http://www.finhosting.fi/~fallout/downloads/development/
Any testing anyone can get in on it would be welcome.
I'll be testing it, as well as waiting to see if Elminister gets into IRC, I'm going to see if I can get him to look the .esp over for me for problems, things like extra navmeshes and duplicate records that I won't know how to check for (the .esp has had a lot of navmesh edits and then subsequent edit removals).
It's meant for use with the LATEST version of Obedient Dogmeat that's here: http://www.fallout3nexus.com/downloads/file.php?id=1631
If anyone wants to try this and tell me how it goes - - -
Issues I know about:
If you are using the 1.5 fallout patch, the player-owned camp sites and Gary's trailer area will look like crap if you fast-travel to them, or... something.. im not positive in which situations they look bad. I know about it, just have not addressed it here.
Malcolm has one unvoiced line (if you ask him about your dad).
Big list of fixes - - -
MOD CONFLICT DETECTOR - - a partial test is done the first time you run the game with this version. The full line-up of tests can be accessed via Gary.
using make-a-hole command and then using WAIT/SLEEP immedietely no longer causes unhired followers to show up at your location
PQ01 quest NPCs should not be enabling prematurely any more.
Dogmeat obeys make-a-hole group command
In fresh-start savegames, Malcolm and Jericho should hire with their weapons and ammo on their person. In pre-Phalanx savegames, the weapons are added to the player at hire-time, and ammo should be on them already. I think.
TGBlank's alternate start .esp will be uploaded to Nexus - - it provides for increased compatibility in K-9's behavior as it relates to alternate start mods.
Issue in 0.95 that may have caused conflicts with mods that change the brotherhood of steel faction is resolved.
Fisto! should no longer be affected by Phalanx-MainFollowerModule in any way.
an unintentional change to CG04 that was causing conflicts with some other mods that change quest stage result scripts has been removed.
K-9 now greets properly while in "take a break" mode.
Follow-charge observes disabled status properly. The follower attempts to do follow-charge etc, but retains confidence setting of 0, and cowers instead of fights.
Code for "caps on" has been optimized