[RELz] FO3 Phalanx

Post » Sat May 28, 2011 4:18 am

Oh god it wasn't my weapons mod was it.
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Stephani Silva
 
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Post » Sat May 28, 2011 4:43 am

Oh god it wasn't my weapons mod was it.


I doubt it .. it was some sniper rifle?

I recall that we were talking about how you had wanted to maybe mod the tesla cannon or something. I found that the tesla cannon already does the type of damage that tears robots apart.

And, I've made the bot invulnerable to the tesla cannon in particular.

:>
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Robert Bindley
 
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Post » Sat May 28, 2011 4:04 am

Well, my mod ups the damage of weapons, but not enough to unbalance the game in such a way. At least, that's what I always thought. I certainly thought that robot was tough when I fought it. I was even using Zeta Weapons. I could never kill it faster than it could kill me, even with T3T in effect. I had three energy weapons, 1 a Zeta, two vanilla uniques, and 120 stem packs, I remember one of deaths I was pressing the hotkey rapid fire for stem packs and shooting the damn thing with the Zeta Pistol, I died in 5 seconds, max. I wimped out and used Robotics Expert.
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Alan Whiston
 
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Post » Sat May 28, 2011 10:09 am

How does one fix a k-9 and Malcom that's acting like they've never been hired? Both have been followers for awhile, and when i performed a recent master update in attempt to get a different mod working, stopped behaving correctly. K-9 just meanders off, and when i tried to talk to Malcom, i get one dialog option and thats it. I'm running 1.03.
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Dezzeh
 
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Post » Sat May 28, 2011 5:47 am

Don't experience such feelings, please- it is up to each gamer to enjoy the game or not.
You make all what was possible


Agreed. Spot on. :)

I knew going in that my rifle and gear was overpowered.

@3rd Type: No, it wasn't your mod. Its the weapons that come with the illegal Crysis mod.
The weapons are about 1.7X more powerful than the standard sniper rifle, fwiw.
http://img198.imageshack.us/img198/5015/takeaim.jpg, but will give an idea of the rifle.
http://img15.imageshack.us/img15/1281/fallout3200909131925160.jpg when reloading.
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Catherine Harte
 
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Post » Fri May 27, 2011 10:47 pm

Long-time lurker watching this develop, and I have to ask: will it blend with FOOK2/MMM?

Also, will it accept changes to the vanilla companions? I'm eyeing a cosmetic change for Clover right now...
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Umpyre Records
 
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Post » Sat May 28, 2011 5:18 am

How does one fix a k-9 and Malcom that's acting like they've never been hired? Both have been followers for awhile, and when i performed a recent master update in attempt to get a different mod working, stopped behaving correctly. K-9 just meanders off, and when i tried to talk to Malcom, i get one dialog option and thats it. I'm running 1.03.

Talk with man near Megaton entrance- he will help you
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Timara White
 
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Post » Fri May 27, 2011 11:47 pm

How does one fix a k-9 and Malcom that's acting like they've never been hired? Both have been followers for awhile, and when i performed a recent master update in attempt to get a different mod working, stopped behaving correctly. K-9 just meanders off, and when i tried to talk to Malcom, i get one dialog option and thats it. I'm running 1.03.


Based on those symptoms, I expect that some other mod is overwriting the FOLLOWERS quest script, as well as the NPCFollowersLIST. If you want to be sure of this, you could go to Gary who lives alongside the outer wall of Megaton and tell him to check for mod conflicts. But I feel pretty sure.
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Penny Flame
 
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Post » Fri May 27, 2011 10:25 pm

Long-time lurker watching this develop, and I have to ask: will it blend with FOOK2/MMM?


Check this load order out: http://www.gamesas.com/bgsforums/index.php?s=&showtopic=1040525&view=findpost&p=15169332


Also, will it accept changes to the vanilla companions? I'm eyeing a cosmetic change for Clover right now...


