[WIPz] FO3 Phalanx

Post » Mon Sep 07, 2009 3:18 pm

- Phalanx haves no issues with the dlcs.

- To my knowledge, no mod haves the unofficial patch as requirement.

- Load phalanx last, and cross your fingers.
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Adriana Lenzo
 
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Post » Tue Sep 08, 2009 12:52 am

I have two questions if someone doesn't mind answering them.

Will Phalanx work with the official Fallout 3 patch or will I need to get the unofficial patch to make it work? I've also got Operation Anchorage and The Pitt, will Phalanx still work with those DLC?

My other question is that I've got the Slave Companion Mod running will Phalanx work with that mod as well? I don't expect the options from Phalanx to be available for the Slave Companion mod but I just want to know if the two will be able to run together.

Thanks for taking the time to answer my questions.


I'm developing it for 1.5.

The DLC doesn't break Phalanx, but I have heard accounts of Phalanx followers suddenly showing up in Anchorage, hehe.

Whether or not slave companions work with Phalanx depends upon if the author used any of the regular followers-related quests and scripts. One way to find out is to load Phalanx and see if it complains about conflicts. The Follower-helper NPC can run a full range of tests to attempt to check for mod conflicts that other companion-related mods sometimes cause.

I'm noticing something about 1.5 though that I'll put in a different post.
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Michelle Serenity Boss
 
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Post » Mon Sep 07, 2009 10:35 am

A note about something I am seeing with the 1.5 patch with Phalanx that didn't seem to affect version 1.4.

It seems that visiting either one of the campsites can cause the NPCs in the game to not process the navmesh properly from that point forward. The usually noticible symptom of this is that one follower may seem to be stuck in place, unable to follow, whereas the other one can move. Then they may seem to follow okay for a while, and then later it can mess up again. Usually the behavior starts near one of the campsites.

The only fix for this right now is to save your game, close the program down, and restart it.

It's fairly game-interrupting. I'm still deciding what to do about fixing it. There's several ways it can be done.
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IsAiah AkA figgy
 
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Post » Mon Sep 07, 2009 3:40 pm

I believe I'm going to release an esp/esm pair of files that does not break savegame compatibility and makes the navmesh issues from 1.5 go away. They will be a separate download for anyone who wants them. They will not at this time fix the skin color deal.
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Sarah Edmunds
 
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Post » Tue Sep 08, 2009 1:00 am

Tarrant.
It IS possible to keep savegame compatibility AND having the skin fix. BUT you need a version upgrade script.

Basically, you keep the npc added in the esp, and in the esm (both different).
When you load, if the esp's npc is found, it'll copy it's stats, script variables, inventory, everything into the esm's quest values and npc, then remove itself from the game and spawn/move the esm's npc to where it was standing.
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Christie Mitchell
 
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Post » Mon Sep 07, 2009 3:10 pm

Tarrant.
It IS possible to keep savegame compatibility AND having the skin fix. BUT you need a version upgrade script.

Basically, you keep the npc added in the esp, and in the esm (both different).
When you load, if the esp's npc is found, it'll copy it's stats, script variables, inventory, everything into the esm's quest values and npc, then remove itself from the game and spawn/move the esm's npc to where it was standing.


I didn't want to do that much to people's savegames yet, just getting a navmesh fix together.
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Tanya
 
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Post » Mon Sep 07, 2009 9:03 pm

Compatibility assistance patch for Phalanx 0.96 for the first release version of Fallout 3 patch version 1.5.

Download location: http://www.finhosting.fi/~fallout/downloads/Phalanx-TempCompatibility1.5patch.96.zip

This is a pair of files intended for the release of Phalanx version 0.96 to aid with compatibility with the first release version of
Fallout 3's 1.5 patch. It will make NPCs' pathfinding no longer lock up at the Phalanx camp sites. It is savegame-compatible.

This is not a stand-alone package! It requires the other files in the All Phalanx Modules mainline zipfile.

files contained:

Phalanx-TemporaryNavmeshCompatibility.esm
Phalanx-MainFollowerModule.esp


**************************************************
Installation instructions:

1) (optional) rename your existing Phalanx-MainFollowerModule.esp to something else, just so you have it.

2) Copy the two files into your Fallout3/Data directory, choosing overwrite if necessary

3) check the boxes in the launcher or select them in your mod manager program

***************************************************

Uninstallation is the reverse of installation!

