[RELz] Mart's Mutant Mod 1.0 RC 6.0

Post » Sat Feb 19, 2011 5:34 am

Is it safe to start a new game with MMM+FWE+EVE or should I wait for official fixes from Mart?
MMM +EVE+FWE are all pretty much up to date. The FOIP patches and FWE are still getting some hotfixes as issues are reported, but nothing game-breaking.

The level up issue that was reported here only seems to affect players who are upgrading existing characters, so it probably won't be an issue for a new character.

I can't see any reason to wait. Was there something specific you were concerned about.
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Gill Mackin
 
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Post » Fri Feb 18, 2011 6:22 pm

MMM +EVE+FWE are all pretty much up to date. The FOIP patches and FWE are still getting some hotfixes as issues are reported, but nothing game-breaking.

The level up issue that was reported here only seems to affect players who are upgrading existing characters, so it probably won't be an issue for a new character.

I can't see any reason to wait. Was there something specific you were concerned about.


I was concerned mainly about Zeta crash and level up bug. So maybe I just start the game and hope for the best.
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Jaylene Brower
 
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Post » Sat Feb 19, 2011 6:26 am

Yeah, I wouldn't worry too much about them. The level up crash shouldn't affect you and the MZ crash has a temporary patch that can be added if necessary.
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Jordyn Youngman
 
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Post » Sat Feb 19, 2011 5:50 am

Yeah I only tried to disable them once they became such a pita.
As an aside, reguarding your MMM level up patch, I've since leveled up (lv, 18 now) with that same save I gave you. With patch I could level up. Without the patch my game would freeze. So even though this bug took 13 levels to appear in my game , once present it seems to be there to stay.


I haven't found them agressive at all - they never attacked me. My problem is that their footsteps are waaaay too loud. Scared the crap out of me the first time I heard them, thought it was some new giant monster and instead it was this little lizard! :)
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Bryanna Vacchiano
 
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Post » Fri Feb 18, 2011 10:18 pm

I actually saw an iguana attacking some brahmin the other day. There had been two crazed brahmin that spawned with the Arefu brahmin weeks ago. I'd ignored them because they were passive to me, but apparently they annoyed the iguana. It killed both the crazed ones and was attacking the regular ones when I had to put it down. Tough little guys.

I also saw my first relatively normal scorpion today.

And my first Gargantuan Super Mutant. Which brings up a question: Is this normal? http://i51.tinypic.com/256sf8y.png

That's a wide variety of ammo, including four mini-nukes and three missiles, plus two Desert Eagles, two scoped gauss rifles, FIVE missile launchers, and ten pulse mines.
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Floor Punch
 
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Post » Fri Feb 18, 2011 9:54 pm

Holy Super Mutant. That's a lot of stuff.

That's more then I got from my Behemoth on my save before this one.

And then this is what I wanted to say:

"I guess this is an issue with MMM but since my load order should be correct. I'll post it here as well.

I'm at the RobCo facility and I have noticed a rather annoying problem.

There's a whole bunch of robots in the basemant where I'm now, and 2-4 of them are invisible and cant do anything UNTIL the other 4-6 is killed then they walk a bit and POP up out of nowhere."

From my post in FWE.

EDIT: ... ok. They're gonne now and everyone of them spawned as they should I guess instead.

EDIT2: Ha ha hah ! I just had the most awesome experience ever. Me and my 4 heavy weapon Outcasts entered the tunnel system towards the Mall, we struggles past Raiders with heavy guns and all that, and lost 2 comrades in the fight. And then we reached another entrance went in.
Saw one raider running towards us to get shoot, and a few seconds after him a massive amount of ghouls... xD and I mean massive (x5 Ghoul Rampage + 50 Res. chance) we got slaughtered.

I'm level 7 btw. xD
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Alexandra Ryan
 
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Post » Sat Feb 19, 2011 10:21 am

Met my first Super Mutant Enforcer yesterday, was surprisingly easy due to the fact I only stopped shooting at the Vertibird long enough for it to drop its passengers, before blowing it to hell!!! XD The only survivor was a Hellfire armer Enclave soldier, and he didn't last long under the fire of my Plasma rifle!!
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Glu Glu
 
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Post » Fri Feb 18, 2011 11:44 pm

So is there any list of errors and mishaps?

I wanted to use the new version but would rather not if the list of bugs would be to long.
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Love iz not
 
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Post » Sat Feb 19, 2011 5:06 am

The list is this thread... start reading.
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Kelly John
 
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Post » Sat Feb 19, 2011 7:10 am

Was following someone as part of a quest and on the way... I spotted some unruly activity in the distance: http://img340.imageshack.us/img340/6978/distantenclavepatrol.png

Seems a very large Enclave partrol was sweeping across the wasteland, burning down peoples caravans!

