[RELz] Mister Smith's Scrapyard

Post » Sat Feb 19, 2011 4:11 am

http://www.fallout3nexus.com/downloads/file.php?id=14075
http://www.fallout3nexus.com/downloads/file.php?id=712

My first (released) foray into quest modding, Mister Smith's Scrapyard is technically a mystery- in the middle of the Scrapyard, a medley of 'interesting' characters have set up a new shop, selling robot parts and junk to anyone who visits. If you're RobCo Certified, it's a great place to pick up spare parts. If not, you can always content yourself with http://www.fallout3nexus.com/downloads/images/14075-2-1281573437.jpg, http://www.fallout3nexus.com/downloads/images/14075-3-1281573437.jpg, http://www.fallout3nexus.com/downloads/images/14075-1-1281573436.jpg, new quests, http://www.fallout3nexus.com/downloads/images/14075-4-1281573437.jpg, http://www.youtube.com/watch?v=qL4vAaytVmo&feature=player_embedded and a tall refreshing glass of oil.

At the Scrapyard, you can...
  • Discover the poorly-hidden secret!
  • Reunite a stranded soldier with their unit!
  • Enforce anti-loitering laws!
  • Do some gardening!
  • Help the homeless!
  • Go shopping for music players!
  • Resurrect the dead!


Every quest is technically doable without resorting to violence, as long as your Speech skill is high enough. Although one may involve hiding behind someone else whilst they resort to as much violence as they can. Many have several solutions, ranging from nice to jerk to psychopath.
---
So yeah, a new avenue through which to explore my robot obsession! The Scrapyard isn't the most complex or in-depth quest mod, it's mostly designed around me coming up with strange ideas and making weird things and finding a vehicle to shoehorn them into leading to a grab-bag of short, varied quests and characters. If you've ever wanted a haircut from a gender-confused Gutsy, to battle an army of Gary, your own flying iBot, to crush people with http://www.youtube.com/watch?v=qL4vAaytVmo&feature=player_embedded, or to see the harm Three Dog's broadcasts can wreak upon those with poor listening skills then this is the mod for you.

It's also handy for supplies for RobCo Certified-using characters- the bots have a decent supply of Spare Robot Parts, Fission Batteries and Upgrade Schematics, and the bar is always stocked with refreshing Energy Weapon batteries.

Oh, in addition the Vault Raider armours the Garys use are up for use as a resource, if anyone wants them. There's female versions, even if there are no female Garys.

Comments etc. ITT:
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jenny goodwin
 
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Joined: Wed Sep 13, 2006 4:57 am

Post » Sat Feb 19, 2011 4:14 am

Are you serious? Gary with a bucket on his head? Gary PRIME? :rofl:

Great work! Is Miss Corporal Sandra supplied with female Gutsy voices?
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Jessica Phoenix
 
Posts: 3420
Joined: Sat Jun 24, 2006 8:49 am

Post » Sat Feb 19, 2011 9:43 am

Looks interesting. Paratroopers look badass :P

Gaaaaary! Robco Mechanist Edition power armor is my favorite right now... since it's scrap and stuff it actually looks ok on a kid :P

Hmmm... now I want a cannon to launch my existing robots into paratroopers :) Instead of "vanish all" "load all into transport" *sad robot*



Gonna try this now :D
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[ becca ]
 
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Joined: Wed Jun 21, 2006 12:59 pm

Post » Fri Feb 18, 2011 11:17 pm

Bwuahaha you finally released the Gutsy's! Now to just finish this play-through real quick and start my new scientist character.
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Danger Mouse
 
Posts: 3393
Joined: Sat Oct 07, 2006 9:55 am

Post » Sat Feb 19, 2011 9:54 am

Just thought I'd cross post my question http://www.gamesas.com/index.php?/topic/1040411-relzbetawipz-fo3edit-fo3masterupdate/page__view__findpost__p__16309997 in this thread too. Since I used this esp as an example.

