[RELz] FO3 Phalanx

Post » Sat May 28, 2011 1:06 am

Congrats, Tarrant, I really think Phalanx should be the standard all other follower mods are judged by, honestly.
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Marguerite Dabrin
 
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Post » Sat May 28, 2011 1:28 am

Congrats, Tarrant, I really think Phalanx should be the standard all other follower mods are judged by, honestly.


In some respects I agree, but there's a point to be made about doing the same job in a different way. I read through another follower overhaul's description once, and it had a different death handling system. It was way better than what the original game came with, but was an approach I wouldn't have chosen for Phalanx. I don't think it had any group-at-once controls etc. but anyway - it wasn't like it was an invalid piece of [censored], or something. Its true that it didn't do some of the jobs Phalanx takes care of, but the things that it did do could have been inserted into Phalanx if someone had really wanted to, and it would have basically worked.

For the record - - my initial suggestion to them was that having the FOOK follower changes/additions ship as a seperate .esp that can be unloaded by the user is a good idea. However, it is the case that they are trying to limit the number of .esp files and, instead prefer it merged. It was not my personal desire to make FOOK be less compatible with someone else's follower overhaul mod, but that is how it will end up with the current plan. It will not be IMPOSSIBLE to use another follower overhaul, but I think that such a mod author may have to make a FOOK-specific version that rips the Phalanx guts out to make it be perfectly clean. Phalanx does too much to be easily overrideable by another overhaul without that sort of operation.
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Sophie Miller
 
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Post » Fri May 27, 2011 11:42 pm

hotkeying an item has occured to me too as being a way to jack into such a thing...

:/ but I don't really like it.

We'll see what comes of it :/

Yes, this method have some disadvantages
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Mackenzie
 
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Post » Sat May 28, 2011 3:38 am

I figured I should mention, the point lookout integration interferes with pruce mooses http://www.fallout3nexus.com/downloads/file.php?id=7268 .

The new boat where companions can rest is located on top of a boat needed for that mod. *shrugs* Small conflict but figured I'd mention it. Its a neat quest mod.
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Elea Rossi
 
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Post » Fri May 27, 2011 8:05 pm

I figured I should mention, the point lookout integration interferes with pruce mooses http://www.fallout3nexus.com/downloads/file.php?id=7268 .

The new boat where companions can rest is located on top of a boat needed for that mod. *shrugs* Small conflict but figured I'd mention it. Its a neat quest mod.


awwwwwww [censored].

graaaaaaaaghhhhhhhhhhhhhhh

Talk about [censored] luck.

I guess we both liked that spot. Sheesh. Small world...

I wonder which mod would have an easier time moving the boat. Considering both of the mods certainly make navmesh changes... bah.
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Marguerite Dabrin
 
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Post » Sat May 28, 2011 1:31 am

It doesn't do anything to explicitly make the FOOK-Phalanx version better than someone running the stand-alone Phalanx next to another game-overhaul type mod. One thing for the future though is that FOOK having Phalanx native makes a few things easier to do developmentally for FOOK-specific weapons (I think FOOK adds weapons?). Anyway, if it does, a slightly custom version of the weapon-selection system is accomodated by that sort of inclusion.


How do you want to fit that into the script? I mean FOOK has what, 150 weapons? Your weapon selection script is already large as is, it would never fit into a single script due to the character limit.
Only option I see would be breaking up your weapon select script into multiple parts somehow.
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Natalie J Webster
 
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Post » Sat May 28, 2011 2:45 am

How do you want to fit that into the script? I mean FOOK has what, 150 weapons? Your weapon selection script is already large as is, it would never fit into a single script due to the character limit.
Only option I see would be breaking up your weapon select script into multiple parts somehow.


Formlists ftw!

The script doesn't actually manipulate weapons on the follower, it manipulates the ammo. Do you happen to know how many ammo types it adds?
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electro_fantics
 
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Post » Sat May 28, 2011 7:36 am

Formlists ftw!

