[RELz] Mart's Mutant Mod 1.0 RC 6.1

Post » Sat Feb 19, 2011 4:14 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?


Agree. I tried many things but iguanas are still too loud.

A question to the Modder:
Why do you think that Iguanas alone need to have such loud footsteps? They should be much, much quieter. The loud `squishy` noise is higly annoying too. I wouldn`t mind if it was a big creatiure, but it isn`t. No other creature sounds so loud for its size. Silence would be better.

What gives?
User avatar
Carlitos Avila
 
Posts: 3438
Joined: Fri Sep 21, 2007 3:05 pm

Post » Sat Feb 19, 2011 6:46 am

It isn't so much that the author thinks it needs to be loud, in fact efforts have been taken by the author as well to try and bring the volume down (taking similar steps others have described by lowering the volume of the audio file directly to no real effect). I have heard many folks state that the Iguanas mod does fix the issue, though I don't know if you need to start a fresh game for that to work properly or not.
User avatar
Lily
 
Posts: 3357
Joined: Mon Aug 28, 2006 10:32 am

Post » Sat Feb 19, 2011 12:25 am

I've been wondering how badly the increased spawns setting is affecting people's framerates, I've got a decent computer (i7@4ghz, 4gb Ram, Radeon 5970, SSD HD) and even the lowest setting of increased spawns can bring my pc to it's knees, dropping from a smooth 60fps to 20-30fps, sometimes CTD'ing on higher spawn settings, I even put in my spare Nvidia card to make sure it wasn't some weird Crossfire/driver issue and I got the exact same results on a slower card, GPU power isn't an issue so I'm guessing it's a CPU bottleneck somewhere along the line, is Gamebryo not up to the task of dealing with more than 5-10 NPC's in combat?

I should add that I'm using FWE, I know this adds more weapons and alters NPC behaviour so perhaps this is adding extra strain, I'm still not sure though, can anyone else share their experiences or tips?

Thanks
User avatar
Crystal Clarke
 
Posts: 3410
Joined: Mon Dec 11, 2006 5:55 am

Post » Sat Feb 19, 2011 1:20 am

... is Gamebryo not up to the task of dealing with more than 5-10 NPC's in combat?...

I feel that this is probably the case. However, in my experience the limits of FO3 Gamebryo start to show up closer to 20 npcs. I regularly find 10+ Raider types, and often a mix of 10+ npcs and critters, to fight with no problems... and even more is not unusual- check out Evergreen Mills for 30+ Raiders, which is the only place I have really taken note of FPS drop so far.

My comp is considerably weaker than yours: Win7 64bit, C2D e8400 @ 3GHz, GTX 460 1GB, 4GB ram, no SSD and all game options maxed... Perhaps I don't see a big effect because my FPS is on average lower... haven't checked lately and IIRC the console lacks the handy FPS data that OB has. :shrug:

Are you using texture replacements?

Have you added iNumHWThreads=2 to the FALLOUT.INI (in Documents, not the FO3 directory)? If not, insert it under

bUseThreadedAI=0 <-- also change this to =1

This can help with multi core processors.
User avatar
herrade
 
Posts: 3469
Joined: Thu Apr 05, 2007 1:09 pm

Post » Sat Feb 19, 2011 12:39 am

I'm using a texture replacement, I'm not sure if that's causing the slowdown as the game runs at near identical speed on a much older GPU, I'll try disabling them when I get back from work just to be sure.

I've tried with and without the multicore tweak but I get near enough exactly the same performance, you make a good point that people who aren't getting a solid 60fps (vsync) from Fallout probably wouldn't notice the drop as much, another thing is I can't run it with the graphics maxed, if I enable full water reflections and high multisampling my framerate struggles, even in areas without water.

I'm mostly testing in the ruins near Fort Independence, there's normally about 8 raiders and it only drops a few frames with vanilla, with MMM enabled there's more like 20 raiders and performance nearly halves, it's appears to be totally NPC related.

