(Beta) Real Time Settler

Post » Sat Dec 12, 2009 11:08 am

I'd love to try this out, have for a while.
But it seams so huge!
How is the impact of this? Will it slow my game down?



Well, I have a less then decent pc I guess, it doesn't slow it so much, unless of course you spam lots of stuff.





@Miko can't remember if you need to register, but try to and see if it let's you, it's just 2 minutes anyway
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Laura-Jayne Lee
 
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Post » Sat Dec 12, 2009 6:32 am

I'd love to try this out, have for a while.
But it seams so huge!
How is the impact of this? Will it slow my game down?


I had a sprawling town encompassing all of Minefield (thanks to range extender mod), and had no performance issues. In fact the only mod that has really killed my PC like that so far has been the Rain&Snow mod O.o

Lower-mid machines might chug a bit IF you place many many things. Like dozens of junk walls :P
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Roddy
 
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Post » Sat Dec 12, 2009 7:55 am

Oh, nevermind my problem. I got it from another source ;D
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Alessandra Botham
 
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Post » Sat Dec 12, 2009 6:53 pm

Can you make an option for up to 40 plple in your village? someone was trying one but theygave up
a 'war' mode too?
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maddison
 
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Post » Sat Dec 12, 2009 6:06 pm

Can you make an option for up to 40 plple in your village? someone was trying one but theygave up
a 'war' mode too?

Here ya' go http://fallout3nexus.com/downloads/file.php?id=7948
An' a bonus http://fallout3nexus.com/downloads/file.php?id=7842
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Catherine Harte
 
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Post » Sat Dec 12, 2009 9:13 am

I don't have Fallout 3 yet but this looks amazing. Well done! :)
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Epul Kedah
 
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Post » Sat Dec 12, 2009 4:14 am

No lag due to the mod this far, works like a charm.
What a feat!

The 'picking up vanilla objects' feature is astounding.
Can't wait for the new release.
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Alyesha Neufeld
 
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Post » Sat Dec 12, 2009 6:44 am

Great mod been enjoying it so far. It increases the frequency which my game crashes or freezes but that's probably my load order or something. My game doesn't exactly need help crashing and freezing.

One thing I thought needed looking at though was the Raider battles. How many is it..10? that spawn in, should you have to kill them all to win really? I mean I killed nearly all of them but one got away, his health was down 50% but he legged it as I was finishing off the others, I didn't notice what direction he went and he was he only one to run. After the two minutes were the Raiders "Won", and robbed the stuff. Not to mention 30000 of 40000 caps I had.

Maybe it would be better if you killed the majority to win, say 80-90% or something.

Anyway looking forward to more, keep up the good work :goodjob:
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Shelby McDonald
 
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Post » Sat Dec 12, 2009 12:06 pm

Woha,
totally agree with Borjoysee there,
I just had my first raid...

I defeated the group of raiders+mutants, but apparently missed someone and the 2 minutes were up, and so was my recourse pile.
On top of the made suggestion I think a longer raiding time would be a good remedy against this as well.

With only small,starting settelment, my poor little villagers never really had a chanse against a few missile launchers, all exept the searchers where whiped away.

Had just returned from an awesome expedition to the armandale Library where I gathered quiet some materials.
Though I don't have any builders right now to do anything with them, bummer:P
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i grind hard
 
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Post » Sat Dec 12, 2009 7:14 am

Here ya' go http://fallout3nexus.com/downloads/file.php?id=7948
An' a bonus http://fallout3nexus.com/downloads/file.php?id=7842


theres no file for the cap extender, an i have the other, the cap extender is where i said they gave up
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Auguste Bartholdi
 
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Post » Sat Dec 12, 2009 4:11 am

Yeah, I can't seem to find the file for extending villager cap as well.
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Kanaoka
 
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Post » Sat Dec 12, 2009 6:34 am

