[RELz] Mart's Mutant Mod 1.0 RC 1.1

Post » Wed Aug 26, 2009 4:09 am


Martigen's Mutant Mod for Fallout 3
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"Let it begin! Let it begin!!" [Rhino, Bolt] Release Candidate


::: DOWNLOAD :::
---------------------

::: Fallout 3 Nexus -- http://www.fallout3nexus.com/downloads/file.php?id=3211 (110M) [362M uncompressed]

::: Fallout 3 Nexus -- http://www.fallout3nexus.com/downloads/file.php?id=3211 (1.7M)


::: Install Instructions :::
------------------------------

0) Make sure you have installed the latest version of http://www.fallout3nexus.com/downloads/file.php?id=944
1) Unzip the mod to your Fallout 3 Data directory -- make sure you have extracted the Meshes and Textures folders as well.
2) Use FOMM to select the following files to load (you MUST select both):
[*] Mart's Mutant Mod.esm
...
...
(other mods)
...
[*] Mart's Mutant Mod.esp
3) Optionally, also select your choice of plugins, loading after the .esp:
...
[*] Mart's Mutant Mod.esp
[*] Mart's Mutant Mod - Increased Spawns.esp
[_] Mart's Mutant Mod - Increased increased Spawns.esp
[*] Mart's Mutant Mod - Zones Respawn.esp
[*] Mart's Mutant Mod - Tougher Traders.esp
[*] Mart's Mutant Mod - Hunting & Looting.esp
[*] Mart's Mutant Mod - Natural Selection.esp
[_] Mart's Mutant Mod - Wounding Effects.esp

Also, make sure MMMF3 .esps are loaded last in your load order.

4) Go inside somewhere without creatures and NPCs, rest for 4 days
5) Save your game, and load your game.
6) Enjoy!


::: Overview :::
------------------

This mod is a port of MMM from Oblivion to Fallout 3. It focuses on adding a huge range of diversity to creatures and NPCs in the Fallout 3 world as well as adding new and unique creatures and NPCs to encounter. The mod is broken down into a core base and a range of optional modules.

The key results the mod achieves are:
  • Every creature and NPC is unique with its own stats, size, confidence, health, damage and even skin (texture)
  • Creatures and NPCs suffer improved wounding effects such as visible bleedng and statistic penalties
  • Creatures and NPCs can loot the corpses of fallen enemies, afterwhich you can find this loot if you kill them
  • Creatures and NPCs have improved behavioural AI based on class -- in any given group some may be aggressive towards you, some may be ambivalent, and others may avoid you outright.
  • Configurable increased spawns allow you tailor how many creatures and NPCs spawn in the game at any given spawn point
  • Improved faction system to better reflect inter-faction relations and ensure the player isn't the center of the universe
  • New creatures and NPCs to add variety to the wasteland -- all hand-crafted with their own stats, abilities, loot, weapons, textures and in some cases scripted AI behaviour.

Main features include:

:: Stat scaling
All creatures and NPCs have a sliding-scale random modified adjustment to their base values for STR, END, PER, INT, AGI, LUC, Speed and Health.

The adjustments range -3 to 3, with the following percentages: 30% no change, 30% -1/+1, 30% -2/+2, 10% -3/+3.

The exceptions are STR, END and Health values which are based on size (see next), as are loot drops for creatures (see below), where larger creatures are stronger, have more endurance, and more health.

:: Size scaling
Isn't it a little bit odd that all creatues and NPCs are identical in size? Indeed, so size scaling randomly adjusts size based off base value between a factor of +/- 20% for creatures, and +/- 12.5% for NPCs (though it's actually weighted -10% to +15%.). It's not quite a blanket rule -- Ghouls for example follow size scaling closer to NPCs, given they were formerely people.

As above, size is more than just visual variety -- it impacts the strength, endurance, and health. Larger creatures hit harder, and last longer.

:: Size based loot
Larger creatures will drop more meat, smaller ones less (or none at all). This may be expanded in future to include other types of loot.

:: Factions
A new faction system through the optional Natural Selection plugin ensures you're not always the center of the universe -- creatures and NPCs have foes they might consider more dangerous than you, and act accordingly.

Additionally a special No Attack faction protects Scavengers, their pets, and optionally traders (with the Tougher Traders) plugin from being attacked, without the need to mark them Essential (and thus prevent the player from killing them). It's also used for special creatures in the mod, such as the passive Wasteland Scorpion and Corpse Flies being largely ignored in favour of bigger threats.

:: Behaviour AI
Why is it that most creatures and NPCs seem to be hostile, despite the fact that in order to survive a creature or NPC still needs to pick its fights (otherwise, how did it last this long?)

Changes to wildlife on a creature-by-creature basis reflect that not all MoleRats are suicidal, and even a Vicious Dog can have the sense to avoid a fight it's got no chance of winning. NPCs, as well, can have a greater sense of self- preservation but to a lesser degree than creatures and, as with size and stat scaling, the chances are randomised based off their base value -- so Raiders are more likely to turn tail and run than Outcast for example.

:: Diverse Creature Skins
Most creatures in Fallout 3 have only a single texture, making every creature a clone of the next. Diverse Creature Skins provides a range of texture variants for each and every creature, so when you encounter a pack of rabid, yet slightly cute, MoleRats they all look a little different. This is one of those features that sounds simple but makes a huge impact in-game.

These are some of the creatues and the number of variants in the mod:
  • 3 Brahmin

  • 3 Radroach

  • 3 Deathclaw

  • 3 Deathclaw Baby

  • 3 Deathclaw Matriarch

  • 3 Giant Ant

  • 3 Floater

  • 3 Wanamingo

  • 3 Vicious Pup

  • 4 Vicious Dog

  • 4 Mirelurk

  • 4 Yao Guai

  • 4 BloatFly

  • 4 FireFly

  • 5 Molerat

  • 5 Molerat Young

  • 5 Centaur

  • 5 RadScorpion

  • 9 Geckos

  • 84 Feral Ghoul

  • 104 Supermutant

:: Diverse NPCs
Just like Diverse Creature Skins, the NPCs in the game also get some treatment. Mostly, and for the moment, this focuses on Raider diversity and includes 100 Raider variants all with new unique faces, hair, etc. Additionally, there are 12 variable tattoos styles which are mixed and matched across 28 different race variations.

The result is a much wider scope of Raider appearance you will encouter in the game, and greatly fleshes them out as a faction in the Wasteland.

:: New Loot
Geckos, Vicious Dogs, Vicious Pups, Molerats, Mirelurks, Ants, Yao Guai and Radscorpions all now have extra loot apart from their meat -- fur for the dogs, teeth for the Molerats, claws for the Mirelurks, antennae for the Ants, eyes for the Yao Guai and stingers for the Radscorpions.

Fur from the Vicious Dogs and Vicious Pups can be sold, with the Pup fur being lighter and more valuable. Like meat on creatures, fur is size-scaled and larger animals yield more. Likewise for the Geckos, larger creatures yield more skin in addition to meat, and the Fire Gecko skin is the most valuable of all.

For creatures like Mirelurks, Ants, Radocorpions, Molerats, and Yao Guai the number of extra loot you get will range from 0-2 randomly for each creature (i.e 2 claws, or 1 antennae, etc).

