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

Post » Sun Oct 10, 2010 8:14 am

I would reckon UF3P was more your problem rather than MMM. Sadly, MMM does seem a little unstable at times, but I've just reached lvl 30 without too many hickups. Before when I had UF3P installed, it was pretty much a crash fest - sorry to say (it hasn't been updated for half a year) :shrug:
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Thomas LEON
 
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Post » Sun Oct 10, 2010 9:18 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.


Unlikely.

Either your PC is even borderline-can-run-the-game-er than mine, or you haven't installed it right.
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Melanie
 
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Post » Sun Oct 10, 2010 5:54 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.

The ! marks mean that there are meshes missing. Whatever mod it is they're from, you have definitely not installed it properly.
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Sarah Evason
 
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Post » Sun Oct 10, 2010 6:21 pm

Looks like i ran into a bug with MARTIGEN'S MUTANT MOD probably conflicting with something else which is causing slow motion moving and almost bullet proof ghouls. Night ghouls were fine it was just the texture variations of ghouls in sewers which were showing the behaviour of running in slow motion and not registering any bullet hits from the looks of it.

Hopefully it has nothing to do with my fresh install of FOSE 1.2 yesterday which i just started using. Here is my mod list and load order from FOMM:

Fallout3.esm
Anchorage.esm
ThePitt.esm
BrokenSteel.esm
PointLookout.esm
Zeta.esm
Summer_2.5.esm
Mart's Mutant Mod.esm
Fellout-pipboylight.esp
eye_hair_en.esp
KBATRadio.esp
Existence2.0.esp
AoT_Mask.esp
Board Games - Monopoly.esp
TakingOutTheTrash.esp
TOTTPointLookoutEdition.esp
WastelandTV.esp
Level 2 Some More Color.esp
lessviewdistance.esp
BA_RepairGOTY.esp
corrected weights clutter.esp
BetterHeadshots.esp
XFO_Perk_rebalance.esp
XFO_Perk_paths.esp
XFO_Perk_Flaws.esp
XFO_rarity_drugs_high.esp
XFO_rarity_ammo_mild.esp
XFO_Sneak_Rebalance_harder.esp
XFO_barter_fix_mild.esp
XFO_Karma_changes.esp
XFO_Radiation_changes.esp
XFO_Cripple_fixes.esp
XFO_Degradation_fixes.esp
XFO_Gore_fixes.esp
XFO_food_water_changes.esp
XFO_Weapskill_accuracy_notdmg_med.esp
FallDamage101.esp
FalloutFood.esp
DelayedStimpaks.esp
Devour Gore.esp
Brahmin Dairy Products.esp
AttackableBrats.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
Mart's Mutant Mod - XFO (not FOOK).esp
EVE.esp
EVE Operation Anchorage.esp
DarNifiedUIF3.esp
Fellout-Full.esp
Fellout-BrokenSteel.esp
Fellout-PointLookout.esp
Fellout-Zeta.esp
WeightAmmo.esp
DAV_weighted_ammoweight.esp

Total active plugins: 59
Total plugins: 59


Thanks for any possible solution with this.
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Heather Stewart
 
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Post » Sun Oct 10, 2010 8:39 am

Looks like i ran into a bug with MARTIGEN'S MUTANT MOD probably conflicting with something else which is causing slow motion moving and almost bullet proof ghouls. Night ghouls were fine it was just the texture variations of ghouls in sewers which were showing the behaviour of running in slow motion and not registering any bullet hits from the looks of it.

Hopefully it has nothing to do with my fresh install of FOSE 1.2 yesterday which i just started using. Here is my mod list and load order from FOMM:

Hellbishop,

That's a change from XFO. You need to use the latest XFO FOIP plugin for MMM which should fix it, see FOIP -- http://www.fallout3nexus.com/downloads/file.php?id=4968

I haven't been on in a while, life is really busy atm, but I got onto reply to Hellbishop, much respect for you :)
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The Time Car
 
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Post » Sun Oct 10, 2010 1:44 pm

The ! marks mean that there are meshes missing. Whatever mod it is they're from, you have definitely not installed it properly.

