[RELz] Fallout 3 Advanced (Version 3.0)

Post » Tue Jun 01, 2010 4:10 am

What a good spot for that power fist! I can punch my way in with a power fist then punch my way out with a better power fist! :liplick:
User avatar
Natasha Biss
 
Posts: 3491
Joined: Mon Jul 10, 2006 8:47 am

Post » Tue Jun 01, 2010 4:58 am

What a good spot for that power fist! I can punch my way in with a power fist then punch my way out with a better power fist! :liplick:


:lmao:

Hey guys I have some good news and some odd news.
Good news: I am looking at possibly having All 5 DLC done tonight....
The odd news: Its currently all inside of one large optional plugin....

So in version 3.1 it seems as though DLC will be treated as an all or nothing kind of situation.
The good thing about this is that it SHOULD be far easier for me to break this big esp into smaller chunks down the road.

So for a little while you might expect to either have all DLC supported or no DLC at all. :shrug:
I see it as a step in the right direction if this works out.

Now excuse me while cross my fingers and hope to get this in a playable state tonight.

edit: Oh and I have a question about Phalanx compatibility. What would need to happen to have it fully supported like with MMM?
User avatar
Jessica Nash
 
Posts: 3424
Joined: Tue Dec 19, 2006 10:18 pm

Post » Tue Jun 01, 2010 7:58 am

Great to here that the dlc plugin is coming out soon.
User avatar
Melanie Steinberg
 
Posts: 3365
Joined: Fri Apr 20, 2007 11:25 pm

Post » Tue Jun 01, 2010 6:23 am

I was up pretty late last night testing the full DLC build and even fixed a few bugs here and there with the old build. Its looking good for a release today. All DLC supported in a single large plugin.

Also I was able to get my old character back, currently a 22 tier 4 trader, simply by following these steps.

1. Advlevel 4 times each time picking my class perks. You might need to do this 5 times if you had picked one of the level 10 follower perks.
*Make sure to keep track of what skill you boosted with each level.

2. Once you have all of the class perks again all you need to do now is set your level back down to what it was before.
player.setlevel 22
player.setav Sneak 15
Rewardxp ( the amount of xp you were into your level )

The above worked except for one thing.
If you keep anything important in your transmigration locker make sure to take anything out before installing the latest version because those lockers WILL reset removing all of its contents.

Other than that it was pretty straight forward.
User avatar
Tamara Dost
 
Posts: 3445
Joined: Mon Mar 12, 2007 12:20 pm

Post » Tue Jun 01, 2010 1:46 am

You can Download this version http://www.fallout3nexus.com/downloads/file.php?id=8964

=============================================================
Fallout 3 Advanced ( FO3A ) By TheCastle
Version 3.1
=============================================================
This version now fully supports all five DLC
with one optional plugin.

When loading this mod Make sure to load in this order.

