[RELz] FO3 Phalanx

Post » Fri May 27, 2011 11:02 pm

Oh Christ, found it.

That was a beast.

Sorry Tarrant, had to sneak/robo expert the damn thing. Christ.
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Jodie Bardgett
 
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Post » Fri May 27, 2011 9:26 pm

Oh Christ, found it.

That was a beast.

Sorry Tarrant, had to sneak/robo expert the damn thing. Christ.


hehehehehehh!

That's fine.. that sort of kill on it is intended, if you took the perk. What's important though is that hopefully, it was cool and fun! - or at least scary because you've realized just how horrible it is and how you have to sneak up on it like you really, really mean it. No farting around, there.

It's possible for any class to kill, however, and with weapons that at first glance seem unlikely ... I found the most difficult weapon to kill it with to be the microwave emitter from Point Lookout.

Assuming nobody finds any anomolies with it (I haven't), I'm goan release this as 1.02 tomorrow I think.
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lauraa
 
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Post » Fri May 27, 2011 7:48 pm

Just wanted to drop in and say good work!



I'm really enjoying this mod. And whoever voiced Malcolm was a really good choice haha. The voice and the character compliment each other.
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Chloe Lou
 
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Post » Sat May 28, 2011 1:57 am

Tarrant, did you remember when Princess Stomper wanted to voice Deisha? What ever happened to that?
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Kate Schofield
 
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Post » Fri May 27, 2011 10:42 pm

Tarrant, did you remember when Princess Stomper wanted to voice Deisha? What ever happened to that?


erm, she did? I have no recollection of that whatsoever.
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Genevieve
 
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Post » Sat May 28, 2011 10:31 am

This has been updated to version 1.02. It's got changes that aren't in any of the earlier dev versions I sent around, so everyone will want to get it.

http://www.finhosting.fi/~fallout/downloads/FO3-Phalanx-1.02-NOSOUND.zip <--- does not have the voices.bsa - - good for upgrade from 1.0 or higher

http://www.finhosting.fi/~fallout/downloads/FO3-Phalanx-1.02.zip <-- first time install

What's new -

2 days after you get that player-owned base, you get to face an extremely dangerous, obscenely overpowered, inhuman enemy. It's about as bad as needing to kill Liberty Prime, except that Prime is, actually, invulnerable, and this thing is not. A few classes, and one perk, allow a free ride in terms of handling it. If you ain't one of those, be ready for a wild ride. Or, kill it from the console if you really hate it.

If it seems unkillable - - it's not. And, it's killable without you doing any weird, secret tricks. Every single class of character in the game is capable of killing this thing. But, for many character classes, the ways to kill it are specific, and require you to take advantage of its limitations. I don't want to put up any videos to prove it because it would amount to a huge spoiler.

If you forget to FO3MasterUpdate, it may not work properly and could stand there, unable to run around. That's not the intended fight =p

And, some bugfixes.
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Lawrence Armijo
 
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Post » Sat May 28, 2011 3:32 am

Yeah she did. I remember it clear as day.

Also, what kind of changes from the 1.02 Dev to Relz are we talking about.
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Nancy RIP
 
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Post » Sat May 28, 2011 2:16 am

Yeah she did. I remember it clear as day.

Also, what kind of changes from the 1.02 Dev to Relz are we talking about.


well damn, I'm embarrassed then, how'd something like that slip my mind.

The bot's a little easier to observe safely in 1.02 because I increased the effectiveness of a hiding spot. You can now cower in fear behind that trash can and it isn't necessarily going to notice you when it turns. Also, it patrols differently. And the cell cleanup is done differently afterward. And the little Mr Gutsys in there are now named cute little robot names. hm thats bout what I can think of.
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e.Double
 
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Post » Sat May 28, 2011 6:10 am

You should talk to her about it, maybe she'd still do it.
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Everardo Montano
 
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Post » Sat May 28, 2011 6:24 am

The version of Phalanx-MainFollowerModule that is here right now has a major bugfix to the followers-stim-you behavior.

http://www.finhosting.fi/~fallout/downloads/development/Phalanx-MainFollowerModule.esp
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celebrity
 
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Post » Sat May 28, 2011 2:26 am

Tarrant,

I think I know the answer to these questions... which is "NO!" ;)

1. Does the player have any method of healing a disabled follower outside using Phalanx HQ or the 2 base camps?

If I take a follower to say Point Lookout (or any other DLC) and they get disabled, I'm basically SOL until I can get them back to the Wasteland?

2. Is there a way to leave Phalanx HQ without going through Black Hole? I found the vent shaft that lets me in, but I don't see a way out except through Black Hole.

As an FYI, I found a couple minor issues...

