Martigen's Mutant Mod for Fallout 3
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"Let it begin! Let it begin!!" [Rhino, Bolt] Release Candidate
::: DOWNLOAD :::
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::: Fallout 3 Nexus -- http://www.fallout3nexus.com/downloads/file.php?id=3211 (180M) [615M uncompressed]
It's highly recommended to clean your savegame while upgrading MMM:
- Go inside somewhere with NO creatures or NPCs (Megaton/Tenpenny home works well)
- Wait 4 days (or 9 days if you use FWE) to let cells reset
- Save and quit
- Disable ALL MMM components (MMM .esm, MMM .esp, and all MMM plugins)
- Load your game, save your game, quit
- Upgrade to MMM RC 6.0
- Re-enable MMM .esm, MMM .esp, and your chosen optional MMM plugins
Note: You will lose any MMM specific items in this procedure, for eg Wanamingo Meat, so sell these items first.
This process isn't necessary, but would ensure the best possible start for RC6 which has considerable changes.
::: RC6 Changelog
- Fixed Deathclaws, Geckos etc restoring health after anti-launch code triggers
- Fixed Night Perception penalty being applied to NPCs with power armor helmets
- Fixed (probably) rare raised ghouls with dragging body parts
- Fixed bug that was preventing Baby Molerats from spawning
- Fixed friendly Super Mutants at Chevy Chase (thanks go to Kralore)
- Fixed too many Outcasts at Fort Independence (inside and out)
- Fixed oddities caused by inheritance of Brahmin lists with Crazed Brahmin
- Fixed Night Ghoul Vision (hopefully) by implementing an entirely new system for it
- Fixed exponential Increased Spawns increase after level 10 with Dynamic Player Scaling
- Added New Feature -- Pipboy menu system. Configure MMM from your Pipboy!
- Added New Feature -- Body Part Amputation (inspired by Cipscis' Amputate!)
- Added New Feature -- Soft Unleveling
- Added New Feature -- Dynamic Player Scaling
- Added New Creature -- Iguanas
- Added New Creature -- Super Mutant Enforcer
- Added New Creature -- Abominable Mutants
- Added New Creature -- YaoGuai Pups
- Added New Creature -- Wild Boar
- Added New Creature -- Monstrous Dog
- Added New Creature -- Enclave Deathclaw Alpha
- Added New ingestible -- Wild Boar Meat, Live Iguana, Centaur Tongue
- Added New items -- Wild Boar Ears, Monstrous Dog Teeth, Yao Guai Pup Claws
- Added 3 skinned variants for Iguanas
- Added 4 skinned variants for Wild Boar
- Added 4 skinned variants for Monstrous Dog
- Added 4 skinned variants for Yao Guai Pups
- Added 8 skinned variants for Super Mutant Enforcer
- Added 3 skinned variants for Enclave Deathclaw Alpha
- Added 40 skinned and shaped variants for Abominable Mutants
- Added 40 skinned and shaped variants for Centaurs, including new extra arm and spike varieties
- Added 31 skinned variants for Protectrons, Mr Gutsy and Sentry Bots thanks to DarkSloth74
- Added unique skins for Enclave, Outcast, Talon and Army for robots
- Added unique SentryBot guards for Eden
- Added unique Police, Special Forces, Swat and UN Protectrons as rare wasteland spawns, player friendly.
- Added unique new Wastelander Ghoul variants
- Added two new Increased Spawns settings for Menu users
- Added diversity to enclave companion spawns
- Added Soft Unleveling to Dynamic Player Scaling, increments by 2% per scale
- Added Feral Ghoul Raise to Dynamic Player Scaling, increments 5% per scale
- Added minimum experience rewards for Behemoths (150 xp) and Gargantuans (300 xp)
- Added aggro radius to Crazed Brahmin, tweaked behaviour
- Added fix to remove Ash and Goo piles at cell resets (previously UFP tweak, now in MMM)
- Updated Dynamic Player Scaling to halve the rate of increase for Increased Spawns
- 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
- Updated Gooification/Disintigration, Goo and Ash piles no longer contain body parts or meat for creatures
- Updated Glowing Ones to no longer have loot (they explode soon after death in MMM)
- Updated Metro, Office and the Super Duper Mart Protectrons to now be Police skinned Protectrons
- Updated Menu to include options for all the new creature types
- Updated FOMOD install script to fix bug with latest FOMM version. Credits to Kaburke.
