[RELz] Mart's Mutant Mod 1.0 RC 6.1

Post » Sat Feb 19, 2011 3:40 am

https://docs.google.com/leaf?id=0BzMBsweZwpWdNDcwZmQzYzctMGZlOC00ZTQ1LThlMTQtZmMzNDliNzE5NDll&hl=en&authkey=CM-BwvQC
Temporarily fix for those, who experience Zeta crash in Cargo Hold again. Please remove it after official MMM fix will be released.
Martigen, please check your PM on nexus.
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Maria Garcia
 
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Post » Sat Feb 19, 2011 7:09 am

It is nice to see you still kicking butt on this Martigen! Seems like a nice package. I feel like I need to take a peek at these power armor clad mutants eh...

Indeed :)


On tougher traders... are the traders and guards supposed to run away at the slightest provocation? If something aggros on me in their vicinity, they freak out and run off. I looked at their normal and combat AI settings (including confidence) and nothing indicates that they'd have that propensity.

Probably not, and if they are it's probably not MMM. Tougher Traders is very simple, it just boosts the level of the traders and adds the traders and their Brahmin to the No Attack faction, to prevent them being attacked by 95% of the Wasteland's critters and NPCs.


Thank you for the update :)
I noticed some problems.

1. The zMMMzIguanoliveDrop script attached to zMMMzIguanolive is overwritten by FOIP MMM-FWE patch and disappears.
2. When a live iguana is put into a container, CTD occurs.

Thanks for the report on both counts, I've just uploaded an updated FOIP MMM - FWE plugin to the FOIP page to fix 1, will take a look at fixing 2. later (what are you people doing with these Iguanas ?? :) )


https://docs.google.com/leaf?id=0BzMBsweZwpWdNDcwZmQzYzctMGZlOC00ZTQ1LThlMTQtZmMzNDliNzE5NDll&hl=en&authkey=CM-BwvQC
Temporarily fix for those, who experience Zeta crash in Cargo Hold again. Please remove it after official MMM fix will be released.

Yep, seems it's still there. Spent the last half-hour testing this and this is what I found...

EDIT: I think I know the cause. Thanks to delamer for debugging it and finding the Yao Guai triggers it, and while the Yao Guai is in fact a special one that exists only in Zeta and no other DLC or the original game, it is calling on a loot list when it dies that MMM alters to add Yao Guai loot.

EDIT: This updated MMM DLC Zeta plugin removes the loot from the Zeta Yao Guai (which it doesn't exactly need!). Please let me know if this fixes it: http://members.iinet.net.au/~amills/MMMF3-ZetaFix.zip
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vanuza
 
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Post » Sat Feb 19, 2011 8:31 am

Yep, seems it's still there. Spent the last half-hour testing this and this is what I found...
It's not Zeta. In fact, if you play with just Zeta loaded and MMM with the MMM DLC Zeta plugin you shouldn't get a crash.

Sorry, Martigen, it still be here. Even with just Zeta loaded and MMM with the MMM DLC Zeta plugin, at least for me.
Sometimes you need to wait 5-10 minutes for this crash to reveal itself.
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Cathrine Jack
 
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Post » Fri Feb 18, 2011 10:54 pm

(what are you people doing with these Iguanas ?? :) )


Now you know why I kept them frozen in the backpack of the player ;).

To be serious again. I hadn't the time yet to look at RC6.1 but the container problem is solved in my Iguana version. It was a bug in one of my very early versions of the 'frozen' Iguana scripts.
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sas
 
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Post » Sat Feb 19, 2011 11:09 am

Sorry, Martigen, it still be here. Even with just Zeta loaded and MMM with the MMM DLC Zeta plugin, at least for me.
Sometimes you need to wait 5-10 minutes for this crash to reveal itself.

Thanks for your help delamer. Using your save I could trigger it, and -- at least initially -- it seems to be fixed with the updated Zeta plugin above (see previous post).

This has other benefits too -- I think the crash comes from the amputatable limbs that are added to creatures on death via the death loot lists. The Yao Guai in the Cargo Chute are spawned dead, and presumably something isn't happy when the items are added to dead actors. This means other placed dead actors in the world may also cause problems. I'll update the amputatable parts to check for this, and only apply on the recently deceased.

EDIT: A little further testing -- the problem isn't the amuptatable part being added (or that it's on dead actor reference), the crash occurs in Zeta after the Yao Guai hits the bottom and the chute script cleans them up by disabling and markfordeleting (usually a good thing). Apparently, this is a problem for the engine if the actor has an object with a script running on it. Except, this isn't hasn't been the case elsewhere, there are actors running tokens in MMM (and other mods I'm sure) that get deleted. It certainly deserves further investigation though. For this problem at least, the updated Zeta plugin above appears to fix it.


