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

Post » Sun Oct 10, 2010 4:18 am


Martigen's Mutant Mod for Fallout 3
-----------------------------------------



"Let it begin! Let it begin!!" [Rhino, Bolt] Release Candidate


::: DOWNLOAD :::
---------------------

::: Fallout 3 Nexus -- http://www.fallout3nexus.com/downloads/file.php?id=3211 (137M) [448M uncompressed]

::: Fallout 3 Nexus -- http://www.fallout3nexus.com/downloads/file.php?id=3211 (138M) [448M uncompressed]



::::: IMPORTANT!: YOU MUST DO THE FOLLOWING STEPS WHEN UPGRADING ANY PRIOR VERSION TO MMM RC4. :::::

::::: THIS IS NOT OPTIONAL! DO IT! :::::

This process is necessary if you are upgrading from any version of MMM prior to RC4. It shouldn't be necessary going from RC4 to RC4.1, but it won't hurt.

  • Go inside somewhere with NO creatures or NPCs (Megaton/Tenpenny home works well)
  • Wait 4 days (or 9 days if you use FWE) to let cells reset
  • Save and quit
  • Disable ALL MMM components (MMM .esm, MMM .esp, and all MMM plugins)
  • Load your game, save your game, quit
  • Upgrade to MMM RC 4.0
  • Re-enable MMM .esm, MMM .esp, and your chosen optional MMM plugins
Note: You will lose any MMM specific items in this procedure, for eg Wanamingo Meat, so sell these items first.


::: Install Instructions :::
------------------------------

0) Make sure you have installed the latest version of http://www.fallout3nexus.com/downloads/file.php?id=944
1) Unzip the mod to your Fallout 3 Data directory -- make sure you have extracted the Meshes and Textures folders as well.
2) Use FOMM to select the following files to load (you MUST select both):
[*] 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

Make sure that:
  • All MMM modules load *after* Mart's Mutant Mod.esp
  • All the above MMMF3 .esps are loaded last in your load order.
4) Go inside somewhere without creatures and NPCs, rest for 4 days
5) Save your game, and load your game.
6) Enjoy!


::: Overview :::
------------------

This mod is a port of MMM from Oblivion to Fallout 3. It focuses on adding a huge range of diversity to creatures and NPCs in the Fallout 3 world as well as adding new and unique creatures and NPCs to encounter. The mod is broken down into a core base and a range of optional modules.

The key results the mod achieves are:
  • Every creature and NPC is unique with its own stats, size, confidence, health, damage and even skin (texture)
  • Creatures and NPCs suffer improved wounding effects such as visible bleedng and statistic penalties
  • Creatures and NPCs can loot the corpses of fallen enemies, afterwhich you can find this loot if you kill them
  • Creatures and NPCs have improved behavioural AI based on class -- in any given group some may be aggressive towards you, some may be ambivalent, and others may avoid you outright.
  • Configurable increased spawns allow you tailor how many creatures and NPCs spawn in the game at any given spawn point
  • Improved faction system to better reflect inter-faction relations and ensure the player isn't the center of the universe
  • New creatures and NPCs to add variety to the wasteland -- all hand-crafted with their own stats, abilities, loot, weapons, textures and in some cases scripted AI behaviour.

Main features include:

:: Stat scaling
All creatures and NPCs have a sliding-scale random modified adjustment to their base values for STR, END, PER, INT, AGI, LUC, Speed and Health.

The adjustments range -3 to 3, with the following percentages: 30% no change, 30% -1/+1, 30% -2/+2, 10% -3/+3.

The exceptions are STR, END and Health values which are based on size (see next), as are loot drops for creatures (see below), where larger creatures are stronger, have more endurance, and more health.

:: Size scaling
Isn't it a little bit odd that all creatues and NPCs are identical in size? Indeed, so size scaling randomly adjusts size based off base value between a factor of +/- 20% for creatures, and +/- 12.5% for NPCs (though it's actually weighted -10% to +15%.). It's not quite a blanket rule -- Ghouls for example follow size scaling closer to NPCs, given they were formerely people.

As above, size is more than just visual variety -- it impacts the strength, endurance, and health. Larger creatures hit harder, and last longer.

:: Size based loot
Larger creatures will drop more meat, smaller ones less (or none at all). This may be expanded in future to include other types of loot.

:: Factions
A new faction system through the optional Natural Selection plugin ensures you're not always the center of the universe -- creatures and NPCs have foes they might consider more dangerous than you, and act accordingly.

Additionally a special No Attack faction protects Scavengers, their pets, and optionally traders (with the Tougher Traders) plugin from being attacked, without the need to mark them Essential (and thus prevent the player from killing them). It's also used for special creatures in the mod, such as the passive Wasteland Scorpion and Corpse Flies being largely ignored in favour of bigger threats.

:: Behaviour AI
Why is it that most creatures and NPCs seem to be hostile, despite the fact that in order to survive a creature or NPC still needs to pick its fights (otherwise, how did it last this long?)

Changes to wildlife on a creature-by-creature basis reflect that not all MoleRats are suicidal, and even a Vicious Dog can have the sense to avoid a fight it's got no chance of winning. NPCs, as well, can have a greater sense of self- preservation but to a lesser degree than creatures and, as with size and stat scaling, the chances are randomised based off their base value -- so Raiders are more likely to turn tail and run than Outcast for example.

:: Diverse Creature Skins
Most creatures in Fallout 3 have only a single texture, making every creature a clone of the next. Diverse Creature Skins provides a range of texture variants for each and every creature, so when you encounter a pack of rabid, yet slightly cute, MoleRats they all look a little different. This is one of those features that sounds simple but makes a huge impact in-game.

These are some of the creatues and the number of variants in the mod:
  • 3 Brahmin
  • 3 Radroach
  • 3 Deathclaw
  • 3 Deathclaw Baby
  • 3 Deathclaw Matriarch
  • 3 Giant Ant
  • 3 Floater
  • 3 Wanamingo
  • 3 Vicious Pup
  • 4 Vicious Dog
  • 4 Mirelurk
  • 4 Yao Guai
  • 4 BloatFly
  • 4 FireFly
  • 5 Molerat
  • 5 Molerat Young
  • 5 Centaur
  • 5 RadScorpion
  • 9 Geckos
  • 84 Feral Ghoul
  • 104 Supermutant

:: Diverse NPCs
Just like Diverse Creature Skins, the NPCs in the game also get some treatment. Mostly, and for the moment, this focuses on Raider diversity and includes 100 Raider variants all with new unique faces, hair, etc. Additionally, there are 12 variable tattoos styles which are mixed and matched across 28 different race variations.

The result is a much wider scope of Raider appearance you will encouter in the game, and greatly fleshes them out as a faction in the Wasteland.

:: New Loot
Geckos, Vicious Dogs, Vicious Pups, Molerats, Mirelurks, Ants, Yao Guai and Radscorpions all now have extra loot apart from their meat -- fur for the dogs, teeth for the Molerats, claws for the Mirelurks, antennae for the Ants, eyes for the Yao Guai and stingers for the Radscorpions.

Fur from the Vicious Dogs and Vicious Pups can be sold, with the Pup fur being lighter and more valuable. Like meat on creatures, fur is size-scaled and larger animals yield more. Likewise for the Geckos, larger creatures yield more skin in addition to meat, and the Fire Gecko skin is the most valuable of all.

For creatures like Mirelurks, Ants, Radocorpions, Molerats, and Yao Guai the number of extra loot you get will range from 0-2 randomly for each creature (i.e 2 claws, or 1 antennae, etc).

The Deathclaw loot deserves special mention -- as one of the toughest creature fights in the game, Deathclaws drop both new Deathclaw Meat and Deathclaw Blood. The meat is quite toxic, and not terribly valuable. The blood, however, can be consumed to distill the Deathcalw's Rage and provide the following benefits for one minute: +5 strength, +5 AP, -4 intelligence, +1 HP per second. It's also valuable, and can be sold.

As with other creatures, the larger the Deathclaw the more meat and blood you will be able to get. For more on loot see the Creatures & Loot section.