You may have to merge that change into Phalanx to prevent it from overwriting Clover's object definition entirely.
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J.P loves
 
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Post » Sat May 28, 2011 9:00 am

Well, my mod ups the damage of weapons, but not enough to unbalance the game in such a way. At least, that's what I always thought. I certainly thought that robot was tough when I fought it. I was even using Zeta Weapons. I could never kill it faster than it could kill me, even with T3T in effect. I had three energy weapons, 1 a Zeta, two vanilla uniques, and 120 stem packs, I remember one of deaths I was pressing the hotkey rapid fire for stem packs and shooting the damn thing with the Zeta Pistol, I died in 5 seconds, max. I wimped out and used Robotics Expert.


It sounds like it's working as intended in your case, and I'm glad to hear that Zeta weapons didn't turn it into a joke for you.

I'ma repeat, though, it's possible to kill it predictably and reliably with any class of character. Think of it as like a puzzle for people who like puzzles - or, a necessity (aside from console 'kill' command), if you don't have that robotics expert perk. hehe.
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BlackaneseB
 
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Post » Fri May 27, 2011 9:40 pm

Based on those symptoms, I expect that some other mod is overwriting the FOLLOWERS quest script, as well as the NPCFollowersLIST. If you want to be sure of this, you could go to Gary who lives alongside the outer wall of Megaton and tell him to check for mod conflicts. But I feel pretty sure.



The mod check script didn't find any conflicts. Gonna try the running the uninstall esp....
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ashleigh bryden
 
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Post » Sat May 28, 2011 5:35 am

The mod check script didn't find any conflicts. Gonna try the running the uninstall esp....


Gary not seeing it is hard to understand.

It's acting like Malcolm is not in the NPCFollowersLIST (the fact that you see almost no dialogue on him). And, the formerly-hired K-9 walking slowly away is exactly what happens if the Followers QUEST variable states are trashed - a thing usually caused by some other mod overwriting it.

I suggest re-downloading Phalanx from my main site instead of Nexus, and trying that way. If that doesn't work, I'm puzzled as to what the heck has happened. Phalanx' variable values in your game are re-arranged and I don't know what to make of it.
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P PoLlo
 
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Post » Fri May 27, 2011 10:52 pm

Running the uninstall esp and then reenabling the main phalanx esps seem to fix it. One odd thing was Tinker Joe showed up a few times when i exited Megaton...odd that...
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Russell Davies
 
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Post » Sat May 28, 2011 2:02 am

Just had a re-read of OP, I see you currently dont support custom followers. Thats a shame :( relying on customs atm.

*Puts on stickyboard*

I'll keep an eye on your work, however :D much potential I can see *yoda*
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MR.BIGG
 
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Post » Fri May 27, 2011 9:51 pm

Just had a re-read of OP, I see you currently dont support custom followers. Thats a shame :( relying on customs atm.

*Puts on stickyboard*

I'll keep an eye on your work, however :D much potential I can see *yoda*


Phalanx is fine with with single-follower-addon mods as long as those mods don't attempt to use the quest/formlist/scripts that control the game's standard followers. Several apparently more-carefully-designed single-follower mods work fine with it, whereas several don't. A good way to find out is to load both mods and ask "Gary" to check for mod conflicts - he picks that stuff up.

In terms of integration, if that's what you mean, I can't make Phalanx auto-detect someone else's follower and make all of Phalanx' functions work with it. I mean, that's too close to magic as opposed with GECK.
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Ernesto Salinas
 
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Post » Fri May 27, 2011 6:11 pm

Running the uninstall esp and then reenabling the main phalanx esps seem to fix it. One odd thing was Tinker Joe showed up a few times when i exited Megaton...odd that...


All I can come up with is that maybe the internal variable index sorta thing got scrambled in your savegame, somehow, and your unloading the mod and saving the game as vanilla variable structure repaired it.

I'll try to keep this in the memory banks, hm.
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El Khatiri
 
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Post » Sat May 28, 2011 7:08 am

So I saw you talking about a Deathclaw Companion in one of your other threads... sounds awesome.
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Robert
 
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Post » Fri May 27, 2011 6:32 pm

So I saw you talking about a Deathclaw Companion in one of your other threads... sounds awesome.