Also - while I see that most of your mods are very very clean - I did find these identical records in this mod: Removing:
[INFO:0300119E] (in GRUP Topic Children of aaaCoreOverrideNO "Leave Overridden" [DIAL:0202CE2D] for aaaRobCoQuest "RobCo: Generic Dialogue and Variables" [QUST:030009FC])Removing: [INFO:0300119F] ('[The unit stops what it is doing]' in GRUP Topic Children of aaaCoreOverrideYES "Remove override" [DIAL:0202CE2B] for aaaRobCoQuest "RobCo: Generic Dialogue and Variables" [QUST:030009FC])Removing: [INFO:03000A43] ('Unit will seek and acquire potential targets.' in GRUP Topic Children of aaaCoreSetSeekY "Acquire hidden targets" [DIAL:0200D0DE] for aaaRobCoQuest "RobCo: Generic Dialogue and Variables" [QUST:030009FC])Removing: [INFO:03000A42] ('Unit will not seek and acquire potential targets.' in GRUP Topic Children of aaaCoreSetSeekN "Do not acquire targets." [DIAL:0200D0DD] for aaaRobCoQuest "RobCo: Generic Dialogue and Variables" [QUST:030009FC])Removing: [INFO:03000A41] ('Please input whether you wish the unit to seek out hidden targets:' in GRUP Topic Children of aaaCoreSetSeek "Target Seeking" [DIAL:0200D0DB] for aaaRobCoQuest "RobCo: Generic Dialogue and Variables" [QUST:030009FC])Removing: [INFO:03000A3F] ('Unit will assume dispersed formation.' in GRUP Topic Children of aaaCoreSetFolLong "Follow at a long distance" [DIAL:02008E5C] for aaaRobCoQuest "RobCo: Generic Dialogue and Variables" [QUST:030009FC])Removing: [INFO:0300119D] ('Unit will assume standard formation.' in GRUP Topic Children of aaaCoreSetFolNorm "Follow at a moderate distance" [DIAL:02008E5B] for aaaRobCoQuest "RobCo: Generic Dialogue and Variables" [QUST:030009FC])Removing: [INFO:03000A3E] ('Unit will assume close formation.' in GRUP Topic Children of aaaCoreSetFolShort "Follow at a short distance" [DIAL:02008E5A] for aaaRobCoQuest "RobCo: Generic Dialogue and Variables" [QUST:030009FC])Removing: [INFO:03000A3D] ('Please input controller follow distance:' in GRUP Topic Children of aaaCoreSetFol "Follow Formation" [DIAL:02008E58] for aaaRobCoQuest "RobCo: Generic Dialogue and Variables" [QUST:030009FC])Removing: [INFO:03006EE5] (in GRUP Topic Children of aaaCoreCancel "[Cancel]" [DIAL:020080DC] for aaaRobCoQuest "RobCo: Generic Dialogue and Variables" [QUST:030009FC])Removing: [INFO:03000A34] ('Unit will continue operating at dangerous integrity levels.' in GRUP Topic Children of aaaCoreSetPresN "Do not preserve unit integrity" [DIAL:020080CD] for aaaRobCoQuest "RobCo: Generic Dialogue and Variables" [QUST:030009FC])Removing: [INFO:03000A33] ('Unit will retreat for repair if critically damaged.' in GRUP Topic Children of aaaCoreSetPresY "Preserve unit integrity" [DIAL:020080CA] for