Wrong. I know how to install it properly, and have done so. The ! marks only ever appear after changing cells, whereas before everything might be fine. I'm sure it's just a conflict, but for what the mod is worth I'd rather just remove it. I'm no pro with FO3edit really.

Oh, and my fallout is on ultra settings with a decent frame rate, so my system ain't the problem. I even tried lowering the settings but it didn't work.
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Jerry Cox
 
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Post » Sun Oct 10, 2010 12:17 pm

The ! marks only ever appear after changing cells, whereas before everything might be fine.

Ah, alright. Interesting. I haven't heard that one before.
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victoria johnstone
 
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Post » Sun Oct 10, 2010 7:57 am

Hellbishop,

That's a change from XFO. You need to use the latest XFO FOIP plugin for MMM which should fix it, see FOIP -- http://www.fallout3nexus.com/downloads/file.php?id=4968

I haven't been on in a while, life is really busy atm, but I got onto reply to Hellbishop, much respect for you :)



Thank you Martigen :foodndrink: May your busy moments be as joyful celebration of the life which flows within like a Shinto Shrine in harmonious flow.
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Doniesha World
 
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Post » Sun Oct 10, 2010 12:41 pm

Is it a bug in my game, or does Tougher Traders just make it so that caravaners and everything else are neutral towards each other?
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Claudia Cook
 
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Post » Sun Oct 10, 2010 1:29 pm

Just encounters something strange at Evergreen Mills (First visit with that character) I dunno if it's you mod to "blame" but I'd though I'd ask anyway.

I have MMM with Increased, Increased Spawns (Among other things)

So. I'm crawling around the rooftops of Evergreen Mills sniping the raiders one by one and when they are all gone (Including the Gargantuan) I go inside the shout shack and when I come back out almost all of the raider corpses are skeletons and a team in the north part had re-spawned. When I killed them I made my way around the train yard in a big circle. To my dismay the Gargantuan has vanished and when I come back the raiders I just killed are alive again.

Any ideas?

Edit: I also have a (minor) problem with head splatted Ghouls rising again
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Katey Meyer
 
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Post » Sun Oct 10, 2010 5:40 am

Hellbishop,

That's a change from XFO. You need to use the latest XFO FOIP plugin for MMM which should fix it, see FOIP -- http://www.fallout3nexus.com/downloads/file.php?id=4968

I haven't been on in a while, life is really busy atm, but I got onto reply to Hellbishop, much respect for you :)



Thanks Martigen FOIP did the trick and everything is working perfectly once again. Seems i got introduced to some great programs this weekend with FOSE and FOIP. Now that the fear is gone i can enjoy all the FOSE mods i have been putting off including the special effects in Ashara's BATMAN AND CATWOMAN MOD.

Have a happy one :foodndrink:
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Marcus Jordan
 
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Post » Sun Oct 10, 2010 9:31 am

I get a strange texture glitch I narrowed down to the tattoo style raider females. I use Malo's nvde mod if that info is needed.

Here's what happens- I Wack a normal female raider. Take her clothes off. She's naked and normal. Kill a female raider that spawns from MMM5 and she has the nice tattoo and all BUT! It's down the side of her body and not on her back. It also gives a panty which is strange plus no nipbles. It looks like it tries to use multiple textures at once. Like it tries to use the MMM tattoo texture and the head one as well but it overlaps with a wrong texture and looks like shes covered in dirt with her textures all wrong =/

I'm pretty sure its just a texture problem with MMM as I turn off MMM and every female raider is using my normal nvde look. So it definitely is MMM's female raiders....Any possible way I can get the mod to just use Malo's textures?
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Antony Holdsworth
 
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Post » Sun Oct 10, 2010 3:42 am

I get a strange texture glitch I narrowed down to the tattoo style raider females. I use Malo's nvde mod if that info is needed.

