[RELz] FO3 Phalanx

Post » Sat May 28, 2011 6:08 am

I can confirm that my copy of RL-3 is also flagged as essential.


svcks... I'm not sure what happened - - it is the case that RL-3's base object is essential by default, not sure if that had something to do with it.

Anyway - - if you want to drop the essential flag manually, it's console command:

setessential 00094285 0

Hopefully I'll find a reason for why it happened that makes sense.
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BaNK.RoLL
 
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Post » Sat May 28, 2011 12:26 am

**********************************
* This has been updated to version 1.01*
**********************************


Changes in 1.01:

- - Followers won't open the gate and let the Evergreen Mills Behemoth out anymore. Yeah it was kinda cute, but it was unintuitive. The player cannot open the gate himself at that time, and also, the opening-gate behavior was excessively devaluing the follower during this fight (in vanilla, players who are aware of this behavior are known to force the follower to wait elsewhere because of it). The follower still might unintentionally damage the nearby electrical generator however... :>

- - some script and quest script optimizations

- - Falls Church Metro Fix now ships with this package

- - The weapon-selection-based-upon-distance system now attempts to skew its script timing so that followers are not making their distance-related decisions all at the same times. When it has been able to skew the timings effectively, the followers will also do that post-combat weapon switch at slightly different times.

- - There's a new, one-time instance of changing RL-3 to unessential, since he was observed to be incorrectly set essential in some games.
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Mélida Brunet
 
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Post » Fri May 27, 2011 7:44 pm

This is a truly brilliant mod :D

The voice acting for (malcolm is it?) the new megaton companion is simply the best voice acting i've heard added by any mod.

Thanks and look forward to more updates and voice acting :D

On a side not, the FWE compatablilty patch things doesn't work, maybe it was using the old Phalanx as the master? The game loads up to the main menu but there are no options there, nothing at all and it eventually freezes. I presume this is because of a missing master? Or wrong master perhaps.
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Stat Wrecker
 
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Post » Fri May 27, 2011 11:52 pm

This is a truly brilliant mod :D

The voice acting for (malcolm is it?) the new megaton companion is simply the best voice acting i've heard added by any mod.

Thanks and look forward to more updates and voice acting :D


Ah cool! :>

On a side not, the FWE compatablilty patch things doesn't work, maybe it was using the old Phalanx as the master? The game loads up to the main menu but there are no options there, nothing at all and it eventually freezes. I presume this is because of a missing master? Or wrong master perhaps.


That file's not beneficial now, you can get rid of it. I've already pulled it off of its download location.
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Prue
 
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Post » Fri May 27, 2011 7:38 pm

I recently saw that followers are, very occasionally, having their weapons knocked out of their hands. It's not related to limb damage. I think maybe the weapon is being struck during combat and that's causing it.

The great majority of the time it doesn't happen, but yeah. And it's positively happening way less often than it would be if Phalanx wasn't covering for the other 2 ways it can happen (heh).
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Damien Mulvenna
 
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Post » Sat May 28, 2011 7:31 am

I recently saw that followers are, very occasionally, having their weapons knocked out of their hands. It's not related to limb damage.
The great majority of the time it doesn't happen, but yeah. And it's positively happening way less often than it would be if Phalanx wasn't covering for the other 2 ways it can happen (heh).

It doesn't happen often, yes, but only with Phalanx companions. :)
All anothers have this ability until now.
I think maybe the weapon is being struck during combat and that's causing it.

For me this bug usually occur when companion (not yours) make location change with weapon in hands
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:)Colleenn
 
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Post » Sat May 28, 2011 1:39 am

It doesn't happen often, yes, but only with Phalanx companions. :)
All anothers have this ability until now.


Well, of course, the Phalanx' followers willingness to use regular weapons is part of this. If you threw them all back in their original, flagged-unplayable, flagged-undroppable weapons, you would NEVER see this. But that giant step backward would be totally not what's wanted.

For me this bug usually occur when companion (not yours) make location change with weapon in hands


Are we talking about the same thing, here? That sounds more like the weapon-hanging-on-wrist problem, or the upside-down-weapon problem.
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Flesh Tunnel
 
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Post » Sat May 28, 2011 2:32 am

Are we talking about the same thing, here? That sounds more like the weapon-hanging-on-wrist problem, or the upside-down-weapon problem.

