[RELz] Mart's Mutant Mod 1.0 RC 6.1

Post » Sat Feb 19, 2011 1:04 am

Ok my turn to ask a question :)

I downloaded the mods for the radscoprions, blowfly and deathclaw. Whenever I try to install them on FOMM though, it says that they need scripts and without them they may not run properly. What am I missing?
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Jinx Sykes
 
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Post » Fri Feb 18, 2011 10:10 pm

Ok my turn to ask a question :)

I downloaded the mods for the radscoprions, blowfly and deathclaw. Whenever I try to install them on FOMM though, it says that they need scripts and without them they may not run properly. What am I missing?

Not sure what mods your referring to as MMM includes all those creatures...

FYI: FOMOD scripts appropriately arrange the files you choose to use so that when you activate the FOMOD everything is correctly applied to the \Data folder. If you understand the structure of the \Data folder you can do what a FOMOD script does by manually arranging files and folders into the folder from which you create the FOMOD. Know that FOMODs are applied directly to the data folder.

Also, the reason why FOMODs are handy is simply because they allow FOMM to keep track of what files/folders you have applied to \Data, hence making installing/uninstalling simple.
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lucile
 
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Post » Sat Feb 19, 2011 7:44 am

Not sure what mods your referring to as MMM includes all those creatures...

FYI: FOMOD scripts appropriately arrange the files you choose to use so that when you activate the FOMOD everything is correctly applied to the \Data folder. If you understand the structure of the \Data folder you can do what a FOMOD script does by manually arranging files and folders into the folder from which you create the FOMOD. Know that FOMODs are applied directly to the data folder.

Also, the reason why FOMODs are handy is simply because they allow FOMM to keep track of what files/folders you have applied to \Data, hence making installing/uninstalling simple.


The mods I am referring to are the ones by PirataF3 at: http://www.fallout3nexus.com/downloads/search.php

I have read your post three times now and am unsure of what you mean...maybe I didn't explain well enough? I downloaded the aforementioned mods and saved them to the /Data folder. I opened FOMM and the Package Manager. After clicking "Add FOMod" and selecting the mod it gives me that message stating that there is no script.
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Kortknee Bell
 
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Post » Sat Feb 19, 2011 4:15 am

I described what FOMOD scripts do just to illustrate that you don't need a script if you know how to prepare files and folders properly to create a working FOMOD.

This is one of the mods: http://www.fallout3nexus.com/downloads/file.php?id=5596 right?

If so, the way the creator organized the archive is very newb unfriendly and produces an error when you tell FOMM to create a FOMOD of it- unless you re-organize things first.

Extract it to you desktop and open it twice till you get to where Data and Meshes are. Then drag the Meshes folder into the Data folder. Then drag the Data folder onto your desktop. Now try making a FOMOD from the Data folder you just placed on the desktop. That should work.

Take a look in the Data folder located in your FO3 directory... notice that there is a meshes folder there? To properly organize things for you FOMODs, you basically want to create a mirror of the FO3 Data folder. The above mod violates this order by placing both the Data and Meshes folder on the same level. Same goes for mods that have any of the other folders you may see in FO3's Data folder, such as Textures, Sound, Shaders, etc (you may not have any of these folders unless you've already installed mods that included them since most of FO3's vanilla stuff is packaged into the Fallout.bsa's).

Hope this clears things up!

Tip: don't download mods directly to FO3's Data folder... create you own folder to store the original mod archives.

Edit: Also, many mods don't include FOMOD scripts because it takes extra time/effort for the mod author to make them, so get to know the structure of the Data folder.
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Richard
 
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Post » Sat Feb 19, 2011 3:51 am

I described what FOMOD scripts do just to illustrate that you don't need a script if you know how to prepare files and folders properly to create a working FOMOD.

This is one of the mods: http://www.fallout3nexus.com/downloads/file.php?id=5596 right?

If so, the way the creator organized the archive is very newb unfriendly and produces an error when you tell FOMM to create a FOMOD of it- unless you re-organize things first.

Extract it to you desktop and open it twice till you get to where Data and Meshes are. Then drag the Meshes folder into the Data folder. Then drag the Data folder onto your desktop. Now try making a FOMOD from the Data folder you just placed on the desktop. That should work.

