So for any conscienscious modder out there - this mod never forwarded the changes form the Unofficial Patch/Goodies. Instead,
- it contains a large number of ITMs, - many records on dead creatures/Actors, - misses Object bounds on nearly every single creature it touches, - alters every single Faction in the game without respecting the UFO3P fixes. - It reverts TONS of stuff back to the bugged, dysfunctional Fallout3.esm state.
° It attempts to fix things that are already fixed in the UFO3 Patch, like NPC names or respawn flags, but misses other entries like combat styles on nearly every NPC it touches. (i.e. it contains its proprietary version of the same fixes shipped in UFO3P, but at the cost of other more improtant fixes). ° A large number of its assets replace assets like creature models for the DLC robots that are already contained or correctly referenced in UFOP.
I really, really tried carrying forward relevant changes and reconciling the mods. But it is just too much. MMM creature system is convoluted and requires not just a patch but an entire esp replacer to clean up. I appreaciate what this mod does, i always did. But after seeing it through a modders eyes i can not use it.
so i really this mod, one feature being that robots (and glowroaches if using mmm plus) often explode within 3-5 seconds after being killed, idk what mod i could have installed that would break that feature but yeah, does anyone know what could cause that feature to stop functioning? tried reinstalling marts and mmm plus but that didnt seem to fix it
just have to say thank you so much for the instructions on installing it made it so much easier i did exactly as you said with vortex and it worked the first time man great job with the mod
Been getting alot of crashing with MMM and it soundly stopped when i removed this mod. Still want to use it obviously so What of the many segments of it is safe to use that has the least crashes?
You can find many recommendations within the comment section here, but I'll post mine again, so people don't have to wade through the thousands of comments below. First, use THIS version of MMM (see below,) and upgrade to 6.2. I always install MMM manually. Either way, don't use the FOMOD version (unless using FOMM.) Non-fomod will install with all mod installers. After installation, open up the FO3 data/mesh/creature/ghoul folder and remove the ghoulvariant.nif file. It's proven to be corrupt and will cause your game to crash in certain cells. Delete it. Should be right at the top of the list. It's absolutely not needed.
Do Not upgrade to the paradox version of MMM (reduced loaded plug-ins be damned.) The paradox version was cleaned incorrectly, before the merge was made, imo. They obviously left the "set Z position to (-30000.000000") enabled, which is designed to be used with FNV. The evidence can be seen in the plethora of (stuck in terrain) creature spawns, as well as other strange anomalies. Also, the authors altered some scripts, changing what Mart intended this mod to do.
Game Menu Settings - 1. Increased Spawns: Keep this set at 1-3 2. Other Spawn Options: Default settings are fine. Not sure if "Reduced Wasteland Spawns" even works. 3. Ghoul Options: Leave this at 1x50 default, because it's been reported that more can interfere with other creature spawns. 4. Miscellaneous Options: Turn off everything except size scaling. I've seen immersion breaking issues and glitches with all other settings. 5. New Monster Options 1: Turn them all off. Bad nif files, and ALL will cause game crashing for a variety of reasons. 6. New Monster Options 2: Leave all of them enabled, if you want. They work fine. 7. Special Creature Settings: Leave this set to default settings. I've never messed with them otherwise.
The mod has "dirty" edits, so you may want to clean it. I recommend using the latest version of FO3Edit. Clean all of the mod files, except for the main .esp file. It's duplicate edits are tied directly to the main .esm file. Cleaning that .esp file will break the mod. Not cleaning the mod at all, may not harm your game either, as all the dirty edits are just ITM records. When and if creating a merged patch, be sure and remove any edits that xxxEdit makes between the MMM files. The merged patch will actually try to "undo/combine" what Mart intended with meant overwrites. Having the MMM files in the correct order, is all that's needed. Remember, after removing said edits, be sure to clean the masters from the merged patch, before saving. If you don't know what I'm talking about, then you need to learn how to use xxxEdit properly. While you're at it, learn how to run and read a conflict report as well. You can't sort/fix your load order without doing so. Load order is all about conflicts between your mods. MMM should run just fine with all of the above advice.
To the above poster... keep in mind, simply removing MMM may have eliminated a "critical" conflict you had with this and another mod(s) in your load order... which in turn, returned your game stability. However, that positive change, may have had absolutely nothing to do with this mod alone, and/or it's settings. A "conflict report" is the only way to know for sure. Without having a crystal ball... it could have been just about anything.
Note: If anyone disagrees with the above "personal" recommendations... that's fine. I won't be goaded into a debate. Verstehen?