***************************************************

This was made out of the mainline 0.96 release Phalanx-MainFollowerModule.esp using FO3edit. Thanks to Elminister for making
FO3edit and walking me through how to use it!
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GPMG
 
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Post » Mon Sep 07, 2009 7:14 pm

Top [censored] mate
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Elisabete Gaspar
 
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Post » Mon Sep 07, 2009 11:14 am

I have to re-upload this. Some dialogue options are rearranged, I don't know why. I did see this once before, I think its FO3edit related. I'll let you know when to download the new one.
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jodie
 
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Post » Mon Sep 07, 2009 11:41 pm

I have to re-upload this. Some dialogue options are rearranged, I don't know why. I did see this once before, I think its FO3edit related. I'll let you know when to download the new one.


New one is up. Most of the dialogue options have been repaired. Now, to get these fixes into the mainline :/
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Sami Blackburn
 
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Post » Tue Sep 08, 2009 12:45 am

Malcolm has a missing voiced line. You can get it here....

http://www.finhosting.fi/~fallout/downloads/Phalanx-Missing-Voice-Line.zip

:/
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Wayne Cole
 
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Post » Tue Sep 08, 2009 12:22 am

1 thing I would love to see is, if i unsheeth me weapons... my followers do the same...
Sort of like a entering possible combat area, pull out weapons type thing.
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Alex [AK]
 
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Post » Tue Sep 08, 2009 12:03 am

1 thing I would love to see is, if i unsheeth me weapons... my followers do the same...
Sort of like a entering possible combat area, pull out weapons type thing.


If I wasn't getting animation-based, incurable lockups on NPCs when I use packages that use the "Weapons Equipped"/"Weapons Unequipped" flags, this would be trivial to add and I'd consider it. I'd already be using it right now to differentiate the 2 follow modes that followers have. That's how I originally had it but I had to change it.
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Tanya
 
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Post » Mon Sep 07, 2009 5:06 pm

(Warning: code below has a small spoiler relative to Broken Steel)

Hehe! This is cool. Broken steel code for how the followers are handled at the end of PP, look at the comments - -

Begin GameMode;remove MQ11 script packages from followers and fire them all	if ( Init == 0 )		MQ08FawkesRef.RemoveScriptPackage MQ11FollowerWaitENDNoIdle		DogmeatRef.RemoveScriptPackage MQ11FollowerWaitENDNoIdle		CloverRef.RemoveScriptPackage MQ11FollowerWaitENDNoIdle		Rl3Ref.RemoveScriptPackage MQ11FollowerWaitENDNoIdle		ButchRef.RemoveScriptPackage MQ11FollowerWaitENDNoIdle		CharonRef.RemoveScriptPackage MQ11FollowerWaitENDNoIdle		JerichoRef.RemoveScriptPackage MQ11FollowerWaitENDNoIdle		StarPaladinCrossRef.RemoveScriptPackage MQ11FollowerWaitENDNoIdle;UPDATE: Move followers to citadel along with the player		if ( Followers.ButchHired == 1 )			if ( ButchRef.Waiting == 0 )				Set ButchRef.Waiting to 1				set Followers.FollowerWaitingLeaveDay to ( GameDaysPassed + FollowerWaitTime )				ButchREF.Moveto DLC03FollowerStartWaitMarkerREF				ButchREF.EVP			endif...


The first plan was apparently to do another mass-fire in the style of The Pitt, but then, someone changed their mind and instead took care of the followers. Plus, the code even checked for that wait condition and wouldn't move them in that event! Rockin'!!!!! hehe.

I've found so far the handling of followers to be really good throughout broken steel. It even works well enough that most of Broken Steel is compatible with Phalanx' added-in followers. There is of course some stuff I have to change for Phalanx to be properly integrated, but in most cases, their methods of accomplishing things has minimized what I need to do. And I feel happy about that!
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Isaiah Burdeau
 
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Post » Mon Sep 07, 2009 9:41 pm

Tarrant,

[POSSIBLE SPOILER]

Is http://img13.imageshack.us/img13/1900/commanderdanversinrc.jpg yours?
If so, was this suppose to happen?

My Harkness had already been played through and left to live his life knowing his own secret.

Both Danvers and Harkness appear to be working just fine.
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Sophie Louise Edge
 
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Post » Mon Sep 07, 2009 2:24 pm

Tarrant,

[POSSIBLE SPOILER]

Is http://img13.imageshack.us/img13/1900/commanderdanversinrc.jpg yours?
If so, was this suppose to happen?