Yeah, but i do have Villager Cap extender ie. 20 villagers per shack x) I think that the RTS team should use FOSE for all that stuff, because it would make things easier and better
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Kelly Upshall
 
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Post » Sat Dec 12, 2009 9:42 am

theres no file for the cap extender, an i have the other, the cap extender is where i said they gave up


You mean the range extender you have, because the villager cap extender as been taken down for a while the time he manage to get rid of an insidious bug from what i heard n comment. I just hope it will be back shortly, because yeah this mod is awesome :D
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Killah Bee
 
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Post » Sat Dec 12, 2009 5:13 pm

Yeah...I have a small problem with the mod. When i change things, like chairs, to use other model, the textures of some are constantly changing to some weird ones. The same is happening to some of the beds. You know how to fix it\What's the problem?
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Naomi Ward
 
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Post » Sat Dec 12, 2009 7:46 am

Yeah...I have a small problem with the mod. When i change things, like chairs, to use other model, the textures of some are constantly changing to some weird ones. The same is happening to some of the beds. You know how to fix it\What's the problem?

Do you use patch Nb 1?
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Jessica Phoenix
 
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Post » Sat Dec 12, 2009 6:22 pm

Question:
Will my villagers trip my mines?
It would seem silly if they would...but than again...defending a village with mines isn't the most preservative way either.

Edit: allright, read the forum about this. So they are supposed to ignore them...but sometimes trigger them anyway...
hmm..
Ohwell.
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Rebecca Clare Smith
 
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Post » Sat Dec 12, 2009 10:56 am

Question:
Will my villagers trip my mines?
It would seem silly if they would...but than again...defending a village with mines isn't the most preservative way either.

Edit: allright, read the forum about this. So they are supposed to ignore them...but sometimes trigger them anyway...
hmm..
Ohwell.

easy way to fix that give them all *light step* perk :) i believe it wouldnt be too hard to code in
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Natasha Callaghan
 
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Post » Sat Dec 12, 2009 5:50 am

I've played this mod, and i can say it's pure awesomeness. Although one thing that bothers me, science doesn't get up so quick, and collecting building materials is very sloooooooow.
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Liii BLATES
 
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Post » Sat Dec 12, 2009 3:01 pm

I think I've been stupid.
I was building my market, and hurried it up.
After the day was passed, the building was there, the shopkeeper was there, but the building-site was still there as well...so i decidet to 'disable'...well.
My market is now inactivatable...soooo.
What should I do?
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Trevi
 
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Post » Sat Dec 12, 2009 8:48 am

I think I've been stupid.
I was building my market, and hurried it up.
After the day was passed, the building was there, the shopkeeper was there, but the building-site was still there as well...so i decidet to 'disable'...well.
My market is now inactivatable...soooo.
What should I do?

Try managment center -> Trouble-shooting -> Raze buildings -> Raze Market
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Janette Segura
 
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Post » Sat Dec 12, 2009 3:51 pm

Try managment center -> Trouble-shooting -> Raze buildings -> Raze Market

Neat one, will try. :)
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Charlotte X
 
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Post » Sat Dec 12, 2009 6:27 am

Yep, i use both. Patch nr. 1 and nr. 2
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Flesh Tunnel
 
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Post » Sat Dec 12, 2009 9:15 am

I've played this mod, and i can say it's pure awesomeness. Although one thing that bothers me, science doesn't get up so quick, and collecting building materials is very sloooooooow.


Try bringing your academy some pre war books. :)
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Maeva
 
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Post » Sat Dec 12, 2009 11:15 am

Wut 'bout weird textures?
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Jake Easom
 
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Post » Sat Dec 12, 2009 7:45 am

Well shoot, it happened again...
Odd thing is, the construction site torch is gone and the merchant is going on his routenes.
What's bugging?

I'm using the 1b patch.

Edit: saw a report on the forums that the Market would just be a barrel when placed too close to the workbench.
Now mine isn't all that close, but could this be something?
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Brandon Bernardi
 
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