fallout 3 мод mmm

SFW, Mart’s Mutant Mod 1.0RC6.2 SFW-Ed 1.5

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Описание

Данный мод нацелен на полномасштабное увеличение спектра разнообразия существ и персонажей мира Fallout 3, а также добавления новых уникальных существ и персонажей. Мод разбит на базовое ядро и несколько дополнительных модулей.

Общие особенности:

— Каждое существо (или персонаж) имеет собственные характеристики, размеры, здоровье, уверенность, урон и порой даже скин.

— Существа и персонажи имеют улучшенные эффекты ранений, например, видимое кровотечение или штрафы характеристик.

— Настраиваемый увеличенный спавн позволит вам выбрать количество появляющихся существ на точках спавна.

— Исправлен вылет при помещении игуаны в контейнер.

— Кусочки игуаны заменены на мясо игуаны, при обыскивании мертвой игуаны.

— Здоровье оживших гулей поднято на 10%.

— Исправлено крайне низкое распространение когтей смерти в некоторых случаях.

— DLC Zeta: исправлена проблема с мусоропроводом из-за неверно унаследованных лут-списков.

— DLC Broken Steel: добавлены забытые образцы крови супермутанта в лут-список супермутантов.

За основу взята адаптация от PainTrain, на стабильность которой на форуме ‘альфы’ не жаловались. В процессе порта мной было проделано следующее:

— Затерты неиспользуемые изменения с ‘альфы’.

— Переправлены сотни ссылок на уровневые списки для персонажей и существ (в первую очередь супермутанты и паладины БС).

— Вшит и доработан перевод.

— Супермутантам, болотникам добавлены параметры ПУ.

— Продуктам питания добавлены хардкор-эффекты.

— Исправлена карма диких гулей.

Результат прошел некоторое тестирование, стабильность высокая, ни одно сохранение не побилось.

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[+] Mart’s Mutant Mod.esm

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MMM- Monsters perks addon

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Add-on mod for Mart Mutant Mod which will gives Super mutants, Deathclaws, Robots, Yao-Gaui, Ghouls, scorpion, geckos, etc etc, perks, just like you. If your looking for a challenge this mod is for you.

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New* Update 3/22/2010

Yeah it has been while and I have not done the fixing I promise to everyone that has been waiting. In the past month I’ve have been finally hired which is big news for me for being unemployed for close to 2 years.

I want to say thanks to everyone that left a comment whether it was praising or bug reporting. Even today I do come back to see if anyone has left any message. For now I put Fallout 3 mod projects in the back burner simple cause I have no desire in playing it. It always seem no matter how much you patch up the game it can always use more patching (haha). But again I want to thank everyone who gave this mod a try and for reaching the 2000 mark.

I did put up an older Monster perk just for reference and for anyone that are suffering problems from either Ver1.9 or 1.5 (Dogmeat edition).

Version 1.9 changes:

-rework all monsters to comply with RC4.1 and above
-fixed Dogmeat problem on not leveling up with you
-gave «newer» creatures perks (Geckos, Deathclaw baby, floaters, Wamanigo)

Question 1: Will this work with «XYZ» mod

-if you got a mod that changes the monster’s STATS (not texture, not meshes) then you have a problem. For the most part, if MMM is compatible with «XYZ» mod then so will Monster’s Perks.

Question 2: Why did you add/not-add this perk «XYZ» creature?

-I don’t mind justify my choice and also I’m always willing to hear your view. I do this mod for everyone to enjoy and I try my best to make that happen.

Please use the most recent offical Fallout 3 or at the very least use patch 1.5.

Place your «Mutant Perk for MMM» AFTER your MMM.esp and any crucial MMM mods.

This mod give Super mutants, Ghouls, Robots, Deathclaws, and Yao Gai perks to increase difficulties. Unlike other attempts, this is not simply adding more HP but adding perks to give each monster a unique theme that are different from the others. Ghouls will be more lethal and quick while Super Mutant carnage will not be stop by your puny bullets! Robots will be hardy and immune to some of your energy attacks, while deathclaws will be a savage force of teeth and claws.

