[RELz] Mart's Mutant Mod 1.0 RC 6.1

Post » Sat Feb 19, 2011 10:46 am

Yeah I found it. Strange how I could have missed it :P
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Lynette Wilson
 
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Post » Sat Feb 19, 2011 12:06 pm

totally needs this mod to make hardcoe mode waaaay more hectic. Especially at night. :D
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Kara Payne
 
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Post » Sat Feb 19, 2011 10:16 am

So ... does anybody know for sure if we need Mart's Mutant Mod - Project Beauty.esp or not?
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James Smart
 
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Post » Sat Feb 19, 2011 1:06 pm

if you are using Project Beauty then yes, it must be enabled. Did you ever try reading the readme before asking these questions?
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Sunnii Bebiieh
 
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Post » Sat Feb 19, 2011 3:24 am

if you are using Project Beauty then yes, it must be enabled. Did you ever try reading the readme before asking these questions?
The readme is out of date from what I understand (it pre-dates MMM 1.0 RC 6.1 and so does the file) and Delamer has indicated that it is not compatible and not needed if using the MMM-FWE-PB compatibility patch. I'm pretty sure I checked before I deleted it and the MMM-FWE-PB patch overwrote every single entry from Mart's Mutant Mod - Project Beauty.esp.

edit: confirmed. Every single entry from Mart's Mutant Mod - Project Beauty.esp is overwritten by Mart's Mutant Mod - FWE Master Release + Project Beauty.esp, so Mart's Mutant Mod - Project Beauty.esp is completely useless. The only thing it might do is put an extra helmet or other item in some NPCs inventories and that is unlikely.
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CHARLODDE
 
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Post » Sat Feb 19, 2011 5:38 am

Thanks showler :)

Btw Martigen, I can grill Radscorp meat in my RobCo portable grill, but not Wild Boar - well, anyway not the Wild Boar I looted off ... something or another that messed with the wrong dude :)
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m Gardner
 
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Post » Sat Feb 19, 2011 2:39 am

I'm still getting crashes sometimes when levelling up (clicking 'next' after selecting a perk). It could be that another mod is causing it this time, but are you sure that it was fixed for MMM?

Right now I just keep trying until it doesn't crash, that usually works after a while.

Mod list:

Spoiler
Active Mod Files:00  fallout3.esm01  anchorage.esm02  thepitt.esm03  brokensteel.esm04  pointlookout.esm05  zeta.esm06  mart's mutant mod.esm07  project beauty.esm08  vault 101 revisited.esm09  cubeexperimental (en).esm0A  companion core.esm0B  companion share & recruit.esm0C  selected containers respawn.esm0D  fnncq.esm0E  fnncq_davidslab.esm0F  selected containers respawn - emptied trash cans in player homes.esp10  lessrocks.esp11  darnifieduif3.esp**  Project Beauty- Broken Steel.esp**  Project Beauty- Point Lookout.esp12  more hotkeys.esp13  dk_bullettime.esp  [Version 1.0.3]14  auto aim fix v1.1.esp15  UnfoundGrub.esp16  selected containers respawn.esp++  GeneratorSound.esp17  galaxynewsradio100[m].esp18  maintenanceshed.esp  [Version 1.3]19  fps grenade hotkey.esp++  FPS Grenade Hotkey - Zeta addon.esp1A  rivet city realignment.esp1B  refurbishes [all].esp1C  karmarevamp1010.esp1D  companion core dlc addon.esp1E  mart's mutant mod.esp1F  mart's mutant mod - dlc anchorage.esp20  mart's mutant mod - dlc the pitt.esp++  Mart's Mutant Mod - DLC Point Lookout.esp21  mart's mutant mod - dlc broken steel.esp22  mart's mutant mod - dlc zeta.esp++  Mart's Mutant Mod - Natural Selection.esp++  Mart's Mutant Mod - Master Menu Module.esp23  mart's mutant mod - project beauty.esp24  lucywestcompanion.esp25  arwen_realism_core.esp26  arwen_hard-core.esp27  arwen_encumbrance.esp28  arwen_goty_realism_core.esp++  Arwen_MMM_Patch.esp++  Less_Blood.esp29  gifts4kids.esp2A  whose been sleeping in my bed.esp2B  megalight.esp2C  fellout-full.esp++  Fellout-Anchorage.esp++  Fellout-BrokenSteel.esp2D  fellout-pointlookout.esp2E  fellout-zeta.esp2F  realistic interior lighting.esp++  T3T_MiscItemIcons.esp30  realistic interior lighting - bs.esp31  realistic interior lighting - oa.esp32  achievement remover [fo3].esp++  CRBSOR [Achievements Removed].esp33  weightammo.esp34  displayedammoweight.esp35  enclave radio live[10].esp36  dialogue tweaks.esp37  npc response expansion.esp++  Gunfire Sound Range Increased.esp38  ff_wondermeatmaker.esp39  powerarmortraining.esp++  tubURP.esp3A  tubunarvanilla.esp3B  arwen_med-tec.esp3C  bashed patch, 0.esp

