[RELz] Mart's Mutant Mod 1.0 RC 6.0

Post » Fri Feb 18, 2011 6:02 pm

Hey Shephard, by all means. I'm happy to see the mod in all translations. Thanks for asking, send me a link to the file when you're done, just out of curiosity :)

Certainly, and thank you very much :celebration:
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louise hamilton
 
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Post » Fri Feb 18, 2011 11:25 pm

Neither Deathclaw's hands? Well, I'll tell the FOOK team they don't need to completely disale FOOK2's AMPUTATE feature, then.

No, it works with Deathclaw hands -- anything creature related. I thought you were referring to fingers from the quest in Fallout 3 to collect them from NPCs.


Do you still use the MMM - MMM.esp if you are using FWE and it's control panel?

Or do you choose the ESP method and just not install the ESPs?

No, choose the Menu method. Then simply load the FOIP MMM-FWE plugin as usual. The contents of the Menu plugin are included in the FOIP MMM-FWE plugin.

I'll update the first post with the recommended load order to make this clearer.
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CORY
 
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Post » Sat Feb 19, 2011 10:23 am

hmm, so even if starting a fresh game (i.e. new save, MMM never installed before) you still have to go to an empty place and rest for 4 days (I'm guessing 9 with FWE)?
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Rob Smith
 
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Post » Sat Feb 19, 2011 7:38 am

Unless you've been outside the vault long enough for random spawns to happen, you don't need to wait for a reset.
Clean Saves only matter when your characters save already had a older version loaded. New guy? Plug and play.
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CYCO JO-NATE
 
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Post » Fri Feb 18, 2011 8:55 pm

So there is no new FOIP patch for this version?
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Sylvia Luciani
 
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Post » Sat Feb 19, 2011 8:57 am

Unless you've been outside the vault long enough for random spawns to happen, you don't need to wait for a reset.
Clean Saves only matter when your characters save already had a older version loaded. New guy? Plug and play.


Thanks, looks like I'll get started when FWE 6 is out :)
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Cameron Wood
 
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Post » Fri Feb 18, 2011 11:28 pm

So there is no new FOIP patch for this version?

It will be later, when FWE 6 will be released. For now please use MMM-FWE patch from this page
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Brian LeHury
 
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Post » Fri Feb 18, 2011 11:12 pm

It will be later, when FWE 6 will be released. For now please use MMM-FWE patch from this page

Ohh I didn't see the link - found it.

I will test out those night Ghoul eyes again.

and are the new abdominal ... oops I meant Abominable Mutants based on the http://www.fallout3nexus.com/downloads/file.php?id=13690 mod?

thanks
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saxon
 
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Post » Fri Feb 18, 2011 9:12 pm

On my way to Rivet City, at Jefferson Memorial, I encountered 3 Abomination Mutants, 5 super Mutants and a
Behemoth.I was at level 7 went to 8 during the battle. I killed the Behemoth last, and when it died, it
disappeared. I did recieve the experience ,50 + an additional 300. I did not have a chance to loot it.
I tried some of the usual tricks to make things reappear ... save, exit game, reload. entered Rivet City,
exited, went back to Jefferson ... no Behemoth.

All the other mutants were there. I did notice that the Abomination Mutants were decomposing very rapidly
disappearing to glow flies in around 8 game hours, the regular mutants stayed around for the normal few
days.

Is this normal for MMM RC6?

Also, I noticed the Behemoth seem to be a little smarter, previous encounters it was rather easy to kill
them on the Jefferson Memorial walkway, they would tend to get stuck somewhere and be easy pickings.
This guy came flying down those ramps and initially killed me in two hits.

Any ways this was my first truly epic battle of MMM RC6, except for the Behemoth vanishing before
I could loot him.

Edit*
Did a wider search, and found him floating in the Potomac River close to the River Boat.
How he got there, I don't know.
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Rachie Stout
 
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Post » Sat Feb 19, 2011 7:33 am

Ive been getting the hankering to play again what with FO:NV coming out and am glad to see a new RC is out, but Boars and Pseduodogs from S.T.A.L.K.E.R. outta nowhere
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meghan lock
 
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Post » Sat Feb 19, 2011 2:37 am

I use:
incr. spawns 1-3
feral ghoul raise 25%
soft unleveling standard 12%
DPS standard 5 lvls
everything else default settings


At level 14, I'm seeing a lot more Albino Radscorps and Feral Reavers. In 2-3 hours of play I've had 2-3 albino's show up and 3-4 reavers. The settings that I'm using are:

Increased Spawns: 1-3
Reduced Wasteland Spawns: 25%
DLC Increased: ON
Behemoths Chance: ON
Ghoul Rampage: 1x
Ghoul Rise: 60%
Misc Options: (all 4 ON)
New Monsters 1: (all 4 ON)
New Monsters 2: (all 3 ON)
Special Features: Soft Unleveling 12%, DPS: 6

Between increased spawns and the DPS / Soft Unleveling - it's feeling a bit overkill right now at level 14. I do want the soft unleveling feature, I just think that the spawn chance is still too high for things like reavers, albinos, etc. I'm probably going to have to mod this (or change some globals, I have to look at the README again).