CT_FalloutAdvanced.ESM
CT_FalloutAdvanced - DLC.esp ( Optional )
CT_FalloutAdvanced - AAOFF.esp ( Optional )
~~~~~~~~~~~~~~~~~~~~~~ All MMM modules go here
CT_FalloutAdvanced - MMM.esp ( Optional )

=============================================================

(Changes from Version 3.0 to 3.1 )
-Dog meat and Mole rat meat no longer cause food poisoning

-Bug with Fatman and flamer no longer using ammo fixed

-Poison system bug when at zero poison resist fixed

-Full support for all DLC added in a single Optional plugin


=============================================================

( Known Issues )
-Drinking water from toilets and muddy puddles and such should cause some poisoning.

-Tesla armor Helm is far too good stat wise.

-I am worried that there will be bugs as a result of the shere amount of stuff I had to touch and prune from the DLC plugin...

=============================================================

( Phalanx Compatibility issues/Potential solutions )
-Follower HP is far too low ( Followers need about double their HP )

-Stimpaks are boosted far too greatly for current balance. ( What needs to happen is NPCs gain a bonus from stimpaks that the player does not also receive. )

-Two Follower Perks are no longer effective with Phalanx followers. ( It would be fairly simple to add support for all phalanx followers )

-Currently do not have permission to make a compatibility patch for Phalanx.

=============================================================

Note: If you already have a character who has been using a previous version of FO3A you will have two things to to do to use them in the new version.

1.) manually re-add all new class and follower perks unique to FO3A that your character had before.

2.) Do not install until after you have cleaned out the transmigration locker. These lockers fully reset.

3.) This is the last time a problem like this will happen... Sorry :(
User avatar
lucile
 
Posts: 3371
Joined: Thu Mar 22, 2007 4:37 pm

Post » Tue Jun 01, 2010 3:59 am

I apologize that the overhaul has been in a bit of a state of flux with keeping your characters and DLC. Things should level out soon and I do not plan on making changes that will effect your characters directly in the future.

Strong criticisms of the new poison system have been given.
The poison system being included on food is not having a desirable effect on game play. While it works fine when poison is received from combat with a monster it seems to only drag the entire purpose of the new radiation system in the mud.

In addition to that the system does not provide proper feedback or a proper explanation of how it works in game and the potency/length of poisoning is too high in general.
I need to know what others think about this system and discuss ways to improve it. Its possible that most problems with the system can be reduced simply by providing a message and a note that explains the system entirely on the first time you receive a poisoned status.

The new radiation system does not currently provide a proper in game explanation on how it functions
3.2 will have a message that pops up and a note explaining the system in its entirety.

Potential for an optional Casual mode plugin for normal players.
Currently as it stands most overhauls for FO3 tend to increase the difficulty of the game to degrees far more hardcoe than most people can handle. I can see a desire to play a revised version of FO3 without having to spend every waking hour playing the game just to not be destroyed by some raiders in the lowest level locations in the game world while using power armor and tweaked out weapons. While FO3A will always be a more complex iteration of FO3 it is not impossible to make the game world a more casual place also. This would mean far less restrictive abundance of ammunition and bottle caps in addition to various other balancing adjustments.

Version 3.2 will more than likely include separate plugins for each DLC.
Its only a matter now of splitting up the single plugin I have created now. But first I must collect data on any potential problems with the current plugin before moving forward.

I have a great desire to add more veriety of weapons and armors to FO3A.
Much in the same vein as FOOK I am exploring the idea of increasing the number of weapons and armors available to the player. Though, I will be more restrictive in the balance and form of the weapons I choose to add.
User avatar
BEl J
 
Posts: 3397
Joined: Tue Feb 13, 2007 8:12 am

Post » Mon May 31, 2010 10:00 pm

WOOT!!!!!1!!!eleven!!!!11! :foodndrink:

Ok great news. I will play around with it for a while and then create a few compatibility patches.

I will miss my glitched fatman of doom. :P

I have not yet had any issues with the poison system at the moment.