The Deathclaw loot deserves special mention -- as one of the toughest creature fights in the game, Deathclaws drop both new Deathclaw Meat and Deathclaw Blood. The meat is quite toxic, and not terribly valuable. The blood, however, can be consumed to distill the Deathcalw's Rage and provide the following benefits for one minute: +5 strength, +5 AP, -4 intelligence, +1 HP per second. It's also valuable, and can be sold.

As with other creatures, the larger the Deathclaw the more meat and blood you will be able to get. For more on loot see the Creatures & Loot section.

:: New Creatures & NPCs
What's an MMM without new creatures and NPCs? Just to start, the first release of MMM for Fallout 3 has:
    :: Supermutant Gargantuan -- the guy the Behemoth goes to when he runs home to mummy, and has right hook that sends enemies flying. You don't want to meet mummy. Really, seriously. What, you got a death wish? Ok...
    :: Firelurk -- just when you thought the Mirelurks couldn't get any more dangerous, one of these brethren will show up. As the name suggests he's a Mirelurk, only he breathes fire... he also drops a unique loot: Firelurk Saliva. Hey, what do you think he's using for fuel?
    :: Wasteland Scorpion -- first of many passive creatures. This is a small, loner creature (just like the real thing) which will avoid you if it can. It just wants to find a rock and live to see another day. Be kind, eh? Or not.
    :: Wild Dog -- semi-passive wasteland scavenger. He's no friend to the Vicious Dogs, but he's not necessarily yours either. Push him into a corner and he'll fight, otherwise he'll probably leave you alone.
    :: Night Ghouls -- You've heard reports of Ghouls roaming the wasteland at night, but you didn't believe them. You still won't... that is until you run into them first hand. They travel in packs, and see better in the dark than you too. Oh, for a bigger torch than the Pip- Boy...
    :: Corpse Fly -- These little creatures have a chance to appear at a corpse after a number of hours. They are ignored by other creatures and NPCs and a non-hostile, though you can take pot-shots at them in VATS if you want to. They add a unique dynamic to the Fallout 3 world, where even the smallest creatures can be seen to scavenge...
    :: Vicious Dog Pups -- small, hungry, and seeing you as a threat. They're weaker and do less damage of course, but they drop a unique soft fur that you can sell. They'll also try and follow their parents when they're around.
    :: Young Mole Rats -- Mole Rats tend to keep their young safe in burrows so you won't see these often, but if you happen to catch them out in the open you'll find them fast but easy prey. Because they are rare, their teeth fetch a higher price than that of their parents.
    :: Little Geckos -- Little Geckos are the smallest of the Geckos and generally passive, and as such are ignored by most wildlife. They are will fight back if attacked, but don't post a large threat. Their skin can can be collected and sold.
    :: Golden Geckos -- Golden Geckos are mutated by feeding near radiated waste, and as a result are immune to radiation adn slightly larger in size, more likely to be aggressive, and can swipe with poisonous claws. Being more dangerous, their skin is more valuable to sell.
    :: Fire Geckos -- Fire Geckos are the largest of this breed and extremely dangerous -- they attack on sight and can ignite flames on their foes on impact. Naturally, they are immune to fire as well. Their hide is the most valued of all, and can fetch a good price.
    :: Deathclaw Matriach -- You think the Deathclaw is tough? Wait till you see his female partners -- bigger, stronger, faster and with the chance to send enemies flying with a knockback effect. If you know what's good for you, avoid her at all costs.
    :: Deathclaw Young -- Although rare as they are often protected in lairs, Deathclaw Young can be found out in the open. Naturally they're aren't as strong as an advlt, and don't drop the valuable Deathclaw Blood. For that reward, you need the tougher fight of a mature Deathclaw.
    :: Floaters -- Just like their Fallout 2 counterparts, floaters are odd and creepy looking creatures that don't move fast but can hit for a punch. They spawn with their Supermutant masters and their meat is particuarly restorative.
    :: Wanamingos -- Another classic creature, Wanamingos are fast and furious and will happily tear you a new hole. They can be found in the wasteland and, as in Fallout 2, the best defence against the is to cripple their legs causing them to flee.
    :: Fireflies -- Fireflies are completely passive creatures that appear at night and disapppear by the morning. They can sometimes be seen far away flickering in the moonlight, and if you get close you'll see them in a rainbow of colors.


Between size scaling, stat scaling, behaviour and diverse skins every creature you meet is literally unique. See a group of Vicious Dogs? Each one looks different, has its own temperament, has its own size, moves at its own speed, has its own endurance and health, and its own strength and damage. Fighting in the wasteland will never be the same, every encounter is unique!


:: Other features
  • Night Ghouls that appear only at night, and are faster and stronger than normal Feral Ghouls
  • Wild Dogs and Wasteland Scorpions may appear at wasteland spawn points, and are generally passive
  • 3% chance of a special Supermutant spawn with muties, which includes 8 variant Behemoths and the Supermutant Gargantuan
  • A whole range of new ingestible meats and unique loot for all creatures
  • Slightly reduced chance of Robots and Radscorps for wasteland spawn points
  • Evergreen Mills Behemoth replaced with Gargantuan (great in tandem with Increased Spawns)
  • Robots aren't included in stats/size/confidence scaling -- afterall, they are machines, produced identically off the production line
  • Corpse Flies may appear at corpses after a certain amount of time. They can be VATS targeted and killed, if you feel like some sharpshooting
  • GMSTs adjusted to extend corpse lifetime, the number of corpses before cleanup, and the number of actors able to be in combat at one time.
  • Centaur base size and hitpoints increased (more tweaks like this may follow, or other mods can adjust such factors)


::: Optional plugins :::
---------------------------

Naturally, MMMF3 comes with a range of plugins to add features or alter the operation of the mod. In this release you will find:

:: Increased Spawns
Both the Increased Spawns and Increased Increased Spawns modules enable the same functionality from the standalone MMMF3 - Increased Spawns mod you're probably already using.

If you currently use the standalone Increased Spawns the MMMF3 installation will overwrite this for you and replace it with the required module for MMMF3.

Increased Spawns adds 1-3 spawns per spawn point, while Increased Increased Spawns adds 2-5 per point. The feature is actually configurable, and you can set whatever range you want by editing either plugin and changing the MMMzIncreasedSpawnsMin and MMMzIncreasedSpawnsMax values.

Note: It is highly recommended to use a slower leveling mod while running Increased Spawns.

For more information on how the plugin works, see the README - Increased Spawns.txt file.

:: Zones Respawn
By default most areas, especially interiors, in Fallout 3 are marked as 'Never Resets' such that once you clear an area, it stays cleared. This module enables these areas to respawn, with the exception of areas which shouldn't, such as the Vaults and some areas related to the main quest line.

Note: This mod does not change or provide modules to change the amount of time before a cell 'resets', which defaults to 3 days. There are plenty of other mods to change this for you.

:: Feral Ghoul Rampage
For those zombie movie addicts, Feral Ghoul Rampage multiplies the volume of Feral Ghoul spanws by 5, on top of the result from Increased Spawns. So for example if you are using Increase Spanws instead of 1-3 Feral Ghouls you will see 5-15 at any Feral Ghoul Spawn point. If you load this with Increased Increased spawns, make sure you're packing nukes!