:: New Creatures & NPCs
What's an MMM without new creatures and NPCs? Just to start, the first release of MMM for Fallout 3 has:
    :: Supermutant Gargantuan -- the guy the Behemoth goes to when he runs home to mummy, and has right hook that sends enemies flying. You don't want to meet mummy. Really, seriously. What, you got a death wish? Ok...
    :: Firelurk -- just when you thought the Mirelurks couldn't get any more dangerous, one of these brethren will show up. As the name suggests he's a Mirelurk, only he breathes fire... he also drops a unique loot: Firelurk Saliva. Hey, what do you think he's using for fuel?
    :: Wasteland Scorpion -- first of many passive creatures. This is a small, loner creature (just like the real thing) which will avoid you if it can. It just wants to find a rock and live to see another day. Be kind, eh? Or not.
    :: Wild Dog -- semi-passive wasteland scavenger. He's no friend to the Vicious Dogs, but he's not necessarily yours either. Push him into a corner and he'll fight, otherwise he'll probably leave you alone.
    :: Night Ghouls -- You've heard reports of Ghouls roaming the wasteland at night, but you didn't believe them. You still won't... that is until you run into them first hand. They travel in packs, and see better in the dark than you too. Oh, for a bigger torch than the Pip- Boy...
    :: Corpse Fly -- These little creatures have a chance to appear at a corpse after a number of hours. They are ignored by other creatures and NPCs and a non-hostile, though you can take pot-shots at them in VATS if you want to. They add a unique dynamic to the Fallout 3 world, where even the smallest creatures can be seen to scavenge...
    :: Vicious Dog Pups -- small, hungry, and seeing you as a threat. They're weaker and do less damage of course, but they drop a unique soft fur that you can sell. They'll also try and follow their parents when they're around.
    :: Young Mole Rats -- Mole Rats tend to keep their young safe in burrows so you won't see these often, but if you happen to catch them out in the open you'll find them fast but easy prey. Because they are rare, their teeth fetch a higher price than that of their parents.
    :: Little Geckos -- Little Geckos are the smallest of the Geckos and generally passive, and as such are ignored by most wildlife. They are will fight back if attacked, but don't post a large threat. Their skin can can be collected and sold.
    :: Golden Geckos -- Golden Geckos are mutated by feeding near radiated waste, and as a result are immune to radiation adn slightly larger in size, more likely to be aggressive, and can swipe with poisonous claws. Being more dangerous, their skin is more valuable to sell.
    :: Fire Geckos -- Fire Geckos are the largest of this breed and extremely dangerous -- they attack on sight and can ignite flames on their foes on impact. Naturally, they are immune to fire as well. Their hide is the most valued of all, and can fetch a good price.
    :: Deathclaw Matriach -- You think the Deathclaw is tough? Wait till you see his female partners -- bigger, stronger, faster and with the chance to send enemies flying with a knockback effect. If you know what's good for you, avoid her at all costs.
    :: Deathclaw Young -- Although rare as they are often protected in lairs, Deathclaw Young can be found out in the open. Naturally they're aren't as strong as an advlt, and don't drop the valuable Deathclaw Blood. For that reward, you need the tougher fight of a mature Deathclaw.
    :: Floaters -- Just like their Fallout 2 counterparts, floaters are odd and creepy looking creatures that don't move fast but can hit for a punch. They spawn with their Supermutant masters and their meat is particuarly restorative.
    :: Wanamingos -- Another classic creature, Wanamingos are fast and furious and will happily tear you a new hole. They can be found in the wasteland and, as in Fallout 2, the best defence against the is to cripple their legs causing them to flee.
    :: Fireflies -- Fireflies are completely passive creatures that appear at night and disapppear by the morning. They can sometimes be seen far away flickering in the moonlight, and if you get close you'll see them in a rainbow of colors.
    :: Ramblers -- The Feral Ghoul Rambler is a bigger, stronger, beefier and more dangerous Feral Ghoul. His claws are also toxic, and will poison you on contact. Dangerous as he is, he's called a Rambler for a reason and limps slowly along, lunging towards you -- don't let him get close!


Between size scaling, stat scaling, behaviour and diverse skins every creature you meet is literally unique. See a group of Vicious Dogs? Each one looks different, has its own temperament, has its own size, moves at its own speed, has its own endurance and health, and its own strength and damage. Fighting in the wasteland will never be the same, every encounter is unique!


:: Other features
  • Night Ghouls that appear only at night, and are faster and stronger than normal Feral Ghouls
  • Wild Dogs and Wasteland Scorpions may appear at wasteland spawn points, and are generally passive
  • 3% chance of a special Supermutant spawn with muties, which includes 8 variant Behemoths and the Supermutant Gargantuan
  • A whole range of new ingestible meats and unique loot for all creatures
  • Slightly reduced chance of Robots and Radscorps for wasteland spawn points
  • Evergreen Mills Behemoth replaced with Gargantuan (great in tandem with Increased Spawns)
  • Robots aren't included in stats/size/confidence scaling -- afterall, they are machines, produced identically off the production line
  • Corpse Flies may appear at corpses after a certain amount of time. They can be VATS targeted and killed, if you feel like some sharpshooting
  • GMSTs adjusted to extend corpse lifetime, the number of corpses before cleanup, and the number of actors able to be in combat at one time.
  • Special effects like the Gargantuan's demolishing strike, Glowing Ones and Robots may explode with force on death, Fireflies casting colourful light at night, Skeletons decayed from corpses after a time and much more...


::: Optional plugins :::
--------------------------

Naturally, MMMF3 comes with a range of plugins to add features or alter the operation of the mod. In this release you will find:

:: Increased Spawns
Both the Increased Spawns and Increased Increased Spawns modules enable the same functionality from the standalone MMMF3 - Increased Spawns mod you're probably already using.

If you currently use the standalone Increased Spawns the MMMF3 installation will overwrite this for you and replace it with the required module for MMMF3.

Increased Spawns adds 1-3 spawns per spawn point, while Increased Increased Spawns adds 2-5 per point. The feature is actually configurable, and you can set whatever range you want by editing either plugin and changing the MMMzIncreasedSpawnsMin and MMMzIncreasedSpawnsMax values.

Note: It is highly recommended to use a slower leveling mod while running Increased Spawns.

For more information on how the plugin works, see the README - Increased Spawns.txt file.

:: Zones Respawn
By default most areas, especially interiors, in Fallout 3 are marked as 'Never Resets' such that once you clear an area, it stays cleared. This module enables these areas to respawn, with the exception of areas which shouldn't, such as the Vaults and some areas related to the main quest line.

Note: This mod does not change or provide modules to change the amount of time before a cell 'resets', which defaults to 3 days. There are plenty of other mods to change this for you.

:: Feral Ghoul Rampage
For those zombie movie addicts, Feral Ghoul Rampage multiplies the volume of Feral Ghoul spanws by 5, on top of the result from Increased Spawns. So for example if you are using Increase Spanws instead of 1-3 Feral Ghouls you will see 5-15 at any Feral Ghoul Spawn point. If you load this with Increased Increased spawns, make sure you're packing nukes!

:: [ Wounding Effects ] -- in development
While crippling works quite well in Fallout 3, does it make sense that a SuperMutant near death is able to swing his nailboard as hard as when he first met you?

With wounding, pentalties are applied against certain statistics the more wounded they become -- badly wounded enemies will hit with less damage, aim less accurately, and move slower.

Bleeding effects will add spurting blood to wounded creatures and NPCs which starts midly and increases as they become more wounded.

:: Natural Selection
Author: ACE

While some factions behave as you would expect in Fallout 3, many others don't. Natural Selection ensures creatures and NPCs properly attack or ignore foes logically based on type, as well as ensure the PC isn't the centre of the universe -- tired of a dog thinking you're the most dangerous creature in the universe while a SuperMutant bears down on you both? Not anymore!

Thanks to ACE for working with me on this and creating the plugin.

:: Tougher Traders
By default MMMF3 will automatically protect Scavengers from being beat-up on by the local wildlife, while still enabling them to be killed by the player, and the same is true of Traders if you load this plugin. Traders were made optional for this protection so that you can use mods like Roadwarden where you play quests to protect Traders from attack. If you don't want Traders getting killed off mid-game, load this.

:: Hunting & Looting
The Wasteland is a dangerous place where resources are sparse -- so why do NPCs like Raiders kill a foe and just leave all that good loot lying around? With this plugin creatures & NPCs will loot the corpses of fallen foes, taking what they can. If you then kill them, you will find this loot on their corpse. This can include weapons, ammo, armour, food, and drugs.

This adds much more than a simple dynamic to the game. NPCs for example may pick up extra weapons to use as a backup, or find more stimpacks to heal themselves. When you find an NPC, he could well be using a weapon he looted from the corpse of a foe further down the road.

Note: In the Beta only NPCs are included. Additionally, in Fallout 3 currently (as I may be able to fudge this) NPCs only pickup weapon types they don't currently have. For example if they have a ranged weapon but no melee weapons, they may pickup a baseball bat but ignore a gun. They also can't pickup equipped items on corpses, a limitation carried over from Oblivion. For this reason you'll find grenades, food, drugs, etc looted more often than weapons and armor (maybe this a good thing we don't want to change, leaving you to get them).

:: 'No...' plugins
Various plugins to turn off MMM features. Usually these are provided for some new creatures, and features that may be more taxing (enabling lower-end users to disable them).

:: DLC Plugins
There is now a plugin for each DLC. There are too many changes to list, but the general gist is adding MMM features to the DLCs while providing compatibility where necessary. Note that the plugins for Anchroage and The Pitt are optional, but the plugins for Broken Steel and Point Lookout are required for proper compatibility.



::: Making your own MMMF3 plugins :::
----------------------------------------------

With the MMMF3 master file Mart's Mutant Mod.esm you can now do the following:
  • Create new plugins to add or modify content in MMMF3
  • Create compatibility or integration plugins for other mods, by building them with the MMMF3 master file
To add or change content simply load Mart's Mutant Mod.esm in the GECK, make your changes, and save as a new .esp.

To build a compatibilty or integration plugin, use FO3Edit to determine which records or fields you want to populate across to MMMF3 (or vise versa). You can then use FO3Edit to copy new records into a mod, or a new dependent plugin, and use either FO3Edit or the GECK to populate fields as required.

See me for more help if you're the author of a mod and want to provide MMMF3 integration as a core or optional plugin with your download.


::: Contributor credits :::
-----------------------------

Koldorn is my partner in crime. Most of the variant textures and some of the new creature textures you see, as well as the superb tatoos for the Raiders, were designed by Koldorn. While I built the functionality of the mod, Koldorn is responsible for the look and feel.