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Heather M
 
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Post » Sat Feb 19, 2011 2:13 am

Mart, I eagerly await your brilliance to be applied to Fallout New Vegas...
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Heather Dawson
 
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Post » Sat Feb 19, 2011 3:51 am

I'm still getting crashes sometimes when levelling up (clicking 'next' after selecting a perk). It could be that another mod is causing it this time, but are you sure that it was fixed for MMM?
Right now I just keep trying until it doesn't crash, that usually works after a while.

I don't had info about such problems before. We had freeze after level-up, and it was permanent. Probably you have another issue, not related to level-up freeze
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Darian Ennels
 
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Post » Fri Feb 18, 2011 10:40 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.

Thanks for the report. If you can send me your savegame and mod list that would be a great help. if you can re-save your save with as few mods as possible that would be better (I more than likely don't use the same mods as you). This in itself may fix the issue, in which case we'll know if it's MMM or not.


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 :)

Never worked this one out. There's nothing inherent in the code that could cause this.

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?

A plausible explanation!


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...

At level 27 out of 30 you're going to get a weighting towards sentry bots even in vanilla, if you're using Soft Unleveling even more so. I can take a look at it, but realistically it sounds like the level lists are doing what they should -- delivering you a challenge because you're high level. It sounds more like a problem of variety though doesn't it? If there were other high-end robots at this level it wouldn't seem as repetitive.


edit: confirmed. Every single entry from Mart's Mutant Mod - Project Beauty.esp is overwritten by Mart's Mutant Mod - FWE Master Release + Project Beauty.esp, so Mart's Mutant Mod - Project Beauty.esp is completely useless. The only thing it might do is put an extra helmet or other item in some NPCs inventories and that is unlikely.

The 'MMM - Project Beauty.esp' patch is needed for PB HD and MMM. The 'MMM - Project Beauty + FWE.esp' patch is needed for PB HD and FWE and MMM. They are mutually exclusive, but you need one or the other to use PB with MMM.


Btw Martigen, I can grill Radscorp meat in my RobCo portable grill, but not Wild Boar - well, anyway not the Wild Boar I looted off ... something or another that messed with the wrong dude :)

Heh :) FWE needs to be updated for the new meats in RC6, post a message in the FWE threads for Mez.


I'm still getting crashes sometimes when levelling up (clicking 'next' after selecting a perk). It could be that another mod is causing it this time, but are you sure that it was fixed for MMM?
[/code]
3C bashed patch, 0.esp
[/code]

Just checking you updated your bashed patch, as this may store the links to the problematic scripts that were removed that prevented leveling. If so, then I'd be very interested in a savegame sample, this is currently the only reported leveling up issue since RC6.1 which (as far as I am aware) fixed the issue.


Also -- a request:

There's a report on Nexus about a CTD caused when being capture by the Enclave -- basically, any time the Player is stripped of their items (so Pitt should cause this too). The cause is definitely one of two things, but I don't know which: carrying Live Iguanas, or carrying creature body parts that were amputated (claws, eyes, horns, teeth etc). This should be pretty easy to fix, but I first need to know the cause. For anyone who has a savegame before such a point, and carrying these items, could you use this to test when the crash doesn't occur by first dropping one or the other before being captured. Thanks!
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Bad News Rogers
 
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Post » Sat Feb 19, 2011 2:50 am

If the amuptation scripts turn out to be the cause, try 'Begin OnDrop rDonor'. I have a save right before the Enclave Abduction I can test with after giving myself the items, so I'll report back with my findings/a work-around if I have any luck.
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Rodney C
 
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Post » Sat Feb 19, 2011 7:29 am

Heh :) FWE needs to be updated for the new meats in RC6, post a message in the FWE threads for Mez.