Yeah... I mean for it to come to you after the completion of a significant quest that involves them, not unlike how you get Goris in Fallout 2. It will be possible to end the quest in a way that makes the follower unavailable, but considering the choices you have to make to get to that point, it will make sense. Unlike Goris though, I don't intend to limit it to good karma only player-characters.

So far in Phalanx, I've only done what counts as one mini-quest and one quite-short-encounter thing (the evil robot). These things REALLY take a lot of time and effort as compared with the amount of time it takes to play them through as the player. It's no wonder Bethesda's got an entire building of people making these DLCs, man... (not to mention the game itself, the time it took).
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Smokey
 
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Post » Sat May 28, 2011 5:51 am

Has the bugged Vertibird ride in the BS fix been totally fixed yet? I remember that some still had problems with (me being one) despite MasterUpdating.
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Nikki Hype
 
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Post » Fri May 27, 2011 10:55 pm

Has the bugged Vertibird ride in the BS fix been totally fixed yet? I remember that some still had problems with (me being one) despite MasterUpdating.


Yes, but you need to be sure you are using the updated version of FO3MasterUpdate. Phalanx 1.03 ships with it.
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Heather beauchamp
 
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Post » Sat May 28, 2011 6:32 am

Ah, okay. Just updated to the latest version yesterday.
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Nauty
 
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Post » Sat May 28, 2011 3:11 am

Just wanted to say I had a really fun fight. I had RL-3 out, I went to the bethesda ruins and had a solid 15 minutes worth of fighting going on. RL-3 performed perfectly(Mainly because raiders only use ranged weapons, so the robot wont use his flamer).

One of my gripes about companions, is that I never really needed them. However, I finally found the perfect mixture of mods that made it so you have to have a companion or your toast.

fook2
mmm
mmm increased increased spawns
hard difficulty.

Perfect mix for me! Anyhow now my character is level 14, soon I get to check out your new quests! Anyhow figured I'd mention the mod mixture, incase anyone was in a similiar boat as me. Wanting to use the new companions, but fights being way to easy with them. I wonder what kind of tweaking your thinking of doing in the future with the companions. So far I love all the new commands.
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City Swagga
 
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Post » Sat May 28, 2011 5:00 am

Mavkiel: sounds like a cool fight :>


- - - - In other news - - -

There's something odd going on with the point lookout integration module and FO3MasterUpdate (the newest one). When you see the table and papers and coffeepot shifted over into strange positions in the Duchess Gambit interiors... I didn't set them that way mkay... there's some issue with my GECK changes not being respected unless I set the objects to be persistant refs. I'm not going to make that sort of change until I get word back from Elminster because I can't second-guess what he will think or do regarding such a thing.

So yeah.. it looks like a total noob was in there, but it was only a partial noob - me - and I'm not so noob as to seriously leave a table sticking into the middle of a bunkbed.
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Ben sutton
 
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Post » Sat May 28, 2011 3:09 am

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

Phalanx-PointLookout-Integration.esp has been updated to address a cosmetic issue
with furniture in the ferryboats. Can be downloaded here:
http://www.finhosting.fi/~fallout/downloads/Phalanx-PointLookout-Integration.esp .

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




This .esp version will be inserted into the main download zipfiles without a version bump to the main version number.
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Christina Trayler
 
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Post » Fri May 27, 2011 9:05 pm

Hi Tarrant,

I just have a few questions,

1) When do you plan on integrating the advlt deathclaw companion? since i'm planning on using the baby deathclaw (for now), dogmeat, and K-9 in my party. (Animals FTW!)

2) What's the difference between using "Fhalanx" and "obedient dogmeat?" I know they don't work together, but is there any difference to the scripts you give dogmeat?

3) Will the baby deathclaw work well in the DLC's or with phalanx companions?

Thanks for all your hard work Tarrant, Bethesda should learn from what you've done with companions ;)
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El Khatiri
 
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