The forum has been set to read-only mode. For community discussion and questions, head over to our Discord: https://discord.taleoftwowastelands.com

FO3 Mart's Mutant Mod + FNV Monster Mod

General mod discussion and requests.
sesom
Posts: 464
Joined: Thu Sep 20, 2012 7:16 pm

Yes I've been through the

Post by sesom » Sun Feb 09, 2014 6:40 pm

Yes I've been through the whole MMM and made it a real TTW mod. But you will still experience more CTDs then in FO3 and sometimes some that aren't cleared up with a save and reload.


It has to do how the additional and normal encounters are scripted. NV uses a cleaned up version of the engine. While FO3 often keeps references in memory even if the cell is unloaded is NV very strict here (how it should be btw.). That's the reason why MMM CTDs more often and unrecoverable in TTW. It also means to go through all the scripts in MMM and looking for such problems which often results also in a complete rewrite of the particular script or system.


So be careful and don't rely on your saves yet. It isn't working fully even if it is cleaned up. I haven't released my port yet because I want it perfectly functioning before I do it.



tingleybeachbadboy
Posts: 5
Joined: Thu Sep 25, 2014 10:37 am

Hi, sorry to bump this old

Post by tingleybeachbadboy » Thu Sep 25, 2014 10:45 am

Hi, sorry to bump this old thread but I am new to the forum and new to in depth modding on fallout nv in general. just installed it all a couple days ago.


 


anyway ive been able to figure out pretty much everything I need but I have two major problems:


1) EVE doesnt work, the explosion is a weird looking red spurt that stays there, not what its supposed to be, ive tried working with texture files and moving some around and resinstalling but i cant get it to fix itself, also tested with pulse grenade but similar things happened when equipped it would leave a a red triangle and exclamation where i was standing when equipped.. since uninstalled eve with all the ttw edit and patch which i followed instructions on how to put the data together. not a big deal to me


 


but my main glaring problem is this:


 


2) vicious dogs and the vicious pups are showing up invisible, I can only see their eyes and its really bugging me as they are all over the place. I had a similar problem with mole rats but I waited 3 in game days and they seemed to fix themselves. the vicious dogs remain cloaked though.... is this a common problem? how would I fix? if I can't fix is there a way to disable them from spawning since they are the only creature causing problems that I know of?



tingleybeachbadboy
Posts: 5
Joined: Thu Sep 25, 2014 10:37 am

wireless wrote:

Post by tingleybeachbadboy » Thu Sep 25, 2014 10:53 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]


 


did you ever get this fixed? i tried installing the regular fo3 assets and it persists... invisible dogs...



User avatar
RoyBatty
Gary
Posts: 7742
Joined: Sun Apr 27, 2014 10:26 am
Location: Vault 108

You need to follow the

Post by RoyBatty » Thu Sep 25, 2014 11:34 am

You need to follow the instructions posted to package the mods with the original assets properly, you can't just install the original mods and then replace plugin files or you'll get all kinds of problems.


 


Image

Post Reply