Refurbish [DLC] (WIPz/RELz)

Post » Sat Feb 19, 2011 10:31 am

Thanks
No prob! Thanks for all the feedback. :)
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Brandi Norton
 
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Post » Fri Feb 18, 2011 10:20 pm

Hi, after installing Refurbish[MZ] I no longer get the pop-up and the radio signal but I get the quest immediately which shows me where I need to go anyway. I was under the impression that you acquire the quest after you get the signal otherwise it is kind of pointless since the quest marker shows you where you need to go.
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Monika Krzyzak
 
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Post » Sat Feb 19, 2011 8:32 am

Hi, after installing Refurbish[MZ] I no longer get the pop-up and the radio signal but I get the quest immediately which shows me where I need to go anyway. I was under the impression that you acquire the quest after you get the signal otherwise it is kind of pointless since the quest marker shows you where you need to go.

Something wrong with your game
In my case
-Before the Refubrish Mothership signal was suppressed by DelayZeta mod
-I unload delay Zeta and load Refubrish
-signal still to be suppressed, no quests, no messages
-When I approach crash site I receive signal, no quests, no messages, no markers
-When I step into the crash site- I was teleported to the mothership and after few dialogs only Quest was begin.

So- it seems all work just fine for me.

May be you have conflicting mod after refubrish, which modify DLC's Zeta beginning?

PS- I olay with FWE MR2, use alternative start
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[Bounty][Ben]
 
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Post » Sat Feb 19, 2011 7:13 am

The plugin loads last in my load order. In your case, the quest still does not start at the appropriate time. When you first receive the quest it tells you to investigate the signal therefore the normal way the things should happen is that first you receive the signal, shortly after you receive the quest to investigate it and when you find the crash site you are teleported on the ship.
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Jade MacSpade
 
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Post » Sat Feb 19, 2011 2:14 am

The plugin loads last in my load order. In your case, the quest still does not start at the appropriate time. When you first receive the quest it tells you to investigate the signal therefore the normal way the things should happen is that first you receive the signal, shortly after you receive the quest to investigate it and when you find the crash site you are teleported on the ship.

Well- I will try to begin new game and see what will happen.
But I will use alternative start with FWE again
Do you use normal beginning without FWE?
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Arnold Wet
 
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Post » Sat Feb 19, 2011 9:43 am

No, but please don't start a new game just to help me. Hopefully the mod author will be able to tell if the problem has to do with the mod or not.
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Latino HeaT
 
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Post » Sat Feb 19, 2011 4:09 am

No, but please don't start a new game just to help me. Hopefully the mod author will be able to tell if the problem has to do with the mod or not.

Don't worry about it- I will keep my saves :)
I have no less need in this mod full functionality than you ;)
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Assumptah George
 
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Post » Sat Feb 19, 2011 1:41 am

No, but please don't start a new game just to help me. Hopefully the mod author will be able to tell if the problem has to do with the mod or not.

I begin new game and have the same result as you
Quest was added to the quest book
IMHO source of the problem may be this:
Not of This World quest start as enabled from the beginning.
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Taylrea Teodor
 
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Post » Sat Feb 19, 2011 10:07 am

Thanks, it seems that probably it is the mod after all. Hopefully JustinOther will see this and address the issue.
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cosmo valerga
 
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Post » Sat Feb 19, 2011 12:15 pm

Kasdin variant in the OA refubrish don't work.
Nothing happen with radiosignal- I can't hear it
And quest don't start. Red racer work fine though
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Rudi Carter
 
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Post » Fri Feb 18, 2011 11:16 pm

Hi, after installing Refurbish[MZ] I no longer get the pop-up and the radio signal but I get the quest immediately which shows me where I need to go anyway. I was under the impression that you acquire the quest after you get the signal otherwise it is kind of pointless since the quest marker shows you where you need to go.
The current version doesn't stop the quest from being given. The next version will have the quest set to not be "Start Game Enabled". When all five are out, they'll be bundled and , assuredly, none of the DLC quests will be given right after getting out of the vault.
Kasdin variant in the OA refubrish don't work.
Nothing happen with radiosignal- I can't hear it
And quest don't start. Red racer work fine though
That line of dialogue is conditional. Had you met the normal conditions for Casdin to speak it? While playtesting, I removed the condition, tested, and all worked. Did he say "You've definitely proven your worth"? After playtesting and seeing that it does work, I, of course, put the condition back in. If you want to see for yourself, remove the condition, give yourself the testing hat and try again. He'll disable a grandparent X marker thus enabling the stronger signal. You still have to find the signal, it's just a lot stronger in that case. The idea is that he gives you their frequency.
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cosmo valerga
 
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Post » Sat Feb 19, 2011 3:57 am

The current version doesn't stop the quest from being given. The next version will have the quest set to not be "Start Game Enabled". When all five are out, they'll be bundled and , assuredly, none of the DLC quests will be given right after getting out of the vault.