Gameplay:
Natural Seclection factions -- ACE
Night Vision for Ghoul Eyes -- Lost Cosmonaut
Supermutant weapon animations -- Talkie Toaster

Variant textures:
Ant & Molerat -- FalloutRaven
Behemoth -- FalloutRaven
Radscorpions -- Koldorn and FalloutRaven
Brahmin variants -- Sektor
Vicious Dog, Bloatfly, Mirelurk, Vicious Pups, Gecko variants -- Martigen
Raider tatoos -- Koldorn (inspired by YutGurt)
Radroach, Deathclaw, Yao Guai, Centaur, Supermutants and Feral Ghouls -- Koldorn
Night Ghouls -- Koldorn and Tyana Rie
Trogs -- Sector7

Creature textures:
Firelurk texture -- Sektor
Firelurk rigging -- SaidenStorm
Gargantuan skeleton - Lord Nincompoop
Corpse Fly, Wasteland Scorpion, Gargantuan, Night Ghoul -- Koldorn
Glowy creature variants -- Tyana Rie
SuperMutant armour variants -- Macintroll

Loot textures:
Models and Pipboy icons -- Drag0ntamer

New creatures:
Gargantuan, Glowing One and Corpse Fly skeletons -- Lord Nincompoop
Vicious Pups -- Zenl
Geckos -- Zenl and thedammed
Gecko Skin model and icon -- Zenl
CorpseFly skeleton - Lord Nincompoop
Firefly skeleton - Zenl
Armless Ghouls -- Lord Nincompoop and Zenl
Deathclaw Matriarch & Young - Zenl
Waninmingo and Floaters - Zenl
Waninmingo and Floater sounds - Killerbee

FOMOD installer:
FOMOD installation script -- [i]L0ki


Thanks also go to ElminsterEU for FO3Edit and Timeslip for FOMM.


::: Contributing to MMMF3 :::
----------------------------------

There's always room for more new creatures, skin variants, and features. As above you can make your own compatible plugins, and I'm happy to help you creatre them. Indeed, like Natural Selection, they can even be included as part of the core mod.

As always, credit is given for any work so if you want to be involved let me know!

User avatar
Kayleigh Williams
 
Posts: 3397
Joined: Wed Aug 23, 2006 10:41 am

Post » Sun Oct 10, 2010 10:09 am

::: Link to previous threads
:: http://www.gamesas.com/bgsforums/index.php?showtopic=1053764
:: http://www.gamesas.com/bgsforums/index.php?showtopic=1045438
:: http://www.gamesas.com/bgsforums/index.php?showtopic=1012590
:: http://www.gamesas.com/bgsforums/index.php?showtopic=1004374
:: http://www.gamesas.com/bgsforums/index.php?showtopic=992440
:: http://www.gamesas.com/bgsforums/index.php?showtopic=984810
:: http://www.gamesas.com/bgsforums/index.php?showtopic=980609
:: http://www.gamesas.com/bgsforums/index.php?showtopic=965236
:: http://www.gamesas.com/bgsforums/index.php?showtopic=964511
:: http://www.gamesas.com/bgsforums/index.php?showtopic=958148
:: http://www.gamesas.com/bgsforums/index.php?showtopic=955019
:: http://www.gamesas.com/bgsforums/index.php?showtopic=950783
:: http://www.gamesas.com/bgsforums/index.php?showtopic=949792
:: http://www.gamesas.com/bgsforums/index.php?showtopic=944983
:: http://www.gamesas.com/bgsforums/index.php?showtopic=943479
:: http://www.gamesas.com/bgsforums/index.php?showtopic=933839
:: http://www.gamesas.com/bgsforums/index.php?showtopic=929548
:: http://www.gamesas.com/bgsforums/index.php?showtopic=938690
:: http://www.gamesas.com/bgsforums/index.php?showtopic=932382

::: RC New Screenshots
::: New Features
:: http://members.iinet.net.au/~amills/MMMF3-Skeletons.jpg
:: http://members.iinet.net.au/~amills/MMMF3-Fireflies2.jpg
:: http://members.iinet.net.au/~amills/MMMF3-GhoulArms.jpg
:: http://members.iinet.net.au/~amills/MMMF3-FeralGhoulArmless.jpg
:: http://members.iinet.net.au/~amills/MMMF3-NightGhoulEyes1.jpg
:: http://members.iinet.net.au/~amills/MMMF3-NightGhoulEyes2.jpg
:: http://members.iinet.net.au/~amills/MMMF3-GargStrike1.jpg
:: http://members.iinet.net.au/~amills/MMMF3-GargStrike2.jpg

::: New Creatures
:: http://members.iinet.net.au/~amills/MMMF3-Rambler.jpg
:: http://members.iinet.net.au/~amills/MMMF3-DeathclawMatriarch.jpg
:: http://members.iinet.net.au/~amills/MMMF3-DeathclawYoung.jpg
:: http://members.iinet.net.au/~amills/MMMF3-Wanamingo.jpg
:: http://members.iinet.net.au/~amills/MMMF3-Floater.jpg
:: http://members.iinet.net.au/~amills/MMMF3-Fireflies.jpg

::: RC 5.0 Changelog
  • Fixed excessively large or small NPCs and Super Mutants
  • Fixed Big Town Robots not attacking in Super Mutant assault
  • Fixed some original Super Mutant corpses spawning Increased Spawns
  • Fixed Enclave appearing near Purity after final quest (vanilla bug)
  • Fixed Temple of The Union slaves' loaded Brahmin not showing Statue pack
  • Fixed (hopefully) Night Ghoul eye vision triggering when it shouldn't
  • Fixed Behemoths and Gargantuans spawning in bad places (Falls Church, Vernon's Square)
  • Fixed incorrect normal maps for some Super Mutant armours
  • Fixed Palandin Bael's companions spawning exponentially over time
  • Fixed large Deathclaws getting stuck inside interiors
  • Slightly reduced chance of Wanamingos appearing
  • Slightly reduced chance of Deathclaw Young spawning
  • Slightly reduced chance of Sentry Bots and Deathclaws in Wasteland
  • Slightly reduced volume of Enclave fodder in final quest
  • Slightly reduced excess body count and combat globals for stability
  • Slightly increased value of Deathclaw Matriarch horns
  • Slightly increased chance of Vicious Pups and Molerat Young spawning
  • Added Republic of Dave NPCs to No Attack faction
  • Added chance for a new Crazed Brahmin to spawn with Wasteland Brahmin
  • Added new system for spawning Vicious Pups and Molerat Young
  • Added new higher resolution armor textures for Super Mutants
  • Added new global - MMMzDLCIncreasedSpawns, defines whether IS applies to DLCs
  • Added new global - MMMzSizeScaling, defines whether dynamic size scaling is applied
  • Added new global - MMMzSpawnsChanceNone, sets percentage chance of no spawn at Wasteland points
  • Added new feature - NPCs now lose Perception and weapon skills while outside at night
  • DLC Anchorage: Prevented Behemoths and Gargantuans spawning at Baileys Crossing
  • DLC Broken Steel: Resolved minor conflict between UF3P Broken Steel and MMM Broken Steel
  • DLC The Pitt: Added diverse skins for Street Troggs
  • DLC The Pitt: Added Increased Spawns for Street Troggs
  • DLC The Pitt: Scaled Trog variants to appear at earlier levels
  • DLC The Pitt: Trogs take more damage from head shots
  • DLC Zeta: Added Increased Spawns at a reduced rate for specific areas
  • DLC Zeta: Added most MMM features including explosive robot deaths and stat, confidence and size scaling
  • New Plugin: No Size Scaling
  • New Plugin: No DLC Increased Spawns
  • New Plugin: Reduced Wasteland Spawns
  • New Plugin: DLC Zeta

::: New Features
::: Night Vision
It's harder to shoot and fight in the dark, isn't it? At least it should be. NPCs now suffer a penalty to Perception, Weapon and Melee abilities at night making sneaking in the dark and generally staying undetected at night easier, as well making night time combat harder. The effect applies only to NPCs outside, and is nullified if they wear Power Armour. Creatures are also unaffected (most will have adapted to night time survival).
::: Crazed Brahmin
There is a small chance that wild Brahmin packs will spawn Crazed Brahmin. Just like your average Brahmin, only somewhat more likely to pick a fight!

::: New Plugins
:: DLC Zeta
Optional, not required to use MMM with Mothership Zeta. Adds most MMM features to Mothership Zeta including Increased Spawns where applicable.
:: Reduced Wasteland Spawns
Adds a 12% chance for nothing to spawn at outside Wasteland spawn points only. For those who feel the Wasteland gets a little too busy sometimes.
:: No Size Scaling
Disables NPC and creature dynamic size scaling. The effect has been toned down in RC 5.0, but if you prefer not to have any at all use this plugin. Note: Scaling will return to normal as cells reset and new spawns are spawned.
:: No DLC Increased Spawns
Disables Increased Spawns for DLCs only. Only has an impact if Increased Spawns is enabled. Note: Increased Spawns is only applied to some DLCs and in areas where it makes sense, so you probably won't feel a need to disable it, but the option is here none the less.

::: RC 4.1 Changelog
  • Fixed a number of small but important consistency bugs
  • Fixed CTDs caused by Fearless effect (thanks Kai Hohiro!)
  • Fixed Creature stats script bug that will fix a range of issues
  • Fixed Paladin Bael's increased spawns companions not clearing
  • Boosted Hoss' backup for Increased Spawns
  • Boosted Reillys Rangers health if Increased Spawns is enabled
  • Added new spawn system to spread out wilderness spawns
  • Added Interoperability plugins for FOOK2 (see FOIP)
  • DLC Broken Steel: Slighty reduced chance of Ablino Radscorps in the Wasteland
  • Natural Selection: Made Talons neutral to Traders

::: RC 4.0 Changelog
  • New Increased Spawns engine
  • Fixed random CTDs caused by nested templates
  • Fixed a range of minor bugs that may affect creature spawns
  • Fixed Super Mutants replaced by Radscorps (testing bug)
  • Fixed passive Scavenger's Yao Guai
  • Added greatly increased skins diversity across the game
  • Added passive Wasteland Scorpions no longer show on radar
  • Added explosive Robot deaths to all generic robots
  • Added backup for Palandin Hoss while Increased Spawns is enabled
  • Added new diffculuty option for hardcoe players (see MMMzPlayerScaling global)
  • New plugin: DLC Anchorage
  • New plugin: DLC The Pitt
  • New plugin: DLC Broken Steel
  • New plugin: DLC Point Lookout

::: New Features
::: DLC Plugins
There is now a plugin for each DLC. There are too many changes to list, but the general gist is adding MMM features to the DLCs while providing compatibility where necessary:

:: DLC Anchorage
Optional, not required to use Anchorage with MMM. Adds most MMM features except Diverse Skins, Increased Spawns, Corpse Flies and Looting (this was pre-Fallout, Corpse Flies are mutations and soldiers don't tend to be short of weapons to loot).