The script doesn't actually manipulate weapons on the follower, it manipulates the ammo. Do you happen to know how many ammo types it adds?

I see that's much more managable then. Can't tell you how many ammo types though.
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Leonie Connor
 
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Post » Fri May 27, 2011 10:52 pm

I see that's much more managable then. Can't tell you how many ammo types though.


It's true that it helps, but it is the case that the script is up against the wall as it stands right now. I have to rip into it and change how the catagorization works to even add a single new classification. Classification meaning, like, "long-range-weapon which uses MF cells."

I can't look into it for some time, even. Whole buncha other stuff on my plate :/
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Klaire
 
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Post » Sat May 28, 2011 1:03 am

awwwwwww [censored].

graaaaaaaaghhhhhhhhhhhhhhh

Talk about [censored] luck.

Indeed :)
There is the second mod already, which interfere with yours
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TRIsha FEnnesse
 
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Post » Fri May 27, 2011 8:57 pm

I am hoping to get some of you to try this. It's an .esp that's aimed for being the bigger part of the version 1.04 bump.

http://www.finhosting.fi/~fallout/downloads/development/Phalanx-MainFollowerModule.esp

The bigger deal is NOT the combat message box thing.

People will notice groups of followers doing more damage overall. They are staying on their weapons better, seem more lively, are firing more consistently, and virtually never looking stuck. Also the 'retreat' function should be working without serious glitches.

And at the same time - hopefully no change in game stability - I'd like to hear back if that's changed at all.

You may see what I think is a graphics sort of glitch where Fawkes appears to be equipping 2 weapons at the same time. Cool, eh??? If anyone else sees that, I'd like to hear about it.

So aite, I hope to hear back on this .esp version.
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Kayla Keizer
 
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Post » Fri May 27, 2011 6:23 pm

I am hoping to get some of you to try this. It's an .esp that's aimed for being the bigger part of the version 1.04 bump.

http://www.finhosting.fi/~fallout/downloads/development/Phalanx-MainFollowerModule.esp

The bigger deal is NOT the combat message box thing.

People will notice groups of followers doing more damage overall. They are staying on their weapons better, seem more lively, are firing more consistently, and virtually never looking stuck. Also the 'retreat' function should be working without serious glitches.

And at the same time - hopefully no change in game stability - I'd like to hear back if that's changed at all.

You may see what I think is a graphics sort of glitch where Fawkes appears to be equipping 2 weapons at the same time. Cool, eh??? If anyone else sees that, I'd like to hear about it.

So aite, I hope to hear back on this .esp version.


And,

as of the version I uploaded a few minutes ago, I nerfed the 2ed fight in the first Phalanx quest a bit (the one where you walk through a door and a fight starts). All two of the descriptions I heard from players with level 30 characters sounded like the fight was harder for them than I'd meant it to be. I didn't have a way to know that before, literally nobody had ever tested that fight for me before I released it. :/

I badly need feedback about the stability of this current .esp.
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jaideep singh
 
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Post » Sat May 28, 2011 9:29 am

And,

as of the version I uploaded a few minutes ago, I nerfed the 2ed fight in the first Phalanx quest a bit (the one where you walk through a door and a fight starts). All two of the descriptions I heard from players with level 30 characters sounded like the fight was harder for them than I'd meant it to be. I didn't have a way to know that before, literally nobody had ever tested that fight for me before I released it. :/

I badly need feedback about the stability of this current .esp.

I will try it, but now I am at Zeta, so it will make some time.

You may see what I think is a graphics sort of glitch where Fawkes appears to be equipping 2 weapons at the same time. Cool, eh??? If anyone else sees that, I'd like to hear about it.

I see this in the inventory- this was Charon in my case. When he have two shotguns in the inventory, with almost the same condition, he equip them both
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luke trodden
 
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Post » Sat May 28, 2011 12:04 am

I will try it, but now I am at Zeta, so it will make some time.


heh thank god =p well hurry!! hehe.