:: [ Wounding Effects ] -- in development
While crippling works quite well in Fallout 3, does it make sense that a SuperMutant near death is able to swing his nailboard as hard as when he first met you?

With wounding, pentalties are applied against certain statistics the more wounded they become -- badly wounded enemies will hit with less damage, aim less accurately, and move slower.

Bleeding effects will add spurting blood to wounded creatures and NPCs which starts midly and increases as they become more wounded.

:: Natural Selection
Author: ACE

While some factions behave as you would expect in Fallout 3, many others don't. Natural Selection ensures creatures and NPCs properly attack or ignore foes logically based on type, as well as ensure the PC isn't the centre of the universe -- tired of a dog thinking you're the most dangerous creature in the universe while a SuperMutant bears down on you both? Not anymore!

Thanks to ACE for working with me on this and creating the plugin.

:: Tougher Traders
By default MMMF3 will automatically protect Scavengers from being beat-up on by the local wildlife, while still enabling them to be killed by the player, and the same is true of Traders if you load this plugin. Traders were made optional for this protection so that you can use mods like Roadwarden where you play quests to protect Traders from attack. If you don't want Traders getting killed off mid-game, load this.

:: Hunting & Looting
The Wasteland is a dangerous place where resources are sparse -- so why do NPCs like Raiders kill a foe and just leave all that good loot lying around? With this plugin creatures & NPCs will loot the corpses of fallen foes, taking what they can. If you then kill them, you will find this loot on their corpse. This can include weapons, ammo, armour, food, and drugs.

This adds much more than a simple dynamic to the game. NPCs for example may pick up extra weapons to use as a backup, or find more stimpacks to heal themselves. When you find an NPC, he could well be using a weapon he looted from the corpse of a foe further down the road.

Note: In the Beta only NPCs are included. Additionally, in Fallout 3 currently (as I may be able to fudge this) NPCs only pickup weapon types they don't currently have. For example if they have a ranged weapon but no melee weapons, they may pickup a baseball bat but ignore a gun. They also can't pickup equipped items on corpses, a limitation carried over from Oblivion. For this reason you'll find grenades, food, drugs, etc looted more often than weapons and armor (maybe this a good thing we don't want to change, leaving you to get them).

:: No Corpse Flies
A simple plugin to prevent Corpse Flies from appearing at corpses after a number of hours, as they can have a performance impact. That said Corpse Flies have been significantly enahnced since the Alpha, now coming with a unique texture, optimised model, optimised code, and reduced numbers.


::: Making your own MMMF3 plugins :::
-----------------------------------------------

With the MMMF3 master file Mart's Mutant Mod.esm you can now do the following:
  • Create new plugins to add or modify content in MMMF3
  • Create compatibility or integration plugins for other mods, by building them with the MMMF3 master file
To add or change content simply load Mart's Mutant Mod.esm in the GECK, make your changes, and save as a new .esp.

To build a compatibilty or integration plugin, use FO3Edit to determine which records or fields you want to populate across to MMMF3 (or vise versa). You can then use FO3Edit to copy new records into a mod, or a new dependent plugin, and use either FO3Edit or the GECK to populate fields as required.

See me for more help if you're the author of a mod and want to provide MMMF3 integration as a core or optional plugin with your download.

Note: when you load the .esm the GECK it will report warnings for certain records. This is normal, the GECK is just unaware of certain modding techniques, simply click 'Yes to all' to continue.


::: Contributor credits :::
------------------------------

Koldorn is my partner in crime. Most of the variant textures and some of the new creature textures you see, as well as the superb tatoos for the Raiders, were designed by Koldorn. While I built the functionality of the mod, Koldorn is responsible for the look and feel.

Gameplay:
Natural Seclection factions -- ACE
Night Vision for Ghoul Eyes -- Lost Cosmonaut

Variant textures:
Ant & Molerat -- FalloutRaven
Behemoth -- FalloutRaven
Radscorpions -- Koldorn and FalloutRaven
Brahmin variants -- Sektor
Vicious Dog, Bloatfly, Mirelurk, Vicious Pups, Gecko variants -- Martigen
Raider tatoos -- Koldorn (inspired by YutGurt)
Radroach, Deathclaw, Yao Guai, Centaur, Supermutants and Feral Ghouls -- Koldorn
Night Ghouls -- Koldorn and Tyana Rie

Creature textures:
Firelurk texture -- Sektor
Firelurk rigging -- SaidenStorm
Gargantuan skeleton - Lord Nincompoop
Corpse Fly, Wasteland Scorpion, Gargantuan, Night Ghoul -- Koldorn
Glowy creature variants -- Tyana Rie

New creatures:
Gargantuan, Glowing One and Corpse Fly skeletons -- Lord Nincompoop
Vicious Pups -- Zenl
Geckos -- Zenl and thedammed
Gecko Skin model and icon -- Zenl
CorpseFly skeleton - Lord Nincompoop
Firefly skeleton - Zenl
Armless Ghouls -- Lord Nincompoop and Zenl
Deathclaw Matriarch & Young - Zenl
Waninmingo and Floaters - Zenl
Waninmingo and Floater sounds - [i]Killerbee


Thanks also go to ElminsterEU for FO3Edit and Timeslip for FOMM.


::: Contributing to MMMF3 :::
-----------------------------------

There's always room for more new creatures, skin variants, and features. As above you can make your own compatible plugins, and I'm happy to help you creatre them. Indeed, like Natural Selection, they can even be included as part of the core mod.

As always, credit is given for any work so if you want to be involved let me know!

User avatar
Marcia Renton
 
Posts: 3563
Joined: Fri Jan 26, 2007 5:15 am

Post » Tue Aug 25, 2009 8:59 pm

::: Link to previous threads
:: http://www.gamesas.com/bgsforums/index.php?showtopic=965236
:: http://www.gamesas.com/bgsforums/index.php?showtopic=964511
:: http://www.gamesas.com/bgsforums/index.php?showtopic=958148
:: http://www.gamesas.com/bgsforums/index.php?showtopic=955019
:: http://www.gamesas.com/bgsforums/index.php?showtopic=950783
:: http://www.gamesas.com/bgsforums/index.php?showtopic=949792
:: http://www.gamesas.com/bgsforums/index.php?showtopic=944983
:: http://www.gamesas.com/bgsforums/index.php?showtopic=943479
:: http://www.gamesas.com/bgsforums/index.php?showtopic=933839
:: http://www.gamesas.com/bgsforums/index.php?showtopic=929548
:: http://www.gamesas.com/bgsforums/index.php?showtopic=938690
:: http://www.gamesas.com/bgsforums/index.php?showtopic=932382


::: RC 1 Screenshots
::: New Features
:: http://members.iinet.net.au/~amills/MMMF3-GhoulArms.jpg
:: http://members.iinet.net.au/~amills/MMMF3-FeralGhoulArmless.jpg
:: http://members.iinet.net.au/~amills/MMMF3-NightGhoulEyes1.jpg
:: http://members.iinet.net.au/~amills/MMMF3-NightGhoulEyes2.jpg
:: http://members.iinet.net.au/~amills/MMMF3-GargStrike1.jpg
:: http://members.iinet.net.au/~amills/MMMF3-GargStrike2.jpg

::: New Creatures
:: http://members.iinet.net.au/~amills/MMMF3-DeathclawMatriarch.jpg
:: http://members.iinet.net.au/~amills/MMMF3-DeathclawYoung.jpg
:: http://members.iinet.net.au/~amills/MMMF3-Wanamingo.jpg
:: http://members.iinet.net.au/~amills/MMMF3-Floater.jpg
:: http://members.iinet.net.au/~amills/MMMF3-Fireflies.jpg

::: RC 1 Changelog
  • Fixed 1HP enemies issue (vanilla bug)

  • Fixed hard to target Ants issue (vanilla bug)

  • Fixed alpha on Ghoul variation shorts (vanilla bug)

  • Fixed Glowing Ones not always glowing (vanilla bug)

  • Fixed Glowing Ones fleeing (vanilla issue with idles)

  • Fixed Deathclaw meat acting as a poison for weapons

  • Fixed Night Ghoul glowing shorts (thanks MadCat221!)