:: DLC The Pitt
Optional, not required to use The Pitt with MMM. Adds most MMM features except Diverse Skins for new creatures and Increased Spawns.

:: DLC Broken Steel
Required to use Broken Steel with MMM for compatibility. Also adds most MMM features, including Diverse Skins and Increased Spawns where inherited. Also fixes a potential savegame bloat bug from Bethesda.

:: DLC Point Lookout
Required to use Point Lookout with MMM for compatibility. Also adds most MMM features, including Diverse Skins where inherited. Adds Tobar and Catherine to the No Attack faction.
NOTE: Do not use the 'Point Lookout crash fix' on Nexus if you have it. This is no longer required and will remove content from your game if you do.

::: Dynamic Player Scaling
A new global MMMzPlayerScaling allows you to increase the difficulty of the game as you level up. Currently, this only affects Increased Spawns and the chance for Behemoths and Gargantuans, but may include other changes in future (feedback welcome).

The global currently defaults to 0, disabled. Use FO3Edit to set a value in the MMM .esp or make a new .esp to enable the feature.

It works by using the global value as a divider against the player level to add a modifier to both MMMzBehemothChance and MMMzIncreasedSpawnsMax, if Increased Spawns is enabled. The idea is the higher the level you become, the higher the chance of encountering Behemoths/Gargantuans, and the more creatures that will spawn. I'd suggest starting with a value of 5 or 6. To give you an idea, a value of 5 would do the following:
Base values -- MMMzBehemothChance [2], MMMzIncreasedSpawnsMax [3]
Player level 2 -- 2%, 1-3
Player level 5 -- 3%, 1-4
Player level 10 -- 4%, 1-5
Player level 20 -- 6%, 1-7
And so on. Use a divider of 6, and you'll get an extra 1% and 1 to IS at levels 6, 12, 18 etc instead of 5, 10, 15. It's in addition to the base value (if you altered MMMzBehemothChance elsewhere, or use Increased Increased Spawns).

::: RC 3.1 Changelog
  • Fixed hyper speed crippled NPCs bug
  • Fixed Increased Spawn actors multiplying after multiple cell visits
  • Fixed Increased Spawn Enclave near Jefferson spawning after MQ complete
  • Fixed Protoype Medic Armor disappearing from corpse with Skeletal Decay active
  • Fixed some CorpseFly and Fire Fly light sources not disappearing
  • Fixed No Floaters not preventing list-spawned Floaters
  • Fixed flying DeathClaws and Geckos (vanilla bug)
  • Fixed Raised Feral Ghouls using the wrong sound template
  • Fixed Brahmin spawns not using Increased Spawns Brahmin script
  • Restored previous Ant fix to reduce non-hittable Ants issue
  • Added XP reward for defeating Gargantuan
  • Added Slavers as a chance to enounter in Wasteland spawns
  • Added new doubled number of Slaver variants
  • Added new Rambler Finger loot drop for Ramblers
  • Added configurable value for Skeleton Decay (default 15% no skeleton)
  • Added Robot death explosions to cover wasteland spawned robots
  • Added increased chance of robots exploding on death
  • Added minimum level 4 before Wanamingos appear
  • Added fleeing wounded Wanamingos will now retaliate if pursued
  • Added Talkie's Mutant Animations for mutants to wield more weapon types
  • Updated robot demolish sequence to include more parts
  • Updated Bethesda Feral Ghouls to use correct scripts
  • Updated Gecko and Wanamingo models and textures from Zenl
  • Updated Special Encounters for better distribution of Geckos and Wanamingos
  • Updated Pipboy icons and world models for all new MMMF3 loot from Drag0ntamer
  • Boosted base scales for SuperMutant ranks: higher levels larger, melee larger still
  • Boosted speed and size of Centaur
  • Boosted speed of Little Geckos
  • Broken Steel: Added new Broken Steel compatibiltiy plugin
  • Zones Respawn: Removed Paradise Falls from resetting
  • Natural Selection: Removed Ghoul from BoS to prevent Cross wailing on Ghouls
  • Increased Spawns: Added the Talon at The Mall
  • Increased Spawns: Added one of two new Increased Spawns engine methods

::: RC 2 Changelog
  • Placed sounds in the correct directory!

  • Fixed Deathclaw Matriarch never dropping her horns

  • Fixed player Robots not attacking or being attacked

  • Fixed some 'No...' plugins not working as intended

  • Fixed Feral Ghouls with legs or heads missing still raising

  • Fixed Disintegrated or Gooified Feral Ghouls still raising

  • Fixed Disintegrated or Gooified Glowing One and Robots exploding

  • Fixed EvergreenMills switch not triggering Gargantuan (vanilla bug)

  • Fixed Bethesda Ghouls not using Rampage and other Feral Ghoul features

  • Added new Feral Ghoul mini boss -- the Rambler

  • Added Feral Ghouls can now raise in realtime in front of you!

  • Added environmental lights to Firefies and Corpse Flies

  • Added Slavers to backup Grouse while Increased Spawns is enabled

  • Added Girdershade residents to No Attack for protection from wildlife

  • Added chance for Robots to explode on death in dozens of different ways

  • Added explosive force and damage to Glowing One and Robot deaths

  • Added Pipboy icons and world models for all new MMMF3 loot (thanks Drag0ntamer!)

  • Added Corpse Flies given no collision and prevented showing up on radar

  • Added FireFlies given no collision and prevented showing up on radar

  • Added Ragdoll data to Geckos, Wanamingos and Floaters

  • Added L0Ki's FOMOD install script for a FOMOD version

  • Reduced Giant Radscorpion chance by one third

  • Reduced Behemoth/Matriarch knockback effect to 50% chance for Player

  • Slightly boosted Floater health

  • Slightly boosted speed for cripple legged fleeing Wanamingos

  • Slightly reduced Feral Ghoul loot

  • Slightly reduced Radscorpion increased spawns

  • Updated fix for launching Geckos

  • Updated Night Ghoul vision effect on player checks for current effect first

  • Natural Selection: Updated Feral Ghoul related faction relationships to animals

:: New Creatures
:: The Rambler -- The Rambler is a bigger, stronger, beefier and more dangerous Feral Ghoul. His claws are also toxic, and will poison you on contact. Dangerous as he is, he's called a Rambler for a reason and limps slowly along, lunging towards you -- don't let him get close!

:: New Features
:: Feral Ghoul Raise -- There is now a chance for Feral Ghouls to raise in front of you, where you see them get up right as you approach, sometimes right when you least expect it...

Raising Feral Ghouls, without or without limbs missing, will have a 50% chance to raise while you're away to encounter them later as you trawl back through a dungeon, or instead to raise only as you get in range of them. These dead Feral Ghouls, prior to raising, also don't show up on your radar so you don't know which ones they are...

...as usual, however, to prevent Feral Ghoul raising you need to shoot of its legs or head.

:: Environmental Lights -- Corpse Flies and Fireflies now cast light on their environment. See the eerie effect of Corpse Flies lighting up the dead, while the wilderness Fireflies look stunning in the night time air.

:: Robots Explode -- Robots now have a chance of exploding with force a few seconds after they die. If they do explode, there are dozens of different dismemberment combinations, and the explosion can both push back nearby actors as well as deal a small amount of damage.

:: New models and icons -- Thanks to Dragontamer all the new MMMF3 loot creatures drop will now have unique Pipboy icons and world models. Dragontamer is still working on the models at the moment, but I can tell you the icons are superb :)

:: Skeleton Decay -- Corpses will now decay to skeletons after a time. To keep it simple and efficient the effect works at cell resets -- bodies will become skeletons after one reset, and then the skeletons themselves will disappear at the next. This means in zones that respawn after one reset you will fight fresh enemies among the skeletal bodies of their former comrades. Additionally, skeletons aren't always complete -- they have a randomised engine to create full body skeletons, part body skeletons, or combinations of body and limbs -- perhaps animals or Feral Ghouls took a chunk out of them while their bodies lay and rot... waste not want not afterall!


::: RC 1 Changelog
  • Fixed 1HP enemies issue (vanilla bug)

  • Fixed hard to target Ants issue (vanilla bug)

  • Fixed alpha on Ghoul variation shorts (vanilla bug)

  • Fixed Glowing Ones not always glowing (vanilla bug)

  • Fixed Glowing Ones fleeing (vanilla issue with idles)

  • Fixed Deathclaw meat acting as a poison for weapons

  • Fixed Night Ghoul glowing shorts (thanks MadCat221!)

  • Fixed some creatures not getting their size-scaled loot

  • Updated Corpse Fly skeleton to prevent Corpse Flies pushing objects around

  • Updated Gargantuan skeleton to better balance proportions

  • Updated Gargantuan knockback effect -- can now send gibs flying or obliterate a foe

  • Updated RadScorpions and Geckos to add to AnimalFriends (thanks OnlyToast!)

