[WIPz] FO3 Phalanx

Post » Mon Sep 07, 2009 6:55 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!


I understand they are compatible as long as you use Phalanx's hire dialogue to hire the regular+Phalanx followers and not the S&C option. This is because the S&C of course cannot set the Phalanx-affected hire variables properly. I think that's the only thing to pay attention to, otherwise it's supposed to work fine.

It may be possible in the future to make a combined S&C/Phalanx but I think that will ride on the S&C author's skill - - I'm not as good at this as he is (I'm actually a newb compared to him).

Edit: as ElectricMessiah mentioned there's a different design twist to both mods. I don't feel like the design aims are in conflict with one another, but they are different. But I feel pretty sure based upon conversation with ZableBlaze (the author) that the mods are not in conflict code-wise unless you try to use the S&C hire code on the Phalanx-controlled followers.
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Jay Baby
 
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Post » Tue Sep 08, 2009 12:52 am

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?


If you mean the group of 4 NPCs that spawned somewhere along land route to Rivet City, it should have addressed that yes, as well as removed them if they are encountered in a savegame where they did accidently spawn. If after loading the new version you still see them, I sure want to know about it.
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My blood
 
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Post » Tue Sep 08, 2009 12:09 am

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"


Nope, get rid of my original compatibility patch and use the regular, single-.esp one with Elminster's program. I've actually withdrawn that "temporary" deal from all of my public download locations.

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.


There are some follower mods which break Phalanx. Stand-alone-type, single-follower mods seem to be the worst about it because the mod authors make small changes to resources that Phalanx needs exclusive control over.

Because of all the whackyness associated with those sorts of mods, I've put in conflict-detection code as of the last version. When Phalanx starts up for the first time on a savegame, it automatically runs some of this conflict-detection code and reports if it finds problems. It cannot run the full suite automatically though because one of the test types (specifically the object definition test) is destructive if used in an uncontrolled situation.

The follower-helper-NPC "Gary" who lives near Megaton, outside of Megaton's main wall, can do the full suite of tests for conflicts. This way, the mod user is better positioned to figure out which mod is conflicting.

I have reports of some Bittercup-related companion mod that conflicts, although one author of one Bittercup mod aggressively asserts that his mod does not do it. I do not know how it interacts with Enclave Commander and the Terminator mod. All I can suggest is seeing if Phalanx' conflict detector picks up a problem (that's what it's there for).

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


Well.... I specifically wanted Malcolm to take that sort of role in the beginning, and then back off when the player needs to start actually using what he should have learned.

Malcolm does have some integration with the rest of the game right now, but it's superficial. Each time you hire a new follower, he is willing to tell you his impression about the new follower. For now, that's about it. There's possibility for that sort of thing in other areas of the game, but I will want it to stay at a superficial sort of level except for possibly within a few of my own quest lines.

I don't like the idea of focusing on Malcolm exclusively, actually. I see opportunities in Phalanx' quest lines for further engagement of Fawkes, Charon, and Paladin Cross, and it wouldn't take many voice-acted lines to do it, is the case. I've heard that some of the original game's voice actors might be available to voice act for a mod that wasn't a turd. So, there may be some possibility there.
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Robert
 
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Post » Mon Sep 07, 2009 6:19 pm

Hey Tarrant, I've just PMed your FO3 Phalanx account on TESNexus in reguards to Sharing and Caring Compatibility. I remember talking about merging our mods together, but we couldn't do it because of the lack of scripting commands. But now the commands are available and we're able to finally make a patch. So, if you check it and get back to me, I'd really appreciate it. :)
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Chloé
 
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Post » Mon Sep 07, 2009 5:16 pm

Hey Tarrant, I've just PMed your FO3 Phalanx account on TESNexus in reguards to Sharing and Caring Compatibility. I remember talking about merging our mods together, but we couldn't do it because of the lack of scripting commands. But now the commands are available and we're able to finally make a patch. So, if you check it and get back to me, I'd really appreciate it. :)


Sweet - - - read and responded to.
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Lavender Brown
 
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Post » Mon Sep 07, 2009 10:35 pm

If you mean the group of 4 NPCs that spawned somewhere along land route to Rivet City, it should have addressed that yes, as well as removed them if they are encountered in a savegame where they did accidently spawn. If after loading the new version you still see them, I sure want to know about it.


