[RELz] Mart's Mutant Mod 1.0 RC 6.1

Post » Sat Feb 19, 2011 8:01 am

...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.


Since showler mentions it, right after upgrading I noticed a dead Giant Scorpion right outside the Megaton door. I never saw anything like that before right outside the Megaton door. I assume a trader's guards killed it (Deputy Weld is okay and it would have killed the Deputy if it was just him and the guard above I think) but if a caravan lead it there I wonder why they wouldn't have killed it before.

Not a big deal at all. Just thought I'd mention it as a data point.

Fantastic mod. Thanks.
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Miguel
 
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Post » Sat Feb 19, 2011 2:21 am

Since showler mentions it, right after upgrading I noticed a dead Giant Scorpion right outside the Megaton door. I never saw anything like that before right outside the Megaton door.
Fantastic mod. Thanks.

Well- this giant scorp replaced giant ant, which was before here. I'm not sure, but I think it's always dead, from the beginning :)
Need to check it
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leigh stewart
 
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Post » Sat Feb 19, 2011 6:33 am

Just want you to notify of a crash I get, when trying to sell a "Live Iguana" to Moriaty. Crashes right after accepting the deal. I can eat them without problems. Are they supposed to be in there in the first place?

Btw. giant scorpions in front of Megaton? Didn't saw any of them. There are still two dead ants..oh yeah and the guy beging for water, has also found death, though I don't know how, cause there was nothing close. Maybe that was because I din't gave him water...:D
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Lewis Morel
 
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Post » Sat Feb 19, 2011 3:25 am

edit: nevermind
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Juanita Hernandez
 
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Post » Sat Feb 19, 2011 12:47 am

Does MMM add spawn points outside Megaton, or is this some weird thing from the main game?

No, MMM doesn't do any world edits at all. If creatures spawn somewhere, that's vanilla. How many and what type of creatures spawn is what MMM can affect :)


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.

Indeed, and lately I've had some ideas of how we can fix this default behaviour from the game. They should work too, but I want to fix any issues in RC6 before messing with the spawn system again :) So it's on the to-do list, maybe for the version after the next release. I have a small patch coming fixing any remaining issues in RC6 that have been reported.


Just want you to notify of a crash I get, when trying to sell a "Live Iguana" to Moriaty. Crashes right after accepting the deal. I can eat them without problems. Are they supposed to be in there in the first place?

...Like this :) Putting Live Igauanas into containers or selling them causing a crash has been fixed for the next release.


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?

That's actually an oversight, but you're right, would this be too unbalancing to allow the player to control a Deathclaw Alpha?
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joseluis perez
 
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Post » Fri Feb 18, 2011 10:06 pm

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).

Oh! Thanks for this info, I'll probably do this from now on :)

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 -- [...]

Happy to hear about the rats, they are kinda cute in their mutated-radiated-wasteland way. I hope animal friend will take them into account ;)

Shame about the ghoul anims, but I perfectly understand your standpoint. Still... it's a shame... :(
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alicia hillier
 
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Post » Sat Feb 19, 2011 3:13 am

That's actually an oversight, but you're right, would this be too unbalancing to allow the player to control a Deathclaw Alpha?

Could be, especially after they were made stronger in the last update.

What does everyone else think?
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james reed
 
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Post » Fri Feb 18, 2011 10:55 pm

if this has been adressed before, sorry about the repost but i cant kill mole rats with the repellent stick while MMM is active. once i unchecked all MMM plugins i was able to kill the like normal.
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Milagros Osorio
 
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Post » Sat Feb 19, 2011 9:41 am

if this has been adressed before, sorry about the repost but i cant kill mole rats with the repellent stick while MMM is active. once i unchecked all MMM plugins i was able to kill the like normal.

I don't have such issue. Do you can't kill them at all, or you are not able to complete Moira's quest?
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Charlotte Buckley
 
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Post » Sat Feb 19, 2011 1:41 am

First, I love this mod. Thanks very much! It and FWE dramatically improve the game.

So this is not meant as a complaint just reporting what may be a problem. I'm not sure if it's MMM related, but I'm guessing that since MMM and FWE are the only two major mods I'm running it might be.

I seem to get crashes to desktop in one area. It's near the railway cars by Jury Street metro (with the Behemoth). Sometimes there is a crash to desktop when I approach that area, and sometimes it crashes on save. This has happened quite a few times, but not always. And only in that general area or when approaching it.

It happened quite bit yesterday (but it's happened before with other characters), crashing when saving this time. This time consistent crashing on save in that area. So after killing the Mutants there, I when in the Jury Street Grocery Store and was able to save just fine.