  • Updated Glowing One variant normal maps and textures in the meshes

  • Added new Feral Ghouls can raise from dead, unless you properly dismember them!

  • Added new Feral Ghoul Flesh as loot to Feral Ghouls

  • Added new Night Ghoul Eyes as loot to Night Ghouls -- grants night vision!

  • Added new Deathclaw Matriach (backward horns) and variants, an even deadlier Deathclaw with knockback!

  • Added new Deathclaw Matriach horns as loot for Deathclaw Matriach

  • Added new Deathclaw Young, a new type of baby Deathclaw

  • Added new Wanamingo and variants

  • Added new Wanamingo Meat as loot for Wanamingos

  • Added new Wanamingo Tooth as loot for Wanamingos

  • Added new Floaters and variants

  • Added new Floater Meat as loot for Floaters

  • Added new Floater Bulbs as loot for Floaters

  • Added new Fireflies and variants, passive multi-hued tiny flies that can appear at night

  • Added new knockback to Behemoth special attack, a weaker version of the Gargantuan's

  • Added new Glowing Ones now dismember or explode a short time after death

  • Added new world model and Pipboy icon for Gecko Skin

  • Added new loot items to Bemehoth and Gargantuan loot

  • Added new sounds for Wanamingos and Floaters (thanks Killerbee!)

  • Added new plugins: No Ghoul Raise, No Wanamingos, No Floaters

  • Added No Attack faction to Player faction robots

  • Added proper idles for all new creatures

  • Added test fix for flying Geckos (vanilla bug)

  • Greatly improved Behemoth and Gargantuan loot diversity

  • Greatly improved Feral Ghoul diversity

  • Slightly reduced chance of animals and some NPCs to flee

  • Optimised Corpse Fly mesh to improve performance

  • Optimised Firefly mesh to improve performance

  • Adjusted weights of all new loot items

  • Adjusted glow emittance on Glowing Ones meshes

  • Adjusted all new loot ingestible benefits to be time based

  • Adjusted Fire Gecko confidence to make them more fearless

  • Adjusted Golden Geckos to make them more aggressive

  • Increased Spawns: Adjusted Increased Spawns balance equations

  • Hunting & Looting: Fixed looting enemies not responding, properly this time

  • Hunting & Looting: Added chance for NPCs to not loot, more realistic in groups

  • Zones Respawn: Removed Fort Independence and RaiderNoSpawn

:: New Features
:: Feral Ghoul Raise -- Mutations from radiation have made Feral Ghouls extremely resiliant -- when you kill some ghouls, unless they're physically dismembered, may actually enter a comatose state for a while and, unfliching from pain, can get back up and attack you again -- perhaps in the heat of battle, perhaps hours later as you traverse back through a dungeon... either way giving you the fright of your life as they attack you, even with their limbs missing!

Notes: Only ghouls with arms missing can do this -- if they have no legs, they obviously can't move, and if they have no head you've pretty much killed them for sure. Therefore, for extra challenge, if you want to ensure Feral Ghouls stay down, blow off their legs or head.

The important thing is they raise as you left them -- if you killed a ghoul and his left arm dismembered, he will raise with his left arm missing and attack you only with his right. There are four types of raised Feral Ghoul -- fully limbed (no limbs missing), left arm missing, right arm missing, and both arms missing -- these last guys, while still alive, can't attack you and will attempt to flee, even while crippled.

Due to the way the raising works (or rather how vanilla spawn points work), it will only work if Increased Spawns is enabled. Additionally, you can of course disable it with a new No Ghoul Raise plugin or tailor the percentage chance of a ghoul raising with the new MMMzFeralGhoulRaise global. Finally, limbless Feral Ghouls will occasionally spawn on their own, too, as if they had been in past fights and survived.

:: Night Ghoul Eyes -- New loot for the Night Ghouls includes the chance to drop Nigh Ghoul eyes, which if you ingest will not only briefly grant higher perception, but also night vision for a while -- use the Night Ghoul's own sight against them!

:: Gargantuan Demolish -- Gargantuans can now send bodies flying with their powerful fist attack and, additionally, should a strike kill an actor they have a high chance of being dismembered in dozens of different ways and will even do so in-flight while being knocked back. Finally, with a powerful enough strike, there's also a chance of an actor being completely obliterated into a gibbed mess by the killing blow of the Gargantuan. Evergreen Mills is a complete battleground now as the Gargantuan decimates the Raiders, sending bodies and gibs and limbs flying in all directions!

:: Behemoth Knockback -- As with the Gargantuan, Behemoths can now cause a knockback effect too, but with a much reduced effect and without the chance to dismember on death. Think of the Behemoth attacks as a taste of what's to come for when you meet a Gargantuan...

:: Glowing Ones Dismember -- Glowing Ones now lose their glow when they die and, a short time after, will explode in one of two different dismemberment deaths.


:: New Creatures
:: Deathclaw Matriach -- You think the Deathclaw is mean? Wait till you see his female partners -- bigger, stronger, faster and with the chance to send enemies flying with a knockback effect. If you know what's good for you, avoid her at all costs.
:: Deathclaw Young -- Although rare as they are often protected in lairs, Deathclaw Young can be found out in the open. Naturally they're aren't as strong as an advlt, and don't drop the valuable Deathclaw Blood. For that reward, you need the tougher fight of a mature Deathclaw.
:: Floaters -- Just like their Fallout 2 counterparts, floaters are odd and creepy looking creatures that don't move fast but can hit for a punch. They spawn with their Supermutant masters and their meat is particuarly restorative.
:: Wanamingos -- Another classic creature, Wanamingos are fast and furious and will happily tear you a new hole. They can be found in the wasteland and, as in Fallout 2, the best defence against the is to cripple their legs causing them to flee.
:: Fireflies -- Fireflies are completely passive creatures that appear at night and disapppear by the morning. They can sometimes be seen far away flickering in the moonlight, and if you get close you'll see them in a rainbow of colors.

:: New Loot
Feral Ghoul Flesh, Wanamingo Meat, Floater Meat, and the Night Ghoul Eye are all ingestible, with the Floater Meat being particularly good for healing while the Night Ghoul Eye can temporarily grant night vision. The Deathclaw Matriarch Horn, Wanamingo Tooth, and Floater Bulb all add new items of varying values to sell as well.

As always, meat from creatures is depdent on size with larger creatures dropping more meat. For items like teeth, anetannae, eyes, and horns the number dropped is a random function dependent on type.


::: Beta 4 Changelog
  • Added new skeleton for the Gargantuan
  • Added new skeleton for the Corpse Fly
  • Added new skeleton for the Glowing One
  • Added new Vicious Dog Pups and variants
  • Added new Little Geckos and variants
  • Added new Golden Geckos and variants
  • Added new Fire Geckos and variants
  • Added new Mole Rat Young and variants
  • Added Vicious Dog Fur as loot for Vicious Dogs
  • Added Vicious Pup Fur as loot Vicious Pups
  • Added Gecko Meat and Gecko Skin as loot for Geckos
  • Added Ant Antennae as loot for Ants
  • Added Radscorp Stinger as loot for Radscorpions
  • Added Molerat Teeth as loot for Molerats
  • Added Baby Mole Rat Teeth as loot for Mole Rat Young
  • Added Mirelurk Claw as loot for Mirelurks
  • Added Yao Guai Eyes as loot for Yao Guai
  • Added Deathclaw Meat as loot for the Deathclaw
  • Added Deathclaw Blood as loot for the Deathclaw
  • Added knockback effect to the Gargantuan's right-armed strike
  • Added minimum spawn level of 6 before random Behemoth and Gargantuan spawn
  • Slightly reduced chance of wasteland Behemoths and Gargantuans to spawn
  • Boosted Behemoth and Gargantuan health
  • Boosted SuperMutant, Brute, and Master health
  • Fixed some female raiders with wrong voice type (vanilla bug)
  • Fixed Glowing Ones not always glowing (vanilla bug)
  • Fixed some raiders getting stuck in AI loops
  • Improved Evergreen Mills Raider diversity further
  • Improved Glowing Ones making them more fearless
  • Reduced chance of Roamers and Glowing Ones in ghoul packs by 25%
  • Reduced timeframe for looting NPCs to loot by 25%
  • NPCs looting in combat that get hit will now retaliate
  • Zones Respawn: Set Arlington Library to not respawn
  • Natural Selection: Removed some factions that may cause issues
  • New plugin: No Geckos

:: New Loot
Geckos, Vicious Dogs, Vicious Pups, Molerats, Mirelurks, Ants, Yao Guai and Radscorpions all now have extra loot apart from their meat -- fur for the dogs, teeth for the Molerats, claws for the Mirelurks, antennae for the Ants, eyes for the Yao Guai and stingers for the Radscorpions.

Fur from the Vicious Dogs and Vicious Pups can be sold, with the Pup fur being lighter and more valuable. Like meat on creatures, fur is size-scaled and larger animals yield more. Likewise for the Geckos, larger creatures yield more skin in addition to meat, and the Fire Gecko skin is the most valuable of all.

For creatures like Mirelurks, Ants, Radocorpions, Molerats, and Yao Guai the number of extra loot you get will range from 0-2 randomly for each creature (i.e 2 claws, or 1 antennae, etc).

The Deathclaw loot deserves special mention -- as one of the toughest creature fights in the game, Deathclaws drop both new Deathclaw Meat and Deathclaw Blood. The meat is quite toxic, and not terribly valuable. The blood, however, can be consumed to distill the Deathcalw's Rage and provide the following benefits for one minute: +5 strength, +5 AP, -4 intelligence, +1 HP per second. It's also valuable, and can be sold.