aaaRobCoQuest "RobCo: Generic Dialogue and Variables" [QUST:030009FC])Removing: [INFO:03000A32] ('Please input unit preservation restrictions:' in GRUP Topic Children of aaaCoreSetPres "Self Preservation" [DIAL:020080C5] for aaaRobCoQuest "RobCo: Generic Dialogue and Variables" [QUST:030009FC])Removing: [INFO:03000A31] ('Active units will protect user if attacked.' in GRUP Topic Children of aaaCoreSetAttDefence "Attack when I attack" [DIAL:020080C4] for aaaRobCoQuest "RobCo: Generic Dialogue and Variables" [QUST:030009FC])Removing: [INFO:03000A30] ('Active units will engage enemies if the user is in a combat-ready position.' in GRUP Topic Children of aaaCoreSetAttDrawn "Attack enemies on sight if I have a gun drawn" [DIAL:020080C3] for aaaRobCoQuest "RobCo: Generic Dialogue and Variables" [QUST:030009FC])Removing: [INFO:03000A2F] ('Active units will engage enemies in target database on sight.' in GRUP Topic Children of aaaCoreSetAttSight "Attack enemies on sight" [DIAL:020080C2] for aaaRobCoQuest "RobCo: Generic Dialogue and Variables" [QUST:030009FC])Removing: [INFO:03000A2E] ('Please input user defence assistance parameters:' in GRUP Topic Children of aaaCoreSetAtt "Combat Initiation" [DIAL:020080C1] for aaaRobCoQuest "RobCo: Generic Dialogue and Variables" [QUST:030009FC])Removing: [INFO:03000A2D] ('RobCo OS-R User Configuration Menu open. Please enter your selection:' in GRUP Topic Children of aaaCoreSet "Settings" [DIAL:020080C0] for aaaRobCoQuest "RobCo: Generic Dialogue and Variables" [QUST:030009FC])Removing: [INFO:03002C3F] ('Halting' in GRUP Topic Children of aaaCoreWait "Wait" [DIAL:02005190] for aaaRobCoDialogueRobobrain "RobCo: Robobrain Dialogue" [QUST:03002C3B])Removing: [INFO:030008E5] ('Denied' in GRUP Topic Children of aaaCoreFollow "Let's head off." [DIAL:0200518F] for aaaRobCoDialogueRobobrain "RobCo: Robobrain Dialogue" [QUST:03002C3B])Removing: [INFO:03002C41] ('Proceeding' in GRUP Topic Children of aaaCoreFollow "Let's head off." [DIAL:0200518F] for aaaRobCoDialogueRobobrain "RobCo: Robobrain Dialogue" [QUST:03002C3B])Removing: [INFO:03000A94] ('[This unit is too busy to answer]' in GRUP Topic Children of GREETING "GREETING" [DIAL:000000C8] for aaaRobCoQuest "RobCo: Generic Dialogue and Variables" [QUST:030009FC])Removing: GRUP Cell Temporary Children of [CELL:0002F229] (in ParadiseFalls "Paradise Falls" [WRLD:0002F222] at -8,14)Removing: [CELL:0002F229] (in ParadiseFalls "Paradise Falls" [WRLD:0002F222] at -8,14)Removing: GRUP Exterior Cell Sub-Block 1, -1Removing: GRUP Exterior Cell Block 0, -1Removing: [CELL:0000141C] (in Wasteland "Wasteland" [WRLD:0000003C] at -6,12)Removing: [NAVM:00071FAE] (for [CELL:00000FD9] (in Wasteland "Wasteland" [WRLD:0000003C] at -12,5))Removing: GRUP Cell Temporary Children of [CELL:00000FD9] (in Wasteland "Wasteland" [WRLD:0000003C] at -12,5)Removing: [CELL:00000FD8] (in Wasteland "Wasteland" [WRLD:0000003C] at -11,5)Removing: [NAVM:00078807] (for [CELL:00000FC3] (in Wasteland "Wasteland" [WRLD:0000003C] at -13,6))Removing: GRUP Cell Temporary Children of [CELL:00000FC3] (in Wasteland "Wasteland" [WRLD:0000003C] at -13,6)Removing: [NAVM:00072499] (for [CELL:00000FC2] (in Wasteland "Wasteland" [WRLD:0000003C] at -12,6))Removing: [NAVM:0007249C] (for [CELL:00000FC2] (in Wasteland "Wasteland" [WRLD:0000003C] at -12,6))Removing: [NAVM:0007248F] (for [CELL:00000FC1] (in Wasteland "Wasteland" [WRLD:0000003C] at -11,6))Removing: [NAVM:00072490] (for [CELL:00000FC1] (in Wasteland "Wasteland" [WRLD:0000003C] at -11,6))Removing: [NAVM:00072492] (for [CELL:00000FC1] (in Wasteland "Wasteland" [WRLD:0000003C] at -11,6))Removing: [NAVM:00072495] (for [CELL:00000FC1] (in Wasteland "Wasteland" [WRLD:0000003C] at -11,6))Removing: [NAVM:0007249D] (for [CELL:00000FC1] (in Wasteland "Wasteland" [WRLD:0000003C] at -11,6))Removing: GRUP Cell Temporary Children of [CELL:00000FC1] (in Wasteland "Wasteland" [WRLD:0000003C] at -11,6)Removing: [NAVM:00071FA0] (for [CELL:00000FAC] (in Wasteland "Wasteland" [WRLD:0000003C] at -12,7))Removing: [NAVM:00071FAA] (for [CELL:00000FAC] (in Wasteland "Wasteland" [WRLD:0000003C] at -12,7))Removing: GRUP Cell Temporary Children of [CELL:00000FAC] (in Wasteland "Wasteland" [WRLD:0000003C] at -12,7)Removing: [NAVM:0005DC13] (for ScrapyardShack [CELL:00001781] (in Wasteland "Wasteland" [WRLD:0000003C] at 5,8))Removing: [NAVM:0005CF5F] (for [CELL:00001761] (in Wasteland "Wasteland" [WRLD:0000003C] at 4,9))Removing: [NAVM:0005CF68] (for [CELL:00001761] (in Wasteland "Wasteland" [WRLD:0000003C] at 4,9))Removing: [NAVM:00070D51] (for [CELL:00001761] (in Wasteland "Wasteland" [WRLD:0000003C] at 4,9))Removing: [NAVM:0005DABF] (for Scrapyard [CELL:00001760] (in Wasteland "Wasteland" [WRLD:0000003C] at 5,9))Removing: [NAVM:0005DAC1] (for Scrapyard [CELL:00001760] (in Wasteland "Wasteland" [WRLD:0000003C] at 5,9))Removing: [NAVM:0005DAC2] (for Scrapyard [CELL:00001760] (in Wasteland "Wasteland" [WRLD:0000003C] at 5,9))Removing: [NAVM:0005DAC3] (for Scrapyard [CELL:00001760] (in Wasteland "Wasteland" [WRLD:0000003C] at 5,9))Removing: [NAVM:0005DAC4] (for Scrapyard [CELL:00001760] (in Wasteland "Wasteland" [WRLD:0000003C] at 5,9))Removing: [REFR:000454A7] (places CraneDestBase01 [STAT:000A133D] in GRUP Cell Temporary Children of Scrapyard [CELL:00001760] (in Wasteland "Wasteland" [WRLD:0000003C] at 5,9))Removing: [NAVM:0005ED00] (for [CELL:0000175F] (in Wasteland "Wasteland" [WRLD:0000003C] at 6,9))Removing: [NAVM:0005ED01] (for [CELL:0000175F] (in Wasteland "Wasteland" [WRLD:0000003C] at 6,9))Removing: [NAVM:0005ED03] (for [CELL:0000175F] (in Wasteland "Wasteland" [WRLD:0000003C] at 6,9))Removing: GRUP Cell Temporary Children of [CELL:0000175F] (in Wasteland "Wasteland" [WRLD:0000003C] at 6,9)Removing: [NAVM:0005CF69] (for [CELL:00001740] (in Wasteland "Wasteland" [WRLD:0000003C] at 4,10))Removing: [NAVM:0005CC7C] (for [CELL:00001740] (in Wasteland "Wasteland" [WRLD:0000003C] at 4,10))Removing: [NAVM:00074CB1] (for [CELL:00001740] (in Wasteland "Wasteland" [WRLD:0000003C] at 4,10))Removing: [NAVM:00074CBB] (for [CELL:00001740] (in Wasteland "Wasteland" [WRLD:0000003C] at 4,10))Removing: GRUP Cell Temporary Children of [CELL:00001740] (in Wasteland "Wasteland" [WRLD:0000003C] at 4,10)Removing: [NAVM:0005D58F] (for [CELL:0000173F] (in Wasteland "Wasteland" [WRLD:0000003C] at 5,10))Removing: [NAVM:00074CBC] (for [CELL:0000173F] (in Wasteland "Wasteland" [WRLD:0000003C] at 5,10))Removing: [NAVM:00074CF2] (for [CELL:0000173F] (in Wasteland "Wasteland" [WRLD:0000003C] at 5,10))Removing: [NAVM:00074D26] (for [CELL:0000173F] (in Wasteland "Wasteland" [WRLD:0000003C] at 5,10))Removing: [REFR:000CC2DC] (places RWStraight02 [STAT:00025D2B] in GRUP Cell Temporary Children of [CELL:0000173F] (in Wasteland "Wasteland" [WRLD:0000003C] at 5,10))Removing: [NAVM:0005ECBB] (for [CELL:0000173E] (in Wasteland "Wasteland" [WRLD:0000003C] at 6,10))Removing: [NAVM:0005ECBA] (for [CELL:0000173E] (in Wasteland "Wasteland" [WRLD:0000003C] at 6,10))Removing: [NAVM:0005ECB7] (for [CELL:0000173E] (in Wasteland "Wasteland" [WRLD:0000003C] at 6,10))Removing: GRUP Cell Temporary Children of [CELL:0000173E] (in Wasteland "Wasteland" [WRLD:0000003C] at 6,10)Removing: [NAVM:0005D595] (for xVault87OLD [CELL:0000171E] (in Wasteland "Wasteland" [WRLD:0000003C] at 5,11))Removing: [NAVM:0005D596] (for xVault87OLD [CELL:0000171E] (in Wasteland "Wasteland" [WRLD:0000003C] at 5,11))Removing: [NAVM:0007E41B] (for xVault87OLD [CELL:0000171E] (in Wasteland "Wasteland" [WRLD:0000003C] at 5,11))Removing: GRUP Cell Temporary Children of xVault87OLD [CELL:0000171E] (in Wasteland "Wasteland" [WRLD:0000003C] at 5,11)Removing: zWheatontoExterior01REF [REFR:000534B3] (places IndDoorSmAnim01 "Door" [DOOR:000463CE] in GRUP Cell Persistent Children of zWheatonArmory "Wheaton Armory" [CELL:000534AF])[Removing "Identical to Master" records done]  Processed Records: 1126 Removed Records: 76 Elapsed Time: 00:00[Undeleting and Disabling References done]  Processed Records: 1050 Undeleted Records: 0 Elapsed Time: 00:00
damn spoiler tags not working. Are these OK to remove?
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Nadia Nad
 