- Slightly increased chance of Baby Molerats and Vicious Dog Pups spawning
- Slightly increased chance of Crazed Brahmin
- Slightly increased chance of Firelurks spawning
- Slightly decreased spawn numbers for BoS at GNN with increased spawns
- Slightly decreased spawn numbers for BoS at The Mall with increased spawns
- Slightly delayed appearance of Wanamingos by one level
- Slightly adjusted weights and prices of various creature parts to better reflect weight and reward
- Slightly improved performance of Fireflies and Night Ghouls
- Greatly increased diversity of robot spawns for wasteland robot spawns
- Greatly reduced chance of Mirelurk Kings spawning from Mirelurk lists
- Greatly increased wilderness spawns spread code to reduce locality combat and increase diversity
- DLC Plugins: Anchorage, Broken Steel, The Pitt, Point Lookout and Zeta updated for RC6
- New Plugins: Master Menu Module, Soft Unleveler, Soft Unleveler hardcoe, Dynamic Player Scaling, No Iguanas, No Abominable Mutants, No Stalker Mutants
::: Screenshots
:: http://members.iinet.com.au/~amills/MMMF3-Enforcer.jpg
:: http://members.iinet.com.au/~amills/MMMF3-Iguana1.jpg
:: http://members.iinet.com.au/~amills/MMMF3-Iguana2.jpg
:: http://members.iinet.com.au/~amills/MMMF3-Centaur.jpg
:: http://members.iinet.com.au/~amills/MMMF3-Boar.jpg
:: http://members.iinet.com.au/~amills/MMMF3-MutantDog.jpg
:: http://members.iinet.com.au/~amills/MMMF3-AbominableMutant.jpg
:: http://members.iinet.com.au/~amills/MMMF3-YaoGuaiPup.jpg
:: http://members.iinet.com.au/~amills/MMMF3-DeathclawAlpha.jpg
:: http://members.iinet.com.au/~amills/MMMF3-ProtectronVars.jpg
:: http://members.iinet.com.au/~amills/MMMF3-GutsyVars.jpg
:: http://members.iinet.com.au/~amills/MMMF3-SentryVars.jpg
:: http://members.iinet.com.au/~amills/MMMF3-Menu1.jpg
:: http://members.iinet.com.au/~amills/MMMF3-Menu2.jpg
::: New Creatures
If you want the full experience of unleashing Iguanas on the Wasteland, use the full http://www.fallout3nexus.com/downloads/file.php?id=13537 from Sesom and complete the quest. This also allows Iguanas to be given to vendors and swapped for the on-stick variety and the ability to raise an Iguana as a pet. Note Iguanas won't appear in the Wasteland until you complete the quest.
::: New and Updated Features
NOTE: The first time you load your game with the menu plugin loaded, it takes 15 seconds before you'll see the option in your Pipboy.
ALSO NOTE: You still need to load certain plugins that can't be configured from the menu: these are Natural Selection, Tougher Traders, Zones Respawns and the DLC plugins. All the rest can be done through the menu.
New in RC6: Night Ghoul Eyes now give you an AP boost and increase your movement speed 100%. Not only can you see like Night Ghouls now, but move like them too. Feel the power of the Night Ghoul!
This only applies to Creatures. Robots and NPCs have been made excempt by request, for those scavenging for robot parts or Energy Weapon users who rely on looting dead NPCs.
NOTE: This function only works if Increased Spawns are active, and the chance is applied for each enemy spawned. The Soft Unleveler plugin sets this to 12%, Soft Unleveler hardcoe to 25%.
ALSO NOTE: This is enabled by default for Menu users. It will likely become completely standard next version (i.e the Soft Unleveling optional .esps may change to reflect this).