Just FWIW. Thanks again.
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RUby DIaz
 
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Post » Fri Feb 18, 2011 11:22 pm

I seem to get crashes to desktop in one area. It's near the railway cars by Jury Street metro (with the Behemoth). Sometimes there is a crash to desktop when I approach that area, and sometimes it crashes on save. This has happened quite a few times, but not always. And only in that general area or when approaching it.
It happened quite bit yesterday (but it's happened before with other characters), crashing when saving this time. This time consistent crashing on save in that area. So after killing the Mutants there, I when in the Jury Street Grocery Store and was able to save just fine.

Crashes on the save after exterior transitions.
Masterupdate will help you
https://sites.google.com/site/fo3wanderersedition/faq
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Hazel Sian ogden
 
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Post » Sat Feb 19, 2011 2:14 am

Thanks for the great mod, Mart! =)

Anyways I of course also have a question. I have in the past created a thread concerning a problem I have and it seems others also have it. I'll try to describe it to the best of my ability, but I must admit that I am not certain that it is related to MMM, but could also be vanilla behaviour. Quite often when I explore the wastelands not much has spawned and if something has spawned there's not a lot of it at the spawnpoints. But if I save my game and then reload the spawns are suddenly there and in the numbers that seems right. This has lead me to believe something isn't working right. I'm pretty sure I've seen this since I began playing Fallout 3, which I must admit I have never played without mods, one of which is of course MMM. I use it alongside FWE and of course WMK since they are almost as essential. Perhaps you could give me some advice on how to perhaps figure out how to fix it, or explain what's going on. My settings in MMM are default except Ghoul Rampage which I have set to x2 and Looting system which I have turned on. Any help you or others may offer will be greatly appreciated :)

EDIT: I've noticed you mention some of this behaviour yourself about creatures that suddenly appear after a reload. But mine seems to go beyond that. An example is how there close to Megaton is a nest of Mirelurks with lots of eggs. At most I've seen two of them if I run there from Megaton. But if I save and load at the location I will easily get 5+
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Alex Vincent
 
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Post » Sat Feb 19, 2011 1:25 am

I don't have such issue. Do you can't kill them at all, or you are not able to complete Moira's quest?



i was able to kill them, but they wouldn't explode like they normally would. i had to turn all MMM modules off to complete the quest.
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El Goose
 
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Post » Sat Feb 19, 2011 1:04 pm

What MMM modules do you have loaded?

I looked at my load order and MMM has no effect on the weapon, the magic effect or the script that controls it, and no changes to the molerats themselves that would affect it.

It seems to be a simple case of identifying the target, making sure it is in the molerat faction and then issuing a "kill" command with exploding head aftereffect. I'm not sure what could mess that up.
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Sabrina Steige
 
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Post » Sat Feb 19, 2011 11:40 am

Quite often when I explore the wastelands not much has spawned and if something has spawned there's not a lot of it at the spawnpoints. But if I save my game and then reload the spawns are suddenly there and in the numbers that seems right. This has lead me to believe something isn't working right. I'm pretty sure I've seen this since I began playing Fallout 3, which I must admit I have never played without mods, one of which is of course MMM.

I've been getting this since I firs installed MMM more than a year ago.
I have accepted it as a side effect of having increased spawns.
If anything can be done about it, it would be highly appreciated.

Thinking out loud: I have a theory that the spawns that "appear" after a reload have already been there, but the memory manager somehow could not fit them in, so they are disabled for the moment. Could be a side effect that too many actors are spawned at once. Maybe there's a setting somewhere that controls how many actors can spawn?

On another note, Mart could you take a quick glance at the spawn list that spawns robots? It seems that the large 3-wheeled sentry bots are highly favored in that part. At least I'm usually getting mainly those in robotic encounters. Here's an example: vault-tec HQ, level 2, fought 1 protectron, 1 brainbot, and 6 sentry bots!
Granted I have fairly high level (27) but it would be nice to see some variance.
I was wondering it this is part of the leveled lists feature, that it picks high-end enemies for high level characters, but supermuties and raiders seem to be nicely balanced. Then again, I'm seeing much more albino radscorps than any other scorps...
Can you advice me how to alter this behaviour a bit to give more enemy variance?
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Loane
 
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Post » Fri Feb 18, 2011 8:41 pm

What MMM modules do you have loaded?

I looked at my load order and MMM has no effect on the weapon, the magic effect or the script that controls it, and no changes to the molerats themselves that would affect it.

It seems to be a simple case of identifying the target, making sure it is in the molerat faction and then issuing a "kill" command with exploding head aftereffect. I'm not sure what could mess that up. i'm also running into super mutants killing centaurs and molerats killing other molerats.