  • Fixed some creatures not getting their size-scaled loot

  • Updated Corpse Fly skeleton to prevent Corpse Flies pushing objects around

  • Updated Gargantuan skeleton to better balance proportions

  • Updated Gargantuan knockback effect -- can now send gibs flying or obliterate a foe

  • Updated RadScorpions and Geckos to add to AnimalFriends (thanks OnlyToast!)

  • Updated Glowing One variant normal maps and textures in the meshes

  • Added new Feral Ghouls can raise from dead, unless you properly dismember them!

  • Added new Feral Ghoul Flesh as loot to Feral Ghouls

  • Added new Night Ghoul Eyes as loot to Night Ghouls -- grants night vision!

  • Added new Deathclaw Matriach (backward horns) and variants, an even deadlier Deathclaw with knockback!

  • Added new Deathclaw Matriach horns as loot for Deathclaw Matriach

  • Added new Deathclaw Young, a new type of baby Deathclaw

  • Added new Wanamingo and variants

  • Added new Wanamingo Meat as loot for Wanamingos

  • Added new Wanamingo Tooth as loot for Wanamingos

  • Added new Floaters and variants

  • Added new Floater Meat as loot for Floaters

  • Added new Floater Bulbs as loot for Floaters

  • Added new Fireflies and variants, passive multi-hued tiny flies that can appear at night

  • Added new knockback to Behemoth special attack, a weaker version of the Gargantuan's

  • Added new Glowing Ones now dismember or explode a short time after death

  • Added new world model and Pipboy icon for Gecko Skin

  • Added new loot items to Bemehoth and Gargantuan loot

  • Added new sounds for Wanamingos and Floaters (thanks Killerbee!)

  • Added new plugins: No Ghoul Raise, No Wanamingos, No Floaters

  • Added No Attack faction to Player faction robots

  • Added proper idles for all new creatures

  • Added test fix for flying Geckos (vanilla bug)

  • Greatly improved Behemoth and Gargantuan loot diversity

  • Greatly improved Feral Ghoul diversity

  • Slightly reduced chance of animals and some NPCs to flee

  • Optimised Corpse Fly mesh to improve performance

  • Optimised Firefly mesh to improve performance

  • Adjusted weights of all new loot items

  • Adjusted glow emittance on Glowing Ones meshes

  • Adjusted all new loot ingestible benefits to be time based

  • Adjusted Fire Gecko confidence to make them more fearless

  • Adjusted Golden Geckos to make them more aggressive

  • Increased Spawns: Adjusted Increased Spawns balance equations

  • Hunting & Looting: Fixed looting enemies not responding, properly this time

  • Hunting & Looting: Added chance for NPCs to not loot, more realistic in groups

  • Zones Respawn: Removed Fort Independence and RaiderNoSpawn

:: New Features
:: Feral Ghoul Raise -- Mutations from radiation have made Feral Ghouls extremely resiliant -- when you kill some ghouls, unless they're physically dismembered, may actually enter a comatose state for a while and, unfliching from pain, can get back up and attack you again -- perhaps in the heat of battle, perhaps hours later as you traverse back through a dungeon... either way giving you the fright of your life as they attack you, even with their limbs missing!

Notes: Only ghouls with arms missing can do this -- if they have no legs, they obviously can't move, and if they have no head you've pretty much killed them for sure. Therefore, for extra challenge, if you want to ensure Feral Ghouls stay down, blow off their legs or head.

The important thing is they raise as you left them -- if you killed a ghoul and his left arm dismembered, he will raise with his left arm missing and attack you only with his right. There are four types of raised Feral Ghoul -- fully limbed (no limbs missing), left arm missing, right arm missing, and both arms missing -- these last guys, while still alive, can't attack you and will attempt to flee, even while crippled.

Due to the way the raising works (or rather how vanilla spawn points work), it will only work if Increased Spawns is enabled. Additionally, you can of course disable it with a new No Ghoul Raise plugin or tailor the percentage chance of a ghoul raising with the new MMMzFeralGhoulRaise global. Finally, limbless Feral Ghouls will occasionally spawn on their own, too, as if they had been in past fights and survived.

:: Night Ghoul Eyes -- New loot for the Night Ghouls includes the chance to drop Nigh Ghoul eyes, which if you ingest will not only briefly grant higher perception, but also night vision for a while -- use the Night Ghoul's own sight against them!

:: Gargantuan Demolish -- Gargantuans can now send bodies flying with their powerful fist attack and, additionally, should a strike kill an actor they have a high chance of being dismembered in dozens of different ways and will even do so in-flight while being knocked back. Finally, with a powerful enough strike, there's also a chance of an actor being completely obliterated into a gibbed mess by the killing blow of the Gargantuan. Evergreen Mills is a complete battleground now as the Gargantuan decimates the Raiders, sending bodies and gibs and limbs flying in all directions!

:: Behemoth Knockback -- As with the Gargantuan, Behemoths can now cause a knockback effect too, but with a much reduced effect and without the chance to dismember on death. Think of the Behemoth attacks as a taste of what's to come for when you meet a Gargantuan...

:: Glowing Ones Dismember -- Glowing Ones now lose their glow when they die and, a short time after, will explode in one of two different dismemberment deaths.


:: New Creatures
:: Deathclaw Matriach -- You think the Deathclaw is mean? Wait till you see his female partners -- bigger, stronger, faster and with the chance to send enemies flying with a knockback effect. If you know what's good for you, avoid her at all costs.
:: Deathclaw Young -- Although rare as they are often protected in lairs, Deathclaw Young can be found out in the open. Naturally they're aren't as strong as an advlt, and don't drop the valuable Deathclaw Blood. For that reward, you need the tougher fight of a mature Deathclaw.
:: Floaters -- Just like their Fallout 2 counterparts, floaters are odd and creepy looking creatures that don't move fast but can hit for a punch. They spawn with their Supermutant masters and their meat is particuarly restorative.
:: Wanamingos -- Another classic creature, Wanamingos are fast and furious and will happily tear you a new hole. They can be found in the wasteland and, as in Fallout 2, the best defence against the is to cripple their legs causing them to flee.
:: Fireflies -- Fireflies are completely passive creatures that appear at night and disapppear by the morning. They can sometimes be seen far away flickering in the moonlight, and if you get close you'll see them in a rainbow of colors.