Here's what happens- I Wack a normal female raider. Take her clothes off. She's naked and normal. Kill a female raider that spawns from MMM5 and she has the nice tattoo and all BUT! It's down the side of her body and not on her back. It also gives a panty which is strange plus no nipbles. It looks like it tries to use multiple textures at once. Like it tries to use the MMM tattoo texture and the head one as well but it overlaps with a wrong texture and looks like shes covered in dirt with her textures all wrong =/

I'm pretty sure its just a texture problem with MMM as I turn off MMM and every female raider is using my normal nvde look. So it definitely is MMM's female raiders....Any possible way I can get the mod to just use Malo's textures?



Yes thats a compatibility issue WackaMacka. Am using the latest Exnem and was fortunate enough that someone had created a patch to go with the MMM raider tattoos and Exnem. Maybe theres a patch on the Fallout3Nexus website etc for Malo's excellent work.
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Chloe Botham
 
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Post » Sun Oct 10, 2010 8:33 am

Hey thanks a lot. No really, I didn't know this. It saved me a few hours and thus eventually giving up from aggravation. Here I thought it was my fault for loading something wrong ^_^

Alas, on the nexus at least, I doth findeth nothing =/

No boobies for me =(

hehe
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Jesus Sanchez
 
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Post » Sun Oct 10, 2010 7:20 pm

Hey thanks a lot. No really, I didn't know this. It saved me a few hours and thus eventually giving up from aggravation. Here I thought it was my fault for loading something wrong ^_^

Alas, on the nexus at least, I doth findeth nothing =/

No boobies for me =(

hehe



:D It should only effect the raiders most likely. I can understand you sticking with Malo's thats one of my favorites especially the early chunky version. Right now Exnem has got my eyes with the extreme detail and sixy realistic proportions.
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Damned_Queen
 
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Post » Sun Oct 10, 2010 6:24 am

I know right. lol

I abstain (even though I have that too) because of the sheer variety. I just grabbed a fix not even knowing the tribals at point look out (so it seems) is now fixed in malos. Ghoul gals even. I know...ew, but I like people to look normal when naked. I can't stand when I see characters with a permanent underwear tattoo. Thats even more creepy than the super mutants =P

Now I hope the tribals fix will work...if not...ah well =)
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Matt Fletcher
 
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Post » Sun Oct 10, 2010 3:02 pm

Hey Mart,

have you seen the new creatures resource by tumbajamba? http://www.fallout3nexus.com/downloads/file.php?id=7201

I think it would gel quite well with your mod.

Rob
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Stephy Beck
 
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Post » Sun Oct 10, 2010 3:36 pm

Hey Mart,

have you seen the new creatures resource by tumbajamba? http://www.fallout3nexus.com/downloads/file.php?id=7201

I think it would gel quite well with your mod.

Rob



Wow those Super Mutants look very frankensteinian as Three Dog describes them in his broadcast. The various ghouls in different civilian garb look very nice like something out of George Romero DAWN OF THE DEAD scene in the mall with zombies who used to be people from all walks of life.
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JeSsy ArEllano
 
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Post » Sun Oct 10, 2010 3:20 am

Every time I see a super mutant, I imagine them with a football helmet on.
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Roberta Obrien
 
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Post » Sun Oct 10, 2010 3:18 pm

Hello? Did anyone see my post on Page 2? I really would like to know if VATS is somewhat messed up, or is it part of my game?

Like I said, ever since I installed MMM, I've gotten a lot lower hit percentages, and it's kind of weird, and annoying.

It's a big loss. Usually hitting something from farther away than 50 feet is really hard with anything other than a sniper rifle.

And even with the Commando perk, I can't get close to 95% hit chance after a certain distance, and in Vanilla with FOOK 2, I can hit 95% on 750 yard targets. :)
Or hitting someone on the SatCom array from the ground.

Maybe my vanilla character was the one on the grassy knoll? :(
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Ash
 
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Post » Sun Oct 10, 2010 1:24 pm

Hello? Did anyone see my post on Page 2? I really would like to know if VATS is somewhat messed up, or is it part of my game?

Like I said, ever since I installed MMM, I've gotten a lot lower hit percentages, and it's kind of weird, and annoying.

It's a big loss. Usually hitting something from farther away than 50 feet is really hard with anything other than a sniper rifle.

