::: 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.esm
...
... (other mods)
...
[*] 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
Make sure that:- All MMM modules load *after* Mart's Mutant Mod.esp
- All the above 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 LootGeckos, 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.
:: Ramblers -- The Feral Ghoul Rambler is a bigger, stronger, beefier and more dangerous Feral Ghoul. His claws are also toxic, and will poison you on contact. Dangerous as he is, he's called a Rambler for a reason and limps slowly along, lunging towards you -- don't let him get close!
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.
- Special effects like the Gargantuan's demolishing strike, Glowing Ones and Robots may explode with force on death, Fireflies casting colourful light at night, Skeletons decayed from corpses after a time and much more...
::: 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...' plugins Various plugins to turn off MMM features. Usually these are provided for some new creatures, and features that may be more taxing (enabling lower-end users to disable them).
:: DLC Plugins There is now a plugin for each DLC. There are too many changes to list, but the general gist is adding MMM features to the DLCs while providing compatibility where necessary. Note that the plugins for Anchroage and The Pitt are optional, but the plugins for Broken Steel and Point Lookout are required for proper compatibility.
::: 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.
::: 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
Supermutant weapon animations -- Talkie Toaster
Menu icon -- Darkurgh
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
Trogs -- Sector7
Gutsy variants -- DarkSloth74 and LadyMidnight
Protectron and SentryBot variants -- DarkSloth74
Creature textures:
Firelurk texture -- Sektor
Firelurk rigging -- SaidenStorm
Gargantuan skeleton -- Lord Nincompoop
Corpse Fly, Wasteland Scorpion, Gargantuan, Night Ghoul -- Koldorn
SuperMutant armour variants -- Macintroll
Loot textures:
Models and Pipboy icons -- Drag0ntamer
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 -- Killerbee
Super Mutant Enforcers, Abominable Mutants, YaoGuaiPup -- c.i.b
Wild Boar and Monstrous Dog -- Toxa01
Deathclaw Alpha -- Tumbajamba
Iguanas -- Sesom
FOMOD installer:
FOMOD install script -- L0ki and Kaburke
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 create 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!