[WIPz] FO3 Phalanx

Post » Mon Sep 07, 2009 10:42 pm

I've been so so SO TEMPTED to try this mod. But I know if I get it I won't be able to help myself, I'll have every companion ever. Can you tell them to go stay at your house? Or do they have to be at the tent?


They will wait anywhere you tell them and never leave. At the campsite though, they will do cool things like sleep, talk, play with things.

Its true that Phalanx does not limit your follower numbers in any way right now, but a limitation is intended to be put in at some point here. I am playing with the idea of limiting your active combat squad to 5, or maybe even 4 (hehe), but no limit on actual "hired" followers. This squad size limitation will be able to be disabled by the player using the follower-helper-NPC "Gary".
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Natalie Harvey
 
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Post » Mon Sep 07, 2009 11:37 am

They will wait anywhere you tell them and never leave. At the campsite though, they will do cool things like sleep, talk, play with things.

Its true that Phalanx does not limit your follower numbers in any way right now, but a limitation is intended to be put in at some point here. I am playing with the idea of limiting your active combat squad to 5, or maybe even 4 (hehe), but no limit on actual "hired" followers. This squad size limitation will be able to be disabled by the player using the follower-helper-NPC "Gary".


Yeah, I'll probably DL it, at the very least I can see my work in the game with the K-9 unit lol! Since I am not using 1.5 I won't have any of those weird non matching skin tone issues right? In addition to other things. Also, does your mod add any perks that make an uninstall hard? Also, are all your followers voice acted? I know this is stupid but I can't stand non voiced characters in a voiced game. You hear sound and voices and then talk to someone to see dead silence.
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Laura Richards
 
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Post » Mon Sep 07, 2009 1:10 pm

Yeah, I'll probably DL it, at the very least I can see my work in the game with the K-9 unit lol! Since I am not using 1.5 I won't have any of those weird non matching skin tone issues right? In addition to other things. Also, does your mod add any perks that make an uninstall hard? Also, are all your followers voice acted? I know this is stupid but I can't stand non voiced characters in a voiced game. You hear sound and voices and then talk to someone to see dead silence.


There's 3 custom followers - - Malcolm, K-9, and Deisha. Malcolm is the only one who is fully voice acted, and he has a lot of dialogue. You can miss much of Malcolm's custom dialogue if you do not speak to him now and then, some of it is only available in certain locations and at certain quest stages for a couple of Megaton quests. K-9 has a moderate amount of dialogue leading up until you hire him. Deisha's combat taunts and related dialogue are voice-acted automatically by the game engine, but her hire quest dialogue is not.

It adds one perk, and there's two versions of .esp that you can pick for it. One version is intended for easy uninstallation and takes over the slot where "swift learner" used to be. The other one named "not-recommended-perks-and-stims" actually adds it as a new perk, it was made by request and I don't even know how to fix your savegame if you use it and then try to remove it.

0.96 won't have mismatched body skin tones with FO3 1.4 and earlier.
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Dean
 
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Post » Mon Sep 07, 2009 8:30 pm

Oh jesus christ.

I cannot use the death handling methodology that I came up with recently. I tested what happens when a follower gets turned into an ash pile by a crit.

The result is that the follower is transformed into a talking, AI-processing, nonmoving (I think) ash pile. I did not try fast traveling in the presence of the ash pile. I do not want or need an ash pile follower.

This is going to take some thought.
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Richard Dixon
 
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Post » Mon Sep 07, 2009 6:35 pm

Oh jesus christ.


Excuse me sir, I believer that is a capitol "J" and "C". ;)

The result is that the follower is transformed into a talking, AI-processing, nonmoving (I think) ash pile. I did not try fast traveling in the presence of the ash pile. I do not want or need an ash pile follower.


That is just too funny. I request a video! :D LOL.
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Kim Kay
 
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Post » Mon Sep 07, 2009 5:16 pm

That is just too funny. I request a video! :D LOL.


Alright, I'll make one. Will be a minute.
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Emmi Coolahan
 
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Post » Mon Sep 07, 2009 6:08 pm

That is just too funny. I request a video! :D LOL.


Video here. http://www.finhosting.fi/~fallout/screenshots/New_malcolmghost.avi . I don't care to upload this one to Youtube eh.....

pay attention to the compass markers. Malcolm's spirit is following me around as some sort of disembodied teleporting consciousness.
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krystal sowten
 
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Post » Mon Sep 07, 2009 2:26 pm

Hey, how does Anchorage deal with followers? I don't want to do the sim and find all my followers gone...
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Sian Ennis
 
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Post » Tue Sep 08, 2009 12:21 am

Hey, how does Anchorage deal with followers? I don't want to do the sim and find all my followers gone...


I am really not sure... you could try group wait and see how it goes.
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Etta Hargrave
 
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Post » Tue Sep 08, 2009 12:28 am

hey TGBlank I think you may be right about damageav fatigue in the instance we were talking about. When combined with setghost and other things it may not be causing the extreme breakage I saw before. I'm gonna keep it in the code for now and see how it lives during testing.
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{Richies Mommy}
 
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Post » Mon Sep 07, 2009 4:22 pm

It worked fine, I just went through O:A no problems.
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Amelia Pritchard
 
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Post » Tue Sep 08, 2009 2:35 am

Just a small issue, with broken steel. I visited megaton on the new bs quest. And found a women giving water to a begger.

This annoyed K-9 and he attacked the women, which caused all heck to break loose. (Robot, various guards etc etc all went after k-9.) K-9 was in hunt molerat mode (Told k9 to get lost)
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Michelle Smith
 
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Post » Mon Sep 07, 2009 11:22 pm

Just a small issue, with broken steel. I visited megaton on the new bs quest. And found a women giving water to a begger.