Oops- sorry, my mistake :)
Yes, I tell about it. And even here your companions are good exception from all anothers. For the last week I was not able to see them with weapon upside-down. At least- for now
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Melissa De Thomasis
 
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Post » Sat May 28, 2011 9:38 am

Dude, Phalanx Headquarters is freaking awesome.

Those battles were absolutely insane though, between the two of them all my followers were KO'd. Fun as hell.

... you know someone could just breeze through them with a Chinese Stealth Suit / Stealth Boy and an appropriate silent weapon, though ...

... but where's the fun in that, I say?
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Lily Evans
 
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Post » Fri May 27, 2011 9:25 pm

Dude, Phalanx Headquarters is freaking awesome.

Those battles were absolutely insane though, between the two of them all my followers were KO'd. Fun as hell.

... you know someone could just breeze through them with a Chinese Stealth Suit / Stealth Boy and an appropriate silent weapon, though ...

... but where's the fun in that, I say?

The fun is- to have a choice :)
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Sarah Edmunds
 
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Post » Fri May 27, 2011 10:43 pm

Dude, Phalanx Headquarters is freaking awesome.

Those battles were absolutely insane though, between the two of them all my followers were KO'd. Fun as hell.

... you know someone could just breeze through them with a Chinese Stealth Suit / Stealth Boy and an appropriate silent weapon, though ...

... but where's the fun in that, I say?


Heheh, glad you like it :>

The first time I walked into those fights I got kilt because I wasn't on my toes. But that meant it was right, if you know what I mean?

I'm not familiar with chinese stealth suit and how one uses a silent weapon along with one. If that's how someone likes to fight though, more power to them, I say.

Second fight is, of course,
Spoiler
an ambush,
though. It sounds like in that fight, that sort of tactic would be at the sacrifice of one's crew.
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Emily Martell
 
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Post » Sat May 28, 2011 4:40 am

Damn.
One of the mods place it's own house right on the head of your Megaton's camp.
Great wasteland is wide, but the place was not enough for all :)
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Robert Devlin
 
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Post » Fri May 27, 2011 10:06 pm

The point-lookout-integration for Phalanx is mostly done, I believe. The current .esp is here:

http://www.finhosting.fi/~fallout/downloads/Phalanx-PointLookout-Integration.esp

This should be used with FO3MasterUpdate.exe or you will see white bodies on Phalanx followers at certain times.

It must load somewhere after mainfollowermodule in your load order.

As with the stand-alone version, you can't travel to Point Lookout for the very first time and then travel straight back to DC afterward. it's a crash fest.

This is a superior integration to the standalone one. There's still a couple things I intend to add, including hopefully a new dialogue section with RL-3 (have to see what voice lines I have available). But yeah, I believe most of it is done.
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Angelina Mayo
 
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Post » Sat May 28, 2011 3:28 am

The point-lookout-integration for Phalanx is mostly done, I believe. The current .esp is here:

http://www.finhosting.fi/~fallout/downloads/Phalanx-PointLookout-Integration.esp

This should be used with FO3MasterUpdate.exe or you will see white bodies on Phalanx followers at certain times.

It must load somewhere after mainfollowermodule in your load order.

As with the stand-alone version, you can't travel to Point Lookout for the very first time and then travel straight back to DC afterward. it's a crash fest.

You mean- I can't travel to PLO at all or with followers only?
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Robyn Howlett
 
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Post » Sat May 28, 2011 3:36 am

You mean- I can't travel to PLO at all or with followers only?


huh?

Um no...

If you travel to point lookout for the very first time (when you see the boat ride movie), and then, instead of actually going and doing anything in point lookout, you take a boat trip straight back to DC, the game's going to crash shortly after you get there. That's all I'm saying.

I think that someome might be curious to see the followers make the trip both ways, so I wanted to warn people that in that particular instance, there's a crash. You can go back and forth all you like after that initial boat-ride-movie-trip is long behind you. This only happens after that very first trip.

I don't think I'm causing the crash and in any case I don't think I can stop it.
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Sarah Kim
 
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Post » Sat May 28, 2011 6:18 am

Tarrant, I've been looking and never really found a clear answer, but I remember seeing that you get the base included with Phalanx after beating the main quest. Well, I beat the main quest, and am working on Broken Steel, but there's no quest or any kind of hint for me to find the base.

Is there a way to force start or just find the place?
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Sakura Haruno
 
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Post » Fri May 27, 2011 6:23 pm

Tarrant, I've been looking and never really found a clear answer, but I remember seeing that you get the base included with Phalanx after beating the main quest. Well, I beat the main quest, and am working on Broken Steel, but there's no quest or any kind of hint for me to find the base.

