[RELz] Mart's Mutant Mod 1.0 RC 6.0

Post » Fri Feb 18, 2011 10:58 pm

Heya, Well I was making a custom patch using FO3Edit and I ran into the Ingestible section of MMM, Certain Items such as Creature Meats and Creature Blood has a script attached to them:
aMMMzBodyNoMeatPartsGoo. I have to remove those so I could level up properly. I've done extensive trial and error and found out attaching the script causes my level up hangup. I used player.advlevel and player.setlevel to test it out.

Update:
Well I tried a new game without removing the script and the levelup worked. So it may only affect old savegames.

And from a very well known fallout3 modder:
Good to know thanks. Yeah attaching scripts to objects can sometimes have that affect, one of Gamebryos strange oddities.

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Reven Lord
 
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Post » Sat Feb 19, 2011 3:37 am

Maybe the Deathclaw Alpha could have some energy cells as loot or something, that powered his suit? Just to make the loot a little different from the rest of the Deathclaws.
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Facebook me
 
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Post » Sat Feb 19, 2011 10:11 am

Heya, Well I was making a custom patch using FO3Edit and I ran into the Ingestible section of MMM, Certain Items such as Creature Meats and Creature Blood has a script attached to them:
aMMMzBodyNoMeatPartsGoo. I have to remove those so I could level up properly. I've done extensive trial and error and found out attaching the script causes my level up hangup. I used player.advlevel and player.setlevel to test it out.

Update:
Well I tried a new game without removing the script and the levelup worked. So it may only affect old savegames.


This is worth looking into as I had leveled up fine before turning MMM off to explore the Cargo Hold in MZ.
I had no level up probs until AFTER I had done this and then turned MMM back on.
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marina
 
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Post » Sat Feb 19, 2011 7:44 am

That's quite bizarre. It's a placeholder script with no content except a comment. It's function was replaced by another script and I'd assume it is there to maintain compatibility.

Is it possible a compatibility patch is still trying to reference something from the old version of that script at level up?
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Pete Schmitzer
 
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Post » Sat Feb 19, 2011 10:19 am

That's quite bizarre. It's a placeholder script with no content except a comment. It's function was replaced by another script and I'd assume it is there to maintain compatibility.

Is it possible a compatibility patch is still trying to reference something from the old version of that script at level up?

No, CP had and have:
-scripts for the food creating mashines (3)
-scripts for Behemoth killings (3)
That's all
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STEVI INQUE
 
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Post » Sat Feb 19, 2011 7:01 am

After crafting a patch with the scripts on ingredients removed, there is no more crash in the Cargo Area, and no more freeze up on level up.
The ingredient scripts are indeed key to the prob.
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Eibe Novy
 
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Post » Fri Feb 18, 2011 7:14 pm