I see this in the inventory- this was Charon in my case. When he have two shotguns in the inventory, with almost the same condition, he equip them both


That's a different issue. What you saw in Charon is the signature of THE fallout bug that is/was tearing my new "retreat" mechanism to shreds. It's been in-my-face for a long time. The thing on Fawkes was totally new to me. In regular gamemode 3rd person view, he was walking around displaying a minigun and a plasma rifle as equipped weapons. It looked really cool! Like a plasma rifle mounted on top of a minigun! I couldn't get to the screenshot button fast enough before he looted a corpse and the appearance changed.

edit: the screenshot I got too late: - - - http://www.finhosting.fi/~fallout/screenshots/fawkes2weaps.jpg hed already put the main part of the minigun away but he's still showing the backpack.
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kasia
 
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Post » Fri May 27, 2011 10:58 pm

Rembo, dummit :)
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Richard
 
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Post » Fri May 27, 2011 9:18 pm

Rembo, dummit :)


I found something with my own Fallout install that was unrelated to Phalanx that may have been making my game a bit more unstable than usual.

But I'm still really hoping to hear back on how this .esp is working out.
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Lavender Brown
 
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Post » Fri May 27, 2011 6:34 pm

I hope tomorrow (give me 10 hours) I will have some good news.
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Rob Smith
 
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Post » Fri May 27, 2011 10:34 pm

I just started over, I have Malcom, Clover, RL-3, and K-9. I'm in open wilderness so I'll play test it.
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Darian Ennels
 
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Post » Sat May 28, 2011 8:47 am

I just started over, I have Malcom, Clover, RL-3, and K-9. I'm in open wilderness so I'll play test it.


Ah great!
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Sxc-Mary
 
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Post » Fri May 27, 2011 11:42 pm

Seems to be working quite well, no CTDs, followers are switching weapons, and are effective for their level and enemies faced. The "push" command has never been more fluid to use. I'll have to try retreat later.

Looking good, comrade.
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Andy durkan
 
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Post » Sat May 28, 2011 4:07 am

Seems to be working quite well, no CTDs, followers are switching weapons, and are effective for their level and enemies faced. The "push" command has never been more fluid to use. I'll have to try retreat later.

Looking good, comrade.


Interesting! m k. Thanks for getting back about it!

Man I'm just gonna have to try a new video card. Well, if I can bear to spend money.
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joeK
 
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Post » Fri May 27, 2011 8:32 pm

Install new version. I'm just after Zeta, so can't say much for now. But there is no crashes and other funny stuff, and seems to me- companions react more quickly in the battle, and make less switchings between weapons.
I always give to companions vanilla types of weapons only, because in this case they tell more correctly about What they need (stims and ammunition)
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Camden Unglesbee
 
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Post » Sat May 28, 2011 9:45 am

Install new version. I'm just after Zeta, so can't say much for now. But there is no crashes and other funny stuff, and seems to me- companions react more quickly in the battle, and make less switchings between weapons.
I always give to companions vanilla types of weapons only, because in this case they tell more correctly about What they need (stims and ammunition)


Thanks guys for checking into this for me. That's what I needed to hear.

I'm finishing up some last stuff and I think I'll be shipping 1.04 release hopefully soon.
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Kirsty Wood
 
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Post » Sat May 28, 2011 1:35 am

Question: Could I open up your .esp in the geck and edit clovers face without ramifications. Her hair is kind of... ehhh.
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Jamie Moysey
 
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Post » Sat May 28, 2011 4:50 am

Question: Could I open up your .esp in the geck and edit clovers face without ramifications. Her hair is kind of... ehhh.


You could do whatever to clover's hair, but you'd need to re-do it each time you patch to my new versions, of course.

I think I had some codec problems that were contributing to my FO3 crashyness. Things seem to be going pretty well for me, game-stability-wise, now that I did a massive 230-codec deletion from my system.

.... I don't recommend that as a fun thing to do btw. It was kinda ass. But, at least now things are working again.
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Leah
 
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