I've been meaning to make this post for a while, but as usual I get distracted by the mod itself or I run out of free time. There's still a number of features I want to do with MMM, and others are only partially complete, so I'm [REC]ruiting for those who want to donate their skills.
If you can help out with any of the below, drop me a line or reply here. Naturally, credit is given for all work.
::: Creature Skeletons
Right now the Skeleton Decay feature only applies to NPCs, simply because skeleton meshes and textures are included in vanilla Fallout 3 and it was easy for me to use them. But what about creatures? It would flesh the game out greatly to stumble across the skeletons of past kills (yours, or anothers) as you travel back across the wasteland. Modeling and texturing skills to are required to create creature skeletons for:
Note Skeleton Decays currently does work for Feral Ghouls, I used NPC skeletons since the ghouls are humanoid enough.
- Vicious Dog
- Vicious Dog Pups
- Brahmin
- Molerat
- Molerat Pups
- Deathclaw
- Deathclaw young
- Yao Gaui
- Yao Gaui Cub
- Geckos
- Wanamingo
- Floaters (or maybe not, mostly fleshy these guys)
- Centaurs
- Mirelurks
- Radscorpion
- Super Mutants
Note Skeleton Decays currently does work for Feral Ghouls, I used NPC skeletons since the ghouls are humanoid enough.
::: Corpse textures
Something I've wanted to add since the start is an intermediary stage before skeleton decay: so dead NPC/Creatures --> decomposing corpse --> skeleton. It's pretty easy for me to add this using the skeleton decay system, and thanks to some tricky functions I can create rotting creature corpses (complete with 'rotten' versions of animal meats) and NPCs which will retain their original clothing and inventories. This, combined with creature skeletons above, could really add some atmosphere to the wasteland: entering a cell and finding new enemies, decomposing bodies of old ones, and skeletons from those from before that. The wasteland, at every stage of survival.
Basically, I need 3-5 variant textures for all of the above list for creatures, plus one set for NPCs (we just need a single set to handle all NPCs -- face and hair data is retained).
Basically, I need 3-5 variant textures for all of the above list for creatures, plus one set for NPCs (we just need a single set to handle all NPCs -- face and hair data is retained).
::: Robobrain diverse skins
You might have noticed the only robots not to get variant textures in RC6 were the Robobrains. Darksloth did an amazing job on all the other robot varieties, but ran out of steam before he could do the Robobrains. What's required are 3-5 variants on the default Robobrain (rusted, battle worn, etc) each with unique serial numbers, and if possible 1-2 variants specific to each faction that uses them: army, enclave, outcast etc.
::: Diverse skins for DLCs
We have Trog variants for the Pitt, and Anchorage doesn't really need variants (mostly NPCs, for which variance is determined by loot mods), but we don't have skins for aliens in Zeta, skins for Swampfolk in Point Lookout etc. On average 5 variant skins are enough for each creature, but if I'm given more I'll use them.
::: Chemical Extraction Crafting
This is something I'm really excited about. If you played MMM for Oblivion you'll know it came with a 'Hunting & Crafting.esp' module which allowed you to craft armors and arrows out of the wide range of skins and parts lootable from creatures with MMM loaded. I've been wanting to do something similar with MMM for Fallout for a while, but fortunately I don't have to -- a Russian modder by the name of Vovenok has made a crafting mod that lets you extract and create chemical concoctions out of creature meats and parts lootable from creatures. These incude Geckos, Floaters, Wanamingos, Deathclaws, Centaur etc. Vovenok has graciously granted permission for Chemical Extraction to be integrated into MMM, but it needs some work. Mainly, a translation for the images. Here's the Russian screenshots:
Aside from making new textures for the bottles in english, the plugin needs to be updated with the latest additions from RC6.1, and perhaps some general balance.
- http://members.iinet.net.au/~amills/zChemExtract1.jpg
- http://members.iinet.net.au/~amills/zChemExtract2.jpg
- http://members.iinet.net.au/~amills/zChemExtract3.jpg
- http://members.iinet.net.au/~amills/zChemExtract4.jpg
Aside from making new textures for the bottles in english, the plugin needs to be updated with the latest additions from RC6.1, and perhaps some general balance.
::: The Mart's Mutant Mod for Fallout 3 trailer!
Waaay back in the mists of time, I once worked on a video with Nerbod to create a Mart's Monster Mod for Oblivion video, which you can grab here:
Or watch it on YouTube, but low-res (this was before YouTube allowed high-res uploads):
I highly recommend the high-res download from PES, and the volume turned up My only request is to let me have some input into it, and that it feature the Gargantuan doing his thing at Evergreen, something like what Lyrand recorded here: http://www.youtube.com/watch?v=q6p7XBgf-Do. Other than this, the idea is to showcase the various creatures and features, and leave viewers drooling and/or wanting a change of pants.
- http://planetelderscrolls.gamespy.com/View.php?id=101&view=Videos.Detail
Or watch it on YouTube, but low-res (this was before YouTube allowed high-res uploads):
- http://www.youtube.com/watch?v=7Vv9cfn4nEM
I highly recommend the high-res download from PES, and the volume turned up My only request is to let me have some input into it, and that it feature the Gargantuan doing his thing at Evergreen, something like what Lyrand recorded here: http://www.youtube.com/watch?v=q6p7XBgf-Do. Other than this, the idea is to showcase the various creatures and features, and leave viewers drooling and/or wanting a change of pants.
::: Documentation cleanup and update
Lastly an important task that I haven't had time to complete myself, as any free time I get I'm usually spending on the mod -- you may have noticed that the README and MMM core posts don't include some of the recent changes since RC5. The full list of changes from creatures is incomplete, and some new features aren't mentioned at all. I understand it may not necessarily be the easiest to follow of structured posts, either So anyone willing to update, improve structure and even beautify the README and core posts will be honored in the credits.
I've also been asked a number of times if there is a central matrix of all the new creatures, general stats, what level they appear, new loot etc. This is quite a task (requiring a lot of time in the GECK or FO3Edit), but if this was created I would most certainly include it.
I've also been asked a number of times if there is a central matrix of all the new creatures, general stats, what level they appear, new loot etc. This is quite a task (requiring a lot of time in the GECK or FO3Edit), but if this was created I would most certainly include it.
Well, that's it for now. If you'd like to help with any of these, PM me or reply here. And I thank you humbly in advance.