:: New Loot
Feral Ghoul Flesh, Wanamingo Meat, Floater Meat, and the Night Ghoul Eye are all ingestible, with the Floater Meat being particularly good for healing while the Night Ghoul Eye can temporarily grant night vision. The Deathclaw Matriarch Horn, Wanamingo Tooth, and Floater Bulb all add new items of varying values to sell as well.

As always, meat from creatures is depdent on size with larger creatures dropping more meat. For items like teeth, anetannae, eyes, and horns the number dropped is a random function dependent on type.


::: Beta 4 Changelog
  • Added new skeleton for the Gargantuan
  • Added new skeleton for the Corpse Fly
  • Added new skeleton for the Glowing One
  • Added new Vicious Dog Pups and variants
  • Added new Little Geckos and variants
  • Added new Golden Geckos and variants
  • Added new Fire Geckos and variants
  • Added new Mole Rat Young and variants
  • Added Vicious Dog Fur as loot for Vicious Dogs
  • Added Vicious Pup Fur as loot Vicious Pups
  • Added Gecko Meat and Gecko Skin as loot for Geckos
  • Added Ant Antennae as loot for Ants
  • Added Radscorp Stinger as loot for Radscorpions
  • Added Molerat Teeth as loot for Molerats
  • Added Baby Mole Rat Teeth as loot for Mole Rat Young
  • Added Mirelurk Claw as loot for Mirelurks
  • Added Yao Guai Eyes as loot for Yao Guai
  • Added Deathclaw Meat as loot for the Deathclaw
  • Added Deathclaw Blood as loot for the Deathclaw
  • Added knockback effect to the Gargantuan's right-armed strike
  • Added minimum spawn level of 6 before random Behemoth and Gargantuan spawn
  • Slightly reduced chance of wasteland Behemoths and Gargantuans to spawn
  • Boosted Behemoth and Gargantuan health
  • Boosted SuperMutant, Brute, and Master health
  • Fixed some female raiders with wrong voice type (vanilla bug)
  • Fixed Glowing Ones not always glowing (vanilla bug)
  • Fixed some raiders getting stuck in AI loops
  • Improved Evergreen Mills Raider diversity further
  • Improved Glowing Ones making them more fearless
  • Reduced chance of Roamers and Glowing Ones in ghoul packs by 25%
  • Reduced timeframe for looting NPCs to loot by 25%
  • NPCs looting in combat that get hit will now retaliate
  • Zones Respawn: Set Arlington Library to not respawn
  • Natural Selection: Removed some factions that may cause issues
  • New plugin: No Geckos

:: New Loot
Geckos, Vicious Dogs, Vicious Pups, Molerats, Mirelurks, Ants, Yao Guai and Radscorpions all now have extra loot apart from their meat -- fur for the dogs, teeth for the Molerats, claws for the Mirelurks, antennae for the Ants, eyes for the Yao Guai and stingers for the Radscorpions.

Fur from the Vicious Dogs and Vicious Pups can be sold, with the Pup fur being lighter and more valuable. Like meat on creatures, fur is size-scaled and larger animals yield more. Likewise for the Geckos, larger creatures yield more skin in addition to meat, and the Fire Gecko skin is the most valuable of all.

For creatures like Mirelurks, Ants, Radocorpions, Molerats, and Yao Guai the number of extra loot you get will range from 0-2 randomly for each creature (i.e 2 claws, or 1 antennae, etc).

The Deathclaw loot deserves special mention -- as one of the toughest creature fights in the game, Deathclaws drop both new Deathclaw Meat and Deathclaw Blood. The meat is quite toxic, and not terribly valuable. The blood, however, can be consumed to distill the Deathcalw's Rage and provide the following benefits for one minute: +5 strength, +5 AP, -4 intelligence, +1 HP per second. It's also valuable, and can be sold.

As with other creatures, the larger the Deathclaw the more meat and blood you will be able to get.

:: New Creatures
:: Vicious Dog Pups -- small, hungry, and seeing you as a threat. They're weaker and do less damage of course, but they drop a unique soft fur that you can sell. They'll also try and follow their parents when they're around.
:: Young Mole Rats -- Mole Rats tend to keep their young safe in burrows so you won't see these often, but if you happen to catch them out in the open you'll find them fast but easy prey. Because they are rare, their teeth fetch a higher price than that of their parents.
:: Little Geckos -- Little Geckos are the smallest of the Geckos and generally passive, and as such are ignored by most wildlife. They are will fight back if attacked, but don't post a large threat. Their skin can can be collected and sold.
:: Golden Geckos -- Golden Geckos are mutated by feeding near radiated waste, and as a result are immune to radiation adn slightly larger in size, more likely to be aggressive, and can swipe with poisonous claws. Being more dangerous, their skin is more valuable to sell.
:: Fire Geckos -- Fire Geckos are the largest of this breed and extremely dangerous -- they attack on sight and can ignite flames on their foes on impact. Naturally, they are immune to fire as well. Their hide is the most valued of all, and can fetch a good price.

For previous Changelog entries see the README file in the archive.

::: Screenshots
Increased Spawns
:: http://members.iinet.com.au/~amills/zMMMF3-IS1.jpg
:: http://members.iinet.com.au/~amills/zMMMF3-IS2.jpg

New Creatures
:: http://members.iinet.com.au/~amills/MMMF3-Firelurk.jpg
:: http://members.iinet.com.au/~amills/zMMMF3-NightGhouls.jpg
:: http://members.iinet.com.au/~amills/zMMMF3-Gargantuan.jpg
:: http://members.iinet.com.au/~amills/zMMMF3-WastelandScorpion.jpg
:: http://members.iinet.com.au/~amills/zMMMF3-CorpseFlies2.jpg (shot courtesy of Arks4)

Diverse Creatures
:: http://members.iinet.com.au/~amills/zMMMF3-Ghouls2.jpg
:: http://members.iinet.com.au/~amills/zMMMF3-Ghouls3.jpg
:: http://members.iinet.com.au/~amills/zMMMF3-Molerats.jpg
:: http://members.iinet.com.au/~amills/zMMMF3-ViciousDogs.jpg
:: http://members.iinet.com.au/~amills/zMMMF3-Bloatfly.jpg
:: http://members.iinet.com.au/~amills/zMMMF3-Diverse1.jpg
:: http://members.iinet.com.au/~amills/zMMMF3-Mirelurk.jpg
:: http://members.iinet.com.au/~amills/zMMMF3-Supermutants.jpg

Diverse NPCs
:: http://members.iinet.com.au/~amills/zMMMF3-DiverseNPC1.jpg
:: http://members.iinet.com.au/~amills/zMMMF3-DiverseNPC2.jpg
:: http://members.iinet.com.au/~amills/zMMMF3-DiverseNPC3.jpg

User avatar
N3T4
 
Posts: 3428
Joined: Wed Aug 08, 2007 8:36 pm

Post » Wed Aug 26, 2009 9:04 am

::: How to update
Whether installing the mod for the first time, or updating from one version to the next, always do the following:
:: Follow the Installation Instructions steps 1-5.
Easy!

::: Mini-FAQ
:: What's the suggested load order?