To be serious again. I hadn't the time yet to look at RC6.1 but the container problem is solved in my Iguana version. It was a bug in one of my very early versions of the 'frozen' Iguana scripts.

Thanks Sesom, I'll check your code and add it to the MMM variants!
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saxon
 
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Post » Sat Feb 19, 2011 3:02 am

Mart, I really like this mod, and I don't use many myself. I always seem find a lot of extraneous stuff piled in that I don't care for, but your design is very well thought out. I was in the process of making a mod like this way back for Morrowind but never got far enough to consider a release. I got as far as random sizing and stronger varieties in the lists, but never put in new models, etc. I know how much effort goes into something like this, and it's very appreciated.

One small request. I am glad that you've added more enemies with poison, but even more wouldn't hurt. Some ranged poison dealers would be excellent. I feel it's still an underused mechanic, and I'd like a good reason to reintroduce the Snakeater perk (+25% poison resistance (+ secondary bonus?)) in LAICEPS. No pressure though, the mod is excellent as is. Keep it up. :)
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M!KkI
 
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Post » Sat Feb 19, 2011 7:24 am

EDIT: This updated MMM DLC Zeta plugin removes the loot from the Zeta Yao Guai (which it doesn't exactly need!). Please let me know if this fixes it: http://members.iinet.net.au/~amills/MMMF3-ZetaFix.zip

Congrats, Martigen, it works perfectly now :)
One bug less
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Bad News Rogers
 
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Post » Fri Feb 18, 2011 10:42 pm

One small request. I am glad that you've added more enemies with poison, but even more wouldn't hurt. Some ranged poison dealers would be excellent. I feel it's still an underused mechanic, and I'd like a good reason to reintroduce the Snakeater perk (+25% poison resistance (+ secondary bonus?)) in LAICEPS. No pressure though, the mod is excellent as is. Keep it up. :)

I can look at that. Would make sense for some sort of Bloatfly type enemy. I like the idea of ranged poison dealers, you'll want to pay attention to those guys asap :)


Congrats, Martigen, it works perfectly now :)
One bug less

Good stuff, thanks delamer.


Quick request on feedback:

  • Please let me know if the updated Deathclaw Alphas and Super Mutant Enforcers are well balanced
  • Please let me know how playing with Soft Unleveling and Dynamic Player Scaling is going, and how well balanced
  • Any other bug reports

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Tyrel
 
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Post » Sat Feb 19, 2011 9:46 am

Not sure what caused this, but last night i was returning to Megaton, when between Super Duper Mart and Megaton a Super Mutant Heavy Gunner with a Minigun spawned out of thin air and proceeded to rip me a new one :blink:

I've also gotten crashes when appearing when approaching locations (i'd imagine the game decides what enemies to spawn at that point) so it's propably just something in my setup. I'll set the respawn timer to one hour and sleep 8 hours and see if that fixes it.
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Lyndsey Bird
 
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Post » Fri Feb 18, 2011 10:24 pm

I can look at that. Would make sense for some sort of Bloatfly type enemy. I like the idea of ranged poison dealers, you'll want to pay attention to those guys asap :)


Poisonous centaurs would be another one that could probably be converted easily for both ranged and close-up poison dealing. Talon Company and raiders running around with dart guns would also liven things up.
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stacy hamilton
 
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Post » Fri Feb 18, 2011 9:26 pm

I'm getting +25 positive karma for killing Abominable Mutants, was this intended?
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D LOpez
 
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Post » Fri Feb 18, 2011 9:59 pm

Sorry if this is too basic a question. But maybe it might help others.

I'm not at my gaming computer now, but as I recall I installed MMM 6.0 with the latest version of FWE. I used FOMM and installed MMM 6.0 as a FOMOD.

At this step in the process

Disable ALL MMM components (MMM .esm, MMM .esp, and all MMM plugins)


Should I just unselect the esm and esp's or should I use FOMM to completely uninstall the MMM 6.0 FOMOD?

Also I take it that I need to upgrade FIOP to run with FWE, correct?

Thanks.
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JAY
 
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Post » Fri Feb 18, 2011 11:32 pm

1. Should I just unselect the esm and esp's or should I use FOMM to completely uninstall the MMM 6.0 FOMOD?
2. Also I take it that I need to upgrade FIOP to run with FWE, correct?
Thanks.

1. To unselect will be enough
2. Yes
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Maddy Paul
 
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Post » Sat Feb 19, 2011 9:55 am


[*] Fixed Super Mutant Enforcers not throwing their grenades




hey Mart?

