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FO3 Mart's Mutant Mod + FNV Monster Mod

General mod discussion and requests.
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rickerhk
Posts: 123
Joined: Mon Sep 17, 2012 1:50 pm

This is the one I made for

Post by rickerhk » Sat Dec 14, 2013 4:37 pm

This is the one I made for myself.  I individually converted to TTW the esm and all the esp files, adding all TTW masters (except the junk stash masters). Then I used FNVEdit to merge these plugins into Mart's Mutant Mod.esp:


Mart's Mutant Mod - DLC Anchorage.esp


Mart's Mutant Mod - DLC Broken Steel.esp


Mart's Mutant Mod - DLC Point Lookout.esp


Mart's Mutant Mod - DLC The Pitt.esp


Mart's Mutant Mod - DLC Zeta.esp


Mart's Mutant Mod - Master Menu Module.esp


Mart's Mutant Mod - Tougher Traders.esp


Mart's Mutant Mod - Zones Respawn.esp


 Then I recompiled all the scripts in both esm and esp - but since the mod doesn't require NVSE I don't think it's required. Just an OCD thing :P


 Then I have a slightly modified TTW_SuperMutantRebalance.esp that has Mart's Mutant Mod.esm as a master to add the scripts and actor effects from MMM to the super mutants. This plugin would be optional.


 I found that I had a lot more crashes when corpse flies and skeletal decay were turned on. Now that I think of it, I don't recall ever seeing a corpse fly when it was turned on. Once in awhile I get crashes when loading into an area but I have greatly increased spawns on and hi-rez textures installed too. I believe Ghoul raise also causes crashes. So I have that turned off too.


 Also, I haven't gotten around to converting all the ingestibles to hardcore friendly.    



Kaleschky
Posts: 21
Joined: Thu Dec 12, 2013 10:23 pm
Location: Coratia

O_o didnt expect so much

Post by Kaleschky » Sat Dec 14, 2013 5:02 pm

O_o didnt expect so much replyes thxu very much ill try when have some time ...and ill let u know if it worked.


THX again.



wireless
Posts: 3
Joined: Thu Dec 05, 2013 11:02 pm

Some creatures were showing

Post by wireless » Mon Dec 16, 2013 3:23 am

Some creatures were showing up invisible when I tried this. Vicious dogs only had their eyes showing, every other super mutant would just be a walking assault rifle, and I think Iguanas were invisible as well. 


I think I isolated it to this mod. What texture pack are you using for creatures?


King of the I-15

User avatar
rickerhk
Posts: 123
Joined: Mon Sep 17, 2012 1:50 pm

wireless wrote:

Post by rickerhk » Mon Dec 16, 2013 4:57 am

[quote=wireless]


 


Some creatures were showing up invisible when I tried this. Vicious dogs only had their eyes showing, every other super mutant would just be a walking assault rifle, and I think Iguanas were invisible as well. 


I think I isolated it to this mod. What texture pack are you using for creatures?


[/quote]


You have to install the original mod from FO3 Nexus - without the plugins. Just the mesh/texture assets. These are all just plugin conversions here in this thread.



wireless
Posts: 3
Joined: Thu Dec 05, 2013 11:02 pm

rickerhk wrote:

Post by wireless » Mon Dec 16, 2013 5:18 am

[quote=rickerhk]


 


wireless wrote:



 


Some creatures were showing up invisible when I tried this. Vicious dogs only had their eyes showing, every other super mutant would just be a walking assault rifle, and I think Iguanas were invisible as well. 


I think I isolated it to this mod. What texture pack are you using for creatures?


 



You have to install the original mod from FO3 Nexus - without the plugins. Just the mesh/texture assets. These are all just plugin conversions here in this thread.


[/quote]


Oh, duh. My mistake. 


King of the I-15

Kaleschky
Posts: 21
Joined: Thu Dec 12, 2013 10:23 pm
Location: Coratia

Nop MMM and MoMod dont work

Post by Kaleschky » Sat Dec 21, 2013 12:20 am

Nop MMM and MoMod dont work well for me ...game always crushes after 5 -20 min and i get this laggy gun sounds .Shoot a burst shoot and the sounds can be heard 4 or 6 seconds later O_o.



Kaleschky
Posts: 21
Joined: Thu Dec 12, 2013 10:23 pm
Location: Coratia

So i need to wait ....in some

Post by Kaleschky » Sat Dec 21, 2013 11:54 am

So i need to wait ....in some place for the derps to respawn right ...riiiiight ?Ill try and do that.



Teoyaomqul
Posts: 29
Joined: Thu Jan 16, 2014 1:39 am

any update?  

Post by Teoyaomqul » Sun Jan 19, 2014 2:28 am

any update?


 



Auslander66
Posts: 6
Joined: Mon Feb 04, 2013 10:43 pm

sandwaste wrote:

Post by Auslander66 » Mon Jan 27, 2014 9:47 am

[quote=sandwaste]


 


rickerhk wrote:



This is the one I made for myself.  I individually converted to TTW the esm and all the esp files, adding all TTW masters (except the junk stash masters). Then I used FNVEdit to merge these plugins into Mart's Mutant Mod.esp...

 



I installed this conversion and the MMM resources and it worked really well at first.  Definitely saw new monsters and had zero crashes. 


After 9-10 hours of play I went into the Franklin/DC metro subway area (lots of ghouls) and when I tried to go back through a spot I had already been to I got a CTD.  I used the "movetoqt" console command to go back to Megaton, and when I tried to enter the Wasteland from there I also got a CTD.  I uninstalled the MMM esm, esp, and the super mutant rebalance esp and remade my merge patch in FNVedit, then waited inside the water plant for a few days.  I can now go back out into the Wasteland, so I think the problem is MMM.  Just fyi.  Thank you for working on it. :)


[/quote]


Yeah, I was having a problem with constant CTD during the Blood Ties quest. After I finished up with Vance, every time I tried to go back to Arefu, the game would instantly crash. It didn't matter if I tried to walk, teleport, or use console to get there. Through a process of elimination, I found out it was MMM that was crashing me there. Just giving a small bug report. I know it's a work in progress.   =)



Redisopel
Posts: 68
Joined: Thu Oct 18, 2012 1:33 pm

Have you guys tired cleaning

Post by Redisopel » Sun Feb 09, 2014 3:54 pm

Have you guys tired cleaning MMM in FNVedit? You actually have to do more than just run the conversion script, you guys are most likely getting the crashes if you didn't use FNVedit to get the Talon Company/ outcasts/ higher end DC Bother of steel/ Chinese remint soldiers/ and many more creatures. That's what I had to do. The ID's for 50% of the NPCs actually become screwed up bad and become a mess if any thing I have a combined ESP that has the the esm, esp, all DLC and tougher traders all combined, I went though that and to the best of my abilities got all the Id's back in line and recompiled the scripts in the geck give it a whirl once. Works flawlessly for me.



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