[RELz] Mart's Mutant Mod 1.0 RC 6.0

Post » Sat Feb 19, 2011 7:33 am

they dropping of a live one is actually a bug I think because it wasn't planned as far as I know
That makes sense because when I drop them I don't get an iguana at all. I get a kind of iguana stick. Not iguana on a stick, just a stiff stick like thing with an iguana texture.

I'm thinking what I'm actually dropping is the placeholder item that gets added to your inventory when you pick up a live iguana, but the script to replace it with an actual creature when dropped is missing since that wasn't intended to be implemented.
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Hannah Barnard
 
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Post » Sat Feb 19, 2011 1:10 am

Maybe I just ran into a weaker one with the whole randomized stats thing but I found that the Super Mutant Enforcer had less health/armor than I had expected for such a heavy armored thing.
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stephanie eastwood
 
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Post » Fri Feb 18, 2011 7:08 pm

I've been getting CTDs near the garbage chute in the Cargo Hold in Mothership Zeta.
I hope the brahmin it drops down the chute do not have script multiplication on them.

Trying to find the exact cause of this, still, since both MMM and Mothership Crew were updated around the same time.
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Tarka
 
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Post » Sat Feb 19, 2011 3:31 am

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?


I can level up fine when I disable MMM.

I don't have Operation Anchorage, FWE, or UF3P.

Going from level 19 to level 20 caused the crash. I disabled MMM, levelled up, enabled MMM, used advlevel and crashed. I tried using player.setlevel and crashed.
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Daniel Brown
 
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Post » Fri Feb 18, 2011 10:44 pm

I just made a playthrough of this area with MMM deactivated.
No Crash, no prob.

Problem seems to be related to brahmin in the trash chute and it's script as I said above.
This would tie it to the base mod rather than to the Zeta addon, which had no impact when I shut the Zeat addon alone off.

Edit: Noticing a levelup error when achieving Level 25.
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Beat freak
 
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Post » Fri Feb 18, 2011 6:49 pm

Here's an (experimental) FOOK2-MMM RC6 CP: http://www.fookunity.com/forum/showthread.php?t=4742
Feedback welcomed; it's just waiting or you Martigen.
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Paula Ramos
 
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Post » Fri Feb 18, 2011 9:30 pm

I just made a playthrough of this area with MMM deactivated.
No Crash, no prob.

Problem seems to be related to brahmin in the trash chute and it's script as I said above.
This would tie it to the base mod rather than to the Zeta addon, which had no impact when I shut the Zeat addon alone off.

Edit: Noticing a levelup error when achieving Level 25.

On page 4 & 5 of the previous MMM thread there was some discussion of this problem. Middle of page 5 delamer posted a
fix for MMM 6.0 beta 2. Maybe it will work. And if delamer sees this he can possibly respond better.
Sorry I'm still new to posting and don't know how to do this fancy linking stuff.
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Siobhan Wallis-McRobert
 
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Post » Sat Feb 19, 2011 4:12 am

I'm thinking what I'm actually dropping is the placeholder item that gets added to your inventory when you pick up a live iguana, but the script to replace it with an actual creature when dropped is missing since that wasn't intended to be implemented.


You are correct it's my placeholder for the inventory which changes in a life Iguana when you drop it.
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jessica robson
 
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Post » Sat Feb 19, 2011 3:58 am

Hey Martigen, loving your mod as always :D

Have you ever though of adding this to your mod?

http://www.fallout3nexus.com/downloads/file.php?id=7650

it is coupled with these fixes:

http://www.fallout3nexus.com/downloads/file.php?id=10891
http://www.fallout3nexus.com/downloads/file.php?id=10281

With these I absolutely enjoy Feral Ghoul rampage to its maximum! They really feel like zombies and are slow as the Ghouls in the previous Fallout games where. As it says on one of the files, "teh file of pwnage" :toughninja:
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ZANEY82
 
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Post » Fri Feb 18, 2011 6:11 pm

Just for the record: I prefer my ghouls as they are. :)

Edit: I know there used to be a ghoul model variety pack on the 'nexus, but I can't find it now... Ghouls in labcoats and whatnot.
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james reed
 
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Post » Fri Feb 18, 2011 9:16 pm

I too, am having troubles with leveling up (freeze at level 9). Don't know why it didn't pop up before now, but it goes away if I disable MMM. I have gone over my load order and disabled all my mods one by one until there were none. Not using FOOK or FWE, I have completely uninstalled UFP as well, nothing else has worked. Any ideas on what is causing these freeze ups?

