[RELz] Mart's Mutant Mod 1.0 RC 4.1

Post » Fri May 27, 2011 8:30 pm

Hi delamer,
2. I thought this mod was meant to make trader stats better but not prevent fight at all. nonetheless thanks, i'll check it with the mod disabled

BR

Hi.
No, this mod (in contrast to the old, standalone version) don't make traders tougher. It simply prevent enemies from attacking caravans at all.
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Susan Elizabeth
 
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Post » Fri May 27, 2011 11:21 pm

A small question if I may ask, would http://www.fallout3nexus.com/downloads/file.php?id=6254 be still compatible with 4.1? I am about to hit Arlington Cemetery, and would like to try this mod out, but it was made based on an older version of MMM I think, so.. not sure if it can be used.


I'm glad Martigen took another look at this. I've been using it without (any known) issues. This is one of my favorite immersion mods.
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James Potter
 
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Post » Sat May 28, 2011 4:22 am

On the geckos, that shouldn't be the case. Have you done a clean-save upgrade as per the instructions at the start of this thread?

You can set the MMMzBehemothChance global to 0, and this will prevent both random Gargantuans and Behemoths spawning anywhere SMs can be found outside. You will then have a vanilla game where there are just placed one-off Behemoths, with the exception that the Evergreen Mills Behemoth is a Gargantuan. You still have to fight one of the big boys, but only one :) It's at Evergreen Mills -- let him out and watch the Raiders take care of him on Increased Spawns.


Hmm, I'm quite sure I followed your instructions regarding a clean save.
Just to be sure, I could just try it again.

If I can overcome the lazy I'll try your tip on the Behemoths, thanks!
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Janeth Valenzuela Castelo
 
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Post » Sat May 28, 2011 4:47 am

EDIT: Disregard post, think I found the problem. I was using the FOOK compatibility patch rather than the FOOL2 compatability patch you can get from the FOOK people.
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anna ley
 
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Post » Sat May 28, 2011 2:12 am

Do I need to install any previous version to install this one?
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Assumptah George
 
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Post » Sat May 28, 2011 6:28 am

Do I need to install any previous version to install this one?

No, you don't.
Be sure MMM loaded in the last positions in the load order and don't forget about wait 4 days (9 with FWE) in Megaton house
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Laura Shipley
 
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Post » Sat May 28, 2011 2:30 am

I don't have such problems (enemies from the sky), but I have another.
I clear location (fully, I know there is no enemies anymore), make fast travel, return back- and see enemies again. Not in the same number, only a few, but of the same type. May be it is some type of the overflow for the engine in placing so much actors


Have similar issue, I just have to change cell example go inside a building then straight out again and there are enemies has respawned, wait an hour and they pop out or save/load a game.

