[RELz] Mart's Mutant Mod 1.0 RC 4.1 #2

Post » Fri May 27, 2011 10:06 pm

EDIT: i just tried it again, and got into the wasteland with no problems. i was able to walk outside, no CTDs :S. To double check, i fast traveled to springvale and back again and went into Megaton and back out. No problems. I'm not sure what changed, but it seems to be working now. I will report back if it happens again.

Good. I will try to explain some things to you, as I understand them.
1. When you walk around, you periodically hear "Puff" sound. This mean that group of creatures was spawned nearby.
2. If some creature have wrong model (or something another, I'm not sure in this), your game will crash immediatelly, as soon as this creature (or her dead body) will cross your site of look.
3. The best way to fix this issue is to load previous save, before this "Puff" sound. In this case spawn will occur with another set of creatures, and there is big chance of wrong creature missing ,so you will be able to advance further.
4. If you miss this moment, spawn with broken creature already occur and you simply miss this creature, this creature will be still around forever and at any moment can crash your game, as soon as you will look on her.
5. The only ways to fix this are
-to uninstall and reinstall MMM
-To kill this creature with help of KillAll command, or with help of your companions, if they will be able to catch this creature before you. And then wait 4 days interior, for example- in the Megaton house.

I recommend to you CASM mod, which allow to create many saves automatically in the different slots. But don't use Quick load feature from this mod, latest fallout patches broke something. Load your game from game menu instead.

That's all, hope it will help.
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Dustin Brown
 
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Post » Sat May 28, 2011 12:07 am

Martigen, if you need help to locate such creatures, I will make what is possible. But I don't know is this real at all? Can I use placeatme command to cycle through all MMM creatures until some of them will crash my game? Or creature's diversity (size, color) can vary the result?
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celebrity
 
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Post » Sat May 28, 2011 3:31 am

i have noticed some stability issues since i started using this mod. for example, i just tried waiting 12 hrs in front of Big town and ran into another CTD error. but if i wait, say, 1 hr, nothing happens. this svcks as i like playing in the daytime and will wait 12 hrs regularly.
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Susan Elizabeth
 
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Post » Sat May 28, 2011 5:43 am

i have noticed some stability issues since i started using this mod. for example, i just tried waiting 12 hrs in front of Big town and ran into another CTD error. but if i wait, say, 1 hr, nothing happens. this svcks as i like playing in the daytime and will wait 12 hrs regularly.

MMM itself can provide crashes, but only a few, but it can increase instability of your game for sure. This problem not from MMM, but from your computer. On different systems this mod can work in different way. If you have problems, try to decrease spawn, improve cooling system (or simply clear it from dust)
Yesterday I had day of crashes, today- I don't have even one. One only difference- today I open the windows in my house :)
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Marcus Jordan
 
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Post » Fri May 27, 2011 7:47 pm

As always MMM is great; but I really don't like the extra Behmoth's so I created a plugin setting the MMzBehemothChance to 0.0 and when I look in fo3edit I see both the original and my plugin. But I am still seeing Behomoths in non-vanilla places. I did wait the necessary 4 days for respawn after adding this plugin. Also, I did start a new game with RC4.1. I am using the latest masterupdate to convert to masters.

Any ideas?

Thanks for a great mod
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BrEezy Baby
 
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Post » Sat May 28, 2011 4:26 am

As always MMM is great; but I really don't like the extra Behmoth's so I created a plugin setting the MMzBehemothChance to 0.0 and when I look in fo3edit I see both the original and my plugin. But I am still seeing Behomoths in non-vanilla places. I did wait the necessary 4 days for respawn after adding this plugin. Also, I did start a new game with RC4.1. I am using the latest masterupdate to convert to masters.

Any ideas?

Thanks for a great mod

As I understand, you need to kill all spawned behemoths in the game. Next time they will not spawn
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brian adkins
 
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Post » Sat May 28, 2011 4:04 am

::: RC 4.2
  • Fixed (hopefully) Night Ghoul eye vision triggering when it shouldn't


I was going to ask if eating night ghoul eyes is supposed to have side effects, but that explains it.

On Behemoth spawning, i had one spawn inside a Roosevelt Academy classroom, it wasn't much of threath since it couldn't really move anywhere, maybe they should be limited them to outdoors only?
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Mimi BC
 
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Post » Sat May 28, 2011 8:44 am

As I understand, you need to kill all spawned behemoths in the game. Next time they will not spawn

Just to make it clear - the location where I found the behemoth was a location I had not been before; so its not an already spawned behmoth.
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Alexander Lee
 
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Post » Sat May 28, 2011 7:32 am

Post limit reached, feel free to continue in a new thread if needs be ;)


Greetz,

Milt
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Emzy Baby!
 
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