As with other creatures, the larger the Deathclaw the more meat and blood you will be able to get.

:: New Creatures
:: Vicious Dog Pups -- small, hungry, and seeing you as a threat. They're weaker and do less damage of course, but they drop a unique soft fur that you can sell. They'll also try and follow their parents when they're around.
:: Young Mole Rats -- Mole Rats tend to keep their young safe in burrows so you won't see these often, but if you happen to catch them out in the open you'll find them fast but easy prey. Because they are rare, their teeth fetch a higher price than that of their parents.
:: Little Geckos -- Little Geckos are the smallest of the Geckos and generally passive, and as such are ignored by most wildlife. They are will fight back if attacked, but don't post a large threat. Their skin can can be collected and sold.
:: Golden Geckos -- Golden Geckos are mutated by feeding near radiated waste, and as a result are immune to radiation adn slightly larger in size, more likely to be aggressive, and can swipe with poisonous claws. Being more dangerous, their skin is more valuable to sell.
:: Fire Geckos -- Fire Geckos are the largest of this breed and extremely dangerous -- they attack on sight and can ignite flames on their foes on impact. Naturally, they are immune to fire as well. Their hide is the most valued of all, and can fetch a good price.

For previous Changelog entries see the README file in the archive.

::: Screenshots
Increased Spawns
:: http://members.iinet.com.au/~amills/zMMMF3-IS1.jpg
:: http://members.iinet.com.au/~amills/zMMMF3-IS2.jpg

New Creatures
:: http://members.iinet.com.au/~amills/MMMF3-Firelurk.jpg
:: http://members.iinet.com.au/~amills/zMMMF3-NightGhouls.jpg
:: http://members.iinet.com.au/~amills/zMMMF3-Gargantuan.jpg
:: http://members.iinet.com.au/~amills/zMMMF3-WastelandScorpion.jpg
:: http://members.iinet.com.au/~amills/zMMMF3-CorpseFlies2.jpg (shot courtesy of Arks4)

Diverse Creatures
:: http://members.iinet.com.au/~amills/zMMMF3-Ghouls2.jpg
:: http://members.iinet.com.au/~amills/zMMMF3-Ghouls3.jpg
:: http://members.iinet.com.au/~amills/zMMMF3-Molerats.jpg
:: http://members.iinet.com.au/~amills/zMMMF3-ViciousDogs.jpg
:: http://members.iinet.com.au/~amills/zMMMF3-Bloatfly.jpg
:: http://members.iinet.com.au/~amills/zMMMF3-Diverse1.jpg
:: http://members.iinet.com.au/~amills/zMMMF3-Mirelurk.jpg
:: http://members.iinet.com.au/~amills/zMMMF3-Supermutants.jpg

Diverse NPCs
:: http://members.iinet.com.au/~amills/zMMMF3-DiverseNPC1.jpg
:: http://members.iinet.com.au/~amills/zMMMF3-DiverseNPC2.jpg
:: http://members.iinet.com.au/~amills/zMMMF3-DiverseNPC3.jpg

User avatar
carley moss
 
Posts: 3331
Joined: Tue Jun 20, 2006 5:05 pm

Post » Sun Oct 10, 2010 4:12 am

::: How to update
Whether installing the mod for the first time, or updating from one version to the next, always do the following:
:: Follow the Installation Instructions steps 1-5.
Easy!

::: Mini-FAQ
:: What's the suggested load order?

This is actually covered in the Installation Instructions, but here's a visual guide made by arcana75:
--- Start of mod list ---
Fallout3.esm
Mart's Mutant Mod.esm
...
--- all kinds of other mods here ---
...
Mart's Mutant Mod.esp
Mart's Mutant Mod - 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
--- End of mod list ---

:: I'm getting invisible/purple/exclamation mark creatures and NPCs
  • The Meshes and Textures haven't been extracted and installed
  • The latest version of http://www.fallout3nexus.com/downloads/file.php?id=944 hasn't been installed

:: There are mismatching skin tones on some Raiders/NPCs
  • http://www.fallout3nexus.com/downloads/file.php?id=944 hasn't been installed -- the latest version, which adds bLoadFaceGenHeadEGTFiles=1 to the ini
  • Add bLoadFaceGenHeadEGTFiles=1 to your Fallout3.ini, or re-install the latest http://www.fallout3nexus.com/downloads/file.php?id=944

:: Does the Evergreen Gargantuan count towards the achievement?
  • Yes, all Behemoths and Gargantuans count towards the achievement. I made sure of it :)

:: The molerat repellant stick isn't exploding the molerat heads!
  • This is not MMM. You are using a mod that alters weapons that incorrectly modifies the stick.

:: After installing Broken Steel, Bael and his pals are missing.
  • This is not MMM. This is a bug with Broken Steel. Grab the 'Bring Back Bael' mod -- http://www.fallout3nexus.com/downloads/file.php?id=6545

:: In the Project Purity mission to kill 14 Super Mutants and Centaurs, I've killed everthing I can find but there's still 2 missing?
  • This is MMM, kinda. It only affects some people and appears to be related to old savegame data and these particular spawn points. For now, the easiest solution is to disable MMM while completing this quest, then re-enable it afterwards.

User avatar
He got the
 
Posts: 3399
Joined: Sat Nov 17, 2007 12:19 pm

Post » Sun Oct 10, 2010 6:50 am

::: Making use of the globals
MMMF3 is designed to be modularised from the ground up, and you may notice most (but not all, for functional reasons) of the optional plugins actually just toggle global variables in the main mod.

Here's an explanation of the global variables so you can further tailor the mod if the values used in the plugins aren't to your liking. Either edit these in the optional MMMF3 .esps, or create a new .esp by editing the globals from the MMMF3 master:
  • MMMzIncreasedSpawnsMin [1]
  • MMMzIncreasedSpawnsMax [0]
    These control the minimum and maximum spawns to appear at spawn points. MMMzIncreasedSpawnsMin shouldn't be set to less than 1. Setting MMMzIncreasedSpawnsMax to 0 will disable Increased Spawns (the default). The plugins Increased Spawns.esp and Increased Increased Spawns.esp set these values to 1-3 and 2-5 respectively. For more information how the spawns percentages are distributed, see the README - Mart's Mutant Mod - Increased Spawns.txt file included in the mod.

  • MMMzBehemothChance [2]
    Sets the chance for Behemoths and Gargantuans to appear randomly in the wasteland with Supermutant spawns. When this occurs there is a 1 in 5 chance of the spawn being a Gargantuan, otherwise it will be one of 8 different Behemoth variants. Note this setting is distinct from Increased Spawns, and works even if it isn't enabled.

  • MMMzSpecialEncounterChanceDay [15]
  • MMMzSpecialEncounterChanceNight [20]
    Controls the chance for a special wasteland spawn. During the day this includes the passive Wild Dog and Wasteland Scorpion, at night this will spawn Fireflies and the far from passive Night Ghouls...

  • MMMzCorpseFlies [15]
    This controls whether Corpse Flies can spawn around corpses after six hours, and then chances of this occuring. If set to -1, Corpse Flies will be disabled. The default is a 15 percent chance.

  • MMMzLooting [0]
    Controls whether creatures & NPCs will loot corpses during and after a fight. Any value larger than 1 enables looting behaviour.

  • MMMzWounding [0]
    Controls whether creatures & NPCs will suffer wounding penalties and visibly bleed the more damaged they become. Currently doesn't do anything, the Wounding Effects plugin is in development.

  • MMMzFeralGhoulMult [5]
    Sets the multiplier value for the Feral Ghoul Rampage.esp plugin, which defaults to 5. Keep in mind this multiplier is applied against the result of the Increased Spawns value, so you'll see 5-15 Feral Ghouls when using Increased Spawns (1-3) and a crazy 15-25 when using Increased Increased Spawns (3-5). Set this higher if you're crazy!

  • MMMzFeralGhoulRaiseChance [50]
    Sets the chance for Feral Ghouls to raise again if not properly killed (to prevent Feral Ghouls raising, ensure head or legs are dismembered). Note this applies only to increased spawns, so if 3 Feral Ghouls spawn from a point and you kill them, 2 of them have a 50% chance of raising. Raised Feral Ghouls have a fraction of their health left, have stats and abilities reflecting their wounds, and will not raise again when killed.

  • MMMzSkeletonDecay [85]
    Sets whether corpses decay to skeletons. To keep it simple and efficient the effect works at cell resets -- bodies will become skeletons after one reset, and then the skeletons themselves will disappear at the next. A randomisation engine creates full body skeletons, part body skeletons, or combinations of body and limbs. Note: Requires the Zones Respawn plugin to be loaded as most cells don't reset in vanilla, and so you won't see skeletons appear.

  • MMMzPlayerScaling [0]
    Controls a dynamic difficulty scaler based on player level affecting maximum Increased Spawns and the chance for Behemoth and Gargantuan to appear. Disabled by default for now, enable by making a new .esp from the MMM .esm master file. The value works as a divider against the player level to add a modifier to both MMMzBehemothChance and MMMzIncreasedSpawnsMax, if Increased Spawns is enabled. Suggest a value of 5 or 6, unless you're a real bad-ass in which case go with 4.
  • MMMzDLCIncreasedSpawns [1]
    Controls whether Increased Spawns applies to the DLCs independently of the main game. Has no effect if Increased Spawns isn't also enabled. Note: Increased Spawns is only applied to some DLCs and in areas where it makes sense, so you probably won't feel a need to disable it but the option is here none the less.

  • MMMzSizeScaling [1]
    Disables the dynamic size scaling for NPCs and creatures. Size scaling has been corrected in RC 5.0 to be less extreme, but it can be disabled entirely with this global. Note: if you disable scaling in a current game, sizes will return to normal as cells reset and new spawns are spawned.