Take a look in the Data folder located in your FO3 directory... notice that there is a meshes folder there? To properly organize things for you FOMODs, you basically want to create a mirror of the FO3 Data folder. The above mod violates this order by placing both the Data and Meshes folder on the same level. Same goes for mods that have any of the other folders you may see in FO3's Data folder, such as Textures, Sound, Shaders, etc (you may not have any of these folders unless you've already installed mods that included them since most of FO3's vanilla stuff is packaged into the Fallout.bsa's).

Hope this clears things up!

Tip: don't download mods directly to FO3's Data folder... create you own folder to store the original mod archives.

Edit: Also, many mods don't include FOMOD scripts because it takes extra time/effort for the mod author to make them, so get to know the structure of the Data folder.


Thank you so much. I'll definitely try that when I get home from work later tonight. :)
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vicki kitterman
 
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Post » Fri Feb 18, 2011 9:42 pm

I have a problem.

I'm using the full scope of FWE/FOIP patches with MMM 6.1, yet MMM doesn't show up in the FWE compatible mod menu at the bottom.

Any hints?
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Justin Hankins
 
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Post » Sat Feb 19, 2011 1:56 am

I have a problem.

I'm using the full scope of FWE/FOIP patches with MMM 6.1, yet MMM doesn't show up in the FWE compatible mod menu at the bottom.

Any hints?

Yeah... the FWE menu is having trouble with detecting MMM. Not sure if there are any ramifications as my game is stable and has no significant problems. Can't say what the issue is but you can get MMM in-game options by loading Mart's Mutant Mod - Master Menu Module.esp

Take note that Martigen posted a 6.2 update on the previous page of this thread.
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Emma Pennington
 
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Post » Sat Feb 19, 2011 7:41 am

delete me please
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Tasha Clifford
 
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Post » Fri Feb 18, 2011 9:47 pm

Yeah... the FWE menu is having trouble with detecting MMM. Not sure if there are any ramifications as my game is stable and has no significant problems. Can't say what the issue is but you can get MMM in-game options by loading Mart's Mutant Mod - Master Menu Module.esp

Take note that Martigen posted a 6.2 update on the previous page of this thread.

MMM is no longer part of the FWE menu and simply has its own menu under the Apparel list. It is intentional, though I don't remember the reason for it.
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Kevin Jay
 
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Post » Fri Feb 18, 2011 8:43 pm

MMM is no longer part of the FWE menu and simply has its own menu under the Apparel list. It is intentional, though I don't remember the reason for it.

Thought maybe that was the case. MMM's menu works fine.
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Shelby McDonald
 
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Post » Sat Feb 19, 2011 3:56 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.



Hopefully this bit of info will help you, or maybe someone can explain this a bit better. I'd been using the FO3 version of bash for a while and things seemed to be going well enough... But after three consecutive games (all heavily modded, FOIP patches in place with appropriate versions, bashed, examined for errors, etc) I would get to a point where in almost any outdoor area my game would crash anywhere from 15-30 minutes of being outside. At first I just chalked it up to save file size/corruption, but three games in a row? To make a long story short, I finally decided to lose the bashed patch, go back into FO3edit, create custom merged patches to settle conflicts, ran a Master Update and voila, very infrequent crashing now. So, merge+master update worked for me, bash/flash did not apparently.
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Stat Wrecker
 
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Post » Sat Feb 19, 2011 10:36 am

Just wanted to say thanks for a brilliant Mod. Love the way a body part looted is a messy job- as it would be. The incredible surprises and variety of creatures is quite amazing. This Mod is so much a part of FO3 that I can`t imagine it without.

But I knew it would be good since I used the Oblivion version for years!

Kudos again.
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clelia vega
 
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Post » Fri Feb 18, 2011 11:32 pm

I freaking love this Mod, but I keep getting CTDs. One by one I uninstalled all of my other mods until this one was left. I loaded a game with only this one and it crashed again. I know it can't be the load order, because it is the only one their and I loaded it with BOSS and double checked that it is loaded how it says too here. I am out of options and not sure what to do. Any suggestions?
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Nick Jase Mason
 
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Post » Sat Feb 19, 2011 11:52 am

I freaking love this Mod, but I keep getting CTDs. One by one I uninstalled all of my other mods until this one was left. I loaded a game with only this one and it crashed again. I know it can't be the load order, because it is the only one their and I loaded it with BOSS and double checked that it is loaded how it says too here. I am out of options and not sure what to do. Any suggestions?

