patches)+Mez's Merged Patch + Kais fixes, tweaks, no ammo weight, and his armor fix.

No other mods.

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.

The first time, I approached from Rivet City side and got up onto the catwalk. I sniped two mutants, then started to duck walk to get close enough to snipe a third that was at the far end of the catwalk, by the door to enter the memorial.

At the *exact* spot where the location 'dinged' over from being 'aware' of where it is (box with a slash on your map) to having been 'visited' (fast travel enabled from then on), the game crashed.

Reloaded the save, now there were two floaters up there that weren't there before...sniped them...started to RUN this time, just wanting to get it overwith...EXACT spot...crashed again.

So, started testing...

I loaded up the same savegame again and did a MOVETOQT to get to the control room. No problem...two mutants...no biggie.

Cleared out the entire building...no problem.

Got to the exit back to the wilderness and (smartly) made several saves.

On exiting the door...INSTANT CRASH.

So, since MMM was the bottom stuff in my load order, I turned it all off first...CRASH GONE.

Turned MMM back on....CRASH IS BACK.

Kept MMM on, stayed inside and waited for TEN FULL days (since you said FWE's reset is at nine days)...STILL CRASH.

Removed MMM again...reloaded the save from after waiting ten days...CRASH GONE.

I'm mystified. This is the first game that I've had this happen to me, and I have no idea why it happened.

This spot, and Reillys Rangers vicinity are the only two spots I've had ANY crash problems that I can peg to MMM specifically, and I believe the Rangers area crash was mostly bad luck with spawns, since I somehow wound up with two Gargantuans, three behemoths and about 30 to 50 super mutants, not to mention a gaggle of night ghouls all running around fighting a BOS patrol (disabled that mod at that point).

Wish I could offer up more info, Mart, but since I can't even APPROACH project purity in my game with MMM on right now, I can't point the finger at any given critter spawn.

Its a hard crash to desktop, by the way.

The ONLY thing that stands out in my mind, is that I'm level 11. Other games I've played with MMM, I've either been under level 8, or over level 14 when I went there.
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Alyce Argabright
 
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Post » Sun Oct 10, 2010 12:45 am

Ok, I tested combat detection, this time with a new game. Went to the Supermart to pick off raiders with just a regular snipe rifle (no WMK silencer) and still they stood there while I picked them off one by one...
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Mark
 
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Post » Sun Oct 10, 2010 10:35 am

So does MMM stand for Mart's Monster Mod, or Mart the Mad Modder? :shifty: :D

Thanks for another HDD-busting Mod! ;)
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Aliish Sheldonn
 
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Post » Sun Oct 10, 2010 3:30 pm

Any word on what might be causing the ctd issue I experienced? I really want to turn MMM back on, but I'm worried the crash will come back.
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Kahli St Dennis
 
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Post » Sun Oct 10, 2010 10:46 am

I am having a perpetual problem with Marts spawning random Behemoths and Gargatuans; I just don't care for them. I was wandering around near Hallowed Moors at Level 12 and here comes a behemoth. With older versions of Marts (older runs) I had Gargatuans spawn in unexpected areas as well. I had set MMMzBehemothChance to 0 in a plugin that loads after all the other marts and I see it overwriting the .esm,.esp values in Marts using fo3edit and this has been in my load order since I started a new game. Any ideas on a solution? I just want normal Behemoths in their normal placed at least until I get bored with supermutant masters and overlord; Interesting in this run I haven't yet seen any masters or overlords yet. Thanks
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Alexx Peace
 
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Post » Sun Oct 10, 2010 4:38 pm

Just ran into my first Floater in the Chrysler Ruins. It was like something out of the old horror movie DAY OF THE TRIFFIDS as i was walking around in the shadowy darkness then all of a sudden the shadows started moving toward me! I kept seeing some unnatural distorted form nearing closer and closer half in half out of the shadows as it lurched down the decayed hallway til finally as it made a turn before me it stood in all its freakish horrid nature.