Sorry if I didn't post my find sooner, saved you guys from a lot of headaches. I found it out when I had RC6 Beta 2 and IMCN 1.45, since IMCN MMM compatibility patch has no script attached to the ingestible. And had to dissect my load order for the problem
Fallout3.esmGlobalTravelSystem.esmAnchorage.esmThePitt.esmBrokenSteel.esmPointLookout.esmZeta.esmCraft.esmCalibr.esmProject Beauty.esmRougeHallow - Ironsights.esmBig Town Overhaul.esmDC Interior - Combo Edition.esmGTSEssentials.esmGTSDeathCanyon.esmMothership Crew.esmRRCompound.esmStreetLights.esmVault 101 Revisited.esmFO3 Wanderers Edition - Main File.esmImpervious Power Armour.esmAmyWong.esmGoat - Perks.espUPP - Pack 1.espUPP - Pack 2.espClutterBloodRemoval.espF3UmpaAnimation.espInsaneDOF.espMapMarker.espMart's Mutant Mod.esmBoCDiversification.espBoSPatrols.espClassicEnclave.espMercenariesRethought.espReviveCaravan.espBlackWolf Backpack - Vendor Script Replenish.espCOD - Stalker Items.espPARO - Main File.espShakeArmor.espTailor Maid.espTailor Maid (OperationAnchorage).espTailor Maid (BrokenSteel).espTailor Maid (ThePitt).espTailor Maid (Zeta).espArlingtonDefenses.espAttentater's Wasteland - Economy.espCaesarrulezExcessiveInteriors.espCanterburyCommonsInteriors.espCanterburyCommonsGuards.espDC Interiors - Collectables.espFireLightFix.espFortIndependence - Expanded.espGlow Sticks.espGNR - Cleaned.espMegaton - Expanded.espMegaton - Lights.espMegaton - OutskirtExpanded.espMetroTunnelHome.espMSC - Valencia.espRealistic Interior Lighting.espRealistic Interior Lighting - OA.espRealistic Interior Lighting - BS.espRegulators.espRivetCity - Realignment.espRockville.espShadySands.espTecVault.espTenpennyTrophies.espTunnelOutpost.espFO3 Wanderers Edition - Patch.espWeaponModKits.espWeaponModKits - OperationAnchorage.espWeaponModKits - ThePitt.espWeaponModKits - BrokenSteel.espWeaponModKits - PointLookout.espWeaponModKits - Zeta.espEVE - Main File.espRougeHallow - Ironsights (WMK).espAmyWong - DLCs.espMysteriousWarrior.espFellout-PointLookout.espFellout-Zeta.espUPP - Quest Perks.espUPP - Experience Perks.espFeng Shui.espDarNified - Interface.espMaxLevelWorkaround (BrokenSteel).espSave-Utility.espBoSDiversification.espBlackWolf Backpack.espProject Beauty- Broken Steel.espProject Beauty- Point Lookout.espPARO - Compatibility.espZealotlees - SVD (Calibr).espGTSLocation.espGTSThePitt.espGTSPointLookOut.espMegaton - House Expansion.espRRCompound.espStreetLights - Wasteland.espTakingOutTheTrash.espTakingOutTheTrash (PointLookout).espFO3 Wanderers Edition - Main File.espFO3 Wanderers Edition - DLC Anchorage.espFO3 Wanderers Edition - DLC The Pitt.espFO3 Wanderers Edition - DLC Broken Steel.espFO3 Wanderers Edition - DLC Point Lookout.espFO3 Wanderers Edition - DLC Mothership Zeta.espFO3 Wanderers Edition - Followers Enhanced (BrokenSteel).espFO3 Wanderers Edition - Medic Power Armor.espMart's Mutant Mod.espMart's Mutant Mod - DLC Anchorage.espMart's Mutant Mod - DLC Broken Steel.espMart's Mutant Mod - DLC The Pitt.espMart's Mutant Mod - DLC Mothership Zeta.espMart's Mutant Mod - Zones Respawn.espMart's Mutant Mod - FO3 Wanderers Edition.espMart's Mutant Mod - Project Beauty.espMart's Mutant Mod - Project Beauty ( FO3 Wanderers Edition).espWeaponModKits - FO3 Wanderers Edition.espEVE - Anchorage.espEVE - F03 Wanderers Edition.espRougeHallow - Ironsights.espRougeHallow - Ironsights (ZL-MP5).espArmors Patch.espWeaponsPatch.espRecieveTenpennySuiteQuest.espRefurbishes - OA.espRefurbish  - TP.espRefurbish - BS.espRefurbish - PL.espRefurbish - MZ.espSydneyFollower.espFellout-Full.espMerged Patch.espBashed Patch.espCombined Patch.espUpdated Patch.espTotal active plugins: 138Total plugins: 156

Good thing I have FO3Edit and Garybash my game is 100% crash free, well at least so far hehe. thank you modding community for the tools and mods!
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Czar Kahchi
 
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Post » Fri Feb 18, 2011 9:20 pm

Here is my load order.

Fallout3.esmAnchorage.esmThePitt.esmBrokenSteel.esmPointLookout.esmZeta.esmMothership Crew.esmMart's Mutant Mod.esmEnclaveCommander-OA-Pitt-Steel.esmBHR&M.esmTSC Air Support.esmDarNifiedUIF3.espMart's Mutant Mod.espMart's Mutant Mod - DLC Anchorage.espMart's Mutant Mod - DLC The Pitt.espMart's Mutant Mod - DLC Broken Steel.espMart's Mutant Mod - DLC Point Lookout.espMart's Mutant Mod - DLC Zeta.espMart's Mutant Mod - Master Menu Module.espMart's Mutant Mod - Zones Respawn.espMMM Debugging.espTSC Air Support 2.espEnclaveCommander.espmm01 DLC Tweaks.espmm01 Falls Church.espMM01 Radio Vault 777.espmm Perks Terminal.espDLC03 Binks Off.espmm01 Falls Church - MMM Patch Essential.espTotal active plugins: 29Total plugins: 38


I am running further tests to be sure.
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Evaa
 
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Post » Fri Feb 18, 2011 6:04 pm

Would it be possible to add some of the feral ghoul models from this resource pack?

http://www.fallout3nexus.com/downloads/file.php?id=7201

Particularly the ones in various armor and clothing styles? I don't really care to loot the clothes or armor since they all appear to be completely ruined. However if you did decide to use some of these and wanted to, I suppose you could just add another loot item for them called "Deteriorated ___________" that would be a item rather than and have almost no sell value but would be lootable to use for repairing your own stuff.