All right then, thanks. I will wait for the next version.
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Rachell Katherine
 
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Post » Sat Feb 19, 2011 12:47 am

Arent the Delay DLC mods the exact same thing?
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Heather Kush
 
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Post » Sat Feb 19, 2011 5:56 am

Arent the Delay DLC mods the exact same thing?
No. They don't stop the addition of the quests after leaving the vault. These ensure, as the O.P. states, that "Following in His Footsteps" will be the only Beth quest given right out of the gate.

http://www.fallout3nexus.com/downloads/file.php?id=8416 is done! Also, new versions are up for all but the FOOK and FWE OA patches. None of the DLC quests are introducing themselves until the're supposed to and they are all set so they're hard to miss during the course of the game. If you have previous versions downloaded before (8-17), replace them with these.
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Hannah Whitlock
 
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Post » Sat Feb 19, 2011 10:31 am

Hello there . . .

We're working on integrating the Delay DLC's into FWE (as you know) . . . we've uncovered another issue with the Point Lookout DLC. I'll quote T3T for finding this:

If you add the DLC mod but you have the Point Lookout DLC quest started, but you haven't actually been to the boat yet, there's no way to get to PL unless you console command Cat into existance and then go there as usual, because she won't be at Rivet City or the boat.


Any thoughts on how we might fix this?
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Quick Draw
 
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Post » Fri Feb 18, 2011 9:22 pm

Hello there . . .

We're working on integrating the Delay DLC's into FWE (as you know) . . . we've uncovered another issue with the Point Lookout DLC. I'll quote T3T for finding this:

Any thoughts on how we might fix this?
Ah! DelayDLC is by a different author and works differently.:P http://www.mediafire.com/download.php?yztzmydfdqj's a replacement Refurbish PL plugin. It will, if DLC04MQ01 is already started, move Catherine to the boat and enable everything. Otherwise, she'll be in the Muddy Rudder. I also refined the quest delivery and removed the override to the start message. The refurbishes are also getting thrown into FOOK2 v1.1 and I've since refined them quite a bit (scripting skills are vastly improved), so I'll need to update all of the plugins soon. What's your timeline for FWE 5.0 as I might be able to provide refurbished refurbishes in time?
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JUan Martinez
 
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Post » Sat Feb 19, 2011 7:37 am

New version put together: http://www.mediafire.com/?w24kwmltm2k <--Requires all five DLC's/GOTY (individual and combo plugins will be available soonish)

Changelog:
  • Entirely reworked. DLC's will introduce themselves more naturally than ever.
  • Options Menu: Press ';' to open the refurbish menu or equip the menu item if you've no FOSE.
    • Force-Start options for all applicable DLC's (JustinCase)
    • Radio Options: If ever you wondered why GNR cut out while in the OA sim when it's well within range of even the weak signal...

  • Timely radio disabling: Only of importance if you force-start a DLC with a radio signal audible "Everywhere". e.g. No Wernher's Distress signal when in Point Lookout/in outer space. All DLC's now can communicate w/ each other and will shut off their signals, when appropriate, until the Player has returned to the Wasteland.
  • Note: Yes, this mod is comprised of 100% overrides, however it does not 'hijack' anything referenced by Fallout3.ESM, Fallout3.exe, any of the DLC's, or any mod I've yet found. This was done quite intentionally as only in this manner could the communication among independent DLC's be achieved while still allowing for individual Refurbish plugins.


Anyhow, I've playtested this and haven't encountered any bugs so far. This is to be in the next FOOK iteration though, so I'd much appreciate any feedback even if the slightest thing seems off. If all goes well, I'll update the main download(s) at the nexus (including individual DLC plugins).
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Esther Fernandez
 
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Post » Sat Feb 19, 2011 7:25 am

I can't believe no one has posted since the mod's last update in Feb ! This mod is essential as the default method is an immersion killer.

I just downloaded the new .esm from media fire. I noticed nexus hasn't been updated with this file...is it some kind of beta or bugfree final? Still working on this mod?

Thanks for all of your work thus far.
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carley moss
 
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Post » Sat Feb 19, 2011 4:35 am

New version put together: http://www.mediafire.com/?w24kwmltm2k <--Requires all five DLC's/GOTY (individual and combo plugins will be available soonish)


Hi JustinOther. I raised a question in the FWE thread here: http://www.gamesas.com/index.php?/topic/1092633-relz-fwe-fo3-wanderers-edition-38/page__view__findpost__p__15979674 regarding this latest version.