Thank goodness Bethesda did not implement a insanity meter otherwise my character surely would have gone insane at that moment.
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Lizzie
 
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Post » Sun Oct 10, 2010 11:48 am

Just ran into my first Floater in the Chrysler Ruins. It was like something out of the old horror movie DAY OF THE TRIFFIDS as i was walking around in the shadowy darkness then all of a sudden the shadows started moving toward me! I kept seeing some unnatural distorted form nearing closer and closer half in half out of the shadows as it lurched down the decayed hallway til finally as it made a turn before me it stood in all its freakish horrid nature.

Thank goodness Bethesda did not implement a insanity meter otherwise my character surely would have gone insane at that moment.


they are pretty scary when you dont expect them. but saidens storm creature mod has made some critters that scare the sh** out of me. those damn parasites in saidenstorms mod have scared me to the point that i dont go in sewers or train stations any more.
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daniel royle
 
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Post » Sun Oct 10, 2010 4:35 pm

I am having a perpetual problem with Marts spawning random Behemoths and Gargatuans; I just don't care for them. I was wandering around near Hallowed Moors at Level 12 and here comes a behemoth. With older versions of Marts (older runs) I had Gargatuans spawn in unexpected areas as well. I had set MMMzBehemothChance to 0 in a plugin that loads after all the other marts and I see it overwriting the .esm,.esp values in Marts using fo3edit and this has been in my load order since I started a new game. Any ideas on a solution? I just want normal Behemoths in their normal placed at least until I get bored with supermutant masters and overlord; Interesting in this run I haven't yet seen any masters or overlords yet. Thanks


I've been having the occasional Behemoth or Gargantuan spawning as well despite the GLOB in question being set to 0.

I can also confirm that the combat detection feature is still working. I vaped a raider with a sneak shot in Dupont Circle at night, and that sent everyone to Caution alert level, and then straight to full combat.
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Breautiful
 
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Post » Sun Oct 10, 2010 9:36 am

they are pretty scary when you dont expect them. but saidens storm creature mod has made some critters that scare the sh** out of me. those damn parasites in saidenstorms mod have scared me to the point that i dont go in sewers or train stations any more.


Yes i checked that out briefly but had to reinstall at the time so i didnt get a chance to get back to it as other mods started distracting me with cries of beauty saying Try me! Try me! like a angry mother with a sun treated dry leather belt "talking" to a teenage child.
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Harry Hearing
 
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Post » Sun Oct 10, 2010 11:13 am

Any word on what might be causing the ctd issue I experienced? I really want to turn MMM back on, but I'm worried the crash will come back.


I've had this happen a few times before, outside of Rivet City, and a couple of other places. I too was able to pin it to MMM. Here's what I did to resolve the problem:

1) Go inside/somewhere safe.
2) Save + exit
3) Unload MMM, reload game
4) Wait to respawn cells
5) save + exit
6) re-load MMM, check to see if you still get crashes.

This should essentially purge MMM from your game and create a cleaner save, and force all spawns to reset.

I've also had a problem when using the Unofficial Patch in conjunction with MMM. Disabling either of them solved the problem (by doing a reset) . . . but ultimately I stopped using the unofficial patch.
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Bee Baby
 
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Post » Sun Oct 10, 2010 4:41 pm

Hi! I've been playing MMM here for awhile, and I noticed something weird.

Ever since installing MMM, my vats chances to hit seem a bit lower than they should.
Even Commando doesn't give me the standard 95% chance to hit that it should for almost all targets up to quite a distance away.

This is also on Easy difficulty by the way. Stop laughing. :)

Did I do something wrong? Or is this some sort of weird addition MMM added for some esoteric reason? :)

If it is added by MMM, can I ask why?
And can it be easily changed?

Thank you for your time.
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Lucy
 
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Post » Sun Oct 10, 2010 1:04 pm

In the last thread I posted about the Feral Ghoul Raise ghouls not staying dead. This has become something of a problem with Feral Ghoul Rampage, it's not so much that they get up again even though according to the readme if you remove (this sounds gross) their legs or head they shouldn't. It's the condition that they are getting up in, see screenshots http://i249.photobucket.com/albums/gg209/Katt0001/wontstaydown2.jpg and http://i249.photobucket.com/albums/gg209/Katt0001/WontStayDown.jpg

For the time being I have reduced the chance of feral ghoul raise to 5pct so its a rare treat.http://i249.photobucket.com/albums/gg209/Katt0001/Ghoulthatwontstaydead.jpg. I thought I heard something, turned around and there he was.
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Quick Draw
 
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Post » Sun Oct 10, 2010 12:12 pm

Mart: Major (and odd) bug report here.
...
Wish I could offer up more info, Mart, but since I can't even APPROACH project purity in my game with MMM on right now, I can't point the finger at any given critter spawn.