That's good news, but also, the issues like all your dismissed followers arrive at your bedside at the citadel, and certain followers spawning at adam's airforce base when you have them dismissed/waiting when you arrive off the train.
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Lawrence Armijo
 
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Post » Mon Sep 07, 2009 10:47 am

That's good news, but also, the issues like all your dismissed followers arrive at your bedside at the citadel, and certain followers spawning at adam's airforce base when you have them dismissed/waiting when you arrive off the train.


Ah no, none of that is touched in this. Those are Broken Steel compatibility issues which will be a seperate and actually fairly powerful .esp (or, .esm when F03editMasterUpdate farts around with it). 0.97 is just stuff related to the 1.5 version executable.

The new death system is the thing I am really hoping for testing on. The need for testing is why it's not released yet (that and I have to finish up Dogmeat but that won't take long). Understand that its a completely new system for followers to actually die, I've never had code in place that had to work with this. This implementation has them die, and has all of their items moved off of their corpses, and then a resurrect 0 is issued, and then the items are put back. Resurrect 0 by its nature deletes the inventory items and I have to carefully work around that.

The last thing I want to hear from players is that some glitch somewhere that I didn't catch causes an occasional item delete. That item delete could be a unique. Sure a console command can add it back, but you know?

I intend for the Broken Steel compatibility .esp to address the integration completely. It will need to have the PP scene working properly (which it does not now), all of the follower moves working properly in Phalanx' environment, as well as clean up of the exiting-adams-airforce-base scene where your followers are not present but should be. It's actually somewhat involved, I did some preliminary work with it, and I get the impression that the game designers struggle with some of the same things that I do in regards to the awful, semi-functional script command we collectively call "moveto" but it really means "think about moving an actor and maybe do it".
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April D. F
 
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Post » Mon Sep 07, 2009 4:48 pm

Thank you for your detailed answer, Tarrent.
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Britta Gronkowski
 
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Post » Mon Sep 07, 2009 5:11 pm

Starting with version 0.97, Obedient Dogmeat will NOT be a seperate .esp. It's been merged with MainFollowerModule. I'm leaving the now-standalone version of Obedient Dogmeat (1.4) available for download on Nexus as-is, however. I might add an instant-recall tool to that version, but it would not be in Phalanx.

It's going to be a pain for people to remember to not use that .esp. along with mainline Phalanx. Ah well, what can I do.

The original intent was to keep the obedient dogmeat functions living in that seperate .esp, but with the new death handling system in place in Phalanx, I decided that I did not want to drop essential handling out of the standalone version of Obedient Dogmeat. So, the functions I wanted from Obedient Dogmeat have been merged into the development mainfollowermodule.

Dogmeat-enemy-tweaks however will have to be distroed with mainfollowermodule.
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Victor Oropeza
 
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Post » Mon Sep 07, 2009 1:30 pm

Hi,
I was just wondering if the next errors are normal, when I do Check Errors for Phalanx-MainFollowerModule.esp, in FO3Edit? File is fresh from the All-Phalanx ZIP-file, only ticked on in FOMM and put before MMM in load order, so file date is changed, nothing else.