I ask this because it would help give a bit more credit to the feral ghouls as a creature type. As it is, even with MMM they are all wearing essentially the same thing. It's as if wearing certain clothes doomed someone to become a feral ghoul. By using some of these models you could change that so that it would appear feral ghoulification didn't discriminate based on one's clothing or armor.
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Romy Welsch
 
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Post » Sat Feb 19, 2011 7:50 am

The script DLC05CargoDumpDisableTriggerSCRIPT which makes the trash fall in the Cargo Hold is the apparent crash cause in combination with some unknown element of MMM.
It has been quite stable so far with this script from MZ "disabled".

I disabled it by setting the GameMode condition if (trashShootRunning == 1) to if (trashShootRunning == 10), 10 being a value it will never have under normal conditions.
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Valerie Marie
 
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Post » Sat Feb 19, 2011 2:41 am

So I'm playing this the game this time with only Greatly Increased spawns instead of Increased Increased (Started off with II, but it was just too much for me at a lower level along with soft unleveling and DPS set to their harder difficulties) and... well, I just came across this:

http://i5.photobucket.com/albums/y157/Toprem/Temp/ScreenShot9.jpg
http://i5.photobucket.com/albums/y157/Toprem/Temp/ScreenShot10.jpg
http://i5.photobucket.com/albums/y157/Toprem/Temp/ScreenShot11.jpg
http://i5.photobucket.com/albums/y157/Toprem/Temp/ScreenShot12.jpg

Spoiler
Active Mod Files:00  fallout3.esm01  anchorage.esm02  thepitt.esm03  brokensteel.esm04  pointlookout.esm05  zeta.esm06  unofficial fallout 3 patch.esm  [Version 1.2.0]07  calibr.esm  [Version 1.4]08  xcalibr.esm09  fook2 - main.esm0A  fook2 - [dik] dlc improvement kit.esm0B  mart's mutant mod.esm0C  companion core.esm0D  robco certified v2.esm0E  unofficial fallout 3 patch - operation anchorage.esp  [Version 1.2.0]0F  unofficial fallout 3 patch - the pitt.esp  [Version 1.2.0]10  unofficial fallout 3 patch - broken steel.esp  [Version 1.2.0]11  unofficial fallout 3 patch - point lookout.esp  [Version 1.2.0]12  unofficial fallout 3 patch - mothership zeta.esp  [Version 1.2.0]13  darnifieduif3.esp++  no blur on hit.esp14  calibrxmerchant.esp15  dk_bullettime.esp  [Version 1.0.3]16  sprint mod.esp17  galaxynewsradio100[m].esp18  upp - pack 1.esp19  upp - pack 2.esp++  UPP - Original Perks.esp1A  upp - experience perks.esp1B  upp  - quest perks.esp1C  mrlabtechnician.esp1D  householdwaterpurifier.esp1E  undergroundhideout.esp1F  eve operation anchorage.esp20  fook2 - main.esp21  fook2 - [dik] dlc improvement kit.esp22  fook2 main [hotfix].esp23  fook2 dik [hotfix].esp24  upp - beverage perks.esp25  weaponmodkits.esp26  weaponmodkits - fook.esp27  weaponmodkits - operationanchorage.esp28  weaponmodkits - thepitt.esp29  weaponmodkits - brokensteel.esp2A  weaponmodkits - pointlookout.esp2B  weaponmodkits - zeta.esp2C  xcalibrmunitions.esp2D  xcalibrmunitions_fosenhancements.esp2E  eve.esp2F  companion core dlc addon.esp30  robco certified v2 zeta addon.esp31  mart's mutant mod.esp32  mart's mutant mod - dlc anchorage.esp33  mart's mutant mod - dlc the pitt.esp34  mart's mutant mod - dlc broken steel.esp++  Mart's Mutant Mod - DLC Point Lookout.esp35  mart's mutant mod - dlc zeta.esp++  Mart's Mutant Mod - Master Menu Module.esp++  Mart's Mutant Mod - Natural Selection.esp++  Mart's Mutant Mod - Tougher Traders.esp36  mart's mutant mod - zones respawn.esp++  MMM RC6, FOOK2 1.1B2.esp++  MMM RC6, FOOK2 1.1B2 - DIK.esp++  MMM RC6, FOOK2 1.1B2 - Natural Selection.esp37  owned!.esp  [Version 3.0]++  Fellout-pipboylight.esp++  xCALIBR_override_unsorted.esp38  quantumpipev2.esp39  mark and recall.esp3A  Bashed Patch, 0.esp