Power Armers, Robots, Deathclaws and Mutents OH MY!!
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Anthony Santillan
 
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Post » Fri Feb 18, 2011 7:01 pm

I just killed off that same bunch and I have no idea why that Flamer guy is obsessed with that trailer.
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Cameron Garrod
 
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Post » Fri Feb 18, 2011 11:22 pm

Yao Guai pups should actually be cubs. Yao guai are mutated from bears.
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ShOrty
 
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Post » Sat Feb 19, 2011 9:17 am

I use FWE as well and have had some interesting things happen.
At those crossroads where there's an Enclave Outpost set up (just down the road from Temple of the Union and Wheaton Armory). There was my character and two companions looking for something to do as the MQ had just been finished. I'm using Increased Spawns and we had a Deathclaw Alpha, a couple of Super Mutant Enforcers (?) and the usual ordinary Enclave soldiers. I've always found that the Devastators are non-hostile (likely an FWE thing). Normally I avoid the heavy incinerator guys but after the airforce base I happily take on what they can throw at me as that was the most fun I'd had in weeks at that base :hehe:
The crossroads was a pretty big fight, but not as intense as the airforce base, but what I found strange was http://img204.imageshack.us/img204/7043/66588084.jpg sitting here quietly using a laptop (well, it was there but during the fight got knocked onto the ground) while this big battle raged around him. As I stood next to him he said, "Hello!" We just stared at him.

I've one little suggestion. Can the iguanas walk a little more softly? At the moment their footsteps are as loud as a fully grown Molerat.
I didn't think I'd like them. More small creatures to toggle off, but they're actually quite fun. Vicious (sp?) but the fact that I can pick them up while they're attacking me or running away from me is lotsa fun!
It's even funnier to watch Fawkes run around frantically trying to kill them with his fists. In the end I save the poor little things, by stuffing him into my pocket :lmao:

There's some interesting new features in that menu I haven't tried yet, but will have a play with.
Overall no complaints here. It's always fun :)
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Stephani Silva
 
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Post » Sat Feb 19, 2011 5:30 am

I've one little suggestion. Can the iguanas walk a little more softly? At the moment their footsteps are as loud as a fully grown Molerat.
I didn't think I'd like them. More small creatures to toggle off, but they're actually quite fun. Vicious (sp?) but the fact that I can pick them up while they're attacking me or running away from me is lotsa fun!
It's even funnier to watch Fawkes run around frantically trying to kill them with his fists. In the end I save the poor little things, by stuffing him into my pocket :lmao:


I haven't had a chance to try it yet but i hope you can stuff it into other peoples pocket (like a live grenade) and watch them freak out.
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(G-yen)
 
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Post » Sat Feb 19, 2011 10:24 am

I've always found that the Devastators are non-hostile (likely an FWE thing).
Devastators, and I think one or two other types, are not set to aggressive or very aggressive in the original game. They are in the more neutral category. They won't actually attack you unless you attack them first. Very strange when you first encounter them.
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Gisela Amaya
 
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Post » Sat Feb 19, 2011 4:44 am

Is there a version of this without the enemies ported from stalker?
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Jonathan Montero
 
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Post » Fri Feb 18, 2011 6:12 pm

Is there a version of this without the enemies ported from stalker?

In the configuration menu the stalker enemies can be disabled!
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CRuzIta LUVz grlz
 
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Post » Sat Feb 19, 2011 9:34 am

In the configuration menu the stalker enemies can be disabled!

Oh okay good.
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Andrew
 
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Post » Sat Feb 19, 2011 6:31 am

I figured this would be the best place to ask this question.

Is it normal that enemies can spawn outside the wall? I mean i need to do tcl just to kill them in robco facility. About 2-3 radrouches spawn outside the walls most of the time.

EDIT: i'll post my load order just incase this is a mod problem.

Spoiler
[X] Fallout3.esm[X] Anchorage.esm[X] ThePitt.esm[X] BrokenSteel.esm[X] PointLookout.esm[X] Zeta.esm[X] CRAFT.esm[X] CALIBR.esm[X] Project Beauty.esm[X] FO3 Wanderers Edition - Main File.esm[X] Mart's Mutant Mod.esm[X] Companion Core.esm[X] RobCo Certified v2.esm[X] StreetLights.esm[X] DCInteriors_ComboEdition.esm[X] Shojo Race.esm[X] EnhancedChildren.esm[X] AliciasCuteShop.esm[X] DarNifiedUIF3.esp[?] Project Beauty- Broken Steel.esp[?] Project Beauty- Point Lookout.esp[X] Existence2.0.esp[X] DCInteriors_DLC_Collectables.esp[X] AliciasCuteShopDoorOverride.esp[X] VB_Hair_Shojo+CotW_15.esp[X] CustomGlasses2.esp[X] FO3 Wanderers Edition - Main File.esp[X] FO3 Wanderers Edition - DLC Anchorage.esp[X] FO3 Wanderers Edition - DLC The Pitt.esp[X] FO3 Wanderers Edition - DLC Broken Steel.esp[X] FO3 Wanderers Edition - DLC Point Lookout.esp[X] FO3 Wanderers Edition - DLC Mothership Zeta.esp[X] FO3 Wanderers Edition - Alternate Travel.esp[X] FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp[+] FO3 Wanderers Edition - Optional Restore Tracers (automatics only).esp[+] FO3 Wanderers Edition - Project Beauty.esp[+] FO3 Wanderers Edition - Project Beauty (Followers Enhanced).esp[X] Childhood Beginning.esp[X] Companion Core DLC Addon.esp[+] RobCo Certified v2 FWE.esp[X] RobCo Certified v2 Zeta Addon.esp[X] Mart's Mutant Mod.esp[X] Mart's Mutant Mod - DLC Anchorage.esp[X] Mart's Mutant Mod - DLC The Pitt.esp[X] Mart's Mutant Mod - DLC Broken Steel.esp[+] Mart's Mutant Mod - DLC Point Lookout.esp[X] Mart's Mutant Mod - DLC Zeta.esp[?] Mart's Mutant Mod - Project Beauty.esp[X] Mart's Mutant Mod - FWE Master Release.esp[X] Mart's Mutant Mod - Project Beauty + FWE.esp[X] 1PipboyPDA.esp[X] Bashed Patch, 0.esp