This is something that needs fixing in FWE proper rather than the FOIP patch? Okey-dokey, I'll leave a message.
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Star Dunkels Macmillan
 
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Post » Sat Feb 19, 2011 12:06 pm

If the amuptation scripts turn out to be the cause, try 'Begin OnDrop rDonor'. I have a save right before the Enclave Abduction I can test with after giving myself the items, so I'll report back with my findings/a work-around if I have any luck.

How'd it go? I tried replicating this in-game with player.removeallitems, but had no CTD issues carrying either live iguanas or body parts. A savegame going into the process is still the best bet for testing it.



This is something that needs fixing in FWE proper rather than the FOIP patch? Okey-dokey, I'll leave a message.

No you're right it's in the FOIP, but both Mez and I work on the FOIP, and Mez handles any changes that are related to FWE (in this case, being able to grill meats).
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Rik Douglas
 
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Post » Sat Feb 19, 2011 7:50 am

How'd it go? I tried replicating this in-game with player.removeallitems, but had no CTD issues carrying either live iguanas or body parts. A savegame going into the process is still the best bet for testing it.
I couldn't reproduce the crash with all of the amputation items in my inventory, but their vars weren't as they'd be if harvested naturally as I'd added them via an LVLI/TestQUST. Lemme place some critters in the Test Labs right there, ~KillAll, harvest, save, then see if I can crash. If I can't, I'll try the live iguanas. FOOK had a crash right then too over the removal of its non-FOSE menu item or its addition to that locker everything ends up in, so chances are it's something similar and can be gotten around.
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Kanaoka
 
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Post » Sat Feb 19, 2011 10:50 am

I couldn't reproduce the crash with all of the amputation items in my inventory, but their vars weren't as they'd be if harvested naturally as I'd added them via an LVLI/TestQUST. Lemme place some critters in the Test Labs right there, ~KillAll, harvest, save, then see if I can crash. If I can't, I'll try the live iguanas. FOOK had a crash right then too over the removal of its non-FOSE menu item or its addition to that locker everything ends up in, so chances are it's something similar and can be gotten around.

Ah yes, the menu item may be a cause too. Thanks for testing this Justin, I'm currently tracing the Zeta crash chute bug back along any other creatures that have loot lists with amputatable parts, to make sure it doesn't happen elsewhere. Interestingly, while the presence of these parts on a corpse that gets markfordeleted in Zeta (as was happening in the Zeta chute when the Yao Guai's were being removed) causes a CTD, I've not been able to re-produce this outside Zeta. Fortunately, the combination of scripted body parts and markfordelete usage in MMM is only few rare cases, but again these cases don't trigger it from my testing. Ah, the fun of debugging...
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courtnay
 
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Post » Sat Feb 19, 2011 12:14 pm

Ah yes, the menu item may be a cause too. Thanks for testing this Justin, I'm currently tracing the Zeta crash chute bug back along any other creatures that have loot lists with amputatable parts, to make sure it doesn't happen elsewhere. Interestingly, while the presence of these parts on a corpse that gets markfordeleted in Zeta (as was happening in the Zeta chute when the Yao Guai's were being removed) causes a CTD, I've not been able to re-produce this outside Zeta. Fortunately, the combination of scripted body parts and markfordelete usage in MMM is only few rare cases, but again these cases don't trigger it from my testing. Ah, the fun of debugging...
Glad to help, Mart :) Hmmm... The menu item worked out too. I PlaceAtMe'd critters with scripted body parts, killed 'em and looted such that I had all the MISC/ALCH items in my otherwise empty inventory. I could not reproduce the abduction crash. I then tried your other hunch, the live iguanas, and also didn't crash. Menu item worked as well... If I could get my hands on a crashing save along with a list of which MMM plugins were loaded, It would definitely help isolate the problem.

Can't say what it is, but here's what it's *most likely* not. The below made it to the Raven Rock locker w/o any issue:
  • ALCH:
    • Ant Meat
    • Boar Meat
    • Deathclaw Blood
    • Deathclaw Meat
    • Floater Meat
    • Live Iguana
    • Mirelurk Meat
    • Mole Rat Meat
    • Radscorpion Meat
    • Wanamingo Meat
    • Yao Guai Meat
  • ARMO:
    • < MMM Control Panel >
  • MISC:
    • Ant Antenna
    • Deathclaw Hand
    • Deathclaw Matriarch Horn
    • Floater Bulb
    • Mirelurk Claw
    • Mole Rat Teeth
    • Monstrous Dog Teeth
    • Radscorpion Poison Gland
    • Radscorpion Stinger
    • Wanamingo Tooth
    • Yao Guai Pup Claw


Maybe one of the Non-Playable tokens is in the user's inventory somehow? Could be, and an item like that would be innocuous without a name and/or that flag ticked :shrug: If there are other suspected items, in the absence of a crashing save, I can add them and see If I can crash. Know what you mean though about the joy of bughunting. Thankfully, when this crash happened to FOOK, there was a correlation between FOSE and not crashing, so the non-FOSE menu item was the prime suspect and did actually turn out to be the culprit.

