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deadboy
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Mart's Mutant Mod updated with MCM

I guess I'm taking this mod conversion over for PainTrain.  This is version is an update of the one converted by PainTrain and fixed up by RoyBatty.  

Beyond what they did I did the following:

  • Folded all the additional plugins into the ESM (I know PainTrain did this too but he released that version after I did all the MCM and food stuff so it's possible he did it slightly differently)
    • In regards to the Gecko plugin I also removed the MMM Gecko meat and various Gecko hides and replaced them with the FNV versions. This means the MMM geckos will drop meat that can again be used to make Gecko Steaks or whatever.
  • Tweaked the consumables to have hardcore versions
  • Added MCM functionality
  • Tweaked some lists and what not to mesh things better with TTW 2.7. The only one that stands out was one dealing with radroaches and challenges.
  • Changed all the DC Protectrons to give them their voice back after changes in TTW 2.8.x (NEW as of 2/23/15)
  • Went thru all the TTW Challenges and edited the lists to add MMM creatures and NPCs to count (NEW as of 2/26/15)
  • Fixed some things that hadn't been updated to reflect some changes in the last few revisions of TTW (NEW as of 2/26/15)
  • Fixed a problem where Crow was ditching his bodyguard and brahmin (NEW as of 2/26/15)

The updated instructions are: (the same as those of PainTrain and RoyBatty)

There's an ESP included labeled Merge Patch Helper. If you're running mods that overwrite those entries this should help you modify your merge to keep the difficulty settings of the MMM for the MMM creatures. You won't need it for actually playing the game.

Again, all credit to Martigen and the original authors as well as PainTrain and RoyBatty, with special thanks to Hitman for his sound file fixes. All else goes to me.

 

Edit July 22nd Roy and I have gone through it again adding DT and special stuff to generally make everything much more... fun.

Side note: The MMM - TTW Reputation patch is now included in the main archive file. Also put all the stuff from the merge patch helper into the TTW Reputation patch so that you'd only ever need one or the other.


EDIT: See this post for the hires creature pack --TJ

File Attachments: 

TTW Version Compatibility: 

v2.7
v2.8
v2.9

Rating: 

0
Your rating: None
5
Average: 5 (20 votes)
Edited by: deadboy on 07/22/2015 - 13:01 Reason: Added link to hires creature pack.
Obdulio
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Thank You~ !


Thank You~ !

 

You mentioned don't use the additional plug-ins does that mean I can't use the Project Beauty version of Marts Mutant Mod?

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MC-freakingM! I love you

MC-freakingM! I love you

Did you merge the optional plugins, AND the master menu module? You don't need the optionals if you have the master menu module, and having both might break things.

 

TJ
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nah they wont. They do the

nah they wont. They do the exact same thing with the exact same records.

"In the world of entertainment, there are very few things as good..... as Fallout."

"... That's why we're going out of our way to make our game less Fallout."

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Great Deadboy! updating now.

Great Deadboy! updating now.

 

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A few of the the ECZN ended

A few of the the ECZN ended up as duplicates with diffrent formid's.

Thanks for the MCM menus!

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There's some ITM's in it too

There's some ITM's in it too that need cleaned.

 

deadboy
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Obdulio wrote:

Obdulio wrote:

You mentioned don't use the additional plug-ins does that mean I can't use the Project Beauty version of Marts Mutant Mod?

I don't know about the Project Beauty. If it has any of the MMM optional plugins as masters then it could be problematic but I doubt that's the case.  I just meant the ones that came with the previous version. The Tougher Traders, Menu one, Gecko one, Spawning zones.

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ah alright, it should be fine

ah alright, it should be fine then doesn't use anything other then MMM's master file.

deadboy
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Then that shouldn't be a

Then that shouldn't be a problem. 