  • MMMzSpawnsChanceNone [0]
    Sets the chance for no spawn to occur at exterior Wasteland spawn points only. The Reduced Wasteland Spawns plugin sets this to 12% by default. For those who feel the Wasteland gets a little too busy sometimes.

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Ross Thomas
 
Posts: 3371
Joined: Sat Jul 21, 2007 12:06 am

Post » Sun Oct 10, 2010 1:20 pm

Changelog again for easy finding:

::: RC 5.0 Changelog
  • Fixed excessively large or small NPCs and Super Mutants
  • Fixed Big Town Robots not attacking in Super Mutant assault
  • Fixed some original Super Mutant corpses spawning Increased Spawns
  • Fixed Enclave appearing near Purity after final quest (vanilla bug)
  • Fixed Temple of The Union slaves' loaded Brahmin not showing Statue pack
  • Fixed (hopefully) Night Ghoul eye vision triggering when it shouldn't
  • Fixed Behemoths and Gargantuans spawning in bad places (Falls Church, Vernon's Square)
  • Fixed incorrect normal maps for some Super Mutant armours
  • Fixed Palandin Bael's companions spawning exponentially over time
  • Fixed large Deathclaws getting stuck inside interiors
  • Slightly reduced chance of Wanamingos appearing
  • Slightly reduced chance of Deathclaw Young spawning
  • Slightly reduced chance of Sentry Bots and Deathclaws in Wasteland
  • Slightly reduced volume of Enclave fodder in final quest
  • Slightly reduced excess body count and combat globals for stability
  • Slightly increased value of Deathclaw Matriarch horns
  • Slightly increased chance of Vicious Pups and Molerat Young spawning
  • Added Republic of Dave NPCs to No Attack faction
  • Added chance for a new Crazed Brahmin to spawn with Wasteland Brahmin
  • Added new system for spawning Vicious Pups and Molerat Young
  • Added new higher resolution armor textures for Super Mutants
  • Added new global - MMMzDLCIncreasedSpawns, defines whether IS applies to DLCs
  • Added new global - MMMzSizeScaling, defines whether dynamic size scaling is applied
  • Added new global - MMMzSpawnsChanceNone, sets percentage chance of no spawn at Wasteland points
  • Added new feature - NPCs now lose Perception and weapon skills while outside at night
  • DLC Anchorage: Prevented Behemoths and Gargantuans spawning at Baileys Crossing
  • DLC Broken Steel: Resolved minor conflict between UF3P Broken Steel and MMM Broken Steel
  • DLC The Pitt: Added diverse skins for Street Troggs
  • DLC The Pitt: Added Increased Spawns for Street Troggs
  • DLC The Pitt: Scaled Trog variants to appear at earlier levels
  • DLC The Pitt: Trogs take more damage from head shots
  • DLC Zeta: Added Increased Spawns at a reduced rate for specific areas
  • DLC Zeta: Added most MMM features including explosive robot deaths and stat, confidence and size scaling
  • New Plugin: No Size Scaling
  • New Plugin: No DLC Increased Spawns
  • New Plugin: Reduced Wasteland Spawns
  • New Plugin: DLC Zeta

::: New Features
::: Night Vision
It's harder to shoot and fight in the dark, isn't it? At least it should be. NPCs now suffer a penalty to Perception, Weapon and Melee abilities at night making sneaking in the dark and generally staying undetected at night easier, as well making night time combat harder. The effect applies only to NPCs outside, and is nullified if they wear Power Armour. Creatures are also unaffected (most will have adapted to night time survival).
::: Crazed Brahmin
There is a small chance that wild Brahmin packs will spawn Crazed Brahmin. Just like your average Brahmin, only somewhat more likely to pick a fight!

::: New Plugins
:: DLC Zeta
Optional, not required to use MMM with Mothership Zeta. Adds most MMM features to Mothership Zeta including Increased Spawns where applicable.
:: Reduced Wasteland Spawns
Adds a 12% chance for nothing to spawn at outside Wasteland spawn points only. For those who feel the Wasteland gets a little too busy sometimes.
:: No Size Scaling
Disables NPC and creature dynamic size scaling. The effect has been toned down in RC 5.0, but if you prefer not to have any at all use this plugin. Note: Scaling will return to normal as cells reset and new spawns are spawned.
:: No DLC Increased Spawns
Disables Increased Spawns for DLCs only. Only has an impact if Increased Spawns is enabled. Note: Increased Spawns is only applied to some DLCs and in areas where it makes sense, so you probably won't feel a need to disable it, but the option is here none the less.

::: FOIP Plugins
FOIP plugins have been updated for FOOK2, FWE and XFO support. Note FOOK (original) support is retired now that FOOK2 is out. This means the XFO+FOOK plugin is no more. Consider switching to FWE or using Arwen's mods (which currently don't require a FOIP plugin for MMM) for game balance as XFO is no longer maintained.

::: http://www.fallout3nexus.com/downloads/file.php?id=4968

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Angela
 
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Post » Sun Oct 10, 2010 10:41 am

For MadCat211, CrazyAce and others:

Yeah. As always, nothing is ever simple in Fallout 3.

So I played with detection events also, and got the same results you did. Interesting, but not really what I had hoped for. So, with six hours of testing and the judicious application of a codeblock and some AI packages, I've got something that looks like this:

* At a range of 6000> NPCs will, once a comrade is hit by a weapon, run and look for cover (so not just on death, but the first sign of trouble).
* At a range of 3500> and <6000 NPCs will, if they have line of sight to you, notice you and come after you.

I gotta say it really changes the dynamic of combat. No more taking pot-shots at range willy nilly. Lets face it, if you can see them they can see you and they have ears, so if you shoot them at range they're not stupid anymore, they'll head in your direction.

I was going to upload a beta to play with but the last thread got closed and it wasn't worth starting a new thread for.

That said, I got the effect working -- it's in RC 5.0. However being new it's disabled by default, it will need testing. To test the new feature edit Mart's Mutant Mod.esp or make a new plugin and set the following: MMMzCombatDetection to 1. Then go shoot some Raiders at long range :)

It's currently applied only to Raiders. If there are any issues I can iron them out before applying to other NPC types, Super Mutants etc.

I had a brief play at Evergreen Mills taking potshots from the cliff (quite note: distance calcs in Fallout 3 don't take into account height (z) axis, so they register closer than they actually are). With Increased Spawns enabled it was quite effective in alerting all nearby actors and causing them to seek the player out -- much improved instead of standing there waiting to die as you shoot them again and again.
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Genocidal Cry
 
Posts: 3357
Joined: Fri Jun 22, 2007 10:02 pm

Post » Sun Oct 10, 2010 10:52 am

ok mart in the other thread you was talking about getting the monsters from stalker. are you going to use the animations from stalker for them or is it even possible to use anims from stalker on FO3 or are the engines to different? also check your PMs.
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Nina Mccormick
 
Posts: 3507
Joined: Mon Sep 18, 2006 5:38 pm

Post » Sun Oct 10, 2010 12:51 am

I found with the new version theres a couple of places where huge numbers of npcs spawn, specifically the outcasts at fort independence and the BOS at the mall (that I've seen so far)..I'm assuming its this mod since I havent added anything else that might change these

apart from that...good work, really improves he gameplay
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Brian LeHury
 
Posts: 3416
Joined: Tue May 22, 2007 6:54 am

Post » Sun Oct 10, 2010 9:18 am

That said, I got the effect working -- it's in RC 5.0. However being new it's disabled by default, it will need testing. To test the new feature edit Mart's Mutant Mod.esp or make a new plugin and set the following: MMMzCombatDetection to 1. Then go shoot some Raiders at long range :)


I tested this a bit, in an underground subway. I sniped at a group of raiders cobbled together walking, smoking, sitting. They don't seem to notice their fellows' heads getting blown off :/ Although, I was using a silenced sniper rifle from WMK.

I wasn't following the last thread, maybe I am misconstruing the purpose of the combat detection script. The one thing that is missing which none of the so-called "combat AI" tweaks and mods have been able to do is to get npcs to take notice when their fellows are getting killed. Some of these AI "tweaks" and mods attempt to compensate this by reducing the effectiveness of "stealth" but that does not achieve the same effect. Sometimes it ends up making the npcs psychic when the real issue is that even though they may not be able to spot the player, they should take some logical courses of action like "take cover" and scan for trouble. Am I am correct that combat detection is attempting to address this?
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Brandon Bernardi
 
Posts: 3481
Joined: Tue Sep 25, 2007 9:06 am

Post » Sun Oct 10, 2010 6:32 am

Hi Martigen, it's great to see you around here again.

I apologize if you have been asked this ad nauseum, but have you considered adding Cybernetic Dawn's Terminator-like cyborgs to the new creatures list?

There is a male and female variant for endoskeletons and also infiltrators with battle damage exposing their cyborg parts. I'm sure someone asked you before about including them, maybe you aren't interested or the author didn't want them in MMM, but I was curious if you ever thought of adding them.

Thanks for the excellent mod!
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Naughty not Nice
 
Posts: 3527
Joined: Sat Nov 04, 2006 6:14 am

Post » Sun Oct 10, 2010 4:30 am

I left the F3 scene for a while, has bleeding been implemented yet?
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emily grieve
 
Posts: 3408
Joined: Thu Jun 22, 2006 11:55 pm

Post » Sun Oct 10, 2010 6:51 am

ok mart in the other thread you was talking about getting the monsters from stalker. are you going to use the animations from stalker for them or is it even possible to use anims from stalker on FO3 or are the engines to different? also check your PMs.