The default for ghoul rise might be better as 30% since "DPS" boosts it each level. And I think my base soft unleveling chance is going to end up at 4% instead of a base of 12%. So with "6", it would be 4% at level 2, increasing to 12% at level 24. Which will make those encounters a much bigger "oh $%@&" moments.
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Teghan Harris
 
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Post » Fri Feb 18, 2011 8:29 pm

Awesome, thanks for the new release! Now I just need to wait for the next FWE.
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Joey Bel
 
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Post » Fri Feb 18, 2011 6:53 pm

So there is no new FOIP patch for this version?

See the first page of posts for the link.


All the other mutants were there. I did notice that the Abomination Mutants were decomposing very rapidly
disappearing to glow flies in around 8 game hours, the regular mutants stayed around for the normal few
days.

Is this normal for MMM RC6?

There's nothing special added to the Abominables regarding cleanup, they use the same scripts as the Super Mutants. Chances are your body count round there was just high and the engine was cleaning up the corpses as it does.


At level 14, I'm seeing a lot more Albino Radscorps and Feral Reavers. In 2-3 hours of play I've had 2-3 albino's show up and 3-4 reavers. The settings that I'm using are:

...

Between increased spawns and the DPS / Soft Unleveling - it's feeling a bit overkill right now at level 14. I do want the soft unleveling feature, I just think that the spawn chance is still too high for things like reavers, albinos, etc. I'm probably going to have to mod this (or change some globals, I have to look at the README again).

Thanks for the feedback. I'd say yes with DPS 6 you're currently getting 1-4 per point over 1-3, and a Soft Unleveling chance of 16% over 12%. I'd imagine 2-3 Albinos and 3-4 reavers sounds about right for the number of spawn points you encountered, but if it's too much this can be easily tweaked (I'd probably remove one Albino Radscorp from the Broken Steel list in the DLC plugin, there's two in there by default in vanilla at the moment. For reavers the chance is pretty low going via the lists, so yes it would be a matter of decreasing the Soft Unleveling percent). You could disable DPS and your chances will be less frequent, or bring down the console and type 'set iStoreUnleveler to 4' to set a base 4% chance DPS will then add to, and it'll be saved when you save your game. Just check it or run that command again if you visit the Special Features section of the menu, as this may reset the value.

Before I make any balance changes for the next release I'd like to hear how others are going too, more feedback the better.


Also, I've updated the posts of the first page to answer some questions about the creature additions. Duplicated here for easy reference:


::: Mini-FAQ for RC6

::: Are the Abominable Mutants from the FEV mod, and do I still need to load that now if I'm using it?
Yes they are, and no you don't need to load it anymore, all variants are fully integrated and expanded upon in MMM RC6.


::: I use the STALKER mod, does it include all creatures and do I still need to load this with MMM RC6?
No it doesn't include all creatures, only those I thought would be closer to Fallout 3 lore. I may add a few more in future (just ran out of time this time). You can load the STALKER mod with MMM but it works by overwriting creature types to see them spawn, so you will lose other creatures from MMM. This is the reason I integrated it, because it's not just a simple matter of adding to lists. Ideally you shoudn't load STALKER with MMM, unless you really really want some of the other varieties not currently integrated.


::: You mentioned Sesom's Iguanas mod, where do I load that if I want to use it?
Same place as before, but wait until Sesom has uploaded an updated FNNIguanas - MMM plugin for RC6.




And... FOIP -- I've updated the FOIP post on the first page to include plugins for Project Beauty and Project Beauty + FWE (this will work with FWE 5.0 and FWE 6.0). If you use PB, you should update, these fix some issues in the original plugins.
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Ian White
 
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Post » Fri Feb 18, 2011 7:12 pm

You could disable DPS and your chances will be less frequent, or bring down the console and type 'set iStoreUnleveler to 4' to set a base 4% chance DPS will then add to, and it'll be saved when you save your game. Just check it or run that command again if you visit the Special Features section of the menu, as this may reset the value.

I changed "MMMzSoftUnleveler" instead to 4 ("set MMMzSoftUnleveler to 4" and "tst MMMzSoftUnleveler" to verify it). This seems to be the variable that is actually changed? Attempting to set the iStoreUnleveler didn't work for me in the console, even when I was interacting with the config menu item.