Thanks for the suggestions.
User avatar
Lexy Dick
 
Posts: 3459
Joined: Mon Feb 12, 2007 12:15 pm

Post » Fri Feb 18, 2011 9:51 pm

Hello. This post is about the following file:

Mart's Mutant Mod - Project Beauty.esp

This file came from the Project Beauty download page at nexus, and I am not currently using it. I'm not sure, but I think it may be outdated. It's in the load order but deactivated.
However, I also have the following file from the FOIP download page:

Mart's Mutant Mod - FWE Master Release + Project Beauty.esp

This file is being used and it has the NoMerge and NpcFaces tags. It has a dot by it, showing that Wrye Flash is using it to import npc faces.

So does this mean that the first file, Mart's Mutant Mod - Project Beauty.esp, should remain unused as I have been doing or was I supposed to add a tick to it?
User avatar
Vicki Gunn
 
Posts: 3397
Joined: Thu Nov 23, 2006 9:59 am

Post » Sat Feb 19, 2011 12:44 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?


I've been having a similar crash issue myself, did you have any luck fixing it?

I literally hold my breath every time I change cells, it's becoming a big joy svcking pain, luckily enough I've got a savegame just before a crashing cell transition and I can repeatedly test, I've narrowed it down to MMM, without a doubt :(
Spoiler

[X] Fallout3.esm
[X] Anchorage.esm
[X] ThePitt.esm
[X] StreetLights.esm
[X] BrokenSteel.esm
[X] PointLookout.esm
[X] Zeta.esm
[X] Unofficial Fallout 3 Patch.esm
[X] CRAFT.esm
[X] CALIBR.esm
[X] FO3 Wanderers Edition - Main File.esm
[X] Mart's Mutant Mod.esm
[X] DCInteriors_ComboEdition.esm
[X] Xepha's Dynamic Weather.esm
[X] FO3 Wanderers Edition - Alternate Travel.esp
[X] Unofficial Fallout 3 Patch - Operation Anchorage.esp
[X] Unofficial Fallout 3 Patch - The Pitt.esp
[X] Unofficial Fallout 3 Patch - Broken Steel.esp
[X] Unofficial Fallout 3 Patch - Point Lookout.esp
[X] Unofficial Fallout 3 Patch - Mothership Zeta.esp
[X] BSMovieSkip.esp
[X] DarNifiedUIF3.esp
[X] sc_slaves_stick_around.esp
[X] GalaxyNewsRadio100[M].esp
[X] CONELRAD 640-1240.esp
[X] Existence2.0.esp
[X] MoreMapMarkers.esp
[X] Confessor Cromwell has a Break_EV.esp
[X] DCInteriors_DLC_Collectables.esp
[X] FO3 Wanderers Edition - Main File.esp
[X] FO3 Wanderers Edition - DLC Anchorage.esp
[X] FO3 Wanderers Edition - DLC The Pitt.esp
[X] FO3 Wanderers Edition - DLC Broken Steel.esp
[X] FO3 Wanderers Edition - DLC Point Lookout.esp
[X] FO3 Wanderers Edition - DLC Mothership Zeta.esp
[X] FO3 Wanderers Edition - Optional Restore Tracers (automatics only).esp
[X] WeaponModKits.esp
[X] WeaponModKits - FWE Master Release.esp
[X] WeaponModKits - OperationAnchorage.esp
[X] WeaponModKits - ThePitt.esp
[X] WeaponModKits - BrokenSteel.esp
[X] WeaponModKits - PointLookout.esp
[X] WeaponModKits - Zeta.esp
[X] Burnification.esp
[X] Nova Interaction Revised.esp
[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 - Master Menu Module.esp
[X] Mart's Mutant Mod - FWE Master Release.esp
[X] Mart's Mutant Mod - FWE Master Release + DLCs.esp
[X] No[EMPTY]ContainerMessages.esp
[X] Faster PipBoy Light.esp
[X] Magic Pip-Light (30 Brightness).esp
[X] ReducedUndiscoveredCompass(kalniel).esp
[X] BigTownRobotFix.esp
[X] Xepha's Dynamic Weather - Main.esp
[X] Xepha's Dynamic Weather - Anchorage.esp
[X] Xepha's Dynamic Weather - The Pitt.esp
[X] Xepha's Dynamic Weather - Broken Steel.esp
[X] Xepha's Dynamic Weather - Point Lookout.esp
[X] Xepha's Dynamic Weather - Night Eye Edition.esp
[X] Xepha's Dynamic Weather - Anchorage (NEE).esp
[X] Xepha's Dynamic Weather - Sandstorm.esp
[X] Merged.esp


There's my full load order, not that it will help much as just like Razaidan I can cut it all the way down to just MMM's files and it crashes on the cell transition, I can whittle it right down to Fallout3.esm and Mart's Mutant Mod.esm and it will still reliably crash, I've ran the same stretch of dirt about 30 times now.