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deadboy wrote:

deadboy wrote:

I don't know about the Project Beauty. If it has any of the MMM optional plugins as masters then it could be problematic but I doubt that's the case.  I just meant the ones that came with the previous version. The Tougher Traders, Menu one, Gecko one, Spawning zones.

I didn't know Mutants were beautiful? ... 

"TTW is the Fallout version of The One Ring. The One Ring to rule them all."

"Si vis pacem, para bellum!"

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deadboy
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To each their own. It's a

To each their own. It's a long apocalypse and even super mutants have to pass the time somehow.

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Is it a good Idea to use http

Is it a good Idea to use http://www.nexusmods.com/newvegas/mods/41361/ along side this or does this change the Mojave already?

Regardless, thanky for slimming it down for the rest of us!

"We have made and kept covenants with our Lord, God, to honor his laws. In exchange, we are promised eternal salvation after this life." ~ Joshua Graham

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Should work fine with momod,

Should work fine with momod, but not entirely sure.

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Deadboy: The MCM has some

Deadboy: The MCM has some bugs in it, it could also have finer control over some settings. The increased spawns should be linked too so that the max can't be lower than the min. The top line has "1E" at the end which is weird. What is FOV Settings? hehe. Also you can simulate lf/cr with /n in description lines so they don't wrap weird.

There should be global for setting the caravaneers as essential and some other stuff, just check the globals that the mod has. There was some other extra options that Grib wanted to incorporate too, I'll dig them out and post em here.

 

deadboy
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Cool.  Working on that More

Cool.  Working on that More Perks thing right now but get me that list and I'll jump on it hopefully this weekend. I had no idea on the description thing but that's a thing that really bugged me on the mouseover values. I'll get that in ASAP.

FOV Settings? Did that somehow creep in? I stole the structure from the PPA one I did so if that's there it had to be a leftover I missed.

The min/max thing hadn't occurred to me but is obvious now that you say it. 

The 1E is, like the min/max thing should be obvious when I tell you, is the mod index.  It's my weird thing to REALLY like to be able to see in game what the index of a mod is so it's become my habit to put that over there as the value to the first label. That way while I'm testing if I need to make a thing or spawn a thing or whatever I can just look there and presto.

As far as finer control, the current MCM is entirely limited to the things the master menu module allowed the player to change.  I'm not opposed to adding more control, I just felt like including it at all in the main ESM was pushing boundaries. That being said, if people want it I'm happy to chuck it in there. I'll need to figure out why it's choking on the quest stages though.  Wound up having to have everything in the main script because when I tried putting this one in stages I'd get CTD when I tried to open it up in the MCM.

 

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Make sure you update MCM to

Make sure you update MCM to the latest patch, most people don't notice there is a newer esp. It fixed the CTD crap for me. :D

 

deadboy
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Oh, cool. Yeah, I don't think

Oh, cool. Yeah, I don't think I've updated MCM... ever?

Ahhh, I see. There's the "update" to fix the grey menu option bug. I didn't download it because I wasn't getting that bug.  OK, I'll plop that in there and see if that doesn't make a difference.

 

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Are you suppose to add the 6

Are you suppose to add the 6.2 update or not from the MMM? or just run the 1-RC61? 

RoyBatty
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It had the update integrated.

It had the update integrated.

deadboy
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Roy, if you get a chance to

Roy, if you get a chance to post those things you and Grib were wanting I'll probably try and pound that out tomorrow. Now that the perk thing is starting over it makes sense do some of the little stuff first.

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Awesome, a version of MMM

Awesome, a version of MMM that actually works for me! :D

 

Even the original FO3 mod gave me issues back in the day. 

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Great mod, works well for me.

Great mod, works well for me. I love the fact that it cuts down on all those esp files and having it work in MCM was  a brilliant  touch.  

Thanks

Restoring the greatest country in the world to its former glory, well, heh heh... Well, that takes time, even for the Enclave.

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One thing people may want to

One thing people may want to note is that if you are using a custom mesh mod you have to alter textures for said creature.  I.E. T6M/breezes and raiders.

