How buggy is MMM

Post » Tue May 17, 2011 9:55 am

I had a problem with Mart mutant mod and I want to find out how buggy it is with fwe or fook 2 beta?Is it worth the bugs?
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Josh Sabatini
 
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Post » Tue May 17, 2011 4:53 am

I use FWE + MMM and those two work together flawlessly, like they were made for each other.
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Verity Hurding
 
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Post » Tue May 17, 2011 7:22 am

No problems here either. Use FWE + MMM and many others too.
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Lizs
 
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Post » Tue May 17, 2011 12:41 pm

I use FWE + MMM and those two work together flawlessly, like they were made for each other.


^^This^^


No problems here either. Use FWE + MMM and many others too.


^^And this^^
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Prue
 
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Post » Tue May 17, 2011 7:49 am

I used to have problems with its increased spawns module, but I think it was more related to my computer resources being tapped out by the extra enemies plus a bunch of phalanx followers. It only crashed during big fights. I haven't had a problem using it recently though, that ram increaser mod might be helping.
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Connor Wing
 
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Post » Tue May 17, 2011 4:45 am

There are two straight-out bugs that I know of:

(1) In cells where Night Ghouls have spawned, you may randomly be afflicted with the nightvision bug, which basically causes your screen to go green until you've waited long enough for the effect to go away. This effect normally happens when you consume Night Ghoul eyes, but there is a bug in MMM RC5 which causes it to happen even if the player has never consumed a single Night Ghoul eye; it can happen 'out of the blue', so to speak, whilst exploring cells where Night Ghouls have spawned prior.

(2) There is a bug / glitch which causes Deathclaws and their lesser / greater counterparts to regenerate 100% of their initial HP when they trip over. This can be especially annoying for a low-level character doing a grind on a Matriarch, only to have it trip over at 1% HP and regenerate all 100% of it.

Beyond these, MMM also places many creature references into the game world, which will make your savegame grow to huge proportions over time depending on your cell respawn time. The mod has also been reported to crash in certain scenarios but I would always take rare, isolated reports of CTD's caused by a well-known mod with a grain of salt since Fallout 3 has some inherent instability already built in to its engine.
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Ricky Meehan
 
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Post » Tue May 17, 2011 7:06 am

Any way to prevent these bugs you mentioned.
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SiLa
 
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Post » Tue May 17, 2011 10:12 am

Well, the deathclaw bug isn't so much a bug as a feature. Even in vanilla does a strange bug exist: Flying Deathclaws.
Something odd about them allows them to sky rocket now and then, for no apparent reason. The only fix which worked was a resurrect command when they start to fly, which makes them trip since it's done in game time.
Also happens on any creatures based off of their skeleton(such as geckos).

I've never had the Night Ghoul Eye effect bug, but I don't travel much at night. I don't have enough ammo to take on such hoards.
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clelia vega
 
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Post » Tue May 17, 2011 1:02 am

I've seen all manner of weird nonsense while playing Fallout 3 totally unmodded: flying robots, richochet dead things, NPCs wandering the countryside...

It is all too easy to blame a mod for something altogether Fallout3.esm related, I think.
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Jonathan Braz
 
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