The odd thing is that setting that global - does not reflect in the menu, yet all of the spawn scripts use it. So I think there's something buggy in the menu scripts that it's not showing the actual MMMzSoftUnleveler value in the Special Settings menu (where it is supposed to be telling you the current settings). The menu says that variable is set to zero, but the console shows it as set to 4, and it's changing properly. So I'm thinking that the internal "istorewhatever" variable that you're using to set MMMzSoftUnleveler isn't initializing properly.

I may even switch to an "8" setting for DPS instead of 6. I need to study the code a bit more.
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herrade
 
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Post » Sat Feb 19, 2011 3:10 am

I changed "MMMzSoftUnleveler" instead to 4 ("set MMMzSoftUnleveler to 4" and "tst MMMzSoftUnleveler" to verify it). This seems to be the variable that is actually changed? Attempting to set the iStoreUnleveler didn't work for me in the console, even when I was interacting with the config menu item.

The odd thing is that setting that global - does not reflect in the menu, yet all of the spawn scripts use it. So I think there's something buggy in the menu scripts that it's not showing the actual MMMzSoftUnleveler value in the Special Settings menu (where it is supposed to be telling you the current settings). The menu says that variable is set to zero, but the console shows it as set to 4, and it's changing properly. So I'm thinking that the internal "istorewhatever" variable that you're using to set MMMzSoftUnleveler isn't initializing properly.

No that's intentional. The iStoreUnleveler is the value you want to change. If you change MMMzSoftUnleveler, it'll be reset in 15 seconds with the MMM control script runs and DPS is set. MMMzSoftUnleveler is set from iStoreUnleveler and the DPS modifier (this is why the variable is called iStore -- it stores the original base value).

I apologise, I just realised why it wouldn't pick up for you -- it's the quest script variable, so you need to set it as 'set zMMMzMMM.iStoreUnleveler to 4'. This value should also then appear in the menu.

EDIT: Alternatively, and much easier, once you've settled on a value just edit the global in the Master Menu Module plugin. Save screwing around with the console :)
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Ebony Lawson
 
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Post » Fri Feb 18, 2011 11:31 pm

Im doing a fresh install (havent played FO3 in over a year now), but is it safe to use the old FOIP plugin for FOOK and MMM or should I wait for the new one to be released?
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Tha King o Geekz
 
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Post » Sat Feb 19, 2011 6:38 am

Wait for a new one. And make sure you are using FOOK2.
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Mizz.Jayy
 
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Post » Sat Feb 19, 2011 5:15 am

EDIT: Alternatively, and much easier, once you've settled on a value just edit the global in the Master Menu Module plugin. Save screwing around with the console :)

Ultimately that's what I had to do, edit the ESP file that runs the master menu. Attempting to touch zMMMzMMM.iSoftUnlevel kept giving a "object zMMMzMMM not found" type error.
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Sophie Louise Edge
 
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Post » Sat Feb 19, 2011 1:06 am

Im doing a fresh install (havent played FO3 in over a year now), but is it safe to use the old FOIP plugin for FOOK and MMM or should I wait for the new one to be released?

You'll need to wait. I also can't make it, flying out on holidays today, but anyone is welcome to update the old one and I'll check it when I get back..


Ultimately that's what I had to do, edit the ESP file that runs the master menu. Attempting to touch zMMMzMMM.iSoftUnlevel kept giving a "object zMMMzMMM not found" type error.

That's because it's 'zMMMzMMM.iStoreUnleveler' as the variable name (see my previous post), but anyway it's better to edit the .esp instead of changing variables on the fly.
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Irmacuba
 
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Post » Sat Feb 19, 2011 8:16 am

Yes,yes.. i like those MMM new things and everything run smoothly so far.Nice job,thank you very much.

I think ill have new addiction : Night ghoul eyes :hubbahubba:
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Christine
 
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Post » Fri Feb 18, 2011 11:06 pm

Just to inform you- FWE 6.0 is released.
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Queen of Spades
 
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Post » Sat Feb 19, 2011 4:22 am

So I was cleaning out Springvale School and saw a non hostile pop up on my tracker and went to investigate and guess who it was.

http://img818.imageshack.us/img818/7003/screenshot0n.png

lol wut?
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phil walsh
 
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Post » Fri Feb 18, 2011 8:27 pm

Are you using FOOK? There's a bug with it that causes Sally to pop up randomly.
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Max Van Morrison
 
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Post » Sat Feb 19, 2011 6:04 am

Are you using FOOK? There's a bug with it that causes Sally to pop up randomly.


Yeah, I am. I knew it had to be FOOK or MMM but thought MMM was a more likely candidate.
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Czar Kahchi
 
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Post » Sat Feb 19, 2011 5:38 am

Thank you for all of the hard work you put into this update! :foodndrink: :celebration:
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Alessandra Botham
 
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