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 I've actually withdrawn that "temporary" deal from all of my public download locations.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.