Mart's Mutant Mod.esm
Mart's Mutant Mod.esp
Mart's Mutant Mod - DLC Anchorage.esp
Mart's Mutant Mod - DLC The Pitt.esp
Mart's Mutant Mod - DLC Broken Steel.esp
Mart's Mutant Mod - DLC Point Lookout.esp
Mart's Mutant Mod - DLC Zeta.esp
Mart's Mutant Mod - Master Menu Module.esp
Mart's Mutant Mod - FWE Master Release + DLCs.esp
Mart's Mutant Mod - FWE Master Release + Project Beauty.esp
IMCN - MMM Meats, Bloods, and Eyeballs.esp

this is what i have loaded for MMM
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Dylan Markese
 
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Post » Sat Feb 19, 2011 9:17 am

this is a question for Martigen:

I was wondering if you ever thought of creating zones on difficulty and types of creatures. If anyone played Nehrim, they will fully understand this.
I would love to see the area around Megaton have dogs, molerats, and other low level creatures and as you travel to other areas, there would be
creatures in only specific areas and some raiders that are more powerful than the area around Megaton. I never really enjoyed how the world levels
with the player, totally unbalancing IMO.
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Czar Kahchi
 
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Post » Fri Feb 18, 2011 10:56 pm

Mart's Mutant Mod.esm
Mart's Mutant Mod.esp
Mart's Mutant Mod - DLC Anchorage.esp
Mart's Mutant Mod - DLC The Pitt.esp
Mart's Mutant Mod - DLC Broken Steel.esp
Mart's Mutant Mod - DLC Point Lookout.esp
Mart's Mutant Mod - DLC Zeta.esp
Mart's Mutant Mod - Master Menu Module.esp
Mart's Mutant Mod - FWE Master Release + DLCs.esp
Mart's Mutant Mod - FWE Master Release + Project Beauty.esp
IMCN - MMM Meats, Bloods, and Eyeballs.esp

this is what i have loaded for MMM


Do you have a merged patch? If so, then you could look at it to see if anything other than MMM affects Molerats (under "Creatures") and / or the repellent stick (under "Weapons")... that's my only thought on the matter, since I've never had this problem with MMM before or today...
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Lyndsey Bird
 
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Post » Sat Feb 19, 2011 6:46 am

Mart's Mutant Mod.esm
Mart's Mutant Mod.esp
Mart's Mutant Mod - DLC Anchorage.esp
Mart's Mutant Mod - DLC The Pitt.esp
Mart's Mutant Mod - DLC Broken Steel.esp
Mart's Mutant Mod - DLC Point Lookout.esp
Mart's Mutant Mod - DLC Zeta.esp
Mart's Mutant Mod - Master Menu Module.esp
Mart's Mutant Mod - FWE Master Release + DLCs.esp
Mart's Mutant Mod - FWE Master Release + Project Beauty.esp
IMCN - MMM Meats, Bloods, and Eyeballs.esp

this is what i have loaded for MMM
You shouldn't have the Mart's Mutant Mod - Master Menu Module.esp and you are missing the Mart's Mutant Mod - FWE Master Release.esp

I still don't know why those would cause that problem though.
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Honey Suckle
 
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Post » Fri Feb 18, 2011 10:57 pm

Also the Mart's Mutant Mod - Project Beauty.esp from the Project Beauty files.
[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 - Project Beauty.esp
[X] Mart's Mutant Mod - FWE Master Release.esp
[X] Mart's Mutant Mod - FWE Master Release + DLCs.esp
[X] Mart's Mutant Mod - FWE Master Release + Project Beauty.esp

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Jonathan Windmon
 
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Post » Fri Feb 18, 2011 11:58 pm

Also the Mart's Mutant Mod - Project Beauty.esp from the Project Beauty files.
If I understand Delamer correctly on the nexus, that file is not needed with the MMM-FWE-PB patch active and is out of date at the moment anyway.
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Daramis McGee
 
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Post » Sat Feb 19, 2011 9:16 am

Then perhaps the FOIP description on the nexus should be updated, because it says:
Mart's Mutant Mod - Project Beauty.esp (FROM PROJECT BEAUTY)
Mart's Mutant Mod - FWE Master Release.esp (FROM FOIP)
Mart's Mutant Mod - Project Beauty + FWE.esp (FROM FOIP)

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Kathryn Medows
 
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Post » Sat Feb 19, 2011 1:22 am

thanks for the reply Soor and showler, i just update my load order to include those changes, maybe that was the problem?
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~Amy~
 
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Post » Sat Feb 19, 2011 9:02 am

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


Where is that esp from? I can't find it in MMM folder, in the FWE folder or in the FOIP. Is it needed cause it's not mentioned on the FWE page either.
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Eliza Potter
 
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Post » Sat Feb 19, 2011 6:47 am

Check again, its in the MMM-FWE FOIP.
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Noely Ulloa
 
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