[RELz] Mart's Mutant Mod 1.0 RC 3.0

Post » Wed Oct 21, 2009 12:49 am

New problem:

1. Tried doing a masterupdate on 1.5 while MMM was still active on my savegame. Big mistake. Had to move fallout3.esm to the top of the list to even go through with MU.

As I understand- you play fallout3 ver 1.5 without masterupdate, then make masterupdate and try to continue?
If no- explain please in more details.
But if answer is yes- than this is impossible. You can't make masterupdate and continue to play game with saves, maded with clear, non-masterupdated game. You can only
-Load old saves, which was maded with pre-1.5 version of the game
-Begin the new game.
With MMM or without it.


Martigen- check PM please. :)
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Janine Rose
 
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Post » Wed Oct 21, 2009 4:53 am

Yeah, in that case Master Update fried my game completely. This happen when you don't read the instructions carefully.

I just read around the forums and thought maybe this was mandatory on 1.5 for better stability. Bit the bullet in the end. I'll try rescaling a old savegame i have uploaded as a safety measure. Some lost gameplay is better than starting over completely. I don't have as much time as I'd want to have
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Amanda savory
 
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Post » Wed Oct 21, 2009 7:22 am

Yeah, in that case Master Update fried my game completely. This happen when you don't read the instructions carefully.

I just read around the forums and thought maybe this was mandatory on 1.5 for better stability. Bit the bullet in the end. I'll try rescaling a old savegame i have uploaded as a safety measure. Some lost gameplay is better than starting over completely. I don't have as much time as I'd want to have

Tis is not masterupdate, tis is RTFM :)
And missing backup procedure.
With such load order there was no need at masterupdate at all, but I can't think 1.5 patch is mandatory- it is whole mess for many good maded mods.
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Valerie Marie
 
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Post » Wed Oct 21, 2009 7:44 am

When i encounter creatures and super mutants
they keep switching and flickering between different textures...

Does anyone know how to fix this with this mod?
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Rach B
 
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Post » Tue Oct 20, 2009 9:08 pm

When i encounter creatures and super mutants
they keep switching and flickering between different textures...

Does anyone know how to fix this with this mod?


mine was doing that, then he released a patch, and it cleared up.
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james kite
 
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Post » Wed Oct 21, 2009 8:22 am

could you maybe tell me how the patch is called i cant find it
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stevie trent
 
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Post » Tue Oct 20, 2009 11:16 pm

Is the ghoul rampage plugin supposed to only work WITH increased spawns? Cos it doesent change anything for me unless i'm using with it, but then there are crazy amount of zombies.. like 10-15 spawning instead of one (which is fun, but it just kills my computer .. which is not so fun). I think its bugged..
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Vivien
 
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Post » Wed Oct 21, 2009 2:37 am

Is the ghoul rampage plugin supposed to only work WITH increased spawns? Cos it doesent change anything for me unless i'm using with it, but then there are crazy amount of zombies.. like 10-15 spawning instead of one (which is fun, but it just kills my computer .. which is not so fun). I think its bugged..


i just downloaded acrive invalidation and now the textures are normal again
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Emily Graham
 
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Post » Wed Oct 21, 2009 9:35 am

10 - 15 is nothing. Try 30 up to 60 per a heavy crowded subway.
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Etta Hargrave
 
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Post » Wed Oct 21, 2009 2:59 am

Is the ghoul rampage plugin supposed to only work WITH increased spawns? Cos it doesent change anything for me unless i'm using with it, but then there are crazy amount of zombies.. like 10-15 spawning instead of one (which is fun, but it just kills my computer .. which is not so fun). I think its bugged..

