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Modding MMM...is it possible?


tiltingmsh

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So...I like a lot of what MMM does (Mart's Mutant Mod) but there's a couple things I can't stand:

 

1) Pretty much all of the added monsters. Stuff like Ramblers and the new Super Mutants just don't do it for me, and then there are Firelurks...those are just stupid IMO.

 

2) The "no attack faction" that MMM uses, to protect scavengers and a bunch of other random NPC's. This is a game killer IMO. One of the things I loved was wandering the wasteland and stumbling across a scavenger battling with a random creature. Made the wasteland feel more alive. With MMM they now wander about freely, safe from harm, which is just ridiculous.

 

I know MMM is fairly configurable and allows you to disable some of the new monsters, but not all of them (like Firelurks). And while the no attack faction is optional on the traders, everybody else that is included in it is mandatory if you want to use the mod.

 

So what I'm asking is, is it possible to alter the mod to remove ALL the added creature, and to remove the no attack faction and restore the NPC's to their original factions, while keeping everything else intact?

 

Everything else the mod does is amazing, especially stuff like Natural Selection, size/stat scaling, and Hunting and Looting, but I'd really prefer vanilla creatures and I can't stand the no attack faction.

 

I've never modded or used GECK, so basically if somebody can tell me it's at least POSSIBLE then I'll try. I'd just prefer to know there's even a point before I start mucking around trying to figure it out lol.

 

Thanks for reading all this. Any advice/info appreciated.

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Of course it's possible. You'd have to remove all instances of the firelurks from any leveled lists and scripts, if any. You might even be able to reset the scavenger factions to their original state simply be removing the appropriate record from the mod with a tool like FO3Edit. It you are planning on modding an ESM, you'll have to turn it back into an ESP first, again with a tool like FO3Edit. All that said, I've never used MMM (though I am familiar with what it is), so I can't say for sure exactly what and where you need to modify it.

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With MMM, you can do all your edits in the MMM esp files and leave the esm alone. For the 'no attack', load up Mart's Mutant Mod.esp and edit all the factions. In the 'Interfaction relations' box, look for the zMMMzNoAttack that is set as a 'friend'. Remove zMMMzNoAttack from that window.
DON'T delete the actual zMMMzNoAttack faction object - you'll break tons of scripts if you do. Just remove it from the other factions that you care about. Don't bother removing the faction from NPC objects or creatures, since members of zMMMzNoAttack are neutral to each other by default, so very aggressive actors will attack each other or neutrals regardless (unless they are mutually in some other faction where they are friend/ally).

New creatures are not actually placed in the world. MMM doesn't touch any cells. Their spawning is scripted to occur when a vanilla creature spawns (increased spawns). As far as I can tell, there's 5 scripts that will spawn a firelurk along with the vanilla creature. Several of them give a 9 percent chance of spawning.

In the Geck, just right-click on 'zMMMzCrFirelurk', then click on 'use info'. The window will show you what scripts reference the zMMMzCrFirelurk. Open a script and comment out (place a ; in front of it) these lines:


;if GetRandomPercent <= 9
;    set rSpawn to placeatme zMMMzCrFirelurk 1
;    rSpawn.setav variable06 1
;endif

I think that will do it for the firelurks. I didn't see any in the lists for the MMMzLvlMirelurk template.

So there's something to get you started.

 

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Awesome info, thanks a lot for this. I would have never figured that out on my own. I don't want to jinx it but I almost think I can handle this hahaha.

 

So for Ramblers, and the other added creatures that can't be turned off by the MMM configuration, the process to disable them will be the same as what you posted here for the firelurks?

 

And for the wastelanders and their pets, for example, all I need to do is remove the zMMMzNoAttack from them? Is there a list of everybody that is in the zMMMzNoAttack faction?

 

I won't need FO3Edit? I do all of this in GECK?

 

Sorry for the dumb questions, this is my first time using GECK or doing any type of modding.

 

Thanks again!!

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