I don't know, I'll check with the author of the stalker creatures.


I found with the new version theres a couple of places where huge numbers of npcs spawn, specifically the outcasts at fort independence and the BOS at the mall (that I've seen so far)..I'm assuming its this mod since I havent added anything else that might change these

apart from that...good work, really improves he gameplay

There are going to be areas with a lot of creatures and NPCs if you're using increased spawns. I don't know if what you describe is abnormal or expected. What do others think?


I tested this a bit, in an underground subway. I sniped at a group of raiders cobbled together walking, smoking, sitting. They don't seem to notice their fellows' heads getting blown off :/ Although, I was using a silenced sniper rifle from WMK.

I wasn't following the last thread, maybe I am misconstruing the purpose of the combat detection script. The one thing that is missing which none of the so-called "combat AI" tweaks and mods have been able to do is to get npcs to take notice when their fellows are getting killed. Some of these AI "tweaks" and mods attempt to compensate this by reducing the effectiveness of "stealth" but that does not achieve the same effect. Sometimes it ends up making the npcs psychic when the real issue is that even though they may not be able to spot the player, they should take some logical courses of action like "take cover" and scan for trouble. Am I am correct that combat detection is attempting to address this?

Did you enable the global after that area had already spawned? It will only take effect in fresh cells where enemies are spawning.


Hi Martigen, it's great to see you around here again.

I apologize if you have been asked this ad nauseum, but have you considered adding Cybernetic Dawn's Terminator-like cyborgs to the new creatures list?

No yet, can you link me to check them out?


I left the F3 scene for a while, has bleeding been implemented yet?

Nope :) Life has been incredibly busy, and I still have a to-do list of four major items before working on wounding again. So far my list looks like this for RC 6.0:

* Finish expanding DLC increased spawns
* Add DLC creatures to wasteland
* Complete Combat Detection feature
* Add Stalker creatures and variants
* Add diverse skins for robots (yes, finally!)
* Possibly add entirely new robot enemies (secret sauce for now)
* Any bug fixes

As time is short at the moment, it could be a month maybe longer before I can complete this.
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Shaylee Shaw
 
Posts: 3457
Joined: Wed Feb 21, 2007 8:55 pm

Post » Sun Oct 10, 2010 8:56 am

No yet, can you link me to check them out?


Sure here you go: http://www.fallout3nexus.com/downloads/file.php?id=5365

I think OD (The author) created them as a new "human" npc race instead of being robot creatures, don't remember completely. There is also an unrelated Teminator HK tank in Nexus but it is untextured, small and probably wouldn't work well in F3's terrain so I didn't bring it up.

Anyway if the Terminators work for you it'll add a nice new group of enemies to the fray. Thanks!
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Arrogant SId
 
Posts: 3366
Joined: Sat May 19, 2007 11:39 am

Post » Sun Oct 10, 2010 2:21 pm

Maybe a stupid question, but could you add attacking vertibirds to the wastes? I loved fighting against them and I miss the challenge. Ah, the sound of mini nukes exploding next to you. Beatiful :D

Harmy52
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Bird
 
Posts: 3492
Joined: Fri Nov 30, 2007 12:45 am

Post » Sun Oct 10, 2010 1:46 am

I found with the new version theres a couple of places where huge numbers of npcs spawn, specifically the outcasts at fort independence and the BOS at the mall (that I've seen so far)..I'm assuming its this mod since I havent added anything else that might change these

apart from that...good work, really improves he gameplay



There are going to be areas with a lot of creatures and NPCs if you're using increased spawns. I don't know if what you describe is abnormal or expected. What do others think?



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, I have the feral ghoul rampage activated and it doesn't spawn nearly as many ghouls,

I've only seen it with brotherhood and outcast troops
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Sian Ennis
 
Posts: 3362
Joined: Wed Nov 08, 2006 11:46 am

Post » Sun Oct 10, 2010 8:10 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, I have the feral ghoul rampage activated and it doesn't spawn nearly as many ghouls,

I've only seen it with brotherhood and outcast troops


I've had this with Enclave baddies.
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Eire Charlotta
 
Posts: 3394
Joined: Thu Nov 09, 2006 6:00 pm

Post » Sun Oct 10, 2010 12:12 pm

I think the Stalker Creatures would ruin people's experiences with MMMF3 if they're looking for a lore friendly creature expansion. Hope you'll make a global/no spawn .esp for these particular creatures so we have the option of not using them if you do go on with the implementation.

And the Terminator mod, while nice, just doesn't fit, unless you were using the damaged skin races alone and made them "commonwealth runaways." That might actually be cool.
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Quick draw II
 
Posts: 3301
Joined: Thu Nov 08, 2007 4:11 pm

Post » Sun Oct 10, 2010 12:49 am

I think the Stalker Creatures would ruin people's experiences with MMMF3 if they're looking for a lore friendly creature expansion. Hope you'll make a global/no spawn .esp for these particular creatures so we have the option of not using them if you do go on with the implementation.

And the Terminator mod, while nice, just doesn't fit, unless you were using the damaged skin races alone and made them "commonwealth runaways." That might actually be cool.


Commonwealth runaways and people who have incorporated lost tech into themselves. Don't forget caches of that crap are all over the place. Seems like every pre war neighborhood had at least one mad scientist running around, lol.
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Brentleah Jeffs
 
Posts: 3341
Joined: Tue Feb 13, 2007 12:21 am

Post » Sun Oct 10, 2010 2:43 am

Wow amazing work Martigen and company. I just saw my first corpse flies and was entranced with their haunting beauty. Truly they cast an eerie light upon a lifeless cadaver. Very 1960s sci-fi horror movielike :D

The different textures for the creatures adds realistic variety as if each creature has its own history and life on how it got to look that way.

Fleeing behaviour is great. Nice to actually see rad roaches fleeing from combat which makes them feel very real and living up to their reputations as the best survivors on the planet. I also like how they actually stay away instead of coming back afterwards to acttack from behind. Very nice.

Mobs are fantastic and best of all i suffered no framerate hit at all. Buetiful work there.

Happy to see that so far everything is very stable with my current mod load:

Anchorage.esm
Fallout3.esm
ThePitt.esm
BrokenSteel.esm
PointLookout.esm
Zeta.esm
Mart's Mutant Mod.esm
eye_hair_en.esp
Repair Rethought.esp
Board Games - Monopoly.esp
People_Radio.esp
Existence2.0.esp
CONELRAD 640-1240.esp
KBATRadio.esp
CPAR - Cheezy Poofs and Rations - OVE.esp
WastelandTV.esp
Level 2 Some More Color.esp
lessviewdistance.esp
COD Realism v6.esp
COD Realism OA v1.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
TheOutbreak - WMS Combo Pack - C12H.esp

Total active plugins: 28
Total plugins: 28


Thanks! :foodndrink: :icecream: :foodndrink:
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Rinceoir
 
Posts: 3407
Joined: Thu Jun 29, 2006 1:54 am

Post » Sun Oct 10, 2010 4:49 am

I think the Stalker Creatures would ruin people's experiences with MMMF3 if they're looking for a lore friendly creature expansion. Hope you'll make a global/no spawn .esp for these particular creatures so we have the option of not using them if you do go on with the implementation.

And the Terminator mod, while nice, just doesn't fit, unless you were using the damaged skin races alone and made them "commonwealth runaways." That might actually be cool.


I agree, I wasn't suggesting the Terminators to be a direct copy of the original movieverse but made to fit as a brand new creature into Fallout's world. The Endos could be Commonwealth combat droids and the infiltrators could be Commonwealth spy/assassin cyborgs.

I just thought it would be cool to face them every once in a while throughout the wasteland :shrug:
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lilmissparty
 
Posts: 3469
Joined: Sun Jul 23, 2006 7:51 pm

Post » Sun Oct 10, 2010 2:28 am

Did you enable the global after that area had already spawned? It will only take effect in fresh cells where enemies are spawning.


Yes, so only "new" spawns will be affected by it? Ok I'll test that :)
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neil slattery
 
Posts: 3358
Joined: Wed May 16, 2007 4:57 am

Post » Sun Oct 10, 2010 3:57 pm

Hey, is there an option to install the mod without any additional creatures?

I'd love to have only the part of it that brings variety to already existing ones.
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Dalley hussain
 
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Post » Sun Oct 10, 2010 7:17 am

david_atman
Yes, there are several optional esp's (their names start with "No...") that remove a certain monster from the game. If you want to remove all of the new creatures then just mark all of those esp's.


And, also, about the Cybernetic Dawn mod, you could make those robots very strong and hard to beat, so they may act like bosses (e.g. like Gargantuan).
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Heather Dawson
 
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Post » Sun Oct 10, 2010 1:26 pm

david_atman


And, also, about the Cybernetic Dawn mod, you could make those robots very strong and hard to beat, so they may act like bosses (e.g. like Gargantuan).


Maybe even disguise a few as horror characters of old to hide their true nature while demoralising crushing the populace spirit for the eventual complete takeover of humanity. Just imagine a Terminator dressed up as Michael Myers from HALLOWEEN an unstoppable force stalking the wasteland.
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Javier Borjas
 
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Post » Sun Oct 10, 2010 1:04 pm

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, I have the feral ghoul rampage activated and it doesn't spawn nearly as many ghouls,

I've only seen it with brotherhood and outcast troops


screenshots of the someone with the same problem in this thread, not sure if its something to do with using it on a game thats had an earlier version activated, but I did wait inside 4 days

http://www.gamesas.com/bgsforums/index.php?showtopic=1070127&st=0&gopid=15553424&#entry15553424
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Ryan Lutz
 
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