If I remove MMM it changes cells properly and doesn't crash :sadvaultboy:
User avatar
Alexander Lee
 
Posts: 3481
Joined: Sun Nov 04, 2007 9:30 pm

Post » Sat Feb 19, 2011 8:49 am

Has anyone located the Night Ghoul Eye item in GECK of FO3edit. The speed increase is a bit too much and I'd like to reduce it a bit but cant find the item / script / object effect to modify. Thanks.
User avatar
sexy zara
 
Posts: 3268
Joined: Wed Nov 01, 2006 7:53 am

Post » Fri Feb 18, 2011 8:32 pm

I`ve given up trying to remove iguanas in this Mod. Even using the remove Iguana plug in don`t work. I think the Modder made them unremoval on purpose for some kind of inside joke. At least that`s how it looks. they`re the only thing that`s incredible annoying in the whole mod!
User avatar
sharon
 
Posts: 3449
Joined: Wed Nov 22, 2006 4:59 am

Post » Fri Feb 18, 2011 8:44 pm

I removed all iguanas by disabling all MMM and related files, sleeping for 9 days in a separate cell and saving, enabling MMM again along with the optional No Iguanas file, and turning off iguanas in the MMM interface before leaving the interior cell. Absolutely no more iguanas in my game. Worth the effort, imo.

MMM is essential because without it the wasteland is an empty place, but I am now stuck in a repeating crash trying in vain to resolve things in a patched plugin with FO3Edit. MMM conflicts are many and I wonder what would happen if I went through everything and made MMM the conflict winner in every case.
User avatar
Marta Wolko
 
Posts: 3383
Joined: Mon Aug 28, 2006 6:51 am

Post » Sat Feb 19, 2011 12:32 am

I removed all iguanas by disabling all MMM and related files, sleeping for 9 days in a separate cell and saving, enabling MMM again along with the optional No Iguanas file, and turning off iguanas in the MMM interface before leaving the interior cell. Absolutely no more iguanas in my game. Worth the effort, imo.

MMM is essential because without it the wasteland is an empty place, but I am now stuck in a repeating crash trying in vain to resolve things in a patched plugin with FO3Edit. MMM conflicts are many and I wonder what would happen if I went through everything and made MMM the conflict winner in every case.



Ah. Ok, but yea, I reckon it`ll be worth it. i`ll try it. thanks.

ps. True MMM is pretty hard to do without so I was going to bear with the loud squishy Iguanas. But I guess MMM can be a bit of a bitter sweet program.
User avatar
Albert Wesker
 
Posts: 3499
Joined: Fri May 11, 2007 11:17 pm

Post » Sat Feb 19, 2011 7:26 am

Wait didn't we cover this already ... just replace the MMM iguana sounds with those from the original mod as thy have lower sounds.

Isn't that the fix?
User avatar
ezra
 
Posts: 3510
Joined: Sun Aug 12, 2007 6:40 pm

Post » Sat Feb 19, 2011 8:34 am

Wait didn't we cover this already ... just replace the MMM iguana sounds with those from the original mod as thy have lower sounds.

Isn't that the fix?


Dou you mean this mod: http://www.fallout3nexus.com/downloads/file.php?id=13537 ?
Iguana's footsteps sound seem to be exactly the same as in MMM.
User avatar
Breautiful
 
Posts: 3539
Joined: Tue Jan 16, 2007 6:51 am

Post » Sat Feb 19, 2011 3:26 am

If you look at the change log for version 1.2 it states:
The sound of the Iguanas is now really lowered. The changes I did in an earlier version didn't work as expected. This is fixed now.
So which version do you have?
User avatar
Jacob Phillips
 
Posts: 3430
Joined: Tue Aug 14, 2007 9:46 am

Post » Fri Feb 18, 2011 11:49 pm

If you look at the change log for version 1.2 it states:
So which version do you have?