—————————-
KEY Legend
—————————
More Crits: Like it says, monster will crit more
Paralyzing attack: Has a chance to paralyze you for some time.
Regeneration: Slowly heal during that
Toughness: incoming damage is reduce by 10%
Hit Harder: There are 3 tier, each tier increase there damage by 5 points
Poison Immunity: Can not be poison
Berserk: After receiving some damage, Monster will become more resistant to damage
Fear aura: Causes player not to do crit as much

————————-
Monster
————————-
Super Mutant/Brute/Master: Regeneration, Berserk, Poison Immunity
Super Mutant Behemoth/Gigantic: Regeneration, Toughness, Poison Immunity, Can not be Knock down, Can knock down you

Feral Ghoul: More crits, Fear aura
Ghoul Roamer: Hit Harder (1), More crits, Toughness
Glowy One: Hit Harder (1), More crits, Fear aura
Night One: Hit Harder (1), More crits,

Floaters: Crit more, Paralyzing attack, Regeneration, Higher Dr

Gecko Golden/Fire: Hit Harder (1), Toughness
Giant/Large Scorpion: Regeneration, Hit Harder(3), Toughness
Wamanigo: More crits, Paralyzing attack, Regeneration, Toughness, Harder hit

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Yao Gai: Hit Harder (2), More crits,

Deathclaw/Matriarch: Hit Harder (3), Toughness

Protectron: Cyborg, More crits, Toughness
Mr. Gutsy(Handy): Cyborg, More crits, Toughness
Robobrain: Cyborg, More crits, Toughness
Sentry: Cyborg, More crits, Toughness

Permission was asked to create this mod, but regardless, ALL credit goes to Martigen and his MMM mod. Without his work this mod would not exist.

Special thanks to.
JustinOther, for being cool and cleaning up this mod
Seraphael, for making his suggestions (Adamantium Skeleton was not on the list of perks for monsters)

Источник

Fallout 3 «Martigen’s Mutant Mod-Increased Spawns»

pix.PlayGround.ru pix.PlayGround.ru

Данный мод, значительно увеличевает респаун существ.

ты слегка забыл уточнить,что для работы требуется 60мб Martigen’s Mutant Mod который пока никем не выложен

Можно делать римейк L4D =)

Я знаю что не в тему, но кто-нить мне может помочь с нексусом плззз

Считаю мод не доработанным,т.к. респаун мутантов слишком большой и нуждается в уменьшении.

я могу помочь с нексусом!

судя по первой картинке из фаллаута сделали left 4 dead- но это не так(((. да и с животными получилось глупо, ну откуда в постъядерном мире столько мутированной живности??-с этим и в оригинале порядок, а вернее даже перебор. Итоговая оценка 6

согласен с камментом haser8 31.01.09 19:15 Забавы ради +10, но в остальном +4, среднее +7

так он работает без Martigen’s Mutant Mod или нет, если нет, то где его взять? Нексусы и прочую ересь не предлагать=))

А что Мартиген зашевилися? еси так то еще надо Оскуро и тогда будет вообще шик)

на мой взгляд абсолютно ненужный мод. это что угодно, Doom, Qwake, но только не Fallout! Теряется атмосфера, геймплей и без того сильно смещённый в сторону Action, с этим модом вообще рухнет! =/ Не буду ставить оценку вообще!

FANt0M. ты слегка что-то путаеш, для работы не требует твоего придумоного 60мб Martigen’s Mutant Mod. Arcanist респаун можно выбирать. Chaser8 и aleksrain автор(мода) пишет, что зделал плаг для усложнения игры.

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About this mod

MMMF3 focuses on adding a huge range of diversity to creatures and NPCs in the Fallout 3 world as well as adding new and unique creatures and NPCs to encounter.

This mod does not have any known dependencies other than the base game.