When does it CTD?

Post your load order, however short it may be- maybe your using a redundant MMM module. What are you using to install mods... FOMM? Is this a character that started the game with MMM? Describe your comp's specs.

Can't help without more info.
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Michelle Chau
 
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Post » Fri Feb 18, 2011 9:06 pm

It crashes in different places. Mostly when I change cells. I am using FOMM. Can't remember if it is a new game or not though. Just started playing it on the PC. Sometimes when a fight starts with a MMM creature.

My pc specs are:
Intel Core i7 950 3.07 GHZ
Corsair 12 GB Memory
Asus P6X58D
Sapphire Radeon 5970 Dual

Load Order:
[X] Fallout3.esm
[X] Anchorage.esm
[X] ThePitt.esm
[X] BrokenSteel.esm
[X] PointLookout.esm
[X] Zeta.esm
[X] Mart's Mutant Mod.esm
[X] Mart's Mutant Mod.esp
[X] Mart's Mutant Mod - DLC Anchorage.esp
[X] Mart's Mutant Mod - DLC The Pitt.esp
[X] Mart's Mutant Mod - DLC Broken Steel.esp
[X] Mart's Mutant Mod - DLC Point Lookout.esp
[X] Mart's Mutant Mod - DLC Zeta.esp
[X] Mart's Mutant Mod - Zones Respawn.esp
[X] Mart's Mutant Mod - Tougher Traders.esp
[X] Mart's Mutant Mod - Natural Selection.esp
[X] Mart's Mutant Mod - Master Menu Module.esp
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Anne marie
 
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Post » Sat Feb 19, 2011 1:01 pm

Yeh... not much to work with there. Maybe try without any optional modules other than Mart's Mutant Mod - Master Menu Module.esp and the dlc esp's. Start a new game. :shrug:

Also, have you added any thing to your FALLOUT.INI? Try deleting it- the one in MyDocs- and start up the game. Then add:

iNumHWThreads=2

under bUseThreadedAI=0 <-- and change this to =1
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Penny Flame
 
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Post » Sat Feb 19, 2011 9:06 am

Yeh... not much to work with there. Maybe try without any optional modules other than Mart's Mutant Mod - Master Menu Module.esp and the dlc esp's. Start a new game. :shrug:

Also, have you added any thing to your FALLOUT.INI? Try deleting it- the one in MyDocs- and start up the game. Then add:

iNumHWThreads=2

under bUseThreadedAI=0 <-- and change this to =1



It added mouse acceleration fix and bLoadFaceGenHeadEGTFiles=1
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GRAEME
 
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Post » Sat Feb 19, 2011 9:51 am

It added mouse acceleration fix and bLoadFaceGenHeadEGTFiles=1



I added and changed as was told to me and It seemed to work better, but then gave me some more probs. May be something else now. Don't know. Going through the NEWB Video. Maybe I'll learn something. Thanks for the help.
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carla
 
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Post » Fri Feb 18, 2011 10:04 pm

Hey. Is there any likelihood that we will see a PyFFI'd uncompressed BSA release soon to come? I've performed PyFFI on the meshes and have not come across a problem (yet). I've also created Mart's Mutant Mod.bsa containing all the assets of MMM, except the following:

Spoiler
Package Structure:meshes\  creatures\    centaur\      skeleton.nif    ghoul\      ghoulvariant.nif    mirelurk\      skeleton.nif      skeleton2.nif    smspinebreaker\      2hrjama.kf      2hrreloadA.kf      smcaptain.nif      smspinebreakerbare.nif      smspinebreakerheavy.nif      smspinebreakerheavy2.nif      smspinebreakerheavy3.nif      smspinebreakerlight.nif      smspinebreakerlight2.nif      smspinebreakerlight3.nif      smspinebreakermedium.nif      smspinebreakermedium2.nif      smspinebreakermedium3.nif  dlcpitt\    creatures\      streettrog\        streettrog.nif        streettrog2.nif        streettrog3.nif