This is actually covered in the Installation Instructions, but here's a visual guide made by arcana75:
--- Start of mod list ---
Fallout3.esm
Mart's Mutant Mod.esm
...
--- all kinds of other mods here ---
...
Mart's Mutant Mod.esp
Mart's Mutant Mod - Increased Spawns.esp
Mart's Mutant Mod - Zones Respawn.esp
Mart's Mutant Mod - Tougher Traders.esp
Mart's Mutant Mod - Hunting & Looting.esp
Mart's Mutant Mod - Natural Selection.esp
--- End of mod list ---
:: I'm getting invisible/purple/exclamation mark creatures and NPCs
  • The Meshes and Textures haven't been extracted and installed
  • The latest version of http://www.fallout3nexus.com/downloads/file.php?id=944 hasn't been installed
:: There are mismatching skin tones on some Raiders/NPCs
  • http://www.fallout3nexus.com/downloads/file.php?id=944 hasn't been installed -- the latest version, which adds bLoadFaceGenHeadEGTFiles=1 to the ini
  • Add bLoadFaceGenHeadEGTFiles=1 to your Fallout3.ini, or re-install the latest http://www.fallout3nexus.com/downloads/file.php?id=944
:: Does the Evergreen Gargantuan count towards the achievement?
  • Yes, all Behemoths and Gargantuans count towards the achievement. I made sure of it :)

User avatar
Big mike
 
Posts: 3423
Joined: Fri Sep 21, 2007 6:38 pm

Post » Wed Aug 26, 2009 6:31 am

::: Making use of the globals
MMMF3 is designed to be modularised from the ground up, and you may notice most (but not all, for functional reasons) of the optional plugins actually just toggle global variables in the main mod.

Here's an explanation of the global variables so you can further tailor the mod if the values used in the plugins aren't to your liking. Either edit these in the optional MMMF3 .esps, or create a new .esp by editing the globals from the MMMF3 master:
  • MMMzIncreasedSpawnsMin [1]
  • MMMzIncreasedSpawnsMax [0]
    These control the minimum and maximum spawns to appear at spawn points. MMMzIncreasedSpawnsMin shouldn't be set to less than 1. Setting MMMzIncreasedSpawnsMax to 0 will disable Increased Spawns (the default). The plugins Increased Spawns.esp and Increased Increased Spawns.esp set these values to 1-3 and 2-5 respectively. For more information how the spawns percentages are distributed, see the README - Mart's Mutant Mod - Increased Spawns.txt file included in the mod.

  • MMMzBehemothChance [2]
    Sets the chance for Behemoths and Gargantuans to appear randomly in the wasteland with Supermutant spawns. When this occurs there is a 1 in 5 chance of the spawn being a Gargantuan, otherwise it will be one of 8 different Behemoth variants. Note this setting is distinct from Increased Spawns, and works even if it isn't enabled.

  • MMMzSpecialEncounterChanceDay [15]
  • MMMzSpecialEncounterChanceNight [20]
    Controls the chance for a special wasteland spawn. During the day this includes the passive Wild Dog and Wasteland Scorpion, at night this will spawn Fireflies and the far from passive Night Ghouls...

  • MMMzCorpseFlies [15]
    This controls whether Corpse Flies can spawn around corpses after six hours, and then chances of this occuring. If set to -1, Corpse Flies will be disabled. The default is a 15 percent chance.

  • MMMzLooting [0]
    Controls whether creatures & NPCs will loot corpses during and after a fight. Any value larger than 1 enables looting behaviour.

  • MMMzWounding [0]
    Controls whether creatures & NPCs will suffer wounding penalties and visibly bleed the more damaged they become. Currently doesn't do anything, the Wounding Effects plugin is in development.

  • MMMzSpawnsChanceNone [-1]
    Also currently disabled, this will toggle and set the percentage for no spawns once this feature is complete.

  • MMMzFeralGhoulMult [5]
    Sets the multiplier value for the Feral Ghoul Rampage.esp plugin, which defaults to 5. Keep in mind this multiplier is applied against the result of the Increased Spawns value, so you'll see 5-15 Feral Ghouls when using Increased Spawns (1-3) and a crazy 15-25 when using Increased Increased Spawns (3-5). Set this higher if you're crazy!

  • MMMzFeralGhoulRaiseChance [50]
    Sets the chance for Feral Ghouls to raise again if not properly killed (to prevent Feral Ghouls raising, ensure head or legs are dismembered). Note this applies only to increased spawns, so if 3 Feral Ghouls spawn from a point and you kill them, 2 of them have a 50% chance of raising. Raised Feral Ghouls have a fraction of their health left, have stats and abilities reflecting their wounds, and will not raise again when killed.

User avatar
anna ley
 
Posts: 3382
Joined: Fri Jul 07, 2006 2:04 am

Post » Tue Aug 25, 2009 9:11 pm

Enjoy the new release :)

There's a ton of new features and content in this, and it represents over a month of work on and off. While there's plenty to explore -- especially with the raising ghouls which freaked me out on more than one occasion during testing -- I'm also very pleased with the Gargantuan's new effects. For a bit of fun, do the following:
* Load a savegame where you haven't been to Evergreen Mills yet
* Bring down the console and enter:
player.addtofaction 21476 0
coc evergreenmillscity
* Let the Gargantuan out of his cage by destroying the generator.
The ensuing chaos, especially with Increased Spawns, with the Gargantuan's new effects is a lot of fun :)


EDIT: Screenshots highlighting new features and creatures

::: RC 1 Screenshots
::: New Features
:: http://members.iinet.net.au/~amills/MMMF3-GhoulArms.jpg
:: http://members.iinet.net.au/~amills/MMMF3-FeralGhoulArmless.jpg
:: http://members.iinet.net.au/~amills/MMMF3-NightGhoulEyes1.jpg
:: http://members.iinet.net.au/~amills/MMMF3-NightGhoulEyes2.jpg
:: http://members.iinet.net.au/~amills/MMMF3-GargStrike1.jpg
:: http://members.iinet.net.au/~amills/MMMF3-GargStrike2.jpg

::: New Creatures
:: http://members.iinet.net.au/~amills/MMMF3-DeathclawMatriarch.jpg
:: http://members.iinet.net.au/~amills/MMMF3-DeathclawYoung.jpg
:: http://members.iinet.net.au/~amills/MMMF3-Wanamingo.jpg
:: http://members.iinet.net.au/~amills/MMMF3-Floater.jpg
:: http://members.iinet.net.au/~amills/MMMF3-Fireflies.jpg

EDIT: I still need new models and Pipboy icons for all the new loot in MMMF3. So far, there is only a unique model and icon for Gecko Skin thanks to Zenl. If you'd like to get your name in lights for doing these, let me know. You can find a full list of the new items by looking in the Ingestible and Misc Item trees in FO3Edit or the GECK.
User avatar
Chloe Yarnall
 
Posts: 3461
Joined: Sun Oct 08, 2006 3:26 am

Post » Tue Aug 25, 2009 9:11 pm

Okie,

I was planning on releasing an RC2 soon but life is busy atm and I want to get some fixes out for the immediate issues reported in RC1 (mainly fixed Ghoul Raising and player owned Robots not attacking). RC2 will likely be next week with a few new features including icons and world models for all the new loot courtesy of Dragontamer and -- perhaps -- the ability for Feral Ghouls to raise in front of you like we used to have in Oblivion but is impossible in Fallout 3 due to the way ressurect borks models. It's kinda a nifty workaround, and it's sound in theory, I just need to get time to test it. If it works it'll open up some opportunities to script some very scary encounters :)

::: RC 1.1
  • Placed sounds in the correct directory!

