[RELz] Mart's Mutant Mod 1.0 RC 6.0

Post » Sat Feb 19, 2011 9:12 am

So, last night MMM RC6 decided to spawn 2 gargantuans and 1 behemoth at Jefferson Memorial and the Super Mutant camp between there and Rivet City.

The Gargantuan in the SM camp by Rivet City... got stuck a lot. Especially if he ran up the hill towards the back area with the sleeping mats, med kits and ammo spawns. I could not get him to come out of the camp to come play with me, so I had to slowly kill him where he got stuck. All the regular sized SMs could get to me outside the west of the camp where the benches and parking meters are.

The Gargantuan (and then a Behemoth spawn) at Jefferson Memorial constantly gets hung up on the two steel structures that pass over the top of the raised walkway. They'll run up against it for a long while, then magically warp through one, then get stuck on the 2nd one for a while, then warp through that one. Behemoths are also too tall to pass under that steel structure (about 10% too tall).

I need to start carrying more Nuka-Grenades and Bottlecap Mines...
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lucile davignon
 
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Post » Sat Feb 19, 2011 5:51 am

Loving this update so far!

One issue I've had though is with giant ant soldiers. Outside of VATS they seem to be virtually impossible to hit (even with a shotgun point blank in the face with bullet-time). If they do eventually get hit by your weapon they shake around a lot.

Anyone else noticed this?
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Dawn Farrell
 
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Post » Sat Feb 19, 2011 9:37 am

I had that bug on ants at the start of my newest game. It went away after a while, but while it's happening the ants are virtually invincible outside of VATS.

It's a vanilla bug apparently.

Met some Night Ghouls today. First time, since I don't go out at night much. Glow in the dark isn't the best camouflage. Thankfully.
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Ross Zombie
 
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Post » Sat Feb 19, 2011 9:34 am

Just wanted to express my thanx for yet another epic MMM! :celebration:
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Beat freak
 
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Post » Sat Feb 19, 2011 3:07 am

I had that bug on ants at the start of my newest game. It went away after a while, but while it's happening the ants are virtually invincible outside of VATS.

It's a vanilla bug apparently.


Ahh ok fair enough. Guess before MMM's increased spawns I never ran out of AP to need to shoot outside VATS haha.

Thanks for the info
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Amy Melissa
 
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Post » Fri Feb 18, 2011 7:58 pm

It only seems to happen occasionally, so you may never have encountered it before.
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courtnay
 
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Post » Sat Feb 19, 2011 2:13 am

I'm definitely happier with a base chance of 4% instead of 12% for the soft unleveling, combined with 6 for dynamic scaling. But I haven't gone back through the metro tunnels lately. I may even back off to 2% base.

At level 16, I'm seeing only 1-2 albino scorps, 1-2 overlords, and 1-2 deathclaw matriarchs in the course of an evening's play. If my next trip through the metro tunnels doesn't result in reavers around every 3rd corner, then I think I'll have hit the sweet spot for level 16. It was definitely overkill at 12% base, because every metro location had a reaver, and sometimes I'd encounter two.

I tend to not care much about Overlord spawns - because they die reasonably easy, and they drop nice loot. The albino radscorps are nowhere near as nice (their loot table is the exact same as the giant radscorps, which is a pet peeve). Matriarchs aren't bad, as they can drop half-decent parts. But reavers are just a waste of ammo, since they drop nothing at all. Behemoths and Gargantuans are tough, but offer extremely nice loot. Which is why I only tend to complain about excessive reaver spawns.

...

On the new mobs, everything is working well. But the pitter-patter of iguana feet is I think too loud for their size. I don't know if it's possible to cut the volume on that sound effect by 1/2.
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victoria johnstone
 
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Post » Fri Feb 18, 2011 6:14 pm

I had that bug on ants at the start of my newest game. It went away after a while, but while it's happening the ants are virtually invincible outside of VATS.

It's a vanilla bug apparently.


Yeah same here, and I remember it happening the last time I played the game. Got angry last night and turned God mode on and started hurling grenades at stuff in Springvale Elementary School to clear them all out because so many shots were missing or not doing anything.
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Je suis
 
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Post » Sat Feb 19, 2011 2:45 am

Starting to run into more new creatures. Those new mutated dogs are hideous, man. Horrible things.