Reference -> Found a NULL reference, expected: ACHR,ACRE,PGRE,PLYR,PMIS,REFR
Above errors were found in :CTDA - Condition
Above errors were found in :Conditions
Above errors were found in :Target
Reference -> Found a NULL reference, expected: ACHR,ACRE,PGRE,PLYR,PMIS,REFR
Above errors were found in :CTDA - Condition
Above errors were found in :Conditions
Above errors were found in :Target
Above errors were found in :Targets
Above errors were found in :Objective
Above errors were found in :Objectives
Above errors were found in :CG02 "Growing Up Fast" [QUST:00014E84]
Above errors were found in :GRUP Top "QUST"
Reference -> Found a NULL reference, expected: ACHR,ACRE,PGRE,PLYR,PMIS,REFR
Above errors were found in :CTDA - Condition
Above errors were found in :Conditions
Above errors were found in :[INFO:3201788F] ('Hey there. Good luck in getting rid of that thing, just please be careful!' in GRUP Topic Children of GREETING "GREETING" [DIAL:000000C8] for PQ01 "A War Without End" [QUST:3201AE0A])
Reference -> Found a NULL reference, expected: ACHR,ACRE,PGRE,PLYR,PMIS,REFR
Above errors were found in :CTDA - Condition
Above errors were found in :Conditions
Above errors were found in :[INFO:320A7C4F] ('You got rid of it, didn't you?' in GRUP Topic Children of GREETING "GREETING" [DIAL:000000C8] for PQ01 "A War Without End" [QUST:3201AE0A])
Reference -> Found a NULL reference, expected: ACHR,ACRE,PGRE,PLYR,PMIS,REFR
Above errors were found in :CTDA - Condition
Above errors were found in :Conditions
Above errors were found in :[INFO:320A7C49] ('What's the news? Is it dead?' in GRUP Topic Children of GREETING "GREETING" [DIAL:000000C8] for PQ01 "A War Without End" [QUST:3201AE0A])
Above errors were found in :GRUP Topic Children of GREETING "GREETING" [DIAL:000000C8]
Above errors were found in :GRUP Top "DIAL"
Above errors were found in :[32] Phalanx-MainFollowerModule.esp
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Kaylee Campbell
 
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Post » Mon Sep 07, 2009 3:39 pm

Hi,
I was just wondering if the next errors are normal, when I do Check Errors for Phalanx-MainFollowerModule.esp, in FO3Edit? File is fresh from the All-Phalanx ZIP-file, only ticked on in FOMM and put before MMM in load order, so file date is changed, nothing else.


The ones that are related to dialogue from my PQ01 quest, the null references, that's related to a door that has a key associated with it but I deleted the door, so the condition is seeing a null. PQ01 is in development still and not available in-game, don't worry about that. I'll readd the door when I need it.

I recall Elminster telling me that the 'Growing Up Fast' errors was related to something in the regular game..

Elminster's seen the output for mainfollowermodule, and didn't bring up anything he positively said to fix. Maybe I can run that output past him and get him to double check it.
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Cool Man Sam
 
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Post » Tue Sep 08, 2009 1:11 am

Bump for release version 0.97.

Release notes:

-----------------------------------------------------------------------------

Known issues:

If you are using .exe versions 1.5 and higher, you must use Elminster's FO3MasterUpdate program, at
http://fallout3nexus.com/downloads/file.php?id=637, to convert this .esp into an .esm while respecting
your "load order" (if you have one).

-------------------------------------------------------------------------


The focus of version 0.97 is to bring Phalanx into full compatibility with Fallout 3 version 1.5 (this is not the same thing
as creating Broken Steel compatibility, that will come later). The changes made were:

- - For Fallout 3 version 1.5 compatibility, Phalanx requires the FO3MasterUpdate/FO3edit program to be used.
This is due to the game's handling of .esp files in version 1.5, not due to Phalanx directly. NPC/follower pathfinding
in Phalanx-modified world areas (campsites, military base, etc) will not operate properly without it.
FO3MasterUpdate is hosted at http://fallout3nexus.com/downloads/file.php?id=637 .

- - OBEDIENT DOGMEAT .ESP is no longer used with the mainline Phalanx! The Phalanx-DogmeatEnemyTweaks.esp,
however, can and should be used if possible.

- - All-new handling for follower "deaths" in combat. Followers who go down in combat now lie there until all combat has
ceased, and then will get up in "disabled" status.

- - New follower "death" characteristic: If an enemy kills a follower with a critical hit from a weapon that disinigrates/etc,
the follower actually dies. A message comes up telling you what happened and reminding you that you can restart
from your last save to get the follower back.

- - No NPCs or creatures will ever drop their weapons on the ground in the same moment that they die.
This was necessary to prevent followers' equipped weapons from being deleted by the new
death handling system.