Fallout3.esmAnchorage.esmBrokenSteel.esmThePitt.esmPointLookout.esmZeta.esmUnofficial Fallout 3 Patch.esmCALIBR.esmFOOK2 - Main.esmFOOK2 - [DIK] DLC Improvement Kit.esmFOOK2 - [[censored]] World And Neighbourhood Kit.esmMart's Mutant Mod.esmRTS.esmSharing and Caring Companions.esmRTS_Life_Of_Raider_Addon.espNoBobbleheadEffects.espUnofficial Fallout 3 Patch - Operation Anchorage.espUnofficial Fallout 3 Patch - The Pitt.espUnofficial Fallout 3 Patch - Point Lookout.espUnofficial Fallout 3 Patch - Mothership Zeta.espBuildableBots v0.3a.espFOOK2 - Main.espFOOK2 - Mothership Zeta.espFOOK2 - [DIK] DLC Improvement Kit.espFOOK2 - [EVE] Energy Visuals Enhanced.espFOOK2 - [censored] Map Markers.espFOOK [[censored]] Hotfix.espFOOK2 - Snipers Edition.espFOOK2 - Projectiles.espSpringfield M14 Fixed.espWeightAmmo.espFellout-Full.espFellout-Anchorage.espFellout-BrokenSteel.espFellout-PointLookout.espFellout-pipboylight.espAlternate Start - Roleplayers.espGalaxyNewsRadio100[M].espT_R_A_S_C_H.espSCCradius.espRTS - RecycleShortcut.espNoFastTravel.espDCInteriors_Mason.espDCInteriors_SewardSq.espDCInteriors_Georgtown.espKillableKidsNormalHealth.espBinoculars Wider FOV.espOwned!.espno blur on hit.espMTC Wasteland Travellers.espMTC Wasteland Travellers (Optional)- Crowded Cities less NPCs.esp1PipboyPDA.espDarNifiedUIF3.espDUIF3Extras.espXFO_Cripple_fixes.espXFO_Degradation_fixes.espXFO_Gore_fixes.espXFO_VATSdmg_100.espXFO_Karma_changes.espXFO_Immersion_nomsgs_empty.espXFO_Immersion_nomsgs_sneak.espXFO_Pacing_Epic.espXFO_Sneak_Rebalance_mild.espXFO_barter_fix_harder.espXFO_Timescale_slow.espXFO_Stat_changes.espXFO_SP_Fix2_(SP10_TAGx2_INTxHalf).espXFO_Radiation_changes.espXFO_Weapon_Jamming.espXFO_Weapskill_accuracy_notdmg_high_FOOK.esp2.5X Missle Damage.espmuzzle with 100 radius lightening.espVatsLongerDistance.espVATS - MCE.espAuto Aim Fix v1.1.espMart's Mutant Mod.espMart's Mutant Mod - Hunting & Looting.espMart's Mutant Mod - Tougher Traders.espMart's Mutant Mod - Natural Selection.espMart's Mutant Mod - Increased Spawns.espMart's Mutant Mod - Zones Respawn.espMart's Mutant Mod - No Corpse Flies.espMart's Mutant Mod - No Wanamingos.espMart's Mutant Mod - No Floaters.espMart's Mutant Mod - No Skeleton Decay.espMart's Mutant Mod - DLC Anchorage.espMart's Mutant Mod - DLC The Pitt.espMart's Mutant Mod - DLC Broken Steel.espMart's Mutant Mod - DLC Point Lookout.espMart's Mutant Mod - FOOK2.espMart's Mutant Mod - FOOK2 - DIK.esp1monthrespawn.espCASM.espTotal active plugins: 93Total plugins: 98

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Floor Punch
 
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Post » Sat May 28, 2011 12:12 am

Have similar issue, I just have to change cell example go inside a building then straight out again and there are enemies has respawned, wait an hour and they pop out or save/load a game.

I don't think this is major issue. And I'm sure I have correct load order, so- seems to me we have some sort of glitch here.
Will see how it will be in the next release.
Can't say many about your load order- all seems correct to me, but I don't use FOOK and XFO, so I can be mistaken
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naomi
 
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Post » Sat May 28, 2011 1:07 am

I don't think this is major issue. And I'm sure I have correct load order, so- seems to me we have some sort of glitch here.
Will see how it will be in the next release.
Can't say many about your load order- all seems correct to me, but I don't use FOOK and XFO, so I can be mistaken


Do you get it both in interiors and exterior cells or just one or the other? Myself I just get this funky respawning in exterior cells :)
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Bee Baby
 
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Post » Fri May 27, 2011 10:29 pm

Do you get it both in interiors and exterior cells or just one or the other? Myself I just get this funky respawning in exterior cells :)

I'm too, and very rarely.
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+++CAZZY
 
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Post » Sat May 28, 2011 10:32 am

I have experienced this in exterior cells. I've cleared out an area, saved and later reloaded only to find bad guys immediately (and I mean immediately) behind me.
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Natasha Biss
 
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Post » Fri May 27, 2011 9:09 pm

Closed for post limit.
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Lakyn Ellery
 
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