It's a small glitch, really... FWE 5.03 changes the way in which DLC messages are displayed (in the corner instead of the pop-ups), so this causes the "Wehrner's Signal" message to briefly pop-up in the corner at the start of a New Game (right before the birth scene). It only happens with your mod and FWE in combination, and definitely not when either plugin is used by itself. Now, I went to them first because I feel the way they've made the messages display makes them the cause of the problem, but I guess it's up to you to say who should be fixing the incompatibility. :)

But I guess if you haven't yet officially released your new DLC Refurbish that you may not be supporting it either. They told me to use some other DLC Delay mod because it was more compatible, but from your description of the newest plugin it seems you removed any possibility of incompatibility, so now I don't know who to believe. :)

Thanks.
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Averielle Garcia
 
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Post » Fri Feb 18, 2011 10:36 pm

I can't believe no one has posted since the mod's last update in Feb ! This mod is essential as the default method is an immersion killer.

I just downloaded the new .esm from media fire. I noticed nexus hasn't been updated with this file...is it some kind of beta or bugfree final? Still working on this mod?

Thanks for all of your work thus far.
Right on! I'm honored to have it be deemed an essential. :) The Refurbish DLC linked above is pretty close to what's in FOOK2 v1.1 with the new menus and all, minus a few bugfixes that have since been applied. When FOOK2 v1.1 is finalized and I have the time, I'll update the stand-alone on the nexus.
Hi JustinOther. I raised a question in the FWE thread here: http://www.gamesas.com/index.php?/topic/1092633-relz-fwe-fo3-wanderers-edition-38/page__view__findpost__p__15979674 regarding this latest version.

It's a small glitch, really... FWE 5.03 changes the way in which DLC messages are displayed (in the corner instead of the pop-ups), so this causes the "Wehrner's Signal" message to briefly pop-up in the corner at the start of a New Game (right before the birth scene). It only happens with your mod and FWE in combination, and definitely not when either plugin is used by itself. Now, I went to them first because I feel the way they've made the messages display makes them the cause of the problem, but I guess it's up to you to say who should be fixing the incompatibility. :)

But I guess if you haven't yet officially released your new DLC Refurbish that you may not be supporting it either. They told me to use some other DLC Delay mod because it was more compatible, but from your description of the newest plugin it seems you removed any possibility of incompatibility, so now I don't know who to believe. :)

Thanks.
Ah. Evidently they've unticked the messagebox flags for the DLC pop-ups. You/I/they should be able to avoid seeing those messages entirely by removing their text and setting their durations to 0 without any script edits. Initially, that above linked version was to be fused directly into FWE and FOOK which is why it hijacks all of the unused Fallout3.ESM stuff (so records could be shared w/o interdependence) so it was built to be FWE friendly and shouldn't be that tough to dot any remaining i's and cross any t's. Once FOOK's next iteration is out, maybe I can build a new pack of separate plugins for use with FWE + any DLC combo. If at all possible, I'll just make the stand-alone version inherently compatible with FWE.
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Kelly Upshall
 
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Post » Fri Feb 18, 2011 9:16 pm

I wish I had known about this before today. I may just go ahead and DL these and start a new game tonight. Awesome.
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Matthew Aaron Evans
 
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Post » Sat Feb 19, 2011 12:03 am

k, quote from another forum, but i got the same problem with refurbish dlc as this users:

i just played through the whole campain. for some reason, after jumping out the machine, my charcter runs for a seocnd, then gets stuck on some invisable object. yet if i run ina diff direction, he moves again. i ahve to repeatedly tap forward in order for him to egt to the exit. and the battle was no easy task either. >:/ anyone else getting these glitches?

And also, same "moving" problems after the Simulation. Run forwards. Invisible wall. Re-tap for re-run forward. Re-Invisible wall.
Like I was moving step by step. Like a buggy man...

I encountered that bug as well. I had to bunny hop to move anywhere. Fortunately, it stopped once I exited the VSS facility.
It only started when I went to get out of the simulation pod; there was the normal stand up anim, only for me to get stuck in the middle of the pod.

I am seeing this in my game too and trying to figure out what it is.
I've verified that it is a DIK-induced problem.
I didn't do any of the script work for DIK Anchorage (aside from the follower handling I just did earlier today) so it won't be so easy for me to find, but we'll see.


justin, how can this bug be fixed?
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rebecca moody
 
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Post » Fri Feb 18, 2011 10:08 pm

Yah...this would be great if it were fixed. HINT HINT HINT
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Roanne Bardsley
 
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Post » Sat Feb 19, 2011 7:38 am

next bug problem i got:

i wanted to go to point lookout..so..
walked to the bar, catherine looked at me and said: oh, you're back blabla..wtf?! checked the status via getstage DLC04MQ01, which was and is ==> 0.00
why she talkes to me the wrong dialoge?
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Krystina Proietti
 
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