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deadboy
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What you'd want to do is

What you'd want to do is create a merged patch that uses the monster settings from MMM and the mesh/textures from the replacer mod.

Once I wrap up the final polishing step I could make some compatibility patches if you want to give me the names of some specific ones.  I am going to remake the ones Roy made before but if there are any other big ones that need made just let me know.

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Super nice mod!

Super nice mod!

Will this also work for the New Vegas monsters? Because i cant get MoMod working for TTW. For standalone New Vegas it works perfectly but with TTW the game crash on main menu.

Thanks in advance

deadboy
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When you say New Vegas

When you say New Vegas Monsters I'm not sure what you mean.  

This mod only adds content to the Capital Wastes. It will add some new models to things that pop up in both places but it only spawns creatures in the eastern end of things.

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Ever since the MCM update I'm

Ever since the MCM update I'm getting an odd glitch now and then (I've been getting it's slight variation in the FO3 only version of MMM back in the day too, more on that below), but I'm not sure where to look for the source.

The issue is random spawning of robots since the MCM version. Examples:

Fasttravelled to Robco - Found Tinker Joe with his robots but his robots also caused spawn of 1 hostile handy and 1 protectron.

Entered the upper part of Rivet City, hearing shouts and laser gatling, when I emerge from around corner, the butler robot for Weatherly hotel caused a hostile sentrybot to spawn and murder half rivet city

This is new to me and been only happening since the "with MCM" version.

Why I think it's a glitch in original mod, somehow made more active by the MCM changes: In original FO3 only MMM, something very similar happened too, but strangely enough only on laoding the save. Say you saved in middle of nowhere with noone around. Exit game, load it, look around. Do it 10-15 times, and at least 3-5 times when you load you will be in middle of some random MMM spawn suddenly appearing right on top of you. This still happens in the TTW version but it's of no issue usually and when it is I just reload again and bam no spawn. But when it happens with the friendly robots causing hostile spawn it's sometimes more than inconvenient. Bear in mind it's not repeatable, it jsut happens randomly now and then (on load or cell change far as I can tell).

Other than that I've encountered zero issues, thanks for your work!

Kill me again or take me as I am, for I shall not change.

deadboy
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Post your load order to

Post your load order to pastebin so I can take a look.

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mamelukturbo wrote:

mamelukturbo wrote:

 

Why I think it's a glitch in original mod, somehow made more active by the MCM changes: In original FO3 only MMM, something very similar happened too, but strangely enough only on laoding the save. Say you saved in middle of nowhere with noone around. Exit game, load it, look around. Do it 10-15 times, and at least 3-5 times when you load you will be in middle of some random MMM spawn suddenly appearing right on top of you. This still happens in the TTW version but it's of no issue usually and when it is I just reload again and bam no spawn. But when it happens with the friendly robots causing hostile spawn it's sometimes more than inconvenient. Bear in mind it's not repeatable, it jsut happens randomly now and then (on load or cell change far as I can tell).

Other than that I've encountered zero issues, thanks for your work!

 

I've always had this, (rarely), extra NPCs upon loading a save. In vanilla F3 I had cleared every thing around me, crept forward and the game crashed. I reloaded and thought why sneak, everything is dead. So I ran a couple of paces only to get a Deathclaw hug. After that I figured some crashes are from the game trying to spawn an NPC. In the F3 only version of MMM the game would get sluggish so I'd save in a safe spot, quit and reload, to find an extra NPC or three.

FNV was better but with a mod that expands NPC detection radius I'd be stalked by Cazadores and Deathclaws all the way to the Gun Runners. I guess the game engine, or my computer, couldn't handle another NPC until cell change. Coolest bug ever!

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http://pastebin.com/C7HEPVew

http://pastebin.com/C7HEPVew

though many mods are modified / merged / overriden to my tastes in the last esp or the mods themselves

Kill me again or take me as I am, for I shall not change.