What was this exactly? Was it like, a missing animation or just like a formlist issue? I have an issue with Fawkes getting stuck while trying to throw grenades and I'm wondering if this is the same thing.
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Danel
 
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Post » Sat Feb 19, 2011 11:56 am

[*] Please let me know how playing with Soft Unleveling and Dynamic Player Scaling is going, and how well balanced
[*] Any other bug reports
[/list]

DPS 6 works fine for me, with all other options by default.
DPS 5 overcumber my system
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Kelly Tomlinson
 
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Post » Fri Feb 18, 2011 8:44 pm

I'm getting +25 positive karma for killing Abominable Mutants, was this intended?


I second this, and add that Deathclaw Alphas grant positive karma too.
I haven't checked, but I assume Mart set them to be very evil, and killing very evil characters / creatures grants positive karma.
I'd say the karma grant was unintentional, but hopefully Mart will tell.
Mart, if it was indeed intentional, I ask you to reconsider this choice, because it makes it unnecessarily hard to maintain bad karma level.
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Lucky Girl
 
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Post » Fri Feb 18, 2011 9:07 pm

I second this, and add that Deathclaw Alphas grant positive karma too.
I haven't checked, but I assume Mart set them to be very evil, and killing very evil characters / creatures grants positive karma.
I'd say the karma grant was unintentional, but hopefully Mart will tell.
Mart, if it was indeed intentional, I ask you to reconsider this choice, because it makes it unnecessarily hard to maintain bad karma level.

I can tell you a little about it. Some creatures don't hostile enough until they will be very evil and very aggressive. There was some reports about friendly mutants
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Aman Bhattal
 
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Post » Sat Feb 19, 2011 4:15 am

hey Mart?

What was this exactly? Was it like, a missing animation or just like a formlist issue? I have an issue with Fawkes getting stuck while trying to throw grenades and I'm wondering if this is the same thing.

Formlist issue. Initially I removed the weapons list from the Enforcers because they're melee, what with having giant frickin' laser beams blades strapped to their arms. But I also gave them nades for long-range pummeling as they approach, and as it turns out they weren't throwing them. I made a new weapons list just for the Enforcers and added only nades (including EMP ones, gave them a repetoire for all foes) and assigned the list to them, and that's all I needed to do.

The other thing that might affect Fawkes throwing nades is range to the enemy, if he's in the animation of throwing a nade but the distance closes to melee, he'll put it away. The Encforcers do the same thing. I've not played with followers, but if this doesn't help also look at his combat style and that it has an emphasis for range.


DPS 6 works fine for me, with all other options by default.
DPS 5 overcumber my system

Thanks delamer. Does it slow your system due to the higher levels of increased spawns? I'm wondering if MMMzIncreasedSpawnsMax is rising too quickly for all levels with DPS, and whether I should slow the increase as you level up.

What does others using DPS think?


I second this, and add that Deathclaw Alphas grant positive karma too.
I haven't checked, but I assume Mart set them to be very evil, and killing very evil characters / creatures grants positive karma.
I'd say the karma grant was unintentional, but hopefully Mart will tell.
Mart, if it was indeed intentional, I ask you to reconsider this choice, because it makes it unnecessarily hard to maintain bad karma level.

I can tell you a little about it. Some creatures don't hostile enough until they will be very evil and very aggressive. There was some reports about friendly mutants

Yeah this was a change carried across from making the FWE FOIP, based on the above reports, but I tend to think this probably wouldn't have an impact on mutant relations (well it might for FWE, as everything else is set to very evil, so it has to be consistent). I'll update MMM to put them back to 'Evil'. They'll be 'Very Evil' in FWE FOIP, just like all other evil creatures in FWE.

Might upload a small 'hotfix' for these issues, rather than wait for the next full release.
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April
 
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Post » Sat Feb 19, 2011 12:56 am


Thanks delamer. Does it slow your system due to the higher levels of increased spawns? I'm wondering if MMMzIncreasedSpawnsMax is rising too quickly for all levels with DPS, and whether I should slow the increase as you level up.

I experienced short slowdown and FPS drop during spawn point initialization. And the same, only not short- during open battles with many opponents at once.
Later I discover it was caused by EVE in my load order.
May be it will be good idea to adjust presets for DPS?
BTW, with full FOIP set, including EVE, during "Big Walk" in the end of main quest, I had about 17 crashes and then I refuse to continue.
Without EVE I had only two crashes at all.
So- EVE not good for all systems. Perfection have the cost :)
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Paula Ramos
 
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Post » Sat Feb 19, 2011 11:38 am

Thanks delamer. Does it slow your system due to the higher levels of increased spawns? I'm wondering if MMMzIncreasedSpawnsMax is rising too quickly for all levels with DPS, and whether I should slow the increase as you level up.

What does others using DPS think?

