Mart's Mutant Mod stable conversion

Mod releases and conversions.
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PainTrain
Posts: 17
Joined: Fri Jan 31, 2014 4:25 am

Mart's Mutant Mod stable conversion

Post by PainTrain » Mon Feb 10, 2014 3:18 am

This version is now obsolete, use the one from here:


https://taleoftwowastelands.com/content/marts-mutant-mod-updated-mcm


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LaEspada
Posts: 101
Joined: Fri Jul 12, 2013 4:00 am

Going to test this out. Since

Post by LaEspada » Mon Feb 10, 2014 6:08 am

Going to test this out. Since Monster Mod causes my game to crash for some reason. :D



McGyver
Posts: 25
Joined: Wed Jan 22, 2014 2:14 am

Nice one, will give it a try

Post by McGyver » Mon Feb 10, 2014 12:29 pm

Nice one, will give it a try right away:)



drumber
Posts: 24
Joined: Wed Feb 20, 2013 7:22 pm

Noicee, will give it a go

Post by drumber » Mon Feb 10, 2014 6:09 pm

Noicee, will give it a go when I'm back playing fallout



castellcorp
Posts: 5
Joined: Sat Nov 03, 2012 1:49 pm
Location: Kentucky

just a quick little report

Post by castellcorp » Fri Feb 21, 2014 1:23 am

just a quick little report here, not sure its MMM but I started getting crashes down around the superduper mart and along the river there. disabled this mod and they stopped.



PainTrain
Posts: 17
Joined: Fri Jan 31, 2014 4:25 am

I uploaded an update with

Post by PainTrain » Fri Feb 21, 2014 3:33 am

I uploaded an update with natural selection included as a separate esp.


As for the crash, I'm not sure what it could be but I still haven't had any issues (with this+UCO+increased spawns+others mods) The mini mart area had a ton of raiders but it worked just fine.


I'd recommend NVAC for stability issues http://www.nexusmods.com/newvegas/mods/53635/?


Waiting 3 days indoors when adding mods or adjusting load order in an existing save has also been known to solve CTD issues.



LaEspada
Posts: 101
Joined: Fri Jul 12, 2013 4:00 am

PainTrain wrote:

Post by LaEspada » Sat Feb 22, 2014 10:19 pm

[quote=PainTrain]


 


I uploaded an update with natural selection included as a separate esp.


As for the crash, I'm not sure what it could be but I still haven't had any issues (with this+UCO+increased spawns+others mods) The mini mart area had a ton of raiders but it worked just fine.


I'd recommend NVAC for stability issues http://www.nexusmods.com/newvegas/mods/53635/?


Waiting 3 days indoors when adding mods or adjusting load order in an existing save has also been known to solve CTD issues.


[/quote]


 


That's the same issue I had with Monster Mod, it would crash when I would get close to the superduper mart.



Alexcroww
Posts: 102
Joined: Fri Nov 08, 2013 1:51 am

Hi, great job with this mod, 

Post by Alexcroww » Sun Feb 23, 2014 12:34 am

Hi, great job with this mod, 


can't use it with increased spawns or tougher Traders thought.


By the way did you notice an incredible loss of performance around corpse fly?


Thanks again



PainTrain
Posts: 17
Joined: Fri Jan 31, 2014 4:25 am

They did that to me too. I

Post by PainTrain » Sun Feb 23, 2014 4:15 am

They did that to me too. I couldn't figure out how to fix them so I just turned them off.



Alexcroww
Posts: 102
Joined: Fri Nov 08, 2013 1:51 am

Thanks for the information.

Post by Alexcroww » Sun Feb 23, 2014 3:00 pm

Thanks for the information. It was a cool feature and worked very well with fo3I will turn it off then. Do you experienced some problems with tougher Traders.esp?


 



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