- - New options exist on the follower-helper-NPC Gary regarding the new "death" system.

- - The weapon-selection-based-upon-distance system has been optimized and changed a bit.

........It now has different internal timing and slightly different code based upon if you are using
.exe version 1.5 and higher, or 1.4 and lower.

........to change the system between 1.4 and 1.5 mode, see the follower-helper-NPC Gary who lives
in a trailer outside of Megaton, alongside of the outer wall.

........It now has code to try to catch and correct the weapon-dupe bug that can prevent followers
from equipping weapons.

- - Problems with Jericho and Malcolm's pre-hire weapon aquisition code corrected

- - Followers' behavior when attacked by the player while disabled is now better controlled.

- - Other misc. issues corrected.
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Shiarra Curtis
 
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Post » Mon Sep 07, 2009 6:40 pm

What does the DogmeatEnemyTweaks esp do and when do you recommend using it? I use FOOK + MMM, both of which "tweak enemies", so do you recommend using it in that type of setup? Great mod...by far the most essential and complete companion mod out there for FO3.
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Zach Hunter
 
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Post » Mon Sep 07, 2009 2:20 pm

What does the DogmeatEnemyTweaks esp do and when do you recommend using it? I use FOOK + MMM, both of which "tweak enemies", so do you recommend using it in that type of setup? Great mod...by far the most essential and complete companion mod out there for FO3.


Dogmeat's AI evaluates enemies based upon their "strength" compared to its own. Strength is just a stat that sits on the enemies more or less.

The balance of "strength" in regular Fallout 3 enemies, as it relates to Dogmeat's function, does not work well. If I set Dogmeat to a 5 in strength, it is not aggressive enough with raiders (which I want it to be). If I set Dogmeat to 6, it is too aggressive with certain enemies that are dangerous to it - - such as sentry bots.

The DogmeatEnemyTweaks raises the strength on certain enemies (such as sentry bots) so Dogmeat's AI can respect their dangerousness properly when Dogmeat is set to strength of 6.
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Clea Jamerson
 
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Post » Mon Sep 07, 2009 10:04 pm

I see...but if I am using a big enemy changing mod like FOOK/MMM, the settings in the Dogmeat esp will override all of FOOK/MMM changes for enemies that both change, right? So in a setup like mine (and many other peoples) who use enemy changing mods like that, do you recommend not to use it, or just load it really early?
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April
 
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Post » Tue Sep 08, 2009 2:47 am

I see...but if I am using a big enemy changing mod like FOOK/MMM, the settings in the Dogmeat esp will override all of FOOK/MMM changes for enemies that both change, right? So in a setup like mine (and many other peoples) who use enemy changing mods like that, do you recommend not to use it, or just load it really early?


I honestly don't know how it works out, I don't use those mods....

I'd try without it and if Dogmeat acts like an idiot around like, sentry bots, and mirelurk kings... you have to think about what to do, because the changes in DogmeatEnemyTweaks are the cure for it.
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Lisa
 
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Post » Mon Sep 07, 2009 9:42 pm

The Broken Steel compatibility patch is moving along faster than I'd expected. The project purity follower-deal re-implementation was not hard. I'm going to have to play through the whole series of quests again though because I do not have a catalogue of saves throughout Broken Steel. That will extend the time this takes to make by a bit. hehe.
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Paula Ramos
 
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Post » Tue Sep 08, 2009 1:03 am

Liberty Prime is awesome, I wish I could make something as great as that :)

I have the integration into the Liberty Prime scene in Broken Steel done (it was formerly an almost 100% follower-death guarentee).
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ZANEY82
 
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Post » Mon Sep 07, 2009 1:23 pm

I'm uploading release 2 of version 0.97 now. This version corrects:

- - K-9's aggressiveness setting was accidently being set to maximum whenever it would recover from being disabled. This is now fixed.

- - If there's evidence in the variable states that the above happened to K-9 in the currently-loaded savegame, code will run that corrects K-9's aggressiveness to match the player-selected option.

