[RELz] FO3 Phalanx

Post » Sat May 28, 2011 1:49 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.


I'm stunned that you were able to get through the MQ as level 7? Holy [censored]? hehe.

There is a combat challenge to get that base that, as a level 7, you would have to do a -killall- in the console to win.

I bet that my quest character would offer you the quest if you walked into the place, though. That particular trigger doesn't care what level you are, if I recall. Let me see what I can figure out as a good way to get you to the area.
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Robert DeLarosa
 
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Post » Fri May 27, 2011 10:26 pm

Okay, here is what you should do.

In-game, go into the console, and click on one of the Phalanx specific followers (Malcolm, K-9, Deisha). This will cause a number to be visible over it's head.

Then, take note of what the very first 2 numbers/letters are.

Then, take this number, and replace the very first 2 numbers of it with the first 2 numbers you got from the follower.

000c66f3.

So lets say that your new number is 0a0c6ff3. You type this in console

player.moveto 0a0c66f3

and that will transport you to the entrance of the new world area and get you the map marker.

Soon after you go in, a guy should talk to you, and then you get a new quest. If you're level 7, you'd better just put yourself in god mode and leave it on for a while. Those fights are meant to be hard if you are level 20.
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JaNnatul Naimah
 
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Post » Sat May 28, 2011 8:02 am

Those fights were hard at LVL 30 with Jet, Ultra Jet, AND Grim Reapers Sprint, damn.
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DAVId Bryant
 
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Post » Fri May 27, 2011 8:46 pm

Those fights were hard at LVL 30 with Jet, Ultra Jet, AND Grim Reapers Sprint, damn.


Ah. Good to hear. I was a little worried that the fight might somehow be too easy if the char is at level 30.

I wonder what people will think of the next combat challenge. It's sorta already created, it's just not in the game yet. I could put it in pretty easy. It's not even a mini-quest, it's just a sick thing that just shows up and disrupts the Black Hole and needs kilt.

There is one character class that won't die while learning how to kill it, but even that one will be on tiptoe sorta. This thing is a beast.
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Britta Gronkowski
 
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Post » Sat May 28, 2011 5:47 am

I wonder what people will think of the next combat challenge. It's sorta already created, it's just not in the game yet. I could put it in pretty easy. It's not even a mini-quest, it's just a sick thing that just shows up and disrupts the Black Hole and needs kilt.

There is one character class that won't die while learning how to kill it, but even that one will be on tiptoe sorta. This thing is a beast.

Tarrant, I'm just gonna go on the assumption here that this is either a riddle or you're drunk. :foodndrink:
Also why does the sick thing need a kilt?
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AnDres MeZa
 
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Post » Sat May 28, 2011 1:13 am

Tarrant, I'm just gonna go on the assumption here that this is either a riddle or you're drunk. :foodndrink:
Also why does the sick thing need a kilt?


heheheh

Spilled, spilt... killed, kilt, right?

I made it and put it in the game not knowing for sure what would happen. I really didn't know what it would act like. Now I know. It's so overpowered that its funny. And the fact that any character class can, in fact, kill it, makes it all the cooler. It's especially cool once you get it dead.

I died at least 5 times, prolly more, when I first made the thing and tried to kill it. But players will go in with more information about it than I did. I don't know if that will make it easier. I will try to arrange it so that the player does not underestimate it.

I hope that some DLC weapon doesn't completely nerf it. I probably have to re-engineer it to be impervious to the tesla cannon but I don't know if there are any other sick-powerful-sniper type weapons that would make it too easy. *shrugs*. Will see.
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Tom
 
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Post » Sat May 28, 2011 7:34 am

That sounds fun. Besides the Tesla Cannon I think only some of the weapons from Mothership Zeta could cause similar headaches.
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helen buchan
 
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Post » Sat May 28, 2011 7:38 am

The trip back from Adams Air Force Base with Phalanx-compatibility in Broken Steel is VERY broken right now.

Broken Steel Spoiler
Spoiler
I have the vertibird interior set in the GECK for scale 1.5, and FO3MasterUpdate does build the ONAMs for it, but when you go in-game, it's at scale 1.0. Needless to say, the interior is insane, like that..


It didn't used to be like this. I tested this extensively and never saw anything like it. But that was in fact 1 - 2 executable versions ago.

I'll try to get a workaround in place.
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rheanna bruining
 
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Post » Sat May 28, 2011 9:13 am

********************************
*
* Bump for FO3MasterUpdate update
*
********************************


- - - - Elminster's new version of FO3MasterUpdate that he made just now corrects the issue Phalanx was having with its Adams Air Force Base/Vertibird scene - - be sure to get it - -

The way to use this is to FO3MasterRestore your stuff, and then FO3MasterUpdate it again.

http://www.finhosting.fi/~fallout/downloads/FO3MasterUpdate2_5_5.7z

He'll be officially releasing within the next few days, but said I can update Phalanx's stuff with the version we have here now.
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Heather Kush
 
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Post » Fri May 27, 2011 7:09 pm

Thanks for the info!
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Laura Richards
 
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Post » Sat May 28, 2011 6:35 am

Hey Tarrant, Clover doesn't like to stay at the Phalanx HQ, whenever I dismiss her she always runs back to find me after I wait a certain period of time. She dismisses at the campsites though.
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Carlos Rojas
 
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Post » Sat May 28, 2011 9:38 am

Hey Tarrant, Clover doesn't like to stay at the Phalanx HQ, whenever I dismiss her she always runs back to find me after I wait a certain period of time. She dismisses at the campsites though.


Aite, I'll fix it in my dev version and get it up soon.