Anyone familiar with that area know how many Mirelurks spawn there in the vanilla game? There's a good 35 Mirelurks in those pictures, unfortunately for me I didn't build any nuka grenades yet and don't have a fat man. Time to reload that save and do that before going back there. The only mobs I have ever seen spawn in that huge of a number are ghouls while running Feral Ghoul Rampage.
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Cathrin Hummel
 
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Post » Sat Feb 19, 2011 1:00 am

I updated my Iguana mod to make it fully compatible with RC6 and that all features are available again. It also corrects the pickup bug as soon as the quest is done. The update can be found http://www.fallout3nexus.com/downloads/file.php?id=13537.
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Amy Melissa
 
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Post » Sat Feb 19, 2011 12:13 am

I updated my Iguana mod to make it fully compatible with RC6 and that all features are available again. It also corrects the pickup bug as soon as the quest is done. The update can be found http://www.fallout3nexus.com/downloads/file.php?id=13537.

Thank You! Now it's time to try another mod from you :)
Installation/upgrade instructions the same as for MMM?
Edit: Yes, I see it- the same
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TRIsha FEnnesse
 
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Post » Sat Feb 19, 2011 6:02 am

It's nearly the same yes! The only difference to the previous version is that I changed the structure of the uploaded files to avoid that people install the MMM or FWE esp's without them installed. I had a few troubles with this with my 'Bedtime' mod. The compatibility plugins are now separate (optional) downloads.
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Add Meeh
 
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Post » Fri Feb 18, 2011 11:11 pm

I'm getting near constant crashes in Falls Church area with the deaths of super mutant behemoths.

Is this area known for having issues?
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Gracie Dugdale
 
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Post » Sat Feb 19, 2011 2:04 am

I can confirm, removing the aMMMzBodyNoMeatPartsGoo script from ingestibles means I can level up again.
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NEGRO
 
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Post » Fri Feb 18, 2011 7:25 pm

I'm getting near constant crashes in Falls Church area with the deaths of super mutant behemoths. Is this area known for having issues?

Falls Church has no issues at all in the Vanilla game.
Other than Hoss and pals following you outside the area with their loopy AI, if you play it with no mods.
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Andrew Tarango
 
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Post » Sat Feb 19, 2011 1:38 am

http://i5.photobucket.com/albums/y157/Toprem/Temp/ScreenShot9.jpg
http://i5.photobucket.com/albums/y157/Toprem/Temp/ScreenShot10.jpg
http://i5.photobucket.com/albums/y157/Toprem/Temp/ScreenShot11.jpg
http://i5.photobucket.com/albums/y157/Toprem/Temp/ScreenShot12.jpg


Those are some greatly increased spawns indeed! :bolt:
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Julie Ann
 
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Post » Sat Feb 19, 2011 1:25 am

So I'm playing this the game this time with only Greatly Increased spawns instead of Increased Increased (Started off with II, but it was just too much for me at a lower level along with soft unleveling and DPS set to their harder difficulties) and... well, I just came across this:

http://i5.photobucket.com/albums/y157/Toprem/Temp/ScreenShot9.jpg
http://i5.photobucket.com/albums/y157/Toprem/Temp/ScreenShot10.jpg


Finally! Someone else with a http://a.imageshack.us/img6/6540/welcomingparty1.jpg incident. I ran Increased Increased Spawns with RC5 and came back from Point Lookout to 24 of the things. In vanilla, there are none. In some games I would have no Mirelurks and in others, I was overwhelmed. JustinOther sent me a plugin to fix it after writing this:

Those are supposed to be killed by the cot's onload block, but the Beth scripting doesn't account for the MMM script adding more mudcrabs to the scene.