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Heads up! I recently

Heads up! I recently discovered that Mart's Mutant Mod causes the game to crash when you try to enter Arlington House.

The game goes into the loading screen to load up the inside and boom crash every single time until the mod is disabled. This seems to be the only house it happens in as far as I can tell I wonder if there something special that spawns there or loads that the old mod alters or is missing?

deadboy
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mamelukturbo wrote:

mamelukturbo wrote:

 

http://pastebin.com/C7HEPVew

though many mods are modified / merged / overriden to my tastes in the last esp or the mods themselves

 

I don't SEE anything but there are 108 mods with merges and combinations and I dunno what else. It will spawn things on you periodically if you're in an area where the spawns can happen.  Now I've never heard of anything spawning inside RC from MMM but I have seen it happen with things like NVEC that have lots of compatibiliy issues.

I could probably work something in that won't drop something on top of you right as you load the game but then again, that's life in the waste :D

deadboy
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Obdulio wrote:

Obdulio wrote:

 

Heads up! I recently discovered that Mart's Mutant Mod causes the game to crash when you try to enter Arlington House.

The game goes into the loading screen to load up the inside and boom crash every single time until the mod is disabled. This seems to be the only house it happens in as far as I can tell I wonder if there something special that spawns there or loads that the old mod alters or is missing?

I just walked into Arlington House with no CTD problem. I suppose when combined with some other combination of mods it's possible that it's breaking the camel's back.

This is a cell that absolutely will have a dirty edit when opening up in the GECK with TTW as a master. I cleaned it and there is no entry from MMM but depending on what other mods you have loaded it could have a bunch of entries.

Typical question. Pastebin your load order.

Obdulio
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I had disabled all my mods

I had disabled all my mods and left nothing but TTW necessary esms and Mart's Mutant Mod in order to test that house so not sure if it'll matter.  Whenever the mod was enabled it crashed on me when i disabled it loaded in just fine. But if it worked for you then it must be something wrong on my end I just need to figure out what.

deadboy
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What is Mart's Mutant Mod.esp

What is Mart's Mutant Mod.esp?  the only file you need is the esm that's in my archive file. Even the esp I include called merged patch helper isnt meant to be loaded. It's just for helping to make a merged patch then not be loaded.

I'm not sure what that file is between FOOK-NVR3 and DarN esp but get rid of it.

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deadboy wrote:

deadboy wrote:

 

What is Mart's Mutant Mod.esp?  the only file you need is the esm that's in my archive file. Even the esp I include called merged patch helper isnt meant to be loaded. It's just for helping to make a merged patch then not be loaded.

I'm not sure what that file is between FOOK-NVR3 and DarN esp but get rid of it.

 

God damn it! what a friggin rookie mistake forgetting to remove the oringal esp. It works now if its on its own but it still crashes with my other mods... god dammit.. time to go hunting again.

deadboy
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Would there be any interest

Would there be any interest in MMM moving west? Seems like a waste for none of this stuff to pop up anywhere other than the CW.

Obviously the lists would need edited.  Yank out Talon Company, add Khans maybe. Stuff like that. Anything that SHOULD NOT be seen out west? FEV mutants probably should stay east.  Anything else?

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I wouldn't do that without

I wouldn't release such a thing without explicit permission and approval by Martigen. That's far beyond the state of a conversion for TTW.

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I agree on getting

I agree on getting permissions if possible, beyond that, yes there is an interest in a westward expansion.    it would be a much nicer option than having to run 2 different mods to increase spawns. 

Et. Al
Gamer, part time tech, part time mentor, full time screw up

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If you get approval to do so,

If you get approval to do so, I say definitely the ghoul types that were not present in NV MMM like big glowing one for example.

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I'm against that idea, the

I'm against that idea, the mod was never intended or designed for that.