This has given a moderate increase of performance and load time. 21 files is better than 1800 files IMO :).
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katie TWAVA
 
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Post » Fri Feb 18, 2011 10:13 pm

This Mod, while I think it`s absolutely brilliant for what it does, has been one of the biggest culprits in causing CTDs. After many days of testing I finally narrowed down all my crahes to THIS Mod. I was able to reproduce ctds in the same spot every time due to this Mod. Every single part of the Mod caused a crash and always where the game was loading up creatures for the new cell you walk into. I believe FO3 is like Oblivion and Morrowind in that you walk into new `boxes` (cells) that it loads up. My basic understanding anyway and the probs comes from stuff conflicting just at that point- You can often tell when it`s coming because the game will stutter as it struggles with the next load... Sometimes it goes thru, sometimes it crashes- sometimes even walking instead of running will avoid a crash.... :brokencomputer:

I uninstalled the entire thing and careful installed each Mod bit by bit (still using FOMM). I also did the long 9 day wait in my house for everything to reset. I tested each part every time until I was able to move smoothly through the wasteland land at predicted crash spots with no crashes.

After that I did a merge through FO3 editor.

Since then crashes are very rare, maybe once every 2 hours and on a reload goes through.

I guess MMM does so much that it will need ever such careful handling, especially in conjunction with other Mods. For instance, I`d get everything working, but then MMM would revert FWE Overhaul so ironsights stopped working and some weapons reverted to default. I had to position everything just right so that everything worked as it should. It took patience- and the Readmes were not always enough- Much I had to figure out by trial and error.

Anyway, just a note on what can be done with patience.
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..xX Vin Xx..
 
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Post » Sat Feb 19, 2011 9:49 am

I haven't played Fallout 3 in months but I remember playing with MMM + FWE + FOIP + WMK + Project Beauty + Fellout with NMC's textures among other mods and I rarely ever get any crashes at all. Its pretty stable for me.
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R.I.p MOmmy
 
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Post » Sat Feb 19, 2011 7:18 am

The GNR building plaza has a ridiculous number of BoS soldiers. If I fast travel there with "Greatly Increased Spawns" (2-4), theres such an huge battle with so many actors that I get a CTD. There are way more than enough BoS soldiers to defend the area from super mutants and it could really be toned down a bit.
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Misty lt
 
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Post » Sat Feb 19, 2011 6:51 am

I absolutely hate level lists in fallout 3.

Is there any way I can run a mod that reduces pretty much all apperance levels to 1 and prevents them from leveling along with MMM without it causing conflicts?

... Okay, I didn't read enough, and I haven't looked at fallout 3 or mods of for some time.

It does have a "soft unleveling" feature, but I have a feeling "soft unleveling" is just a euphemism for: "lets not upset the crybabies".

MMM needs to completely strip leveled lists perhaps barring a few rare exceptions clear out of the game. Or at least create some kind of ultra difficulty option in which you have access to everything from the moment you leave the vault, at the expense of having to run when you're weak, and annihilate weaklings when you're stronger.
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Camden Unglesbee
 
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Post » Fri Feb 18, 2011 11:35 pm

One bug report and one "is that intended" question.

The second one first: if you have the "Animal Friend" perk, Wanamingos are neutral. Are they supposed to be?

The second is an incompatibility between MMM and http://www.fallout3nexus.com/downloads/file.php?id=1610. MMM's boars get the tamable dialogue if you walk up and talk to them, but actually selecting it causes an instant CTD.
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Horse gal smithe
 
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Post » Sat Feb 19, 2011 1:40 am

I have almost no issue with MMM. No crashing, freezing, strange looking, and I can control the spawns to my liking, which is 1-2 instead of the MMM default 1-3.

The single annoyance with MMM is the iguanas, namely the loud sound of their walking feet. I have used Audacity to lower volume and increase tempo for the files in Data\Sound\FX\MMMF3\FNNIguana\Iguana\foot. But it seems that the iguanas don't really use those sounds in those folders because in game the sound is still too loud. I have also installed the original mod Iguanas 1.2, does this mean that I should now go into MMM settings and turn off iguanas, so that the original mod will control them?
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loste juliana
 
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