I still want a pet normal gecko. So cute.

Iguanas are LOUD. I heard the footsteps behind me (I have enemy detection turned off) and was desperately looking around for the source and going nuts because I couldn't find it. Finally spotted the little bugger.

Speaking of Iguanas, a lot of wasteland creatures seem to lose their nut over them. I spotted a weird scene with Raiders, a Yao Guai, two Wild Boars and some ghouls all running all over the landscape. The fight was all amongst them, but when it ended the Yao Guai was still going nuts and when I investigated I found he was chasing down an Iguana. A group of ghouls also chased an iguana out of the trainyard by Tenpenny. The Rambler was funny because he really wanted that iguana, but was too slow to keep up with it.

Speaking of Ramblers, is it just me or do they make no sound at all when coming after you? Without my HUD I rely on sound quite a bit and a couple of them have snuck up on me without any warning at all.
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Alexandra Louise Taylor
 
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Post » Sat Feb 19, 2011 12:10 am

If the Iguana behaviour was ported right from Sesom's mod I think everyone is fixated on hunting iguanas. :P

I'd prefer for them to be completely passive and left alone myself...
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TIhIsmc L Griot
 
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Post » Sat Feb 19, 2011 12:33 am

Speaking of Ramblers, is it just me or do they make no sound at all when coming after you? Without my HUD I rely on sound quite a bit and a couple of them have snuck up on me without any warning at all.

Yes, I noted this too
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Stephani Silva
 
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Post » Sat Feb 19, 2011 9:37 am

IMO iguanas and small scorpions shouldn't have any footstep sounds. :)

The S.T.A.L.K.E.R doggies fit in a lot better than I thought actually.
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Adam Kriner
 
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Post » Sat Feb 19, 2011 8:07 am

Remind me again - what do I lose access to if I turn off "increased spawns"? That's going to disable soft unleveling and the player scaling features, right?

(I'm to the point in my save where exterior location crashes are happening too frequently as I move into a new area. Turning off increased spawns always seems to make it better. But it svcks, because I like the increased spawns... but hate the crashes...)
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Raymond J. Ramirez
 
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Post » Sat Feb 19, 2011 1:45 am

Remind me again - what do I lose access to if I turn off "increased spawns"? That's going to disable soft unleveling and the player scaling features, right?
(I'm to the point in my save where exterior location crashes are happening too frequently as I move into a new area. Turning off increased spawns always seems to make it better. But it svcks, because I like the increased spawns... but hate the crashes...)

You will loose Ghouls Raising also
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jess hughes
 
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Post » Sat Feb 19, 2011 4:36 am

So went to test the ghoul night eyes with MMM 6 and FWE 6.01 - very similar results. If I have my character eat them then play the game as normal the eyes wear off in abut 15 minutes or so in the game time although the vision returned to normal a good 2 minutes before the sound effect and message saying it wore off.

If on the other hand I wait (press T) for an hour then I get an instant ctd after the sound effect. This is not game breaking and things seem to work otherwise.

Although there was one other thing - my character's speed was off the charts while eating those eyeballs - I mean like the flash - could run around the outside of megaton in about 20 seconds (real time) - it looked almost cartoonish. the stat it changed that I could see was to raise perception from 7 to 10. He was wearing light armor. When the night eye effect wore off the speed returned to normal.
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Lisha Boo
 
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Post » Sat Feb 19, 2011 5:44 am

  • Updated Night Ghoul Eyes to now provide AP bonus and double movement speed for a short time
  • Updated Night Ghoul Eyes vision to be passed by waiting

The speed is intended. The crash probably isn't though...
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Lisa
 
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Post » Sat Feb 19, 2011 2:32 am

A couple of things I've noticed:

1. I've killed a couple of Wild Boars...so how do I CRAFT a silk purse?

2. I clicked on a dead iguana (plenty of those...life expectancy for an iguana is short...even the Outcasts hunt them down) and I got Iguana Bits in my inventory. I clicked on a living Iguana and got a Live Iguana in my inventory. I dropped the Live Iguana from my inventory and got a stiff iguana on the ground. I have a vague recollection that the Iguana mod had a poisonous iguana meat stage when you first picked them up and that you could drop live iguanas again. I'm thinking you have a "light" version of the mod integrated that doesn't have the poisonous meat, and that maybe I'm doing something wrong with the dropping of live iguanas.