 

sesom
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RoyBatty wrote:

RoyBatty wrote:

I'm against that idea, the mod was never intended or designed for that.

I think very similar. That's by the way the reason why I mentioned Martigen. It's his mod and his decision to make. Also form a technical viewpoint a conversion of the spawning system from MMM to NV doesn't make much sense. NV has a complete different spawning concept (more like Oblivion).

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I don't mind having IWS for

I don't mind having IWS for managing increased spawns in NV, but I would very much like seeing some of the MMM creatures in Mojave, like the ghoul variants, definitely MMM glowing ones, molerat/bloatfly/scorpion variants etc. Iguanas totally make sense too, even more than in DC imho. The FEV mutants not so much for example or the Wanamingos (I don't like those above ground in DC either) - bottom line I would like to see some lore friendly MMM creatures in NV, but not all MMM creatures.

I'm holding making some of the changes like that myself in my game for when the final decision is reached since I'd much more prefer had it done by someone more experienced and if it were official it would be supported by the comp patches as well I guess.

Kill me again or take me as I am, for I shall not change.

deadboy
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Well, as far as actually

Well, as far as actually expanding it officially, that's off the table because I can't even get ahold of Martigan to ask. Right now I'm just implementing a couple hot fix type things that should be posted today. Then I have to be calling this "finished" for now.

sesom
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deadboy:

deadboy:

It's a esm as you know yourself :) . Nothing against a mod for NV that needs Martigens as Master and is separate.

I know it isn't that comfortable but that is something that he is surely ok with (he was for my Iguanas which started with a MMM extension too). It's simply about not changing the original vision and function of MMM.

deadboy
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Yeah, I suppose that's true.

Yeah, I suppose that's true.  I guess my natural inclination to keep load order down prevented me from even considering that idea.

sesom, do you just not want me to work on anything else? Just when I'm cool with the idea to start on another project you come up with this... ;)

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A patch for Reputations will

A patch for Reputations will also be needed due to Faction conflicts.

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deadboy wrote:Would there be

deadboy wrote:

Would there be any interest in MMM moving west? Seems like a waste for none of this stuff to pop up anywhere other than the CW.

Personally I say yes without any reservation. I haven't added either MMM or Momod to my TTW build because I don't want to bloat my load order to instability with both separate mods and all of their separate compatibility patches. The game would feel incomplete with expanded monster content added to one wasteland but not the other so currently I use neither. I would very much like to see either one or the other expanded to cover both wastelands.

I'd also like to see the same done with either MTC Wasteland Travelers or Repopulated Wasteland.

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Has any one had a problem
I agree that a merged FO3 and FONV would be great. Just as long as some of the creatures remained native to just one of the wastelands.

Always bring a companion or two that is slower than you.
Because you don't need to out run a Deathclaw.
You just need to out run your companions (Just bring a lot of companions in case the Deathclaw is really hungry!).

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Has any one had a problem

Has any one had a problem with the ini not saving for TTW MMM? I've made the following changes: [Variables] iINIStorage=1.0000 iINIChoice=1.0000 iINIAutoSave=0.0000 iINIAutoLoad=1.0000 [Variables0] MMMzIncreasedSpawnsMin=0.0000 MMMzIncreasedSpawnsMax=2.0000 MMMzSpawnsChanceNone=50.0000 and it keeps loading the default.

Tried everything I could think of to get it to save. The B ini has been saved, but I can't seem to get changes to the A ini to take. And it defaults to A. So I'm up to my eyeballs in creatures and opponents. Using Mod Organizer and I've changed the ini both in game and from in Mod Organizer.

I love the mod, but having MMMzIncreasedSpawnsMax=5.0000 is too much like playing Custer at Little Bighorn and is not my idea of fun.

 

Always bring a companion or two that is slower than you.
Because you don't need to out run a Deathclaw.
You just need to out run your companions (Just bring a lot of companions in case the Deathclaw is really hungry!).

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