Mods requiring this file

Credits and distribution permission

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This mod is not opted-in to receive Donation Points

Translations available on the Nexus

«Let it begin! Let it begin!!» [Rhino, Bolt] Release Candidate

NOTE: For using MMMF3 with FOOK2, XFO, FWE and more see FOIP

EDIT: Be sure to do the rest for 4-days inside thing for a current game (and possibly a clean-save if you want to be sure). It may be a small update, but what’s not listed in the changelog are a range of small consistency changes to a lot of the scripts. These aren’t listed in the changelog because it’s kind of hard to describe, but the short description is that out of the Zeta debugging I found that actors using a template that’s a level list of actors lose any variables on them at a cell reset, but actors using a template of another actor retain them. This has important implications for some scripts that assume or require some variables are retained or cleared, since previously I was operating on the assumption they all behaved the same. The Deathclaw entry in the changelog above is a result of this new pearl of wisdom not previously documented anywhere, and there may be more but without specific examples (since I’m updating all relevant scripts to prempt similar issues).

See official thread here for more info and screenshots:
Martigen’s Mutant Mod 1.0 RC 6.1

. RC 6.1

* Fixed level-up crash bug
* Fixed Robot Outcast variants aggro causing chaos
* Fixed Iguanas making some creatures hostile, now in No Attack faction
* Fixed Iguanas being able to take down a Brahmin in battle!
* Fixed loud volume of Iguana footsteps
* Fixed Super Mutant Enforcers not throwing their grenades
* Fixed Talon Hit squad leaders not carrying notes
* Fixed loot not showing up for Wild Boar
* Added Micro Fusion cells as extra loot for Deathclaw Alphas
* Added Small Energy cells as extra loot for Super Mutant Enforcers
* Added new loot type to Glowing Ones: Radiated Ghoul Flesh
* Added new skeleton, model, and variant skins for Ramblers
* Added Sesom’s updated textures for Iguanas
* Boosted Monstrous Dog and Wild Boar health
* Boosted Fire Gecko’s damage from his fire strike
* Boosted health and poison damage for Ramblers
* Greatly boosted Deathclaw Alpha health and added DR for its armor
* Greatly boosted Super Mutant Enforcer health and added DR for its armor
* Greatly improved diversity and range of Supermutant generic loot
* Tweaked Gargantuan loot to contain less loot and better variety
* Tweaked Wild Boar loot to contain a higher chance of Boar Meat
* Slightly reduced chances of Ramblers and Glowing Ones at high levels
* Updated Talon Hit squads increased spawn rate and to use correct AI packages
* Updated Regulator Hit squads increased spawn rate and to use correct AI packages
* Updated Glowing Ones to no longer explode if already gibbed
* Updated misc loot reward tables for new loot types in RC6
* Shooting Alphas and Enforcer armor now shows bullet ricochet effect
* Dropping a Live Iguana now places a live Iguana in the world
* Renamed Yao Guai Pups to Yao Guai Cubs
* DLC Broken Steel: Added Albino Radscorp Meat to Albino Radscorps
* DLC Broken Steel: Added improved loot to Feral Ghoul Reavers
* DLC Broken Steel: Reduced chances of Albino Radscorps
* DLC Broken Steel: Reduced chances of Reavers with Soft Unleveling
* DLC Broken Steel: Updated Enclave Robot lists for BS Enclave skins
* DLC Zeta: Fix crash bug at garbage chute in cargo hold

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. RC 6.0

. New Creatures

If you want the full experience of unleashing Iguanas on the Wasteland, use the full Iguana mod from Sesom and complete the quest. This also allows Iguanas to be given to vendors and swapped for the on-stick variety and the ability to raise an Iguana as a pet. Note Iguanas won’t appear in the Wasteland until you complete the quest.

. New and Updated Features

NOTE: The first time you load your game with the menu plugin loaded, it takes 15 seconds before you’ll see the option in your Pipboy.

You still need to load certain plugins that can’t be configured from the menu: Natural Selection, Tougher Traders, Zones Respawns and the DLC plugins. All the rest can be done through the menu.