.... this version has my sick-ass bot in it, however, and first version of the quest that makes it available to be confronted it is almost ready to go.. :)
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Brittany Abner
 
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Post » Fri May 27, 2011 7:28 pm

Quick request for the next time you are working on the Megaton Camp site.

Can we have some storage there. Just an ammo box and a foot locker would be helpful.
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Jessica Raven
 
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Post » Fri May 27, 2011 8:54 pm

Quick request for the next time you are working on the Megaton Camp site.

Can we have some storage there. Just an ammo box and a foot locker would be helpful.


I donno, see... I deliberately left containers out of that one, with the point of making people be extra happy with the second campsite when they find it...

Have you found the other one in-game yet? Do you know where it is?

... and the base that you get after completing the MQ... it's deliberately got... *cough* containers.
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Channing
 
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Post » Sat May 28, 2011 5:04 am

I am not able to make Clover malfunction on dismissal in the base.

This is going to sound odd but... if you can't find her ... check the bed in the player bedroom... heh.

I found her in it twice. I didn't mean for her to do that but.. *shrugs*

If not there, check the beds in the clinic or in the regular sleeping quarters.
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Adriana Lenzo
 
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Post » Sat May 28, 2011 2:47 am

The thing located here:

http://www.finhosting.fi/~fallout/downloads/development/FO3-Phalanx-Update-1.02.zip

has 2 files.

They are what I may make as the next release version of Phalanx. The new thing is this.

exactly 2 days after you get the base, at some point, when you return to it, you find that there's a visitor in the Black Hole... and it wants YOU...

For it to work right you must use FO3MasterUpdate (http://www.finhosting.fi/~fallout/downloads/FO3MasterUpdate2_5_5.7z).

I wonder if youall will have as much fun messing with the thing as I did.

Anyway, yeah. It's not meant for Mothership Zeta weapons, so if you pretend you don't have those, it will go more or less as I was intending. I think,

:>

It's not as fun for chars that own the "robotics expert" perk, btw. If you have it, you could pretend that you don't, and see how it goes. I didn't want to invalidate that perk for this particular deal, because it's skill-related and more-or-less earned.
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Alexis Estrada
 
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Post » Fri May 27, 2011 9:52 pm

I donno, see... I deliberately left containers out of that one, with the point of making people be extra happy with the second campsite when they find it...

Have you found the other one in-game yet? Do you know where it is?

... and the base that you get after completing the MQ... it's deliberately got... *cough* containers.



I've found the Blackhole and I'm very impressed.

Still have to get through main quest.
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lisa nuttall
 
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Post » Sat May 28, 2011 6:28 am

Tarrant, she warps to me. I dismiss her, leave, wait anywhere for more than a few hours and she litterally is right there, either heading back to base or following me like she's not dismissed.
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Lovingly
 
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Post » Sat May 28, 2011 3:03 am

Tarrant, she warps to me. I dismiss her, leave, wait anywhere for more than a few hours and she litterally is right there, either heading back to base or following me like she's not dismissed.


Oh. Weird.

I really, really hope this isn't a game bug kicking in, but it might be :(.

I will check that aspect of it thx.
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Sista Sila
 
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Post » Sat May 28, 2011 3:46 am

I've found the Blackhole and I'm very impressed.

Still have to get through main quest.


Cool :>

But, there is also a second campsite that becomes visible near where one of the game's side quests happens.

Spoiler thread is here if you want it: http://www.finhosting.fi/~fallout/cgi-bin/yabb2/YaBB.pl?num=1237427726
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Kayleigh Williams
 
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Post » Fri May 27, 2011 11:45 pm

The thing located here:

http://www.finhosting.fi/~fallout/downloads/development/FO3-Phalanx-Update-1.02.zip

has 2 files.

They are what I may make as the next release version of Phalanx. The new thing is this.

exactly 2 days after you get the base, at some point, when you return to it, you find that there's a visitor in the Black Hole... and it wants YOU...

For it to work right you must use FO3MasterUpdate (http://www.finhosting.fi/~fallout/downloads/FO3MasterUpdate2_5_5.7z).

I wonder if youall will have as much fun messing with the thing as I did.

Anyway, yeah. It's not meant for Mothership Zeta weapons, so if you pretend you don't have those, it will go more or less as I was intending. I think,

:>

It's not as fun for chars that own the "robotics expert" perk, btw. If you have it, you could pretend that you don't, and see how it goes. I didn't want to invalidate that perk for this particular deal, because it's skill-related and more-or-less earned.


I updated the files in this .zip to fix a couple bugs.
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^~LIL B0NE5~^
 
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Post » Sat May 28, 2011 7:10 am

Tarrant, she warps to me. I dismiss her, leave, wait anywhere for more than a few hours and she litterally is right there, either heading back to base or following me like she's not dismissed.


I'm able to duplicate this in my own game. Boy is it weird!

Hopefully, I can fix it.
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Red Bevinz
 
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Post » Sat May 28, 2011 12:30 am

Tarrant, she warps to me. I dismiss her, leave, wait anywhere for more than a few hours and she litterally is right there, either heading back to base or following me like she's not dismissed.


FOUND IT!!!!!!!!!!!!!!!!!!

Fix is in here: http://www.finhosting.fi/~fallout/downloads/development/FO3-Phalanx-Update-1.02.zip
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Cesar Gomez
 
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Post » Fri May 27, 2011 7:52 pm

Thanks!
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Umpyre Records
 
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Post » Sat May 28, 2011 1:07 am

Works like a charm. Thanks Tarrant.

Now where's this robot.
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Marnesia Steele
 
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