This annoyed K-9 and he attacked the women, which caused all heck to break loose. (Robot, various guards etc etc all went after k-9.) K-9 was in hunt molerat mode (Told k9 to get lost)


Interesting... !!!

I did that scene with followers present (all hired naturally) and nothing came of it. Thanks for the infoes.
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jodie
 
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Post » Mon Sep 07, 2009 4:35 pm

I have a development version of Phalanx-MainFollowerModule up that has a number of Fallout 3 version 1.5 changes to it, as well as code that allows compatibility for 1.4 and earlier.

If anyone would like to help me test it out, I'd be happy for that! Download location: http://www.finhosting.fi/~fallout/downloads/development/

Details on what this version should be doing are here:

http://www.finhosting.fi/~fallout/cgi-bin/yabb2/YaBB.pl?num=1242653271 (this is a read-only forum for most forum users).

An overview of the changes are:

1) Upon starting this version of the .esp, all hired followers lose their essential status (the new death handling system cannot use essential status due to its auto healing characteristics).

2) The code that was maintaining them as 'essential' has been disabled.

3) Followers should not be being set essential by their hire scripts any more.

4) Follower death and disabled management should be working properly for all followers except Dogmeat. It's an all-new system and if there's any problems, I'm hoping to find out about them before the thing gets released as a mainline version.

5) The weapon-switching-based-upon-distance has seen changes. There is a version difference between the 1.5 handling and the 1.4. If someone is running fallout 3 version 1.4 or earlier, they will need to visit Gary and use his dialogue option to switch compatibility mode to 1.4. 1.5+ is the default. The system should be performing well in both 1.4- and 1.5+ but the 1.5+ one performs better because areas of the script are internally sped up.

6) Be aware that there is a recurring Fallout 3 bug which causes followers to be unable to equip weapons (it also may be happening to some enemy-type actors). Followers will be standing in combat, or walking around a bit, but not equipping a weapon. Opening the trade window will reveal apparently 2 weapons in the inventory, one at a high repair level and one that is more damaged. One way to make the follower begin equipping the weapon again is to remove the weapon via trade window and then put it back. This is a bug to watch out for and understand any time you are watching followers fight.

I would like to make a workaround for this bug but am having a hard time doing it.

That's where it stands - - anyone who would like to mess with it, feel free.. !!!
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Sabrina Steige
 
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Post » Tue Sep 08, 2009 12:30 am

So what happens to followers when they die?
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Annika Marziniak
 
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Post » Mon Sep 07, 2009 11:38 pm

So what happens to followers when they die?

They explode with a megaton explosion.
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james tait
 
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Post » Mon Sep 07, 2009 3:35 pm

Cute.
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GRAEME
 
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Post » Tue Sep 08, 2009 2:55 am

Wow, they come equipped with the Nuclear Anomaly perk? :lmao:
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Nymph
 
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Post » Tue Sep 08, 2009 1:50 am

So what happens to followers when they die?


Details are here (like that post says) : http://www.finhosting.fi/~fallout/cgi-bin/yabb2/YaBB.pl?num=1242653271
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Poetic Vice
 
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Post » Mon Sep 07, 2009 10:15 pm

How delightful, I shall read it right away.
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Beat freak
 
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Post » Mon Sep 07, 2009 5:43 pm

Sometimes I get asked to add features to Phalanx that are either already there, or are intended to deal with gameplay issues I already addressed.

I made a video that's aimed for people who are new to Phalanx to help with some of that. It does not cover everything so I'll probably make more later.

http://www.youtube.com/watch?v=WgbRgqF22yc

And I could still use help testing the dev version of 0.97 as mentioned in previous post.
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lucy chadwick
 
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Post » Mon Sep 07, 2009 10:08 pm

Hey, is there any possibility of a Sharing and caring companions compatibility?
I love both mods but at the moment I believe it to be more fun hunting Super Mutants with Sarah Lyons so I'm not using Phalanx...
I wish there was a way I could give my Sharing and Caring companions Phalanx commands because those are awesome and really helps make followers awesome!
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yermom
 
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Post » Mon Sep 07, 2009 8:24 pm

I like what's going on here, I'll see if I can Download the test version and see what I come up with.

Does this address the weird BS spawning things I mention about 0.96?
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Mistress trades Melissa
 
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Post » Mon Sep 07, 2009 10:25 pm

Edited for continuity & PM'd about Foes Reworked.
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Laura-Lee Gerwing
 
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Post » Mon Sep 07, 2009 1:04 pm

Hi Tarrant I have a couple of questions I wanted to ask, please forgive me if you happen to have answered these a hundred times before but I could not find a definitive answer in the OP nor in the readme.

I know you made a compatibility patch for 1.5 to deal with the navmesh issues, is this still required if I use FO3EDIT to "turn this into a master"?

I also wanted to know what kind of effect this mod would have with other modded companions; I have several additional companion mods like Bittercup Companion, Terminator Cybernetic Dawn and Enclave Commander. Are these affected by the companion overhaul you made for Phalanx (To your knowledge anyway) and would I have to have Phalanx in a specific load order to use the Phalanx overhaul with these additional companions (If they are affected that is).

I know Phalanx affects vanilla companions and the Phalanx companions but before I added Phalanx I wanted to make sure what kind of issues I may get with my already installed companions.

Many kudos to you also with the character of Malcolm, I understand he's involved with actual quests in the game, a sort of mentor? While it would have been a massive undertaking, I kind off wish he would have intersecting storylines with the entire main quest even through Broken Steel...I know, just a pipe dream but it reminds me of a Morrowind companion mod I thouroughly enjoyed because he went with you through the entire game.

Terrific mod! :foodndrink:

Thanks
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priscillaaa
 
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