New in RC6: Night Ghoul Eyes now give you an AP boost and increase your movement speed 100%. Now only can you see like Night Ghouls now, but move like them too. Feel the power of the Night Ghoul!

This only applies to Creatures. Robots and NPCs have been made excempt by request, for those scavenging for robot parts for Energy Weapon users who rely on looting dead NPCs.

0) Make sure you have installed ArchiveInvalidation Invalidated!
1) Unzip the mod to your Fallout 3/Data directory.
2) Use FOMM to select the following files to load (you *MUST* select both):

[+] Mart’s Mutant Mod.esm
.
. (other mods)
.
[+] Mart’s Mutant Mod.esp

3) Optionally, also select your choice of plugins:

Make sure that:

4) Go inside somewhere without creatures and NPCs, rest for 4 days
5) Save your game, and load your game.
6) Enjoy!

This mod is a port of MMM from Oblivion to Fallout 3. It focuses on adding a huge range of diversity to creatures and NPCs in the Fallout 3 world as well as adding new and unique creatures and NPCs to encounter. The mod is broken down into a core base and a range of optional modules.

The key results the mod achieves are:

Main features include:

:: Stat scaling

All creatures and NPCs have a sliding-scale random modified adjustment to their base values for STR, END, PER, INT, AGI, LUC, Speed and Health.

The exceptions are STR, END and Health values which are based on size (see next), as are loot drops for creatures (see below), where larger creatures are stronger, have more endurance, and more health.

:: Size scaling

:: Size based loot

Larger creatures will drop more meat, smaller ones less (or none at all). This may be expanded in future to include other types of loot.

:: Factions

Additionally a special No Attack faction protects Scavengers, their pets, and optionally traders (with the Tougher Traders) plugin from being attacked, without the need to mark them Essential (and thus prevent the player from killing them). It’s also used for special creatures in the mod, such as the passive Wasteland Scorpion and Corpse Flies being largely ignored in favour of bigger threats.

:: Behaviour AI

Why is it that most creatures and NPCs seem to be hostile, despite the fact that in order to survive a creature or NPC still needs to pick its fights (otherwise, how did it last this long?)

:: Diverse Creature Skins

Most creatures in Fallout 3 have only a single texture, making every creature a clone of the next. Diverse Creature Skins provides a range of texture variants for each and every creature, so when you encounter a pack of rabid, yet slightly cute, MoleRats they all look a little different. This is one of those features that sounds simple but makes a huge impact in-game.

These are some of the creatues and the number of variants in the mod:

* 3 Brahmin
* 3 Radroach
* 3 Deathclaw
* 3 Deathclaw Baby
* 3 Deathclaw Matriarch
* 3 Giant Ant
* 3 Floater
* 3 Wanamingo
* 3 Vicious Pup
* 4 Vicious Dog
* 4 Mirelurk
* 4 Yao Guai
* 4 BloatFly
* 4 FireFly
* 5 Molerat
* 5 Molerat Young
* 5 Centaur
* 5 RadScorpion
* 9 Geckos
* 84 Feral Ghoul
* 104 Supermutant

:: Diverse NPCs

Just like Diverse Creature Skins, the NPCs in the game also get some treatment. Mostly, and for the moment, this focuses on Raider diversity and includes 100 Raider variants all with new unique faces, hair, etc. Additionally, there are 12 variable tattoos styles which are mixed and matched across 28 different race variations.

The result is a much wider scope of Raider appearance you will encouter in the game, and greatly fleshes them out as a faction in the Wasteland.

:: New Creatures & NPCs

What’s an MMM without new creatures and NPCs? Just to start, the first release of MMM for Fallout 3 will have:

Between size scaling, stat scaling, behaviour and diverse skins every creature you meet is literally unique. See a group of Vicious Dogs? Each one looks different, has its own temperament, has its own size, moves at its own speed, has its own endurance and health, and its own strength and damage. Fighting in the wasteland will never be the same, every encounter is unique!