Posts: 3391
Joined: Thu Aug 31, 2006 3:17 pm

Post » Sat Feb 19, 2011 3:34 am

Are you serious? Gary with a bucket on his head? Gary PRIME? :rofl:
Great work! Is Miss Corporal Sandra supplied with female Gutsy voices?
Nope, she uses the regular ones.

Hmmm... now I want a cannon to launch my existing robots into paratroopers :) Instead of "vanish all" "load all into transport" *sad robot*
I didn't think the rest would really be up to surviving the fall. I do want to try an orbital-dropped Liberty Prime, though...

[Undeleting and Disabling References done] Processed Records: 1050 Undeleted Records: 0 Elapsed Time: 00:00[/code] damn spoiler tags not working. Are these OK to remove?
The dialogue ones, yes- they're from me duplicating existing infos then editing the copy, which irritatingly flags the original as changed. For the references and navmesh... probably? This is my first major foray into editing existing cells (which would be why by and large my mods are clean, I generally don't do things that make it easy to cause messes :P). I'll have to give it a shot, I guess, and see what happens and if the bots all start blundering into walls.
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GEo LIme
 
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Joined: Wed Oct 03, 2007 7:18 pm

Post » Sat Feb 19, 2011 12:36 am

Nope, she uses the regular ones.

I didn't think the rest would really be up to surviving the fall. I do want to try an orbital-dropped Liberty Prime, though...

The dialogue ones, yes- they're from me duplicating existing infos then editing the copy, which irritatingly flags the original as changed. For the references and navmesh... probably? This is my first major foray into editing existing cells (which would be why by and large my mods are clean, I generally don't do things that make it easy to cause messes :P). I'll have to give it a shot, I guess, and see what happens and if the bots all start blundering into walls.


I wouldn't touch the NavMeshes (if they're in cells you've actually edited), I've seen a couple times where FO3Edit marked a NavMesh as Identical-to-Master but then showed it changed some stuff way down the list. Plus I'm not sure how the main NavMesh 001492B file or whatever works and if deleting the ones that actually are is bad or not; although if someone knows definitively that would be good for my conscience.

Also TT you should have a random chance of having the paratroopers "come in to hot" and explode when they hit the ground. I think it would be hilarious.
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Spaceman
 
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Joined: Wed May 23, 2007 10:09 am

Post » Fri Feb 18, 2011 8:17 pm

Hmm well I'm rusty on the debate, but as I recall the navmeshes are safe to alter if one uses master-update, which I do not.

I also recall talk of deleted navmeshs leading to crashes, but these are identical.

I think I will try and see what happens. Doubtful that it is save game file harming - do you think?
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Cheville Thompson
 
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Joined: Sun Mar 25, 2007 2:33 pm

Post » Fri Feb 18, 2011 6:16 pm

Hmm well I'm rusty on the debate, but as I recall the navmeshes are safe to alter if one uses master-update, which I do not.

I also recall talk of deleted navmeshs leading to crashes, but these are identical.

I think I will try and see what happens. Doubtful that it is save game file harming - do you think?


I'm not sure but I will let you know if i have any issues.
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Rachel Hall
 
Posts: 3396
Joined: Thu Jun 22, 2006 3:41 pm

Post » Sat Feb 19, 2011 6:34 am

Bug with Vault Powerarmer from Gary Prime!

http://img832.imageshack.us/img832/3260/vaultpabug1.pngbetween http://img543.imageshack.us/img543/5629/vaultpabug2.png!

It appears to be jumping back and forthe between its textures, Mechanist power armer textures, and some buggy colours....
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Imy Davies
 
Posts: 3479
Joined: Fri Jul 14, 2006 6:42 pm

Post » Sat Feb 19, 2011 3:27 am

Bug with Vault Powerarmer from Gary Prime!

http://img832.imageshack.us/img832/3260/vaultpabug1.pngbetween http://img543.imageshack.us/img543/5629/vaultpabug2.png!

It appears to be jumping back and forthe between its textures, Mechanist power armer textures, and some buggy colours....


Make sure you have archive invalidation...
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Milagros Osorio
 
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Joined: Fri Aug 25, 2006 4:33 pm

Post » Fri Feb 18, 2011 8:55 pm

Gary raiders?

Well, this is an instant download for me.
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Michelle Serenity Boss
 
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Joined: Tue Oct 17, 2006 10:49 am

Post » Sat Feb 19, 2011 7:17 am

Make sure you have archive invalidation...