I'm not sure about rampage, but rasing ghouls work only with IS or IIS
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kitten maciver
 
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Post » Wed Oct 21, 2009 7:18 am

umm 10-15 out of 1 spawn point, and theres like a hundred spawns in arlington cemetery (with zombie cemetery mod).. do the math :P
Its malfunctioning as the description says it should multiply the spawns only up to 5 (i guess increased spawns further multiplies it.. but i dont want increased spawns, and the raising bound to IS is suspicious too) Prolly a bug to fix in the next version.
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lacy lake
 
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Post » Wed Oct 21, 2009 5:18 am

umm 10-15 out of 1 spawn point, and theres like a hundred spawns in arlington cemetery (with zombie cemetery mod).. do the math :P
Its malfunctioning as the description says it should multiply the spawns only up to 5 (i guess increased spawns further multiplies it.. but i dont want increased spawns, and the raising bound to IS is suspicious too) Prolly a bug to fix in the next version.

Yes, bug with IS will be fix in the next version
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Mrs. Patton
 
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Post » Wed Oct 21, 2009 4:52 am

Im having a major crash issue with MMM 3.1, I mean i've tested it extensively before saying MMM is the problem. Everytime a Waminingo gets close to me, the game crashes, its happened 5 out of 5 times. So I tried using the No Waminigo esp but for some reason they still appear in the game and crash me!

Anyone have any ideas? MMM is like my favorite mod, I dont want to have to give it up.

Using the 1.6 patch and FOSE if that makes any difference.
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Lil'.KiiDD
 
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Post » Wed Oct 21, 2009 5:26 am

Is this version of MMM compatibly with point lookout DLC ?
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NAkeshIa BENNETT
 
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Post » Tue Oct 20, 2009 10:09 pm

Is this version of MMM compatibly with point lookout DLC ?

For now- it is only one incompatability, which is confirmed- in the Sacred Bog
There is temp. fix for this
http://www.fallout3nexus.com/downloads/file.php?id=7278

@LordRikerQ
Everytime a Waminingo gets close to me, the game crashes,

Please- give the save before crash.
Post it in the www.rapidshare.de, for example

Myself- I don't have problems with wanamingo.
Also- you can try to rename
fallout 3\Data\Sound\FX\MMMF3\wanamingo\
to
fallout 3\Data\Sound\FX\MMMF3\wanamingo.bak\
Will it make any difference?
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TRIsha FEnnesse
 
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Post » Tue Oct 20, 2009 11:10 pm

when the ghouls rise from the dead, the ones that have been totally destroyed, no limbs or head... are they supposed to rise again? I have a torso chasing me in the museum, and a pic, just not sure where to post it.
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Miranda Taylor
 
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Post » Tue Oct 20, 2009 11:38 pm

when the ghouls rise from the dead, the ones that have been totally destroyed, no limbs or head... are they supposed to rise again? I have a torso chasing me in the museum, and a pic, just not sure where to post it.

http://www.imageshack.us/
Here :)
Raising Feral Ghouls, without or without limbs missing, will have a 50% chance to raise while you're away to encounter them later as you trawl back through a dungeon, or instead to raise only as you get in range of them. These dead Feral Ghouls, prior to raising, also don't show up on your radar so you don't know which ones they are...

So- seems to me this is bug
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Scott Clemmons
 
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Post » Tue Oct 20, 2009 11:01 pm

http://www.imageshack.us/
Here :)

So- seems to me this is bug



here it is
http://img213.imageshack.us/img213/2672/screenshot0x.png
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Steven Hardman
 
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Post » Wed Oct 21, 2009 5:09 am

here it is
http://img213.imageshack.us/img213/2672/screenshot0x.png

Post it again and don't choose any resize options.
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Tom Flanagan
 
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Post » Wed Oct 21, 2009 12:49 am

here it is
http://img213.imageshack.us/img213/2672/screenshot0x.png

Cool. Something from the Oblivion or even Daggerfall :)
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Hannah Whitlock
 
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Post » Wed Oct 21, 2009 10:31 am

Cool. Something from the Oblivion or even Daggerfall :)


sorry about that
http://img440.imageshack.us/img440/5606/screenshot0.png
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Maria Leon
 
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Post » Wed Oct 21, 2009 12:23 am

Now I know ghouls should be fairly resistant, but thats taking it a little far!

Does anyone know if Martigen is working on a fix/new version which sorts out the Sacred Bog and these Ghouls?
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Rachel Cafferty
 
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Post » Wed Oct 21, 2009 11:36 am

Post limit
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Alexandra walker
 
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