And please, Please, PLEASE, be careful with the new armor and weapons. They could have a deep impact on game balance, and some mods tend to add multiple weapons with the same stats making things a bit redundent.


Anyways, keep up the great work.
User avatar
Ricky Meehan
 
Posts: 3364
Joined: Wed Jun 27, 2007 5:42 pm

Post » Tue Jun 01, 2010 10:20 am

WOOT!!!!!1!!!eleven!!!!11! :foodndrink:

Ok great news. I will play around with it for a while and then create a few compatibility patches.

I will miss my glitched fatman of doom. :P

I have not yet had any issues with the poison system at the moment.

And please, Please, PLEASE, be careful with the new armor and weapons. They could have a deep impact on game balance, and some mods tend to add multiple weapons with the same stats making things a bit redundent.


Anyways, keep up the great work.


Yeah, if I do add new weapons/armor it will be very carefully. I would like to do it under the mindset of finding and filling more unique archetypes or mechanics and fleshing things out in those directions. That prospect is a bit pie in the sky at the moment though because I want to make sure I split the DLC plugin up into separate pieces. This whole DLC thing has felt a bit like a tight rope walk from the beginning and would be happy to see it be over and done with.

Here is the problem though.
Will splitting that plugin up conflict with compatibility for anything that you are planning to do? And if so would it be best to leave DLC compatibility as a single plugin?
User avatar
Monika Fiolek
 
Posts: 3472
Joined: Tue Jun 20, 2006 6:57 pm

Post » Tue Jun 01, 2010 9:12 am

It should not conflict with any of my plans as far as I know.
User avatar
Justin Bywater
 
Posts: 3264
Joined: Tue Sep 11, 2007 10:44 pm

Post » Tue Jun 01, 2010 4:31 am

It should not conflict with any of my plans as far as I know.


Ill gladly coordinate with you or anyone who wants to create compatibility patches for FO3A.
User avatar
sw1ss
 
Posts: 3461
Joined: Wed Nov 28, 2007 8:02 pm

Post » Mon May 31, 2010 9:52 pm

I am uploading a plugin now but FO3Nexus is messed up for me.
User avatar
m Gardner
 
Posts: 3510
Joined: Sun Jun 03, 2007 8:08 pm

Post » Mon May 31, 2010 11:14 pm

It is up for download!
http://www.fallout3nexus.com/downloads/file.php?id=10210
User avatar
Luis Reyma
 
Posts: 3361
Joined: Fri Nov 02, 2007 11:10 am

Post » Tue Jun 01, 2010 10:00 am

It is up for download!
http://www.fallout3nexus.com/downloads/file.php?id=10210


awesome! grabbed it :D

Btw if you want I believe I can give you access to upload to the FO3A page.
User avatar
Rude Gurl
 
Posts: 3425
Joined: Wed Aug 08, 2007 9:17 am

Post » Tue Jun 01, 2010 6:50 am

That would be nice.
User avatar
john palmer
 
Posts: 3410
Joined: Fri Jun 22, 2007 8:07 pm

Post » Tue Jun 01, 2010 7:56 am

That would be nice.


Ok ill set that up tomorrow.

I just finished up the optional casual plugin.

Fallout 3 Advanced ( FO3A )
Version 3.2
==================================
This plugin allows for a more casual experience. While still considerably harder than normal Fallout 3 this plugin brings the challenge level down in terms of ammo rarity, damage, and stim potency.


Now keep in mind that I change very little in terms of game play mechanics. This is still a challenging experience much greater than the normal game. I also greatly suggest to anyone who considers themselves to be a more casual player to strongly consider sub classing tier 1 trader for the perks it offers.

Body part data damage multiplier on the player has been cut in half.
Stimpaks heal more and make you feel less hungry. ( Hunger -5 )
Ammo is still more rare than vanilla FO3 but is far more plentiful than standard FO3A.
Selling and buying items is considerably less costly and much more profitable.
User avatar
Marcia Renton
 
Posts: 3563
Joined: Fri Jan 26, 2007 5:15 am

Post » Tue Jun 01, 2010 6:28 am

Working on a new plugin for http://www.fallout3nexus.com/downloads/file.php?id=6938
User avatar
aisha jamil
 
Posts: 3436
Joined: Sun Jul 02, 2006 11:54 am

Post » Tue Jun 01, 2010 4:05 am

Working on a new plugin for http://www.fallout3nexus.com/downloads/file.php?id=6938


lack of a proper ADS has been one of my major gripes with FO3.. very cool.

edit: This mod seems to also include new weapons in the elite version and they all use standard ammo types. Thats pretty interesting, though I wonder if getting this to work with enhanced energy weapons effects would be possible.
User avatar
Dylan Markese
 
Posts: 3513
Joined: Sat Dec 01, 2007 11:58 am

Post » Tue Jun 01, 2010 10:39 am

I can try to make EVE compatible with it too.

Should I focus on the basic or elite version?
User avatar
Dean Brown
 
Posts: 3472