FYI my load order:
Spoiler
Fallout3.esm
ThePitt.esm
BrokenSteel.esm
PointLookout.esm
Zeta.esm
HairPack.esm
CALIBR.esm
xCALIBR.esm
CFWRv4.esm
StreetLights.esm
Project Beauty.esm
Selected Containers Respawn.esm
SS Master File.esm
SS Creature Compendium.esm
Mart's Mutant Mod.esm
FNNsys.esm
Xepha's Dynamic Weather.esm
Enhanced Weather - Rain and Snow.esm
CALIBRxMerchant.esp
xCALIBR_override.esp
NoLockTopic.esp
CrossRepairLaserPlasmaOnly.esp
DarNifiedUIF3.esp
eyes_hairpack_en.esp
GalaxyNewsRadio100[M].esp
Project Beauty- Broken Steel.esp
Project Beauty- Point Lookout.esp
StreetLights - Wasteland.esp
MoreMapMarkers.esp
CharonImproved.esp
llama's Vanilla Followers for Charon Improved.esp
LucyWestCompanion.esp
Unique Dogmeat.esp
Kick Dogmeat.esp
megalight.esp
pip150.esp
pipomfg.esp
praiseatom.esp
BLTC.esp
BLTC Less Addictions.esp
BLTC Immersion Patch.esp
PHIG_IncreasedArmor.esp
PHIG_IncreasedDamage.esp
PHIG_IncreasedDamageLOWERLEVELHP.esp
PHIG_IncreasedLocationalDamage.esp
BRUTE_GunKnockdownsSpecialScriptedEditionANCHORAGE.esp
BRUTE_GunKnockdownsSpecialScriptedEditionTHEPITT.esp
BRUTE_GunKnockdownsSpecialScriptedEditionTHEPOINT.esp
PHIG_GunKnockdownsSpecialScriptedEdition.esp
PHIG_GunKnockdownsTOUGHERSUPERS.esp
PHIG_ExtremeGunRarityEXPENSIVEGUNS.esp
PHIG_SteadyAimPERKONLY.esp
classic_shotgun.esp
WeaponModKits.esp
WeaponModKits - OperationAnchorage.esp
WeaponModKits - ThePitt.esp
WeaponModKits - BrokenSteel.esp
WeaponModKits - PointLookout.esp
WeaponModKits - Zeta.esp
CrossRepairWeapons.esp
CrossRepairArmor.esp
Echo_UseBothGloves.esp
Explosive Explosives v1.3.esp
Slower Degradation (-80%).esp
EVE.esp
EVE Operation Anchorage.esp
CFWRloadlastEVE.esp
SS Weapons.esp
SS Weapon Effects.esp
SS Enhanced Combat Maneuvers.esp
Mart's Mutant Mod.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
Mart's Mutant Mod - Master Menu Module.esp
Mart's Mutant Mod - Tougher Traders.esp
Mart's Mutant Mod - Natural Selection.esp
Mart's Mutant Mod - Zones Respawn.esp
Mart's Mutant Mod - Project Beauty.esp
Stealth Kills Enabled.esp
Stealth Kills Enabled - Pitt Compatibility.esp
Responsive Kill Reactions.esp
Xepha's Dynamic Weather - Main.esp
Xepha's Dynamic Weather - Broken Steel.esp
Enhanced Weather - Rain and Snow in Fallout.esp
Enhanced Weather - Radioactive Rain and Snow Plugin.esp
Enhanced Weather - Sneak Bonus during Storms.esp
Enhanced Weather - Weather Sounds in Interiors.esp
Enhanced Weather - REBOOT.esp
Selected Containers Respawn - Emptied Trash Cans in Player Homes.esp
Selected Containers Respawn.esp
Realistic icons.esp

Total active plugins: 94
Total plugins: 95

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Jaylene Brower
 
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Post » Fri Feb 18, 2011 5:56 pm

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

I noticed it before but just thought it was an oddity but I've seen it again (the only other Outcast Protectron I've seen actually) where Outcast Protectrons are hostile to me and then when I get to close the entire Outcast Patrol goes hostile (and rocks me), despite being previously friendly. I'm looking into it but I'm using the Mechanic Background and see that they aren't added to whatever the faction is that stops robots from being hostile, intended?