I for one do not use DPS since the master menu module came out.
I play with slightly increased spawns (1-2), and when I was able to directly set DPS (by editing the .esp file) I set it to 15 (in contrast with 6).
This way I had 1-2 spawns at levels 1-14, 1-3 at levels 15-29, and 1-4 at level 30 (if my math is correct).
That worked somewhat well for me. Since I don't have that possibility now, I avoid DPS altogether.

The reason is exactly that the DPS is way too high for my taste, the lag and frequent crashing when generating such large number of actors made my game nearly unplayable and certainly unenjoyable to the point I was afraid to quicksave my game, because I couldn't be sure I will be able to load it back without CTD.

[edit] by the way, did you have time to check out the two mods I wrote about in an earlier post ?
http://www.gamesas.com/index.php?/topic/1119869-relz-marts-mutant-mod-10-rc-61/page__view__findpost__p__16464396
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KU Fint
 
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Post » Sat Feb 19, 2011 2:31 am

I for one do not use DPS since the master menu module came out.
I play with slightly increased spawns (1-2), and when I was able to directly set DPS (by editing the .esp file) I set it to 15 (in contrast with 6).
This way I had 1-2 spawns at levels 1-14, 1-3 at levels 15-29, and 1-4 at level 30 (if my math is correct).
That worked somewhat well for me. Since I don't have that possibility now, I avoid DPS altogether.

Ah, well you still can :) Edit the DPS .esp as you did before, and simply load it after the MMM module plugin. This will now set the DPS value back to static and use the value in the .esp. You can even enter the MMM menu and check what DPS is currently set to, just don't toggle the value from the menu (or I guess you can, but it'll be reset next time you load the game and the .esp is loaded).

[edit] by the way, did you have time to check out the two mods I wrote about in an earlier post ?
http://www.gamesas.com/index.php?/topic/1119869-relz-marts-mutant-mod-10-rc-61/page__view__findpost__p__16464396

Rats -- yes, they're already on my to-do list. I had planned to get them into RC6 but I had to get a release out sometime (if I keep on adding I'll never be uploading).

Saiden's ghouls -- yes I love these. MMM already has armless raising ghouls, but Saiden made excellent legless animations. Unfortunately, last time I checked, Saiden wouldn't allow his work to be incorporated into another mod, unless it used his SS .esm master file. For many reasons -- not the least of which is having MMM dependent on a master file I can't guarantee or change the operation of, or that relies upon the relase of another mod I have no control over (bug fixes, improvements I couldn't make, if saiden pulls his work from the community etc) -- I don't want MMM dependent on another master. If Saiden gave permission to integrate his work directly I would do it. Saiden does great work -- the Firelurk in MMM Saiden rigged for me to breathe fire (you can see him in the credits) -- but he's the only modder in our community to insist on conditions like this. However, I also respect his decision, it's his work and he's entitled to set the limits of its use.

For the record I'm happy for other modders to use any part of MMM in their own mods, my only stipulation is that credit is given, and being asked first is nice. If the part of MMM they want to use is models or textures supplied from other modders, I always direct them to also ask permission from the original modder who provided their work to be included in MMM, and for credit to be given.
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Anna Watts
 
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Post » Fri Feb 18, 2011 10:03 pm

For the record I'm happy for other modders to use any part of MMM in their own mods, my only stipulation is that credit is given, and being asked first is nice. If the part of MMM they want to use is models or textures supplied from other modders, I always direct them to also ask permission from the original modder who provided their work to be included in MMM, and for credit to be given.

About creatures with fire breath. Seems to me, Puce Moose already implement such creatures in Mantis Imperative mod and he work always with MMM in mind.
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sam smith
 
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Post » Fri Feb 18, 2011 9:44 pm

Finally made it back to Megaton after upgrading. I've lost Deputy Weld. Killed by some raiders who spawned outside Megaton for the first time. Then I had two Boars, an albino radscorpion, a molerat and a monstrous dog outside the next time I left town.

Does MMM add spawn points outside Megaton, or is this some weird thing from the main game?
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u gone see
 
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Post » Sat Feb 19, 2011 9:21 am

Finally made it back to Megaton after upgrading. I've lost Deputy Weld. Killed by some raiders who spawned outside Megaton for the first time. Then I had two Boars, an albino radscorpion, a molerat and a monstrous dog outside the next time I left town.
Does MMM add spawn points outside Megaton, or is this some weird thing from the main game?

No, but all creatures in the game will be respawned at the place of their death. So if someone lead them to Megaton, they will be here forever.
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Janette Segura
 
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Post » Fri Feb 18, 2011 11:04 pm

That object from the Broken Steel DLC that
Spoiler
makes Enclave controlled deathclaws friendly to the player
doesn't seem to have an effect on Deathclaw Alphas (but I am using the MMM Broken Steel plugin.). Was this an oversight, or done on purpose for balance reasons?
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Lisa Robb
 
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