My Harkness had already been played through and left to live his life knowing his own secret.

Both Danvers and Harkness appear to be working just fine.


Nuh uh, that one's not mine, but after my PQ01 people had started to enable out of nowhere I don't blame you for wondering, heh.
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patricia kris
 
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Post » Mon Sep 07, 2009 1:26 pm

Nuh uh, that one's not mine, but after my PQ01 people had started to enable out of nowhere I don't blame you for wondering, heh.


Ack. Thanks and sorry to bother you with this.

I found her on Wiki and she is part of vanilla F3. I just hadn't run into her since I last spoke with Harkness.
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Brooks Hardison
 
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Post » Mon Sep 07, 2009 12:05 pm

Is it just me, or is the "come get your ammo" command completely broken??????

???

!!!!!!
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Erin S
 
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Post » Mon Sep 07, 2009 11:50 am

I've never used it, actually.

Also, Charon and Butch decided to warp to Adam's airforce base when I was traveling alone. They were in dismissed state at Megaton Campsite. Weird.
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Steve Fallon
 
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Post » Mon Sep 07, 2009 10:39 pm

There is an issue with Phalanx that probably applies to the patched version 1.5 of the executable that causes followers to auto heal. It can happen in the middle of fights as well as at the end of combat. It may require a redesign of the follower death handling code to restore the intended heal and death design of Phalanx' followers, and I'm not sure how long it will take.



I've never used it, actually.

Also, Charon and Butch decided to warp to Adam's airforce base when I was traveling alone. They were in dismissed state at Megaton Campsite. Weird.


Yep, Dogmeat did that to me at that spot. Thanks for the report, I now know that probably all the followers have code in that spot which needs to be adjusted. They are probably checking the WAIT variable, which is reasonable for what their version of the game does, but it's not powerful enough to handle Phalanx followers =p
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Peter P Canning
 
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Post » Mon Sep 07, 2009 12:43 pm

I'm not sure if this is a bug with the new phalanx, but Dogmeat's "Let's Go" option (the one that close the dialog menu) has been replace with one that says "http://bayimg.com/image/lapjhaabj.jpg" and then Dogmeat says (ha) "http://bayimg.com/image/lapjjaabj.jpg".
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stephanie eastwood
 
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Post » Tue Sep 08, 2009 1:17 am

I'm not sure if this is a bug with the new phalanx, but Dogmeat's "Let's Go" option (the one that close the dialog menu) has been replace with one that says "http://bayimg.com/image/lapjhaabj.jpg" and then Dogmeat says (ha) "http://bayimg.com/image/lapjjaabj.jpg".


I saw that too !!!!!!!!!!!!

I am not sure where that is coming from but will need to figure it out. I only noticed it when I started using Broken Steel but, that's also around the same time as the 0.96 update.
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Fluffer
 
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Post » Mon Sep 07, 2009 11:54 am

Out of curiosity, do you know what the "good boy" and "bad boy" ones do?
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Jodie Bardgett
 
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Post » Mon Sep 07, 2009 3:49 pm

Out of curiosity, do you know what the "good boy" and "bad boy" ones do?


The last time I checked the topics, and unless I missed something, they were completely bogus except for the dialogue response the dog gives afterward. They did not function as commands, or, as anything else.
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Bethany Watkin
 
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Post » Mon Sep 07, 2009 9:54 pm

A thing about Broken Steel is that they really, seriously did so much 'right' in terms of the followers. I had not expected how much 'right' it would be. I didn't think they'd go to the lengths to record new lines for the followers and properly integrate them into the end of MQ11, but they did. That ending was technically fixeable without acknowledging the followers at all, or even by just deleting the PP lines in FOLLOWERS (like I did), but they didn't go that route. They brought them into correct character for the scene, without shortcuts. And then, they didn't do that retarded mass-fire deal for the third time (heh), this time they put the code in to manage the followers throughout all of the DLC03 quests. That's a boon for follower-users everywhere!

(Phalanx of course glitches these controls in places, which is fine, that part is my job).

Oh and uh, the brotherhood finally stops treating you like a worthless weaking piece of [censored] peon.

I sure like the way Broken Steel works and I like a good part of what the 1.5 executable does. The only thing that's really got me puzzled at this point is how to balance the Tesla Cannon in with the quests that I wanted to do. It's abilities as a Super Duper One Shot Weapon are hard to design difficult encounters around.
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Suzie Dalziel
 
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