Joined: Fri Aug 31, 2007 10:17 pm

Post » Tue Jun 01, 2010 11:02 am

I am uploading the FO3A - RH_IronSights basic now.

No EVE or DLC version yet.

Edit:

Basic version uploaded! Working on DLCs now.

http://www.fallout3nexus.com/downloads/file.php?id=10218
User avatar
Gen Daley
 
Posts: 3315
Joined: Sat Jul 08, 2006 3:36 pm

Post » Mon May 31, 2010 10:32 pm

I can try to make EVE compatible with it too.

Should I focus on the basic or elite version?


for now I suggest basic functionality and focusing mostly on what you personally need for yourself.

I want to make sure to contact the authors of these mods and ask for permission and to let them know whats going on. I know that simple patches like this are not really infringing on peoples work but id like to at least chime in with the authors.

Also make sure you make a txt file to release with your work so you get credit for your time. Ill allow you access to the FO3A page shortly.
User avatar
phil walsh
 
Posts: 3317
Joined: Wed May 16, 2007 8:46 pm

Post » Tue Jun 01, 2010 8:00 am

He has not finished the elite version yet so I'm staying with basic.
Yeah I keep forgetting to include a read-me, will add them soon.

I will sometime soon create a non-dlc version of the armor replacer.

Would you like me to contact the authors, or you?

Edit:

http://www.fallout3nexus.com/downloads/file.php?id=10218 is now uploaded!

It adds support for DLC, and, thankfully, a read-me!
User avatar
Mashystar
 
Posts: 3460
Joined: Mon Jul 16, 2007 6:35 am

Post » Mon May 31, 2010 11:19 pm

He has not finished the elite version yet so I'm staying with basic.
Yeah I keep forgetting to include a read-me, will add them soon.

I will sometime soon create a non-dlc version of the armor replacer.

Would you like me to contact the authors, or you?


It would be helpful if you could contact them. Though it would be nice if you could CC me to keep me in the loop.
As it stands right now I will most likely begin separating the DLC esp up and the process might end up taking a bit of my time.
Maybe we can work something out down the road where a single compilation of these mods could be created for a tighter more balanced experience. A larger scale overhaul?

You should have access to the FO3A page now btw. Welcome aboard :)
I appreciate your company on this project.

Ill most likely begin on the DLC separation task tonight.
User avatar
Chloe Yarnall
 
Posts: 3461
Joined: Sun Oct 08, 2006 3:26 am

Post » Tue Jun 01, 2010 7:21 am

It would be helpful if you could contact them. Though it would be nice if you could CC me to keep me in the loop.
As it stands right now I will most likely begin separating the DLC esp up and the process might end up taking a bit of my time.
Maybe we can work something out down the road where a single compilation of these mods could be created for a tighter more balanced experience. A larger scale overhaul?

You should have access to the FO3A page now btw. Welcome aboard :)
I appreciate your company on this project.

Ill most likely begin on the DLC separation task tonight.



Thank you. :hugs:

Yes I would love to help you down the road, where do I sign up. :deal: ^_^

And thank you for your devotion to updating this mod! :tops:
User avatar
Nicole Elocin
 
Posts: 3390
Joined: Sun Apr 15, 2007 9:12 am

Post » Tue Jun 01, 2010 8:44 am

FYI, I have now added Arwen's Smarter AI.esp to my active modlist.

According to FO3Edit, there are no conflicts with Fallout 3 Advanced at all. In fact, there are no conflicts with any of my mods, including MMM. In one instance, Arwen's Smarter AI makes a change that is identical with one of MMM's changes. Other than that, no interaction at all.

So, should be definitely listed as "fully compatible."

gothemasticator
User avatar
Jordyn Youngman
 
Posts: 3396
Joined: Thu Mar 01, 2007 7:54 am

Post » Tue Jun 01, 2010 5:00 am

FYI, I have now added Arwen's Smarter AI.esp to my active modlist.

According to FO3Edit, there are no conflicts with Fallout 3 Advanced at all. In fact, there are no conflicts with any of my mods, including MMM. In one instance, Arwen's Smarter AI makes a change that is identical with one of MMM's changes. Other than that, no interaction at all.

So, should be definitely listed as "fully compatible."

gothemasticator


Awesome!
Ill have to grab that one today. ( My sleeping habits are all messed up at the moment... )

to Deathtard..
When you get a chance, can you try to add a file or modify the FO3A nexus page just to see if you have access?
I am pretty sure I added you but I want to make sure it works like I think it does. If you do add the files make sure to list them as optional files.
User avatar
Gill Mackin
 
Posts: 3384
Joined: Sat Dec 16, 2006 9:58 pm

PreviousNext

Return to Fallout 3