Its a hard crash to desktop, by the way.
...

I've run in to (almost) the same type of CTD. http://www.gamesas.com/bgsforums/index.php?showtopic=1070435.

The only difference for me is that the cell that causes the crash is a cell I have visited before. Also, I've concluded that I am not crashing at the "corrupt" cell's boundary, but rather when the "corrupt" cell loads.

I am also unable to provide much info on the issue, other than once the corruption occurs, the CTD is repeatable at the exact same locations for the remainder of the particular game.

I started a new character last week, and I've been using Kai Hohiro's MMM patch from http://www.fallout3nexus.com/downloads/file.php?id=7565. I'm almost level six now, and haven't come across a "corrupt" cell yet (knocks on wood).


EDIT:
I've had this happen a few times before, outside of Rivet City, and a couple of other places. I too was able to pin it to MMM. Here's what I did to resolve the problem:
...

Yeah... what Mezmorelda says...
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Red Bevinz
 
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Post » Sun Oct 10, 2010 1:10 am

http://i249.photobucket.com/albums/gg209/Katt0001/Ghoulthatwontstaydead.jpg. I thought I heard something, turned around and there he was.


:o Christ alive! That's terrifying! *shudder*

Speaking of ghouls...

Has anyone ever come across an invisible Night Ghoul (kinda like the invisible Trogs in The Pitt, I suppose) ?

I mean, I know my mod's dark, but damn, that thing wasn't anywhere (I thought it had spawned in the ground at one point - until it took a swipe at me). And, as luck would have it, my night vision goggles had just run out of power - and I didn't dare turn on my pip-boy light, lest a whole hoard of them came at me...

In the end I had to scramble around looking for the Outcast (that a recently deceased Albino Scorpion had just made mincemeat of) that I knew had dropped a Missile Launcher and started firing it randomly at where I though the Night Ghoul was...

Well, that was a fun few minutes - and I was only testing my mod... o_O
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Richard Dixon
 
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Post » Sun Oct 10, 2010 8:36 am

I only occasionally get an invisible creature, it was a ghoul as well, when I do I save quit to desktop and reload and its visible.
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jess hughes
 
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Post » Sun Oct 10, 2010 4:47 am

I have been getting this weird bug where the textures on creatures keep switching.

Ex Radroach in Vault 101 switched between the wall texture and the Vault 101 Security Armor texture.
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R.I.p MOmmy
 
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Post » Sun Oct 10, 2010 1:43 am

MMM is a whole load of great fun, but it's so very unstable.
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Kelsey Hall
 
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Post » Sun Oct 10, 2010 3:02 am

I have been getting this weird bug where the textures on creatures keep switching.

Ex Radroach in Vault 101 switched between the wall texture and the Vault 101 Security Armor texture.


I think you need to check that all MMM textures have been installed to the correct folder, and you have archive invalidation active. I've never seen any instability with textures and MMM.
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I’m my own
 
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Post » Sun Oct 10, 2010 4:03 am

I think you need to check that all MMM textures have been installed to the correct folder, and you have archive invalidation active. I've never seen any instability with textures and MMM.

Thanks I didnt have archive invalidation active.
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Oscar Vazquez
 
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Post » Sun Oct 10, 2010 8:26 am

Just curious... any thought on making a MMM merged DLC creatures patch so you can fight backwoods Point Lookout enemies, and enter sewers and fight Trogs?....
I mean keep the lore freaks ok with it, maybe trogs only in the north and crazy rednecks spawning with raiders?
just a thought....