Is there a way to force start or just find the place?


Yes. Fast travel to Rivet City. Run across the bridge to where harkness stands. Then, fast travel again to Rivet City. Then, run back up to near Rivet City's door.
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Krystina Proietti
 
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Post » Sat May 28, 2011 8:59 am

Are you going to make an .esp for followers use of Point Lookout Weapons too?
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Rach B
 
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Post » Fri May 27, 2011 11:37 pm

Are you going to make an .esp for followers use of Point Lookout Weapons too?


I have run into the problem that I'm out of room to put new code into the weapon selection script. The GECK's script editor window won't let me put more in. There seems to be a character limit. And, there are weapons that don't fit into any of the script's present classifications, or, which need special handling.

Sure, it's theoretically possible to add a new classification and to write special handling code where needed. That part's straightforward. But my hands are tied when the editor won't accept the characters I try to type.

It would help me out if Bethesda would up the character limit on the script compiler if they patch the public GECK again. But at the same time, it's easy to see where they might be like "oh what-the-hell, what you're doing doesn't belong in a script anyway, god!" And I'd be like, I know... heh... loan me your programmer for a day ;).

I think there are some cases where I will be able to add weapons from DLC to it. There are other cases where my hands will be tied. I think I might be able to get the shotgun from PL into it, for example, but the mid/longrange rifle that takes 10mm ammo has no classification in my system. I don't see how to get that in without adding some code, and it won't let me.

If I had more room, I would do a number of somewhat-small things to the system. I would clean up the handling when a follower happens to have looted a weapon that the script does not want them to use at that time. I would look into how the followers are handling flamers (which are, I think, teammate-damaging weapons) and see if I need to let the MOB AI participate in that weapon choice to an extent. I'd build an array of classifications into it for weapons that don't exist in the vanilla game, which would make it easier to add DLC weapons and custom player-made weapons into the system. Also, I would be able to do more to track and defeat the follower-unable-to-equip-any-weapon bug we get now and then (some sort of inventory glitch in the .exe, I often detect and repair the situation now, but it's not catching it 100%). It's also possible to improve the follower's fight understanding at times when the follower has switched targets. None of these things take much code individually, but the trouble is that I'm really, seriously out of space.
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Adam Kriner
 
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Post » Sat May 28, 2011 7:23 am

It's just too bad that you are limited by the amount of scripting space available, Tarrant. The weapon selection control and various tactical commands available in your mod makes it so much more fun using companions in Fallout 3. That's the reason I only give them vanilla weapons, even though I'm playing with WMK and FOOK2, which adds a tremendous amount of variety to the amount and type of weapons available to use.

Thanks for the effort you put in Phalanx, it's a must have in my mod list. :goodjob:
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Josh Trembly
 
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Post » Fri May 27, 2011 10:28 pm

Well, svcks about that.

What about FOSE?
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Phoenix Draven
 
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Post » Fri May 27, 2011 9:20 pm

Well, svcks about that.

What about FOSE?


I have no idea if FOSE extends the length that you can make scripts be. hm. Makes me wonder, now.

Solaara: Thanks :)
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Jessica Phoenix
 
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Post » Sat May 28, 2011 3:27 am

I apologize if I'm being a nuisance, but again, even following what you suggested, I can not get any hint or quest towards finding the base at all.

Is there a variable or something I can just set in the console? The whole reason I even tried the MQ was to get this base, and I really don't want to have to find something else.
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Sammykins
 
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Post » Sat May 28, 2011 7:58 am

I apologize if I'm being a nuisance, but again, even following what you suggested, I can not get any hint or quest towards finding the base at all.

Is there a variable or something I can just set in the console? The whole reason I even tried the MQ was to get this base, and I really don't want to have to find something else.


You're positively NOT being a nuisance. It's supposed to work and I want it to work.

Firstly, be sure you're using Phalanx version 1.0 or higher. It's not in the lower versions.

Secondly - - is your character level 16 or higher?

Let me know the answer to those - - it will tell me if my trigger near Rivet City is somehow broken, which tells me what to do next.
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Victor Oropeza
 
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Post » Sat May 28, 2011 10:23 am

No - my character is level 7.

So that's probably the issue? Damn.

Glad to know it's not a problem with the mod, then. I'll have to search Fallout Wikia for something to let me bypass this. I put several hours of Iron Man into getting the MQ done for this base, and I shalt not leave it uninhabited.
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Cayal
 
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