More EDIT:
More weird things are happening to my game like in Lings shop in tenpenny, the clothes on display is invisible but I can still point at them and see their name.
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Rachell Katherine
 
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Post » Fri Feb 18, 2011 11:09 pm

I figured this would be the best place to ask this question.

Is it normal that enemies can spawn outside the wall? I mean i need to do tcl just to kill them in robco facility. About 2-3 radrouches spawn outside the walls most of the time.

This is vanilla issue - incorrect placement, but with such mods as MMM chances of this bug increased.
You can resolve this with
-Killall command in the console, this will kill all NPC and creatures in the area.
-TCL in console, as you did
-leaving area and returning back.

More weird things are happening to my game like in Lings shop in tenpenny, the clothes on display is invisible but I can still point at them and see their name.

It can be, if you have many mods, which place many items /actors, especially in exterior areas, or introduce some items with high-quality textures, such as Lings finer things, terrain texture replacers. Just restart your game and you must be fine. Or obtain more powerful video card with bigger memory.
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Nikki Lawrence
 
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Post » Sat Feb 19, 2011 9:51 am

I've noticed a lack of Contract notes on the Talon hit squads. I've determined the cause to be that the Talon hit squad leaders now are using the scripts on their templates. To restore this, a block with conditions checking ID on the three hit squad leader IDs (or via IsInList) and a GetItemCount on the hit squad note itself in the template's script's OnLoad block.

I'm presuming this is the case for Regulator hit squads as well.
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Philip Rua
 
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Post » Sat Feb 19, 2011 2:41 am

@MystykStar
Install the MMM RC6 update and the main Iguana mod then they are lot less noisy. As soon as Martigen is back I am sure he uses the new soundfiles.

@robber804
Iguanas as traps doesn't work with MMM RC6 alone in the moment. You need my full Iguana mod if you want to use them as living traps.
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Rude Gurl
 
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Post » Sat Feb 19, 2011 12:02 am

Having a couple of problems:

Sometimes some Feral Ghouls will be really slow, like walking/running around at 10% of normal speed, really odd.
Also, Glowing Ones seem to be impossibly difficult. They have tremendous amounts of damage. I had ALL companions with me except for Cherry and a single Glowing One can kill most of them off before dying (if it ever dies). They're also ridiculously fast.

Also have installed XFO, but MMM is loaded after these. Could this be a problem?
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Steve Smith
 
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Post » Fri Feb 18, 2011 11:19 pm

Having a couple of problems:
Sometimes some Feral Ghouls will be really slow, like walking/running around at 10% of normal speed, really odd.
Also, Glowing Ones seem to be impossibly difficult. They have tremendous amounts of damage. I had ALL companions with me except for Cherry and a single Glowing One can kill most of them off before dying (if it ever dies). They're also ridiculously fast.

Use strong weapons against strong enemies. Mini nukes, heavy weapons, energy weapons.
Vanilla game (even with XFO) have lack of small guns, which can handle such strong creatures.

Also have installed XFO, but MMM is loaded after these. Could this be a problem?

This is normal. Just be sure you use MMM 5 with XFO, MMM6 can be incompatible for now- don't have FOIP support.
I hope you use FOIP patches for MMM and XFO, yes?
http://www.fallout3nexus.com/downloads/file.php?id=4968#fileanchor
BTW, if you using XFO, may be you will be interested in switching to FWE?
1. XFO is old and obsolete
2. FWE based on XFO and have great customusation
3. FWE have weapons from vanilla+ classic fallout weapons + many other mods, even with small guns you will be able to kill almost anything.
If you interested, links are here
http://www.gamesas.com/index.php?/topic/1115446-relz-fwe-fo3-wanderers-edition-44/page__st__120__gopid__16421710&#entry16421710
http://www.fallout3nexus.com/downloads/file.php?id=2761#fileanchor
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Elizabeth Davis
 
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Post » Sat Feb 19, 2011 6:14 am

I didn't really like FWE, particularly it had too much stuff for my liking.

However given that XFO is old and outdated I'll give it another shot...
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Eire Charlotta
 
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