Seems it's MMM, base Protectron has very aggressive behavior and he gets rid of the vanilla Outcast change to Aggressive, so the Outcast Robots are staying very aggressive... wonder if that was intentional or always like that or something new with the new version of MMM - lets find out!


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)
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Silencio
 
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Post » Sat Feb 19, 2011 6:35 am

Sometimes this game really works out nicely.

I ran into four more Young Mole Rats. Poor babies were trying to fight off a Yao Guai and losing badly. I opened fire on the Yao Guai, of course, and managed to damage him fairly quickly. One of the baby mole rats ran over to me and stood right by my feet, facing the Yao Guai and hissing until I managed to kill it. Then he kind of walked forward a little bit and just stood there. It totally seemed like he had run to me for protection after I had attacked the Yao Guai. I went forward toward him to see what he'd do, but he ran off like I had spooked him.

Unfortunately, he ran toward the RobCo factory and the robot selling guy was there....I heard RL-3 opening fire briefly and I think that was the end of the last baby mole rat from that group.



On another note, does MMM affect Outcast Patrol spawns? There seem to be a tremendous number of them in my game and it seems odd. A lot of times I can stand next to one patrol and see another patrol on a different route in the distance.
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Emily Rose
 
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Post » Fri Feb 18, 2011 11:17 pm

On another note, does MMM affect Outcast Patrol spawns? There seem to be a tremendous number of them in my game and it seems odd. A lot of times I can stand next to one patrol and see another patrol on a different route in the distance.


I haven't noticed this.
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Louise Lowe
 
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Post » Fri Feb 18, 2011 6:26 pm

I can level up fine when I disable MMM.

I don't have Operation Anchorage, FWE, or UF3P.

Going from level 19 to level 20 caused the crash. I disabled MMM, levelled up, enabled MMM, used advlevel and crashed. I tried using player.setlevel and crashed.

Can you give me your save? www.rapidshare.com
This freeze/crash during level-up seems to be more and more annoying
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kitten maciver
 
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Post » Sat Feb 19, 2011 6:04 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
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Cat
 
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Post » Sat Feb 19, 2011 6:37 am

On page 4 & 5 of the previous MMM thread there was some discussion of this problem. Middle of page 5 delamer posted a
fix for MMM 6.0 beta 2. Maybe it will work. And if delamer sees this he can possibly respond better.
Sorry I'm still new to posting and don't know how to do this fancy linking stuff.

https://docs.google.com/leaf?id=0BzMBsweZwpWdOGE0YzI0OWEtOGQ2Ni00MWRjLTkyMDMtMjFmMDVkYzdmNGVm&hl=en&authkey=CMGyy8gH
It will work, it even don't required MMM.
This patch will disable this trash thing. But this level must be started from the beginning, or I'm not sure if this will work
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adam holden
 
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Post » Sat Feb 19, 2011 10:07 am

https://docs.google.com/leaf?id=0BzMBsweZwpWdOGE0YzI0OWEtOGQ2Ni00MWRjLTkyMDMtMjFmMDVkYzdmNGVm&hl=en&authkey=CMGyy8gH
It will work, it even don't required MMM.
This patch will disable this trash thing. But this level must be started from the beginning, or I'm not sure if this will work


Delamer, could you put it somewhere else for download? Google is not being kind today (they are experiencing techincal difficulties...)
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Neko Jenny
 
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Post » Sat Feb 19, 2011 5:39 am

Hey guys,

Just popping in quickly while on hols, thought I'd check in on the thread and it looks like we have a few bugs to fix.

* Leveling up -- no idea where this is coming from. The only leveling up issues I've heard of are when Perks are modified, but MMM doesn't alter or use any Perks. Would greatly appreciate having a savegame to work from with this (ideally MMM alone, no FWE etc) and it looks like Delamer is already on the ball. If you discover anything Delamer, let me know and by all means feel free to release a temporary patch if you find a fix.