I've got archive invalidation on with FOMM, do I have to disable invalidation and enable it with every mod I need invalidated?
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Rob Smith
 
Posts: 3424
Joined: Wed Oct 03, 2007 5:30 pm

Post » Fri Feb 18, 2011 8:32 pm

There seems to be a problem with rebuilding Andrew.

I used the sentry bot that was in the Mechanist's Forge, which I had rendered inert by stopping the security alert via one of the consoles earlier in the game. I used Robotics Expert to pull the plug on it, and then reinstalled the memory module into it. He says his thank-you, and then begins to head back out, but then turns to me and goes "Let's head back out" or something, and then just stands there and doesn't continue on his way.

Probably an AI package error, but I can't look myself because apparently my GECK doesn't like opening AI packages. :meh:

If it's any possible issue, I'm also at Robco Certified Pro level.
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Lance Vannortwick
 
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Joined: Thu Sep 27, 2007 5:30 pm

Post » Sat Feb 19, 2011 1:37 am

There seems to be a problem with rebuilding Andrew.

I used the sentry bot that was in the Mechanist's Forge, which I had rendered inert by stopping the security alert via one of the consoles earlier in the game. I used Robotics Expert to pull the plug on it, and then reinstalled the memory module into it. He says his thank-you, and then begins to head back out, but then turns to me and goes "Let's head back out" or something, and then just stands there and doesn't continue on his way.

Probably an AI package error, but I can't look myself because apparently my GECK doesn't like opening AI packages.

If it's any possible issue, I'm also at Robco Certified Pro level.


I had a similar problem, he stopped just outside of the scrapyard and I had to PUSH him the rest of the way!
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dean Cutler
 
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Joined: Wed Jul 18, 2007 7:29 am

Post » Sat Feb 19, 2011 1:13 am

Bug with Vault Powerarmer from Gary Prime!
http://img832.imageshack.us/img832/3260/vaultpabug1.pngbetween http://img543.imageshack.us/img543/5629/vaultpabug2.png!
It appears to be jumping back and forthe between its textures, Mechanist power armer textures, and some buggy colours....
Ah, the female version is looking for the textures in the Playing With Firepower version of it uses. Fixed, however I'm currently adding a chunk of stuff to it so the update to fix will take a while.

Probably an AI package error, but I can't look myself because apparently my GECK doesn't like opening AI packages. :meh:
I'll double-check the packages, something must be cocking up somewhere. Perhaps he's getting stuck on the "Talk to player" package and never proceeds to the "Head home" package :/.
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Reanan-Marie Olsen
 
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Post » Fri Feb 18, 2011 10:57 pm

It seems that something I did to my system recently (reg clean out?) made the GECK be okay with AI packs again.

Looking at Andy's AI pack list, it seems that a0aScrapAndyHome is set to go off whenever the Revert To Last Save is at stage 30, which is pretty much any time after you restore him. Looking at the Greeting dialog you have, the corresponding greeting dialog for when he gets back to the scrapyard has an additional conditional for a distance check to a marker. The AI pack lacks this additional condition.

Tested it out in-game with a fix, and it worked.
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Matt Terry
 
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Post » Sat Feb 19, 2011 6:48 am

Those Paratrooper Gutsys... their awesomeness is well.... awesome.

WANT.
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{Richies Mommy}
 
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Post » Fri Feb 18, 2011 7:06 pm

Agreed, the Paratrooper Gutsys have pulled me out of a spot on more than one occasion, lv 24 against high level super mutents, pinned down and unable to run, toss a flare and leg it into some closer cover so I can pickoff some better shots!
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Kate Schofield
 
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Post » Sat Feb 19, 2011 9:09 am

Just running through it for the first time :)

Brian.. awwww

there's even.. an old Andy model in it :touched: -I'm not qualified to fix him though :P

you sir.. deserve mention of praise somewhere.. big, and flashy. :nod:
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Sanctum
 
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Post » Sat Feb 19, 2011 2:35 am

Need new RobCo thread - I have questions.