I got version 1.2. I can see that the changelog is saying that they are lowered but for my ear they sound the same as in MMM 6.1.
User avatar
Glu Glu
 
Posts: 3352
Joined: Sun Apr 01, 2007 5:39 am

Post » Fri Feb 18, 2011 9:12 pm

Don't know if this has been reported or not, but do not sell live iguanas as it will cause the game to shut down. I've tried five times, and five times the game shuts down - closes out to the desktop.
User avatar
Alyce Argabright
 
Posts: 3403
Joined: Mon Aug 20, 2007 8:11 pm

Post » Sat Feb 19, 2011 3:25 am

Don't know if this has been reported or not, but do not sell live iguanas as it will cause the game to shut down. I've tried five times, and five times the game shuts down - closes out to the desktop.


There's a link a few pages back to a hotfix that fixes this.

Go here: http://www.gamesas.com/index.php?/topic/1119869-relz-marts-mutant-mod-10-rc-61/page__view__findpost__p__16677278
User avatar
Kit Marsden
 
Posts: 3467
Joined: Thu Jul 19, 2007 2:19 pm

Post » Sat Feb 19, 2011 1:16 am

I have an issue where the game crashes during combat if increased spawns is enabled. If I go into the menu and set increased spawns to 1 - 0, I don't get any crashes. I've done a clean install of FO3, FWE and MMM using a new save folder (and a new game) and still have the problem.

System: Q9550, 4GB Ram, Nvidia GTX 570, X-FI (PCI music), and Windows 7 Pro x64

Load Order
Spoiler

[X] Fallout3.esm
[X] Anchorage.esm
[X] ThePitt.esm
[X] BrokenSteel.esm
[X] PointLookout.esm
[X] Zeta.esm
[X] CRAFT.esm
[X] CALIBR.esm
[X] FO3 Wanderers Edition - Main File.esm
[X] Mart's Mutant Mod.esm
[X] FO3 Wanderers Edition - Alternate Travel.esp
[X] DarNifiedUIF3.esp
[X] CONELRAD 640-1240.esp
[X] Existence2.0.esp
[X] Water_Tower_Hideout_byOrophin.esp
[X] My Bomb Shelter.esp
[X] LeatherBackpack - eng.esp
[X] FO3 Wanderers Edition - Main File.esp
[X] FO3 Wanderers Edition - DLC Anchorage.esp
[X] FO3 Wanderers Edition - DLC The Pitt.esp
[X] FO3 Wanderers Edition - DLC Broken Steel.esp
[X] FO3 Wanderers Edition - DLC Point Lookout.esp
[X] FO3 Wanderers Edition - DLC Mothership Zeta.esp
[X] FO3 Wanderers Edition - Optional Restore Tracers.esp
[X] FO3 Wanderers Edition - Optional Restore Tracers (automatics only).esp
[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
[ ] Mart's Mutant Mod - Zones Respawn.esp
[ ] Mart's Mutant Mod - Tougher Traders.esp
[ ] Mart's Mutant Mod - Natural Selection.esp
[X] Mart's Mutant Mod - Master Menu Module.esp
[X] Mart's Mutant Mod - FWE Master Release.esp
[X] Mart's Mutant Mod - FWE Master Release + DLCs.esp
[X] Wasteland Weather Overhaul .9 (no interiors).esp
[X] Level 1 Smallest More Color.esp
[X] Wasteland Weather Overhaul .9 Level 1 Color.esp
[X] Colored Piplight (White).esp
[X] LOWER-real-thirdpersonview.esp
[X] vats weapon damage 1x.esp
[X] Merged Patch.esp


I'd really like to play using increased spawns, but I can't seem to figure out what is causing the crashes. I've tried with and without Alchemy and the x-fi features disabled in case it was sound related, the game is installed in a games folder outside of program files, and I've tried re-install / clean installs with no luck. I have no other performance issues other than in battle crashes when increased spawns is set higher than 1 - 0. Any suggestions?
User avatar
remi lasisi
 
Posts: 3307
Joined: Sun Jul 02, 2006 2:26 pm

Previous

Return to Fallout 3