3. I saw something so darling, but so sad. A troop of four young mole rats, small enough to actually be cute despite being mole rats, all charging forward to attack a Gutsy robot. A valiant effort, but none of the little ones survived.
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claire ley
 
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Post » Sat Feb 19, 2011 12:44 am

2. I clicked on a dead iguana (plenty of those...life expectancy for an iguana is short...even the Outcasts hunt them down) and I got Iguana Bits in my inventory. I clicked on a living Iguana and got a Live Iguana in my inventory. I dropped the Live Iguana from my inventory and got a stiff iguana on the ground. I have a vague recollection that the Iguana mod had a poisonous iguana meat stage when you first picked them up and that you could drop live iguanas again. I'm thinking you have a "light" version of the mod integrated that doesn't have the poisonous meat, and that maybe I'm doing something wrong with the dropping of live iguanas.

At what time did you drop the Iguana? They should freeze at night, but be awake during the day.
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Scared humanity
 
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Post » Fri Feb 18, 2011 9:44 pm

It was middle of the day. Just a minute after picking it up.

I'm wondering if I have to drop it in a different from normal way. I should go check the docs for the iguana mod.
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sarah simon-rogaume
 
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Post » Fri Feb 18, 2011 11:15 pm

It seems RC6 is causing me to crash on level up. Weirdly, the beta worked fine.
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Eoh
 
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Post » Sat Feb 19, 2011 2:41 am

It seems RC6 is causing me to crash on level up. Weirdly, the beta worked fine.

I doubt it. Try level-up without Operation Anchorage.
Do you have FWE or UF3P in the load order?
And on which level you have this issue?
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Amy Masters
 
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Post » Fri Feb 18, 2011 9:07 pm

Some words about my Iguanas in MMM RC6.

Martigen implemented them differently then I did in my mod. There aren't all options (no releasable frozen ones, they dropping of a live one is actually a bug I think because it wasn't planned as far as I know, no new food items and no Eggs) available. Also their behavior changed. As I have seen there are more peaceful ones then in my implementation. You can say it's a small teaser for my full mod ;) .

I am updating my mod in the moment for RC6 so that all this options are available again and their behavior is like before. In this update the Iguanas also aren't so loud anymore and get new textures (They are wonderful but a little secret in the moment). Still there will be a difference to the version without MMM. To keep the balance of MMM less Iguanas are spawned in RC6 then in the normal one.

Btw. Don't use my Iguana RC5 esp plugin with RC6. It would damage MMM.
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Greg Swan
 
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Post » Fri Feb 18, 2011 8:35 pm

[snip]

Btw. Don't use my Iguana RC5 esp plugin with RC6. It would damage MMM.


Wait, we take out the FNNIguana - MMM.esp from the Main Iguanas_V101 file? I use MMM 6.0 along with your Iguana mod cause I want the quest. The FNNIguana - FWE.esp is still good with the new version of FWE, correct?
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Kortknee Bell
 
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Post » Sat Feb 19, 2011 6:50 am

Yes the FNNIguana - MMM.esp is for RC5 only (as I wrote in the readme) it overrides a few spawn routines of MMM which are changed in RC6. FNNIguana - FWE.esp makes no sense if the FNNIguana - MMM.esp for RC5 is disabled because Martigen uses other IDs for the food items and the vendor grilling isn't supported in it. Btw: FNNIguana - FWE.esp also is updated so that my new food items satisfy hunger (found the problem in the meantime) in FWE and is compatible with FWE 5 & FWE 6.

It should do no harm to leave the quest FNNIguana.esm in (if it is at the correct load order position: before the MMM esm) but it also doesn't make sense because the Iguanas come anyway in MMM RC6. This can only be checked with a new FNNIguana - MMM.esp. Sorry these troubles weren't my decision. It was the limited time that Martigen had to finish RC6. I work as fast as I can but in the moment I recommend to disable all FNNIguanaxxx esp & esm's with MMM RC6.

Iguanas are in the wastes with MMM and my quest stays logical (after the update) because a new kind (different but really good looking texture) of this little critters come as soon as you have done the quest.
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Juliet
 
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Post » Sat Feb 19, 2011 8:35 am

Already second Albino radscorpion run away from me :)
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Emilie Joseph
 
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