Does the Robot Wrangler power armor work with impervious Power Armor?

This is the load order section with RobCo
84  Companion Core DLC Addon.esp85  Wasteland Whisperer v2 Broken Steel Addon.esp86  RobCo Certified v2 Mechanist's Edition.esp87  RobCo Certified v2 Zeta Addon.esp++  RobCo Certified v2 Impervious FWE.esp88  RobCo Certified v2 Omnipatch.esp89  Mr Smith's Scrapyard.esp

It does not seem so - got torn to shreds facing small arms from Talon mercs then ctd.
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ladyflames
 
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Joined: Sat Nov 25, 2006 9:45 am

Post » Sat Feb 19, 2011 4:04 am

Need new RobCo thread - I have questions.

Does the Robot Wrangler power armor work with impervious Power Armor?

This is the load order section with RobCo
84  Companion Core DLC Addon.esp85  Wasteland Whisperer v2 Broken Steel Addon.esp86  RobCo Certified v2 Mechanist's Edition.esp87  RobCo Certified v2 Zeta Addon.esp++  RobCo Certified v2 Impervious FWE.esp88  RobCo Certified v2 Omnipatch.esp89  Mr Smith's Scrapyard.esp

It does not seem so - got torn to shreds facing small arms from Talon mercs then ctd.


You sure it isn't working?

Have a look at the top left hand corner when you take it off, you should get a DR rating changed message as soon as your armer comes off!

And sure most small arms bounce off, but they still do a little damage to the armer, so it your being torn away too easily, might be because you need the armer repaired!!

If you have operation Ancerage, I reccomend using Companion Share and Recruit to get http://img810.imageshack.us/img810/6844/favcompanion.png to follow you! As she has full repair rating and you can get her to give the money back again with item sharing!!
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Curveballs On Phoenix
 
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Joined: Sun Jul 01, 2007 4:43 am

Post » Sat Feb 19, 2011 12:34 am

You sure it isn't working?

Have a look at the top left hand corner when you take it off, you should get a DR rating changed message as soon as your armer comes off!

And sure most small arms bounce off, but they still do a little damage to the armer, so it your being torn away too easily, might be because you need the armer repaired!!

If you have operation Ancerage, I reccomend using Companion Share and Recruit to get http://img810.imageshack.us/img810/6844/favcompanion.png to follow you! As she has full repair rating and you can get her to give the money back again with item sharing!!

I was just about to post about how it was perhaps working it was just that they had serious firepower.

Two had Adaptive Combat Rifles and another had some monster that could do serious damage. That was three small arms that each rated over 250 damage. It was strange though how it worked as they hit me hard and my health went down to half plus I got crippled limbs (4) then the health bounced back up. This is with FWE/MMM.

Tested 3 times.
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Michael Russ
 
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Post » Sat Feb 19, 2011 4:04 am

I was just about to post about how it was perhaps working it was just that they had serious firepower.

Two had Adaptive Combat Rifles and another had some monster that could do serious damage. That was three small arms that each rated over 250 damage. It was strange though how it worked as they hit me hard and my health went down to half plus I got crippled limbs (4) then the health bounced back up. This is with FWE/MMM.

Tested 3 times.


Considering the high grade weaponry I'm not surprised then, although there is a FWE balenced version of the mod!
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Manuela Ribeiro Pereira
 
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Post » Sat Feb 19, 2011 1:32 am

If the health is being a bit bouncy, it could be there's a lot going on and the scripts haven't had the chance to run properly. Shouldn't happen that often, though.

Aside from that, it could just be the raiders had insane weapons. The mod's default settings assume you should be immune to Assault Rifles/Chinese ARs. FWE adds a bunch of ridiculously powerful guns with per-shot damage around that of most energy weapons, so with Threshold mode on they'll punch straight through your armour.
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Taylor Tifany
 
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