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Melis Hristina
 
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Post » Sat Feb 19, 2011 12:32 am


Not sure if you're aware of this but I'm just going to cross post it from the FWE thread



Very aggressive is bad news bears generally. The FormID is 1CF8D; although someone was saying it happens with all of the Outcast robots.

Fake edit: Actually yea it's all the Outcast Robots.

Edit: Scratch that Sentry Bots look to be normal (I.E. Aggressive, not Very)

Positive. We will correct this in MMM-FWE patch, for FWE users


Thanks, I'm playing with an expanded Ft Independence mod and all the robot and turrets (I think) shoot at me on sight. No tech retrieval quests until this gets fixed. Thanks.
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Darren
 
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Post » Fri Feb 18, 2011 8:21 pm

Thanks, I'm playing with an expanded Ft Independence mod and all the robot and turrets (I think) shoot at me on sight. No tech retrieval quests until this gets fixed. Thanks.

You can use stealth boy to sneak-in
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SiLa
 
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Post » Fri Feb 18, 2011 6:37 pm

Still not much progress on the Falls Church crash. I've disabled in FWE responsive kill reactions, then several plugins that effect game play, removed the patrol mods, etc.

What I have noticed is that if no actor (other than supermutants) enters the main falls church area - so that means BoS or my character - then no crash. As soon as an actor (other than a supermutant) enters that area then it will immediately crash.
Actually no scratch that my PC can go there, but as soon as the BoS step foot there then it crashes. Which is why if hurry to get there with stealth and kill all the mutants then it does not crash, but even without BoS patrols and MarkB Wasteland patrols there seems to be a BoS patrol that spawns there. Maybe from MMM? Maybe vanilla? I dunno. But I can get through there but no looting - no time.

As if a trigger is supposed to occur and it does not or what it is supposed to trigger does not happen due to a conflict or something.

I wonder if I come back in 2 days will the problem persist or do I have to wait out an entire respawn.
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Kelvin Diaz
 
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Post » Sat Feb 19, 2011 9:23 am

Still not much progress on the Falls Church crash. I've disabled in FWE responsive kill reactions, then several plugins that effect game play, removed the patrol mods, etc.
What I have noticed is that if no actor (other than supermutants) enters the main falls church area - so that means BoS or my character - then no crash. As soon as an actor (other than a supermutant) enters that area then it will immediately crash.
Actually no scratch that my PC can go there, but as soon as the BoS step foot there then it crashes. Which is why if hurry to get there with stealth and kill all the mutants then it does not crash, but even without BoS patrols and MarkB Wasteland patrols there seems to be a BoS patrol that spawns there. Maybe from MMM? Maybe vanilla? I dunno. But I can get through there but no looting - no time.
As if a trigger is supposed to occur and it does not or what it is supposed to trigger does not happen due to a conflict or something.
I wonder if I come back in 2 days will the problem persist or do I have to wait out an entire respawn.

This location connected to the Lost Initiate quest, I don't understand how you can do something before BoS, they already here, from the beginning. Possibly, another mods (patrols) broke something in this location.
If all what you say is correct, you can try to use KILLALL command in the console (all mutants will be dead) and watch if this will make any difference.
Later you will be able to resurrect all who you want
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Marlo Stanfield
 
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Post » Fri Feb 18, 2011 8:24 pm

OK first to be clear the area where it seemed to happen specifically is the fall church metro area (external world ... 5,-13).

I was just exploring - actually making my way along a root provided by a quest in TalkieToaster's scrapyard, but this area is not the final destination, or even an area associated with it that I'm aware of. I'm not doing the lost initiate quest.

Using KillAll command and I was able to run around yet the crash still happened. Maybe it is time related and only seems to be about that area as by the time I or the BoS make it to this area from the other metro station (which leads to Arlington Cometary) it seems related to that area.

This may have nothing to do with MMM after all. Going to do a Fo3edit search on the world space - and post where in threads related which may be problems. If I find and report nothing I'm just chalking up to a corrupt spawn point and fast travel/cheat myself where I need to go.
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Oceavision
 
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Post » Sat Feb 19, 2011 3:01 am

I was going to say corrupt spawn point, too. You could try setting the respawn timer to hourly in the FWE panel and waiting for 2 hours to reset the cells, see if that makes a difference.
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^_^
 
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