  • Fixed Deathclaw Matriarch never dropping her horns

  • Fixed player Robots not attacking or being attacked

  • Fixed Feral Ghouls with legs or heads missing still raising

  • Added Girdershade residents to No Attack for protection from wildlife

  • Added chance for Robots to explode on death in dozens of different ways

  • Reduced Giant Radscorpion chance by one third

  • Reduced Behemoth/Matriarch knockback effect to 50% chance for Player

  • Slightly reduced Feral Ghoul loot

  • Slightly reduced Radscorpion increased spawns

  • Slightly boosted Floater health

  • Updated Night Ghoul vision effect on player checks for current effect first

  • Updated Glowing One and Robot deaths to not occur with Gooification or Disintegration

  • Improved raising effect of raising ghouls

Download link in first post.

Also, for those using the 'No' plugins and are still getting Geckos or Wanamingos, let me know if this continues after updating and resting 4 days to let cells reset. The engine's operands for checks against values less than 0 appear to work in some alternate universe of maths, so if it persists I'll just resort to boolean checks (rather than combining an on/off switch and percentage chance into the same function as they are at the moment. I have a thing for efficiency).
User avatar
Damned_Queen
 
Posts: 3425
Joined: Fri Apr 20, 2007 5:18 pm

Post » Tue Aug 25, 2009 9:40 pm

Ok.

I have done it.

I have created Feral Ghouls that raise in front of you realtime -- without the known bugs that have thus far prevented us from doing this sort of thing.

I'm pretty critical of my work, but even this has me smiling like a chesire cat :)

Some background: there's a command in called 'resurrect' which can be used in two forms: ressurect 0 and ressurect 1. As documented in the Wiki, 'ressurect 0' works to re-create a dead actor in the world, appearing as active (already standing in the case of a Feral Ghoul for eg). They kinda pop in out of nowhere, not the effect we're after for a Feral Ghoul picking himself up from the floor. The alternative method of 'ressurect 1' tells the engine to re-animate the actor -- so here they physically come back from the dead and pick themselves up off the floor.

And then fall right through it into a void.

For whatever reason, the lovely Fallout engine and one if its zillion bugs causes a resurrected actor to lose collision with the floor and disappear beneath it, making the command useless.

The other side of using the ressurection command is any 'gibbed' limbs remain, and move relative to the actor that resurrected (so think a blood splat and floating dismembered arm following the ghoul around). Well, this part of the problem I solved with the current raising system that create new limbless Feral Ghouls in place of the old one.

And now, I've got them raising in front of you as you approach, picking themselves up as you watch -- and without falling through the floor mesh :)


As an example of how damn cool this is -- I was just testing the code where I was focusing on just one ghoul raising, but had forgotten the four others surrounding my player from previous runs. As I approached they all picked themselves up in unison, like I had walked into a graveyard and each corpse was climbing out of the ground as I approched, and the hairs on the back of my neck stood on end. I wasn't expecting them all to raise, and that surprise -- as it will be for you in game -- scared the crap out of me :)
User avatar
Cesar Gomez
 
Posts: 3344
Joined: Thu Aug 02, 2007 11:06 am

Post » Tue Aug 25, 2009 10:07 pm

As an example of how damn cool this is -- I was just testing the code where I was focusing on just one ghoul raising, but had forgotten the four others surrounding my player from previous runs. As I approached they all picked themselves up in unison, like I had walked into a graveyard and each corpse was climbing out of the ground as I approched, and the hairs on the back of my neck stood on end. I wasn't expecting them all to raise, and that surprise -- as it will be for you in game -- scared the crap out of me :)



:bowdown: :bowdown: :bowdown: :bowdown: :bowdown: You are a master. Downloading now xD
User avatar
Sammygirl
 
Posts: 3378
Joined: Fri Jun 16, 2006 6:15 pm

Post » Wed Aug 26, 2009 6:21 am

Quick update on RC2.

Here's a summary of the new features already implemented, in addition to the fixes and updates from RC 1.1.

::: New Features
:: Feral Ghoul Raise
There is now a chance for Feral Ghouls to raise in front of you, where you see them get up right as you approach, sometimes right when you least expect it...

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 when you get in range of them, right when you least expect it.

These dead Feral Ghouls, prior to raising, also don't show up on your radar so you don't know which ones they are... ...as usual, however, to prevent Feral Ghoul raising you'll need to shoot off its legs or head.

:: Staggering
There is now a chance for NPCs and creatures to stagger and fall while wounded. MMM for Oblivion fans may remember what an awesome dynamic this added to the game, and this is one part of the upcoming Wounding plugin.

The Fallout implementation is similar to the Oblivion one and work as follows: every time a wounded NPC or creature is hit there is a 20% chance they will fall and stagger if their health is less than 40%, or a 40% chance if their health is less than 20%.

The staggering occurs towards or away from you depending where the NPC or creature is located. So you'll be able to whack an NPC in melee and see them fall at your feet, or shoot a fleeing NPC in the back and watch them fall forward before trying to get up to keep on going. Again, the more wounded they are the more chance it can occur, so you can wear down a fleeing enemy and catch up to them.

:: Reduced perception at night for NPCs
Just saw this request on Nexus and took five mins to do :) NPCs (but not creatures) lose perception at night time, making their ability to detect you and their aim decreased at night. By morning, their perception is restored.

:: Robots explode
This is actually in RC 1.11 already -- Robots now have a chance of exploding a few seconds after they die. If they do explode, there are dozens of different dismemberment combinations, and with a chance for a full explosion for complete destruction.

:: New icons and models
Thanks to Dragontamer all the new MMMF3 loot creatures drop will now have unique Pipboy icons and world models. Dragontamer is still working on the models at the moment, but I can tell you the icons are superb :)


As an aside, I've also fixed the bug where the Gargantuan at Evergreen Mills wouldn't leave his cage if you flipped the switch, but would if you destroyed the generator. The source? It's another vanilla Fallout 3 bug -- it occurs even if you don't load any mods. MMM fixes this, and I'll also pass on the fix to Quarn for UF3P.
User avatar
Susan
 
Posts: 3536
Joined: Sun Jun 25, 2006 2:46 am

Post » Wed Aug 26, 2009 5:11 am

I ran into a metro location (forgot which one, but can hunt it down if you like) where Raiders spawned "almost" on top of the character when they load the new interior cell.
The spawn point is obviously right beside the door/exit and then having 10+ raiders spawn, split off from one another and attack with great lag... makes things difficult. ;)

Is this something you would like to know about? I decided not to report it as I saw it as a Beth spawn point issue, not an MMM issue.

Was that the first time you entered there?


Do corpse flies still show up on your radar?

I was looking at another mod http://www.fallout3nexus.com/downloads/file.php?id=5991 and he mentions a feature called setghost which prevents them from showing up on radar.

Yeah I can set them as ghost to prevent them showing up on the radar, but it means you also won't be able to kill them. Is this what you want?


I have an odd situation to report. Ok maybe two. First off, I had a crash to desktop immediately after setting eyes on the chinese ghoul between tenpenny tower and the powerstation ( not sure exactly where, but I had just discovered the chinese radio frequency) restarted and have not experienced it again.

Unlikely to do with MMM.

