[RELz] Mart's Mutant Mod 1.0 RC 6.1

Post » Fri Feb 18, 2011 10:54 pm

Well then it didn't work or something.

I have 6.1 and got it the day released and did a squeaky clean save when upgrading.

I still hear them everywhere.


Use the sound files from my original mod. They are turned down extremly now (latest version!). A welcomed side effect is that they are now preety sneaky ;) .
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Genocidal Cry
 
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Post » Fri Feb 18, 2011 10:22 pm

Use the sound files from my original mod. They are turned down extremly now (latest version!). A welcomed side effect is that they are now preety sneaky ;) .

I included these in 6.1 but I'll take another look and make sure they aren't in the wrong location/etc.
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Jynx Anthropic
 
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Post » Sat Feb 19, 2011 6:40 am

Hi Martigen,

Just wanted to say thank you for MMM. It really add a lot of diversity in the Wasteland.

A few day ago, I had to go down in some metro station (I use Feral Ghoul Rampage). It was an excellent experience! Especially after some of the "dead" goul started to get up their feet again! :D
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lydia nekongo
 
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Post » Sat Feb 19, 2011 6:36 am

Hey Mart :)

Sorry to be a pest, but is there any chance the 6.2 update will be out this weekend? I only ask so I can plan when to start my new game ...

Also, could you possibly publish a change / fix list for the 6.2 update so we can know what to anticipate?

Best, Bendiwolf
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Enie van Bied
 
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Post » Sat Feb 19, 2011 5:59 am

Hey Mart :)

Sorry to be a pest, but is there any chance the 6.2 update will be out this weekend? I only ask so I can plan when to start my new game ...

Also, could you possibly publish a change / fix list for the 6.2 update so we can know what to anticipate?

Best, Bendiwolf

Sorry for the delay, I'm in the process of drilling down through loot lists and tokens to ensure the bug that caused the Zeta crash isn't replicatable elsewhere (so far, it's not, and is unlikely to be which is good but still need to check everything) but RL work has got in the way. Here's the current 6.2 for you:

6.2 hotfix
  • Fixed selling or placing Live Iguana into a container crashing the game
  • Fixed rare occurance of Deathclaws anti-launch fix being reset
  • Added Iguana Flesh in place of Iguana bits when looting a dead Iguana
  • Increased health on raised ghouls by 10%
  • DLC Zeta: Fixed (properly) Zeta garbage chute crash due to inherited loot list
  • DLC Broken Steel: Added missing Super Mutant blood samples from SM loot


::: http://members.iinet.net.au/~amills/MMMRC62update.zip

Just copy over current files in the Data directory.

EDIT: Be sure to do the rest for 4-days inside thing for a current game (and possibly a clean-save if you want to be sure). It may be a small update, but what's not listed in the changelog are a range of small consistency changes to a lot of the scripts. These aren't listed in the changelog because it's kind of hard to describe, but the short description is that out of the Zeta debugging I found that actors using a template that's a level list of actors lose any variables on them at a cell reset, but actors using a template of another actor retain them. This has important implications for some scripts that assume or require some variables are retained or cleared, since previously I was operating on the assumption they all behaved the same. The Deathclaw entry in the changelog above is a result of this new pearl of wisdom not previously documented anywhere, and there may be more but without specific examples (since I'm updating all relevant scripts to prempt similar issues).
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ladyflames
 
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Post » Sat Feb 19, 2011 4:17 am

Thank you Martigen! :D

MMMF3 is an incontournable like we say in french!
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Darrell Fawcett
 
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Post » Sat Feb 19, 2011 9:20 am

I seem to be having an odd problem that I don't remember having before. It appears that whenever I kill an Abominable Mutant I get rewarded with a good deal of good karma. Is this a bug or was this done on purpose? It really makes it hard keeping my neutral character neutral.
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Jodie Bardgett
 
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Post » Sat Feb 19, 2011 3:56 am

As always, great work Mart, :celebration:


But, to be honest, I'm waiting with the update a little because of this fix you made:

Fixed Iguanas being able to take down a Brahmin in battle!

cuz I really want to see that happen at least once before updating :D

I've been stalking Iguanas for days waiting to see one attack a cow and win.