And even with the Commando perk, I can't get close to 95% hit chance after a certain distance, and in Vanilla with FOOK 2, I can hit 95% on 750 yard targets. :)
Or hitting someone on the SatCom array from the ground.

Maybe my vanilla character was the one on the grassy knoll? :(


I think it's sposed to be like that.So it dont make you a super man.

And more realistic.
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Joey Bel
 
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Post » Sun Oct 10, 2010 5:59 pm

Hello? Did anyone see my post on Page 2? I really would like to know if VATS is somewhat messed up, or is it part of my game?

Like I said, ever since I installed MMM, I've gotten a lot lower hit percentages, and it's kind of weird, and annoying.

It's a big loss. Usually hitting something from farther away than 50 feet is really hard with anything other than a sniper rifle.

And even with the Commando perk, I can't get close to 95% hit chance after a certain distance, and in Vanilla with FOOK 2, I can hit 95% on 750 yard targets. :)
Or hitting someone on the SatCom array from the ground.

Maybe my vanilla character was the one on the grassy knoll? :(



Am not using FOOK 2 at the moment so i cant say if thats the case or not. It does sound more fun in its realism though adding character to the sniper weapons.
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Jonathan Egan
 
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Post » Sun Oct 10, 2010 7:40 am

I think I'm confused. :) Are you certain it's on purpose for MMM to do that?
There's absolutely nothing in the MMM documentation about VATS changes. So, uh, is it a bug with running MMM and Fook 2?
I thought everything was running right. But yeah, I'm getting low 30s for hit chances, and that's not right with any weapon at a range less than 100 yards, unless it's shotgun for obvious reasons.

Sniper Rifles in Vanilla, and with Fook 2 by itself give me valid hit chances up to whatever the VATS limit is. As long as it's on the screen, right?

Here's the list thingy. Maybe some mod is blowing things up..
Fallout3.esmWeight.espVATSPerkWorkaround.esmCALIBR.esmFOOK2 - Main.esmFOOK2 - [[censored]] World And Neighbourhood Kit.esmMeet the Devs.ESPMart's Mutant Mod.esmFOOK2 - Main.espUnofficial Fallout 3 Patch.espAlternate Start - Roleplayers.espMaxLevelWorkaround-HP.espWorkbench_Crafting_Expansion.espSlower Degradation (-80%).espUPP - Pack 1.espQZ Perks Pack 1.espUPP - Pack 2.espUPP - Experience Perks.espNavik_Perk_Package.espStarke's Enhancement Perks.espcleo_adamantiumX.espWyrd_Wasteland_Perks.espAweomePerkPack.espchoose_XP.espno blur on hit.espKarma Perks.espSlowmotionBulletFlybyInVatsNoConditions.espMore Ammo.espASU.espERFatman75.espVaultaliciousV2.espFOOK [[censored]] Hotfix.espMyFOOK2 - No [censored] Victims.espSilo 3.espWeapon Master.espAfrosNukaCola.espGenTech Labs Survival Mod.espGrowlfs sixy FO3 Replacer.espMart's Mutant Mod.espMart's Mutant Mod - Zones Respawn.espMart's Mutant Mod - No Corpse Flies.espMart's Mutant Mod - No Ghoul Raise.espMart's Mutant Mod - FOOK2.espTotal active plugins: 43Total plugins: 135

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Ronald
 
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Post » Sun Oct 10, 2010 7:29 pm

This is by far one of -the- best FO3 mods ever made.

It has enhanced my gaming experience ten fold. Feral Ghouls actually give me the willies, the ammount of them is awesome. I usually run out of ammo in all 3 weapons I take and have to make a hasty retreat. (Yes, I roleplay my characters loadout for each 'mission' he embarks on)

Night ghouls are awesome. Deathclaw Matriarchs are fearsome and wasteland scorpions are kinda cute :P

Really impressed, thankyou heaps Martigen.
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Jessica Thomson
 
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Post » Sun Oct 10, 2010 3:22 pm

Try it with Arwen's tweaks modules. Then you $h!t yer pants when you thought you had a hard time before and little ammo. lol
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DeeD
 
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