Gah! Freakin' forum keeps logging me out >_<
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Celestine Stardust
 
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Post » Sat Feb 19, 2011 11:31 am

The 'MMM - Project Beauty.esp' patch is needed for PB HD and MMM. The 'MMM - Project Beauty + FWE.esp' patch is needed for PB HD and FWE and MMM. They are mutually exclusive, but you need one or the other to use PB with MMM.
My apologies, I should have specified that I was talking only in the specific circumstances of using the FWE-PB-MMM FOIP patch.
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Amanda savory
 
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Post » Fri Feb 18, 2011 11:49 pm

Glad to help, Mart :) Hmmm... The menu item worked out too. I PlaceAtMe'd critters with scripted body parts, killed 'em and looted such that I had all the MISC/ALCH items in my otherwise empty inventory. I could not reproduce the abduction crash. I then tried your other hunch, the live iguanas, and also didn't crash. Menu item worked as well... If I could get my hands on a crashing save along with a list of which MMM plugins were loaded, It would definitely help isolate the problem.

Can't say what it is, but here's what it's *most likely* not. The below made it to the Raven Rock locker w/o any issue:

Thanks Justin.

Well, this is the report from Nexus:
I've noticed a little problem with MMM. I run MMM with FWE, EVE, WMK and project beauty, with foip patches, without issues. However, When the enclave capture me in Vault 87, the game CTDs. Uninistalling MMM fixes this. Just thought you should know : )

He's running a lot more than MMM, so conceivably the problem could be elsehwere, except he says it's solves once he removes MMM. Seeing as the live iguanas, amputation parts, and menu item appear to not trigger it, I don't know what is. It's possible it's some stray data from an upgrade, in which case a clean save will fix. Will PM him for the save.
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Stace
 
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Post » Sat Feb 19, 2011 9:59 am

BTW -- I have call to action out: if you have modeling, texturing, general GECK or writing skills MMM needs you:

http://www.gamesas.com/index.php?/topic/1134607-rec-marts-mutant-mod-needs-you/
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Britta Gronkowski
 
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Post » Fri Feb 18, 2011 11:47 pm

Hey Martigen.

A minor observation...
Whenever I try to sell a "Live Iguana", the game CTDs.
I've tried selling one to random Scavengers, and to Moria, each time the game CTDs.

It is easy enough to avoid, just don't sell them.
I only looked at the change log on the OP, so sorry if this has already been reported.
I just wanted to pass this along to you.
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Hella Beast
 
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Post » Sat Feb 19, 2011 2:04 am

I have constant CTD when try to sell Live Iguanas. I have standart mod installed: FWE, WMK, MMM.
ps I post it in FWE thread too.
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Andrew Perry
 
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Post » Sat Feb 19, 2011 7:57 am

A minor observation...
Whenever I try to sell a "Live Iguana", the game CTDs.
I've tried selling one to random Scavengers, and to Moria, each time the game CTDs.

It is easy enough to avoid, just don't sell them.
I only looked at the change log on the OP, so sorry if this has already been reported.
I just wanted to pass this along to you.

I have constant CTD when try to sell Live Iguanas. I have standart mod installed: FWE, WMK, MMM.
ps I post it in FWE thread too.

Yep, this is a known issue and its fixed for RC6.2. This should be up in a few days.
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emma sweeney
 
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Post » Sat Feb 19, 2011 12:16 am

How about reducing the sound of the iguana as they walk.

As it is you can here them like thunder at 30 paces but molerats, boars, deathclaws, and gecko are all stealth assassins by comparison.

I've known a few very large iguanas (like 5 feet long) and yeah they could be said to make some noise when they move. A 2 foot long one - no.

thanks for considering.
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le GraiN
 
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Post » Sat Feb 19, 2011 3:29 am

How about reducing the sound of the iguana as they walk.
[snip]


Change log for RC 6.1 says
Fixed loud volume of Iguana footsteps
:)
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jessica sonny
 
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Post » Sat Feb 19, 2011 12:26 am

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.
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luis dejesus
 
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