Feeling very Elmer Fudd about it as well..

too bad there isn't an Elmer Fudd hunting hat mesh/mod :sadvaultboy:

:P


later buddy :)
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NO suckers In Here
 
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Post » Sat Feb 19, 2011 12:33 pm

Gah. I'm just setting up FO3, and using Project Beauty and MMM - no FWE. (Running a fair few others, too). When I try and make a merged patch in FOEdit it fails unless I remove the Mart's Mutant Mod Project Beauty compatibility patch (and yeah, I am using the one linked on page one). Any thoughts?
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Luna Lovegood
 
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Post » Sat Feb 19, 2011 1:21 am

Can someone tell me what would cause the textures in this mod to change colors randomly? I've tried ArchiveInvalidation Invalidated, I've tried re-installing the game, I've tried installing the mod with FOMM, and I've tried redownloading the mod. Everytime, the textures are messed up on creatures that were added or changed. Stuff like the vicious dogs are changing colors because the original texture was changed. Any idea on how to fix this?
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Czar Kahchi
 
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Post » Sat Feb 19, 2011 11:28 am

Whereabouts can I find the MMM+FWE+EVE FOIP esp?

--> Mart's Mutant Mod - FWE with EVE.esp

It's not on the http://www.fallout3nexus.com/downloads/file.php?id=4968... is it no longer needed or are my eyes failing?

I've just reinstalled so I'll give 6.2 a workout. :gun:
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Christine
 
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Post » Sat Feb 19, 2011 9:04 am

Well I guess Mart's Mutant Mod - FWE with EVE.esp is no longer needed... the game is playing well- more stable than ever for me, even now that I have Win7 64!- and the changes to two of my favorite mods- MMM & FWE- in the year since I've played are just awesome!! :tops:

Question: Does MasterUpdate interfere with any of the features of MMM? I recall reading something to this affect a year + ago, possibly by Martigen. I've searched around and haven't found any references to this... and the new "find posts/topics" by a member forum changes aren't helping. *misses the old forums* :ermm:
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Schel[Anne]FTL
 
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Post » Sat Feb 19, 2011 1:56 am


Feeling very Elmer Fudd about it as well..

too bad there isn't an Elmer Fudd hunting hat mesh/mod :sadvaultboy:


funny, there is a picture in the original fallouts of vault boy with elmer fudds hat on, watching a rabbit, i'm reminded of that...and i too wish i had that hat..

this is an excellent mod, i'm going to get EVE soon.
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Setal Vara
 
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Post » Sat Feb 19, 2011 6:14 am

Hey, Mart! I think I found a bug. In the Pump Control (PPurity05 - Interior Cell), when I receive the quest from Dad to activate a valve I walk down this pipe and there is a BoS soldier wandering around, I tried to pinpoint his origin and fix it myself, but I couldn't. His RefID in my game is (FF00149F). And yes, I am sure that this is a MMM issue, I double-checked. Thx!
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Nitol Ahmed
 
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Post » Sat Feb 19, 2011 1:06 pm

Gonna ask a dumb question; it's my first time installing any mods for FO3.

All my texture folders etc are archived in bsa format, how do I put the MMM folders into those Fallout ones?
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brian adkins
 
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Post » Sat Feb 19, 2011 5:21 am

Gonna ask a dumb question; it's my first time installing any mods for FO3.

All my texture folders etc are archived in bsa format, how do I put the MMM folders into those Fallout ones?

OK, I think I figured out how to extract them, I used FOMM to extract them, is this correct?

Also, now I've done that and put the meshes and textures and sound into the correct extracted folders, the game won't run at all unless I put the original unextracted folders in instead.

How do I make this work?
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Emzy Baby!
 
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Post » Sat Feb 19, 2011 7:27 am

OK, I think I figured out how to extract them, I used FOMM to extract them, is this correct?

Also, now I've done that and put the meshes and textures and sound into the correct extracted folders, the game won't run at all unless I put the original unextracted folders in instead.