- - Corrects an issue where if you re-hired a fired follower, that re-hire would have caused essential flagging to be inappropriately applied.
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Jacob Phillips
 
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Post » Mon Sep 07, 2009 9:37 pm

First version of the Broken Steel Integration module is up.

http://www.finhosting.fi/~fallout/downloads/Phalanx-BrokenSteel-Integration-1.0.zip

If you want to know exactly what it does INCLUDING SPOILERS, check the spoilers forum at http://www.finhosting.fi/~fallout
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Fam Mughal
 
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Post » Tue Sep 08, 2009 2:17 am

Release 2 of the Broken Steel Integration module is up, I had forgotton to do something in it, but it wasn't a big enough deal to call it another version release.
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Frank Firefly
 
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Post » Mon Sep 07, 2009 12:19 pm

Hey everyone I wanted to say something about this.

They appear to have have recorded some new voice lines for followers for Broken Steel in addition to the ones used in Project Purity. I have not gone through the .esm in the GECK looking for the precise changes (which would have the effect of being a spoiler for me) but in-game, thats how it's happening.

Some of the lines are re-masters of the existing ones with improved delivery. Fawkes for example, if you have bad karma while he's a follower, I think that they re-did one of the lines related to that and Fawkes actually sounds... borderline ominous... I like it!

I think I heard some combat taunts out of RL3 that I had not heard before, and others... It's hard to say because I haven't had a ton of experience with the Broken Steel .esm loaded but, I think a bunch of followers might have changes/additions like this.

I'm presuming this is a new delivery for Broken Steel as opposed with being part of some patch, but I wouldn't necessarily know the difference since I'm using 1.5 + broken steel.
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Romy Welsch
 
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Post » Mon Sep 07, 2009 10:56 pm

Hello,

I have installed the version 0.97 of Phalanx. My installation of F3 is brand new (finished vanilla F3 after it came out and reinstalled now to play the dlcs and some mods) and i haven't started playing yet.
I run F3 with the newest 1.5 Patch and FalloutMasterUpdate, currently I haven't installed the DLCs as I am still trying to get everything running before I start playing..

My problem is that once I add the "Phalanx-TGBlank-FWERebalance.esp" to my selected mods and try to start F3 there is no mousecursor in the startup screen and no menu shows up.
I also use FOOK, FEW, MMM and the "unofficial F3 Patch" as well as some smaller mods.
I tried moving the Phalanx esps above the FWE esps and also tried loading them last, nothing changed the fact that the cursor doesn't show up once I load "Phalanx-TGBlank-FWERebalance.esp"


Am I doing something wrong or is this a known issue I just overlooked in the forum?

Anyway I am really looking forward to using your mod, thanks for the work!
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Roberto Gaeta
 
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Post » Tue Sep 08, 2009 2:20 am

Hello,

I have installed the version 0.97 of Phalanx. My installation of F3 is brand new (finished vanilla F3 after it came out and reinstalled now to play the dlcs and some mods) and i haven't started playing yet.
I run F3 with the newest 1.5 Patch and FalloutMasterUpdate, currently I haven't installed the DLCs as I am still trying to get everything running before I start playing..

My problem is that once I add the "Phalanx-TGBlank-FWERebalance.esp" to my selected mods and try to start F3 there is no mousecursor in the startup screen and no menu shows up.
I also use FOOK, FEW, MMM and the "unofficial F3 Patch" as well as some smaller mods.
I tried moving the Phalanx esps above the FWE esps and also tried loading them last, nothing changed the fact that the cursor doesn't show up once I load "Phalanx-TGBlank-FWERebalance.esp"


Am I doing something wrong or is this a known issue I just overlooked in the forum?

Anyway I am really looking forward to using your mod, thanks for the work!


I didn't make that .esp and have no experience with it actually. I'd say skip that one for now and let's get TGBlank (the author) to take a look at it.
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Anna Watts
 
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Post » Mon Sep 07, 2009 3:47 pm

Just to make sure, your load order is roughly:








Right?. Nothing below those two?. If that doesn't work, then don't use the masterupdate over FWE-Phalanx and try again (it does not do any change incompatible with 1.5, so it's safe to leave as esp).
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Ryan Lutz
 
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