* Crashing in Zeta -- this was reported in the Beta after adding the Crazed Brahmin to the base Brahmin lists (and presumably, spawning one was crashing the chute in Zeta). For the final RC6 I reverted this change, so the vanilla Brahmin list is the same as RC5. So why it's *still* crashing is a mystery. The best solution I can think of is to make a new, completely unattached, Brahmin entry for Zeta and reference that instead of letting it reference the vanilla Brahmin. This would completely isolate that part to just Zeta. Again I can do this when I get back, or Delamer or anyone else is welcome to release a temporary patch plugin.

* Iguanas -- yeah, the feet are loud. I actually reduced their volume by 40% from the sound files, but they're still a too loud. Should be easily fixed when I get back. Tweaking attenuation in the GECK didn't seem to make any difference, so I re-sampled the files in Audacity to reduce their volume, but clearly not enough. Again anyone else is welcome to do the same and upload new sound files. In terms of factions I didn't add them to the NoAttack list because as Sesom said they should have some natural predators. However there's obviously some inter-faction relationships I didn't predict, and some more factions will need to be added to them (or, alternatively, have them completely passive and use NoAttack). And yes, the dropping of a live Iguana I didn't expect! :) Once picked up, eat or sell them. On the Poison I did originally keep the poison meat, but it didn't make sense being able to poison your baseball bat by rubbing an Iguana on it, so I changed the properties. If people want the poison meat back, I can do that, but it means you can't eat them and Iguana bits (as picked up on a dead Iguana, not the vanilla bits) would need to be changed as well.

* Ramblers -- For the Ramblers, will check their sound profile when I get back, this obviously isn't an urgent issue (think of them as Ninja Ramblers!)

Thanks for the feedback, be back in a few weeks, but keep the reports coming and again anyone is welcome to upload patch plugins to fix some issues until I return.

Mart
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Alada Vaginah
 
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Post » Sat Feb 19, 2011 7:16 am

I too, am having troubles with leveling up (freeze at level 9). Don't know why it didn't pop up before now, but it goes away if I disable MMM. I have gone over my load order and disabled all my mods one by one until there were none. ]Not using FOOK or FWE, I have completely uninstalled UFP as well, nothing else has worked. Any ideas on what is causing these freeze ups?


With the Beta version I had problems with leveling up and not until Level 8 or 9, which I confirmed was a problem with MMM by doing the same thing kind of check. I am now at Level 9 with a new character and the new release and haven't had any problems with leveling up yet (my fingers are crossed).

Also, I have had one hostile Outcast Patrol. But it's the only Outcast Patrol I've encountered so far in this playthrough so I don't know yet if they are all going to be hostile or not.
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Quick Draw
 
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Post » Sat Feb 19, 2011 4:02 am

Delamer, could you put it somewhere else for download? Google is not being kind today (they are experiencing techincal difficulties...)

Now google OK.
I will upload this fix on my page on Nexus, but it will take some time.
And I'm still need save with crash during level-up for preparations
Also- if someone have save in Zeta before the crash near trash device, it will be very kind
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Sabrina Steige
 
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Post » Sat Feb 19, 2011 10:01 am

Now google OK.


Many thanks, BW
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koumba
 
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Post » Fri Feb 18, 2011 9:36 pm

Well trying to stay on top of all updates I cannot download the zeta fix - keep getting message from google page that it is unable to scan for viruses.

and it says it is only 1KB - is that right?

Same result using both firefox and IE.
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Rachael Williams
 
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Post » Fri Feb 18, 2011 9:31 pm

Well trying to stay on top of all updates I cannot download the zeta fix - keep getting message from google page that it is unable to scan for viruses.

and it says it is only 1KB - is that right?

Same result using both firefox and IE.


I had the same problem yesterday, but it worked fine an hour ago... and yes, it's only 1K :_
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Alexander Lee
 
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Post » Fri Feb 18, 2011 10:51 pm

Well trying to stay on top of all updates I cannot download the zeta fix - keep getting message from google page that it is unable to scan for viruses.

and it says it is only 1KB - is that right?

Same result using both firefox and IE.

Yes, that is right. Plugin contain three disabled records only
http://rapidshare.com/files/416796620/MMM-Zeta_crash_fix.rar.html
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Rhysa Hughes
 
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