DPS -- 4 MMMzBehemothChance [2] | MMMzIncreasedSpawnsMax [3] | | MMMzFeralGhoulRaiseChance [50] | | | MMMzSoftUnleveling [12] | | | |Player level 2 -- 2%, 1-3, 50%, 12%Player level 4 -- 3%, 1-3, 55%, 14%Player level 8 -- 4%, 1-4, 60%, 16%Player level 12 -- 5%, 1-4, 65%, 18%Player level 16 -- 6%, 1-5, 70%, 20%Player level 20 -- 7%, 1-5, 75%, 22%Player level 24 -- 8%, 1-6, 80%, 24%...DPS -- 5 MMMzBehemothChance [2] | MMMzIncreasedSpawnsMax [3] | | MMMzFeralGhoulRaiseChance [50] | | | MMMzSoftUnleveling [12] | | | |Player level 2 -- 2%, 1-3, 50%, 12%Player level 5 -- 3%, 1-3, 55%, 14%Player level 10 -- 4%, 1-4, 60%, 16%Player level 15 -- 5%, 1-4, 65%, 18%Player level 20 -- 6%, 1-5, 70%, 20%Player level 25 -- 7%, 1-5, 75%, 22%...DPS -- 6 MMMzBehemothChance [2] | MMMzIncreasedSpawnsMax [3] | | MMMzFeralGhoulRaiseChance [50] | | | MMMzSoftUnleveling [12] | | | |Player level 2 -- 2%, 1-3, 50%, 12%Player level 6 -- 3%, 1-3, 55%, 14%Player level 12 -- 4%, 1-4, 60%, 16%Player level 18 -- 5%, 1-4, 65%, 18%Player level 24 -- 6%, 1-5, 70%, 20%...
NOTE: The above assumes both Increased Spawns and Soft Unleveling is enabled. The Increased Spawns maximum modifier applies only if Increased Spawns or Increased Increased Spawns is loaded. Keep in mind all bonuses are on top of the initial base value -- i.e if you have Feral Ghoul Raise set to 75%, then at DPS level 12 it will be on 85%. If you use Increased Increased Spawns, the MMMzIncreasedSpawnsMax increase applies on top of 5 from the 2-5 of Increased Increased Spawns.
::: Recommended load order
In general, with some of the changes over recent versions, I thought I'd update a list of modules I'd recommend for use in your MMM experience at a minimum:
- Mart's Mutant Mod.esp
- Mart's Mutant Mod - DLC plugins (for the DLCs you use)
- Mart's Mutant Mod - Natural Selection
- Mart's Mutant Mod - Tougher Traders*
- Mart's Mutant Mod - Zones Respawn
- Mart's Mutant Mod - Mutant Mod Menu
(*if you don't use any other mods that beef up traders)
And, in the menu, set at least Increased Spawns to 1-3, and the Soft Unleveler to 12% (note Soft Unleveling depends on Increased Spawns). For old style configuration (if you don't want to or can't use the menu) as a minimum:
- Mart's Mutant Mod.esp
- Mart's Mutant Mod - DLC plugins (for the DLCs you use)
- Mart's Mutant Mod - Increased Spawns
- Mart's Mutant Mod - Natural Selection
- Mart's Mutant Mod - Tougher Traders*
- Mart's Mutant Mod - Zones Respawn
- Mart's Mutant Mod - Soft Unleveler
If you use FWE then Natural Selection, Tougher Traders, and Zones Respawn are included in the FOIP FWE-MMM plugin. So is the menu. This means your FWE load order for MMM should look like:
- Mart's Mutant Mod.esp
- Mart's Mutant Mod - DLC plugins (for the DLCs you use)
- Mart's Mutant Mod - FWE Master Release
You can then configure both MMM and FWE settings from your Pipboy. NOTE: When installing, just choose the Menu method if you use the FOMOD, then grab and install the FOIP MMM-FWE plugin.
::: Links to recent threads
::: http://www.gamesas.com/index.php?/topic/1104898-marts-mutant-mod-rc6-beta-1/
::: http://www.gamesas.com/index.php?/topic/1069335-relz-marts-mutant-mod-10-rc-50-2/
::: http://www.gamesas.com/index.php?/topic/1053764-relz-marts-mutant-mod-10-rc-50/