How do I make this work?


Since things have slowed down around here, I'll try to help.

It sounds like your trying to put the MMM textures and meshes into the related vanilla Fallout - xxx.bsa's. I am not aware of any reason to do this... maybe there is justification to do this with previous Beth games but, AFAIK, not FO3.

So just extract the MMM archive into \Data, being mindful of correct folder structure. For the easiest and perfectly effective method download the MMM FOMOD ready file and use FOMM to install, following the MMM scripted menus.
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James Baldwin
 
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Post » Sat Feb 19, 2011 2:15 am

Are all the current FOIP patches compatible with MMM 6.2?
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maya papps
 
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Post » Fri Feb 18, 2011 9:31 pm

Since 6.0 I haven't seen ANY centaurs alive... When i always get near any group of mutants they're always killing or have killed their centaurs. would anyone know the cause of this?
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marina
 
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Post » Sat Feb 19, 2011 9:26 am

Since 6.0 I haven't seen ANY centaurs alive... When i always get near any group of mutants they're always killing or have killed their centaurs. would anyone know the cause of this?

I've been using 6.2 since the creation of this new character (now lvl 16) and have seen a good amount of living centaurs amidst the mutants... sounds like there maybe something messed up with centaur factions in your game, or your just having odd luck. :shrug:

If your sure something's wrong try reinstalling MMM with the guidelines for updating, or maybe try a clean save reinstall (get rid of your MMM related items first): save in unpopulated interior, uninstall, wait out respawn, save, reinstall, wait out respawn again, see if anything has changed.

Are all the current FOIP patches compatible with MMM 6.2?

Current foip patches for latest MMM + FWE/WMK/EVE are working fine in my game.
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Racheal Robertson
 
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Post » Sat Feb 19, 2011 12:28 pm

the thing is this happens with every save game and i did install it correctly so i don't know why this would be happening. I've also checked my plugins with FO3Edit and i can't find any considerable changes to either the centaurs or the super mutants.
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Lou
 
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Post » Sat Feb 19, 2011 6:05 am

Probably been asked a lot (dont have time right now to read 7 pages...)...

Guy's I'm getting crashes in combat on and off in the mall area (mostly), and a few other places, anytime I fight supermutants, the garden variety and/or the new types. No explanation...no possible giveaways on why..just...bam.

I've tried even stripping out every mod except MMM and it still happens constantly.

Once I removed MMM, it stopped completely.

I am, of course, using the latest version from the FO3NEXUS, using Bash/flash and the whole nine yards.

could there be something simple like an .ini setting or level of detail or...something I need to change?

Thanks, and if you need more info, I'll bookmark the topic and check it tomorrow.
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GabiiE Liiziiouz
 
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Post » Fri Feb 18, 2011 10:06 pm

I am also getting crashes when encountering supermutants in certain areas such as germantown and dc areas. I've tried unloading everything and have narrowed it down to MMM. Still CTD after upgrading to RC 6.2.
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Doniesha World
 
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Post » Sat Feb 19, 2011 4:41 am

Help!


So I'm using the GotY edition which supposedly includes all the DLC (Anchorage, Pitt, Broken Steel, etc) except the .esm files for those are NOT vanilla included in my load order. There's only FO3 ESM. So every time I activate the MMM esp's for them, the game crashes instantly when I load it.


How do I get the DLC content to be updated to MMM standards when using the GotY edition?
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cheryl wright
 
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Post » Sat Feb 19, 2011 12:17 am

Help!


So I'm using the GotY edition which supposedly includes all the DLC (Anchorage, Pitt, Broken Steel, etc) except the .esm files for those are NOT vanilla included in my load order. There's only FO3 ESM. So every time I activate the MMM esp's for them, the game crashes instantly when I load it.


How do I get the DLC content to be updated to MMM standards when using the GotY edition?

Sounds like GFWL has hidden away your DLC esm's... you can move them to \Data manually or use http://www.fallout3nexus.com/downloads/file.php?id=1086.
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Shianne Donato
 
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