1. In Phalanx and Q HQ Admin Office Bathrooms, the sink is clipping through a bench. Very very minor, but noticable.
2. NPC dialog text is progressing a bit quick for the average reader. It would be nice to "click" to progress it and have it automatically progress a bit slower by default. That way the faster readers can click the text to get to the next bit and the slower readers can have time to read it all.

I'm enjoying it. :) The HQ is cool and BIG. Geez is it big... LOL.
I have yet to meet an evil robot, but I think I've finished the quests.

Chow.
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Emily Jeffs
 
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Post » Sat May 28, 2011 2:04 am

Tarrant,

I think I know the answer to these questions... which is "NO!" ;)

1. Does the player have any method of healing a disabled follower outside using Phalanx HQ or the 2 base camps?

If I take a follower to say Point Lookout (or any other DLC) and they get disabled, I'm basically SOL until I can get them back to the Wasteland?


Well, the trip back WORKS, at least. hehe.

A campsite within Point Lookout seems like a nice idea. Maybe I'll put one there when I'm done this thing I'm making right now.

2. Is there a way to leave Phalanx HQ without going through Black Hole? I found the vent shaft that lets me in, but I don't see a way out except through Black Hole.


It's by design that the trip in is fast but the trip out is a run. Even Megaton and Tenpenny make you spend some time travelling. With the base, the trip in + out was admittedly way too long, and that's why I made a fast way into it, to balance it out. That fast way in was originally a one-shot fast-travel directly in, but I had to tear that code out due to follower glitches making them not complete the trip with you now and then. So now, you climb down a ventilation shaft instead. haha.

Everything's eligible for change of course but I'd like to see how that works out in the long course of things.

As an FYI, I found a couple minor issues...

1. In Phalanx and Q HQ Admin Office Bathrooms, the sink is clipping through a bench. Very very minor, but noticable.


hmm... the sink is supposed to be like, it's got a countertop around it. I deliberately stuck it in the middle of that counter looking thing. Was that what you meant? hmmmm.

2. NPC dialog text is progressing a bit quick for the average reader. It would be nice to "click" to progress it and have it automatically progress a bit slower by default. That way the faster readers can click the text to get to the next bit and the slower readers can have time to read it all.


If you're referring to the unvoiced dialogue - - that's a consequence of it being unvoiced. All that stuff scrolls away after 5 seconds. It all auto-adjusts when the voicing goes in. I'm in the very beginning stages of getting those characters voiced, for what it's worth, but it's still a ways off. I don't have any way to make you click to progress on dialogue, that part's hardcoded in the game. I see the fix for this as getting the voicing finished.


I'm enjoying it. :) The HQ is cool and BIG. Geez is it big... LOL.
I have yet to meet an evil robot, but I think I've finished the quests.


It should trigger 2 game-days after you load the version that has it, AND, you are somewhere other than the base/black hole/black-hole-entrance for 30 seconds (the quest that kicks that in is on a 30 second timer).

edit for accuracy: In the case of your game, you will need to allow 2 game days to pass. Overall, it's set to happen 2 game-days after you obtain the base and you aren't in the area, etc.
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Princess Johnson
 
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Post » Sat May 28, 2011 4:48 am

Okays. :)

Thanks for the feedback. I figured Evil robot was a timed thing. So I'll just wait and see.

As for the sink, it must be as it was designed. Now that you've explained it, I can see what you were doing. Since the base of the sink can be seen under the table, that is what was making me think it was clipping. No biggie.

Having no way to heal disabled followers in DLC might be a pain. Not sure, yet.
If they get disabled, I can always take them to the ferry or apt and tell them to wait instead of having them follow me all over the place being cowards. ;)

The dialog was about the unvoiced portions. Didn't realize that was all hard coded. Now I know. :)
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ZANEY82
 
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Post » Sat May 28, 2011 1:46 am

Having no way to heal disabled followers in DLC might be a pain. Not sure, yet.
If they get disabled, I can always take them to the ferry or apt and tell them to wait instead of having them follow me all over the place being cowards. ;)


Yeah the followers are meant to be a burden when disabled. One doesn't want them around when they are like that, they get in the way and are nuts. But I think that Point Lookout is an appropriate place to put a follower camp site. That's as opposed with Broken Steel, anyway, whose worldspaces are all sorta mission-related.
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HARDHEAD
 
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Post » Sat May 28, 2011 9:07 am

The version of mainfollowermodule that is here now has had the group command "Retreat" changed significantly. It's much more powerful, now.

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


On a technical level - -

Ever since I put in the "Hide and try to stay out of the fight" group command, I have wondered if the AI package type called "Ambush" could be used to strengthen the retreat behavior. The "Ambush" package type has the characteristic that you can configure it to cause followers to be very unaware of enemies around them. This characteristic seems completely unique to the Ambush package type and when it's in force, it's very powerful.