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:: Other features

Naturally, MMMF3 comes with a range of plugins to add features or alter the operation of the mod. In this release you will find:

:: Increased Spawns

If you currently use the standalone Increased Spawns the MMMF3 installation will overwrite this for you and replace it with the required module for MMMF3.

Increased Spawns adds 1-3 spawns per spawn point, while Increased Increased adds 2-5 per point. The feature is actually configurable, and you can set whatever range you want by editing either plugin and changing the MMMzIncreasedSpawnsMin and MMMzIncreasedSpawnsMax values.

:: Zones Respawn

By default most areas, especially interiors, in Fallout 3 are marked as ‘Never Resets’ such that once you clear an area, it stays cleared. This module enables these areas to respawn, with the exception of areas which shouldn’t, such as the Vaults and some areas related to the main quest line.

Note: This mod does not change or provide modules to change the amount of time before a cell ‘resets’, which defaults to 3 days. There are plenty of other mods to change this for you.

:: Feral Ghoul Rampage

For those zombie movie addicts, Feral Ghoul Rampage multiplies the volume of Feral Ghoul spanws by 5, on top of the result from Increased Spawns. So for example if you are using Increase Spanws instead of 1-3 Feral Ghouls you will see 5-15 at any Feral Ghoul Spawn point. If you load this with Increased Increased spawns, make sure you’re packing nukes!

While crippling works quite well in Fallout 3, does it make sense that a SuperMutant near death is able to swing his nailboard as hard as when he first met you?

Bleeding effects will add spurting blood to wounded creatures and NPCs which starts midly and increases as they become more wounded.

:: Natural Selection

Thanks to ACE for working with me on this and creating the plugin.

:: Tougher Traders

By default MMMF3 will automatically protect Scavengers from being beat-up on by the local wildlife, while still enabling them to be killed by the player, and the same is true of Traders if you load this plugin. Traders were made optional for this protection so that you can use mods like Roadwarden where you play quests to protect Traders from attack. If you don’t want Traders getting killed off mid-game, load this.

:: Hunting & Looting

This adds much more than a simple dynamic to the game. NPCs for example may pick up extra weapons to use as a backup, or find more stimpacks to heal themselves. When you find an NPC, he could well be using a weapon he looted from the corpse of a foe further down the road.

Note: In the Beta only NPCs are included. Additionally, in Fallout 3 currently (as I may be able to fudge this) NPCs only pickup weapon types they don’t currently have. For example if they have a ranged weapon but no melee weapons, they may pickup a baseball bat but ignore a gun. They also can’t pickup equipped items on corpses, a limitation carried over from Oblivion. For this reason you’ll find grenades, food, drugs, etc looted more often than weapons and armor (maybe this a good thing we don’t want to change, leaving you to get them).

:: ‘No. ‘ plugins

Various plugins to turn off MMM features. Usually these are provided for some new creatures, and features that may be more taxing (enabling lower-end users to disable them).

With the MMMF3 master file you can now do the following:

* Create new plugins using to add or modify content in MMMF3
* Create compatibility or integration plugins for other mods, by building them with the MMMF3 master file

To build a compatibilty or integration plugin, use FO3Edit to determine which records or fields you want to populate across to MMMF3 (or vise versa). You can then use FO3Edit to copy new records into a mod, or a new dependent plugin, and use either FO3Edit or the GECK to populate fields as required.

See me for more help if you’re the author of a mod and want to provide MMMF3 integration as a core or optional plugin with your download.

Koldorn is my partner in crime. Most of the variant textures and some of the new creature textures you see, as well as the superb tatoos for the Raiders, were designed by Koldorn. While I built the functionality of the mod, Koldorn is responsible for the look and feel.

Thanks also go to ElminsterEU for FO3Edit and Timeslip for FOMM.

And thanks also go to Delamer, whose five star tech support and playtesting have been and continue to be invaluable.

There’s always room for more new creatures, skin variants, and features. As above you can make your own compatible plugins, and I’m happy to help you creatre them. Indeed, like Natural Selection, they can even be included as part of the core mod.

As always, credit is given for any work so if you want to be involved let me know!

Источник

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