No matter how much anyone admires this mod, it's not suitable for my game. I can't approve this mod, so I'll vote against it. I try to adhere to the canons of the game. Why mix games? Besides, some of the new monsters are just terrifying. I don't want to see this in my game.
fun and well made mod but bullet sponge enemies is my least favorite video game design ever created and its a stain on gaming. Enemies like the Floaters exist in my save exclusively to waste my time and ammo which is pissing me off
I disagree, spongy enemies are great for some game genres, like ARPGs. Also, this is a free mod created through a huge amount of hard work and many hours sunk into it as a hobby and passion project. You're comment comes off as very entitled. I haven't personally had issues with any enemies so far in terms of sponginess or ammo and I'm playing on the hardest difficulty. If you are this upset, uninstall the mod, sincerely. It is highly unstable in anycase and that's the real issue.
The funny thing is that I remember floaters being bullet sponges in FO2. At least at lower levels. Same with wanamingos. So this part of the mod is at least lore-accurate.
How to delete it? I removed the mod, but the super mutants and death claws still looking like they've lost textures and meshes, changing skins like environment. I even started new game to test - spawned one to 101 - same result. I tried to check the same folders like in archives but i thing when i deleted mod from MO 2 it's clean, but i still have muties looking horrible.
FIXED: It was a mod named Fused Beings Of The Wasteland
It adds some new creature (probably uses super mutant texture) that's why i didnt understand because i did not downloaded any super mutants mod yet so that was the problem.
4302 comments
- it contains a large number of ITMs,
- many records on dead creatures/Actors,
- misses Object bounds on nearly every single creature it touches,
- alters every single Faction in the game without respecting the UFO3P fixes.
- It reverts TONS of stuff back to the bugged, dysfunctional Fallout3.esm state.
° It attempts to fix things that are already fixed in the UFO3 Patch, like NPC names or respawn flags, but misses other entries like combat styles on nearly every NPC it touches. (i.e. it contains its proprietary version of the same fixes shipped in UFO3P, but at the cost of other more improtant fixes).
° A large number of its assets replace assets like creature models for the DLC robots that are already contained or correctly referenced in UFOP.
I really, really tried carrying forward relevant changes and reconciling the mods. But it is just too much. MMM creature system is convoluted and requires not just a patch but an entire esp replacer to clean up. I appreaciate what this mod does, i always did. But after seeing it through a modders eyes i can not use it.
Do Not upgrade to the paradox version of MMM (reduced loaded plug-ins be damned.) The paradox version was cleaned incorrectly, before the merge was made, imo. They obviously left the "set Z position to (-30000.000000") enabled, which is designed to be used with FNV. The evidence can be seen in the plethora of (stuck in terrain) creature spawns, as well as other strange anomalies. Also, the authors altered some scripts, changing what Mart intended this mod to do.
Game Menu Settings -
1. Increased Spawns: Keep this set at 1-3
2. Other Spawn Options: Default settings are fine. Not sure if "Reduced Wasteland Spawns" even works.
3. Ghoul Options: Leave this at 1x50 default, because it's been reported that more can interfere with other creature spawns.
4. Miscellaneous Options: Turn off everything except size scaling. I've seen immersion breaking issues and glitches with all other settings.
5. New Monster Options 1: Turn them all off. Bad nif files, and ALL will cause game crashing for a variety of reasons.
6. New Monster Options 2: Leave all of them enabled, if you want. They work fine.
7. Special Creature Settings: Leave this set to default settings. I've never messed with them otherwise.
The mod has "dirty" edits, so you may want to clean it. I recommend using the latest version of FO3Edit. Clean all of the mod files, except for the main .esp file. It's duplicate edits are tied directly to the main .esm file. Cleaning that .esp file will break the mod. Not cleaning the mod at all, may not harm your game either, as all the dirty edits are just ITM records. When and if creating a merged patch, be sure and remove any edits that xxxEdit makes between the MMM files. The merged patch will actually try to "undo/combine" what Mart intended with meant overwrites. Having the MMM files in the correct order, is all that's needed. Remember, after removing said edits, be sure to clean the masters from the merged patch, before saving. If you don't know what I'm talking about, then you need to learn how to use xxxEdit properly. While you're at it, learn how to run and read a conflict report as well. You can't sort/fix your load order without doing so. Load order is all about conflicts between your mods. MMM should run just fine with all of the above advice.
To the above poster... keep in mind, simply removing MMM may have eliminated a "critical" conflict you had with this and another mod(s) in your load order... which in turn, returned your game stability. However, that positive change, may have had absolutely nothing to do with this mod alone, and/or it's settings. A "conflict report" is the only way to know for sure. Without having a crystal ball... it could have been just about anything.
Note: If anyone disagrees with the above "personal" recommendations... that's fine. I won't be goaded into a debate. Verstehen?
FIXED: It was a mod named Fused Beings Of The Wasteland
It adds some new creature (probably uses super mutant texture) that's why i didnt understand because i did not downloaded any super mutants mod yet so that was the problem.