And dogmeat has been appearing seemingly at random. I've never found him, he just appears, and I can open his inventory, but not give any commands.

Any thoughts?

Nothing to do with MMM, Dogmeat isn't touched.

the only mod that I have installed that might possibly conflict is the wastland bosses mod.

Yeah... not too sure about that mod.


I also have another suggestion. Would it be possible to include more human (or humanoid such as ghouls and sm) encounters and less creature encounters?

Yes I'll look at this in the future.


Using MMM+FWE+FOOK, I've noticed on several occasions that cells seem to respawn after quicksaving/quickloading. I've just experienced this while walking to the "Hallowed Moore Cemetary" (the destroyed church to the north of Big Town). It was empty when I got there with only a Wasteland captive I then released. I did a quicksave and reloaded it a minute later, only to find the church being filled with several Super Mutants and a floater now - me being right in the middle :-/

Dunno what to make out of this. I did a proper cell respawn hours before when upgrading to RC 1.11, so that shouldn't be the issue.

Hmmm not sure what that could be about. I don't know if I can influence spawns appearing between a save/load. When a cell loads and creatures load, MMM does its thing, then all of its scripts unload except for abilities (like corpse flies, staggering etc). It doesn't change cells, doesn't alter respawn times etc. Zones Respawn of course allows some cells that didn't respawn to respawn, but again this happens only at the cell-respawn boundary in the game.


This may be a dumb question but... Since there is a new 1.5 patch, what about mods? MMM, FOOK etc. Can we in general play with this new patch or users have to wait for updated versions of each mod?

It's fine.


Feral Ghoul Rampage is a blast. I'm playing a 100 explosives character and dropping a nade on one of their clusterf00ks is good for a few chuckles as limbs and bodies go flying. I like that they carry drugs.

I think they drop too much loot, though. They drop anywhere between 0-18 caps (or something). (Can I edit this easily?) Plus, when they revive, they drop loot again, which I think should be eliminated. I think they carry too many bobby pins.

Actually revivied Ghouls are emptied of loot, except for the non-dismembered ones, which is fixed for the next update.
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Nicola
 
Posts: 3365
Joined: Wed Jul 19, 2006 7:57 am

Post » Wed Aug 26, 2009 2:25 am

Sooo... FOIP .esp's?
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oliver klosoff
 
Posts: 3436
Joined: Sun Nov 25, 2007 1:02 am

Post » Tue Aug 25, 2009 9:31 pm

I thought I remember seeing an option added where you decreased the HP for ghouls because some people just wanted to be swarmed by large number of weaker ghouls? Am I misremembering that? If not, then I don't see that plug in here. Can you add it to your list of optional plugins?
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Felix Walde
 
Posts: 3333
Joined: Sat Jun 02, 2007 4:50 pm

Post » Tue Aug 25, 2009 10:20 pm

Yeah I can set them as ghost to prevent them showing up on the radar, but it means you also won't be able to kill them. Is this what you want?

Corpse flies aren't really something you actively hunt, and having their blips on the radar are just distracting. :)
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Pants
 
Posts: 3440
Joined: Tue Jun 27, 2006 4:34 am

Post » Wed Aug 26, 2009 4:19 am

Could you make a no fire flies plugin?
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Guinevere Wood
 
Posts: 3368
Joined: Mon Dec 04, 2006 3:06 pm

Post » Wed Aug 26, 2009 6:38 am

Could you make a no fire flies plugin?

You mean corpse flies?
There is a Mart's Mutant Mod - No Corpse Flies.esp
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Rachell Katherine
 
Posts: 3380
Joined: Wed Oct 11, 2006 5:21 pm

Post » Wed Aug 26, 2009 4:45 am

No the new fireflies.

I already use the no corpse flies.
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Kanaoka
 
Posts: 3416
Joined: Fri Jun 16, 2006 2:24 pm

Post » Wed Aug 26, 2009 6:28 am

Sooo... FOIP .esp's?



Yes I was wondering too, do we need to use new FOIP plugins for the latest RC 1.11 or will the RC 1.0 FOIP plugins be ok..?

Thanks for the update :)
User avatar
keri seymour
 
Posts: 3361
Joined: Thu Oct 19, 2006 4:09 am

Post » Wed Aug 26, 2009 11:17 am

martigen i got a new idea. remember those 2 models i was trying to give to you? one was a arachnid model and one was the cloverfield parasite model. well for non-canon monsters ( monsters not from the fallout universe) how about a seperate plug-in for those kinds of critters?

like these http://www.fallout3nexus.com/downloads/file.php?id=6063 for example would be in the non-canon monsters plug-in.
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Lynne Hinton
 
Posts: 3388
Joined: Wed Nov 15, 2006 4:24 am

Post » Wed Aug 26, 2009 10:20 am

Martigen did you post an updated MMM for Fook esp somewhere? I thought you did but can't find it.


Thanks Tubal
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yermom
 
Posts: 3323
Joined: Mon Oct 15, 2007 12:56 pm

Post » Wed Aug 26, 2009 3:06 am

I mentioned on the previous page, current FOIP modules are fine for 1.11.

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Maya Maya
 
Posts: 3511
Joined: Wed Jul 05, 2006 7:35 pm

Post » Tue Aug 25, 2009 9:24 pm

Hi Mart.

If I'm posting in wrong thread.Sorry.

There's a slight bug with the Metro Protectrons.They no longer attack anything.
Is there a fix for this please? I'm using a Mart and FOOK combo.

Keep up the good work.

Cheers.

James. :goodjob:
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Kit Marsden
 
Posts: 3467
Joined: Thu Jul 19, 2007 2:19 pm

Post » Wed Aug 26, 2009 9:23 am

There's a slight bug with the Metro Protectrons.They no longer attack anything.
Is there a fix for this please? I'm using a Mart and FOOK combo.


Mart's aware of the issue and mentioned he would fix it with the next release.

http://www.gamesas.com/bgsforums/index.php?s=&showtopic=980609&view=findpost&p=14190142
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Eilidh Brian
 
Posts: 3504
Joined: Mon Jun 19, 2006 10:45 am

Post » Tue Aug 25, 2009 8:51 pm

Great mod - one minor issue: Are Wanimingos meant to be friendly to other animals? I keep seeing flocks of them coexisting quite peacefully with Yao Guai... Wanimingos seem like the sort of things that would attack any other species on sight.
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sam westover
 
Posts: 3420
Joined: Sun Jun 10, 2007 2:00 pm

Post » Wed Aug 26, 2009 9:17 am

I am having problems with SM's, some are invised and some are fine, i have ri-installed the mods several times, making sure to put the meshes and textures in the proper place.

Textures
C;\PGF\Beth|fo-3\Data\Textures\MMF3

Meshes
Data\meshes\Creatures and MMf3 clutter.

I also did it like this.

Data\Textures then each file.

same thing, no matter how I do it.

Help?
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Alexander Lee
 
Posts: 3481
Joined: Sun Nov 04, 2007 9:30 pm

Post » Wed Aug 26, 2009 4:30 am

I am having problems with SM's, some are invised and some are fine, i have ri-installed the mods several times, making sure to put the meshes and textures in the proper place.


What kind of archive invalidation do you do?
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Krystina Proietti
 
Posts: 3388
Joined: Sat Dec 23, 2006 9:02 pm

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