To anyone getting a lot of crashes around Rivet City and Jefferson Memorial, I have found that not using UF3P fixes it... I wish I knew why... I really like UF3P.

anyway, keep up the amazing work!
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Ashley Tamen
 
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Post » Sun Oct 10, 2010 11:29 am

First of all I'm a long time Oblivion mod junkie so I know most of this stuff, but I'm wondering about 1 discrepancy Ive noticed with load order. The load order suggestion at the beginning of this thread shows this:
[*] Mart's Mutant Mod.esm
...
... (other mods)
...
[*] Mart's Mutant Mod.esp

3) Optionally, also select your choice of plugins, loading after the .esp:

[*] Mart's Mutant Mod.esm
...
... (other mods)
...
[*] Mart's Mutant Mod.esp
[*] Mart's Mutant Mod - Increased Spawns.esp
[_] Mart's Mutant Mod - Increased increased Spawns.esp
[*] Mart's Mutant Mod - Zones Respawn.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 - Wounding Effects.esp


When I run the latest BOSS master file I get this:
CALIBR.esm
FOOK2 - Main.esm
FOOK2 - [[censored]] World And Neighbourhood Kit.esm
Mart's Mutant Mod.esm
FOOK2 - Main.esp
FOOK2 - [EVE] Energy Visuals Enhanced.esp
MyFOOK2 - Black & White Tranquility Lane.esp
Mart's Mutant Mod.esp
Mart's Mutant Mod - No Corpse Flies.esp
Mart's Mutant Mod - Feral Ghoul Rampage.esp
Mart's Mutant Mod - Hunting & Looting.esp
Mart's Mutant Mod - Increased Spawns.esp
Mart's Mutant Mod - Natural Selection.esp
Mart's Mutant Mod - Tougher Traders.esp
Mart's Mutant Mod - Zones Respawn.esp
Mart's Mutant Mod - FOOK2.esp

Now I'm thinking the creator, that's you Mart :wave: , knows best but I'm just making sure. This load order was generated from the latest master list http://code.google.com/p/better-oblivion-sorting-software/source/browse/FO3Masterlist/masterlist.txt
There are some pretty glaring differences here so Ill post this on the BOSS thread as well if these differences make a difference.

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Alina loves Alexandra
 
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Post » Sun Oct 10, 2010 4:51 pm

MMM is a whole load of great fun, but it's so very unstable.



I actually think this is the stablest version yet and of the same high quality and diversity as MARTIGEN'S MONSTER MOD for OBLIVION now is after all these years. To have come this far in such a short time is astounding. Here is my current load order along with a ton of texture mods:

Fallout3.esm
Anchorage.esm
ThePitt.esm
BrokenSteel.esm
PointLookout.esm
Zeta.esm
Mart's Mutant Mod.esm
eye_hair_en.esp
KBATRadio.esp
Existence2.0.esp
Repair Rethought.esp
CPAR - Cheezy Poofs and Rations - OVE.esp
AoT_Mask.esp
Board Games - Monopoly.esp
WastelandTV.esp
Level 2 Some More Color.esp
lessviewdistance.esp
Mart's Mutant Mod.esp
Mart's Mutant Mod - Natural Selection.esp
Mart's Mutant Mod - DLC Anchorage.esp
Mart's Mutant Mod - DLC The Pitt.esp
Mart's Mutant Mod - DLC Broken Steel.esp
Mart's Mutant Mod - DLC Point Lookout.esp
Mart's Mutant Mod - DLC Zeta.esp
EVE.esp
EVE Operation Anchorage.esp

Total active plugins: 26
Total plugins: 26
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T. tacks Rims
 
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Post » Sun Oct 10, 2010 3:09 am

Trying to find something on MMM and zeta freezing. I have an issue with zeta that have tracked to MMM .. recall something on this in the threads but having trouble finding with search (still trying). What happens is at the start before go to the cell screen freezes, have done all the testing of the mods and as long as don't use a mod that call MMM everyting works, if any mod uses MMM freeze .... is MMM purging buffers??? Thought read something on this. Any help appreciated as my wife is bugging me to get this fixed so she can continue to direct how I play the game.
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T. tacks Rims
 
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Post » Sun Oct 10, 2010 7:24 am

I have tried this mod and I thoroughly enjoyed it, but it made my game too unstable. This along with the UF3P. After changing cells I'd sometimes get a crapload of ! marks or archive invalidation fails and the textures screw up. Or it just freezes. And yes I have installed it properly.
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Luis Reyma
 
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