I found the answer to be both yes, and no. Using an Ambush package type to initially try to get a retreat works great. They will turn and run right to you. Trouble is, the Ambush package type does not allow you to configure "Continue during combat", so if a single bullet hits the follower, it stops coming to you, and pushes forward again.

So, in management of the command, I start them off on an ambush package, which results in an effort to make a very clean run to you. If a follower gets hit and turns around and takes up a combat target, I switch that follower onto a travel package which does almost the same thing (it's the "fall back" package). That travel package has "Continue During Combat" flag turned on, so they keep coming to you, only they will tend to run backwards, firing at the target. Also, there's some other things I put in to make the retreat cleaner.

In some respects, Retreat right now is a little cleaner than I like. But, because it's impossible to make the follower ignore getting shot in the back, I had to work with that to try to get the final result to be similar to what I want. They are less likely to drag enemies on top of you during the retreat than I prefer due to using the scaonactor function (which really shuts down part of the fight). I had to pick what to do after testing the various combinations, and for now, this is it.
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Charles Mckinna
 
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Post » Sat May 28, 2011 1:20 am

I want to second on that 2-way pipeline thingy. The black hole it great, but I have trouble finding my way when I'm in a hurry.
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Dina Boudreau
 
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Post » Fri May 27, 2011 6:34 pm

If it helps - - it's a straight line, when you come out you run between the 2 huge cave columns and it takes you right to the exit tunnel.
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Vivien
 
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Post » Fri May 27, 2011 8:37 pm

Ahhhh... thanks.
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ZzZz
 
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Post » Sat May 28, 2011 6:58 am

Ahhhh... thanks.


In retrospect I should probably put up some signage saying where the exits are - - no reflection on you, just saying.

I need signs made for other things in the black hole anyway. I'm just not sure how to make brand-new signs.

I did make one custom texture thing lately but it was re-texturing an existing thing.

hm.
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Liii BLATES
 
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Post » Sat May 28, 2011 12:06 am

Version 1.03 is ready to go, I believe.

The updated files are here: http://www.finhosting.fi/~fallout/downloads/development/FO3-Phalanx-Update-1.03.zip

The differences:

- - - The trip while leaving the player-owned base is shorter.

- - - a problem with Deisha dismissing in the base was resolved.

- - - There is now a thing that functions as a "camp site" for followers within Point Lookout. Look for the map marker when you get there. It's near the shoreline.

- - - RETREAT has been re-implemented, is more powerful now.

- - - The Followers-Stim-You behavior has had major fixes made.

- - - The mechanism by which the Point Lookout integration .esp has a working "camp site" would not be hard for modders to tap into in order to make followers able to dismiss in another, non-Phalanx location. All it involves is moving an X-marker that exists in Phalanx-MainFollowerModule to the appropriate location. To see how it works, the person would trace out exactly how the Point Lookout dismissal goes together.
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Nicole Elocin
 
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Post » Sat May 28, 2011 8:49 am

I think there may be another FO3MasterUpdate issue. When you FO3MasterUpdate your stuff, you may see the followers have trouble getting to you in the area of the new Point Lookout "campsite" area, as though they cannot pathfind past a barrier. I'll be getting with Elminster on it ASAP.

It acts like a navmesh finalization issue but, if you open up the GECK, you'll see that it's finalized just fine.

For now, I think you could get away with skipping FO3MasterUpdate on the PointLookoutIntegration module and see how it goes.
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BEl J
 
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Post » Sat May 28, 2011 7:37 am

The only thing that works with the new Phalanx-PointLookout-Integration .esp is to NOT FO3MasterUpdate just that one file, but you'd still want to do all the others.

I can't figure out a way around it, and I've tried a number of things.

There's something stupid about this one particular cell and it needs to be a true .esp to have pathfinding work right.

I donno what to make of it.
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Jack Bryan
 
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Post » Fri May 27, 2011 7:57 pm

I'll have to MR before I take anyone to PL then, no biggie, thanks for the heads up.
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Oyuki Manson Lavey
 
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Post » Fri May 27, 2011 10:20 pm

The only thing that works with the new Phalanx-PointLookout-Integration .esp is to NOT FO3MasterUpdate just that one file, but you'd still want to do all the others.

I can't figure out a way around it, and I've tried a number of things.

There's something stupid about this one particular cell and it needs to be a true .esp to have pathfinding work right.

I donno what to make of it.

I hope-Elminster will help you.
Without masterupdate it is impossible to play into this game with many mods
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Hope Greenhaw
 
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Post » Fri May 27, 2011 9:33 pm

Are there any downsides to not MU the PL .esp file?
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Lynette Wilson
 
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