(Beta) Real Time Settler

Post » Sat Dec 12, 2009 7:05 pm

Wut 'bout weird textures?

Did you place meshes from patch 01 Rar file in correct folder?
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chirsty aggas
 
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Post » Sat Dec 12, 2009 7:13 am

Well shoot, it happened again...
Odd thing is, the construction site torch is gone and the merchant is going on his routenes.
What's bugging?

I'm using the 1b patch.

Edit: saw a report on the forums that the Market would just be a barrel when placed too close to the workbench.
Now mine isn't all that close, but could this be something?

Honestly, have no idea. Try to restart game, if you didnt make it already.
How many plugs do you use. If not a lot of plugs, I would like to ask you for your save. Send me it via email: abc@petercervenak.sk , please. Thnx
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SiLa
 
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Post » Sat Dec 12, 2009 9:05 am

Honestly, have no idea. Try to restart game, if you didnt make it already.
How many plugs do you use. If not a lot of plugs, I would like to ask you for your save. Send me it via email: abc@petercervenak.sk , please. Thnx


I'll try to restart, but I think I already had done so before I razed it.
hm, I've got quiet a mod list.
MMM,FOOK,WMK. and most DLC's.
Also have the Village extended plug, you think that might cause something?

Edit: also, the village does not recognize tghe building. So, they do not get any happieness from it, wondering where I put all that recourse...
http://i163.photobucket.com/albums/t318/artfact/ScreenShot65.jpg's what it looks like now. Notice the flaming barrel beign out of place?
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Louise Dennis
 
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Post » Sat Dec 12, 2009 3:22 am

Hi!

I just tried this mod today....

Woah this is awesome. It adds a whole new level to the game, really kudos on this little marvel : )

Only thing I can complain about is my villagers apparant lack of sense for height, as I built my town at a steep cliff and well...I'm sure you know what follows xD
I hope I can build some walls to stop it from happening, I have more graves then villagers now -_-
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Tom
 
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Post » Sat Dec 12, 2009 10:22 am

I'll try to restart, but I think I already had done so before I razed it.
hm, I've got quiet a mod list.
MMM,FOOK,WMK. and most DLC's.
Also have the Village extended plug, you think that might cause something?

Edit: also, the village does not recognize tghe building. So, they do not get any happieness from it, wondering where I put all that recourse...
http://i163.photobucket.com/albums/t318/artfact/ScreenShot65.jpg's what it looks like now. Notice the flaming barrel beign out of place?


Interesting. did you update to 1.7 patch?

if so could be OBSE issue???? unlikely as they are awesome coders but something to consider.

can you post your mod order please.
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Yvonne
 
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Post » Sat Dec 12, 2009 8:45 am

Interesting. did you update to 1.7 patch?

if so could be OBSE issue???? unlikely as they are awesome coders but something to consider.

can you post your mod order please.

Well no, since I only updated to 1.7 as of a few hours ago.

It's funny, I'm not sure if this is supposed to be so, but everyone who enters the shopping eara starts raking the ground(companions,the merchant) in idle position.
I know this is part of the building animations, so perhaps they are affected by that? Since I can't really immagen why a shopkeeper would rake his shop...:P

My current load order would be:
Fallout3.esmAnchorage.esmThePitt.esmBrokenSteel.esmPointLookout.esmCALIBR.esmFOOK.esmMart's Mutant Mod.esmRTS.esmSlower Levelling - slower.espSniperZooming.espNoQuestItems.espRobCo Certified.espRTS_beta_patch_ 01.espRTS Range Limit Extender.espFOOK.espFOOK - Anchorage.espFOOK - The Pitt.espFOOK - Additional Power Armor Training.espFOOK - Strength Requirements for Miniguns, Gatlings, 20mm Flak.espWeaponModKits.espWeaponModKits - OperationAnchorage.espWeaponModKits - ThePitt.espWeaponModKits - FOOK.espMart's Mutant Mod.espMart's Mutant Mod - DLC Anchorage.espMart's Mutant Mod - DLC The Pitt.espMart's Mutant Mod - DLC Broken Steel.espMart's Mutant Mod - DLC Point Lookout.espMart's Mutant Mod - Hunting & Looting.espMart's Mutant Mod - Natural Selection.espMart's Mutant Mod - FOOK.esp

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Isaiah Burdeau
 
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Post » Sat Dec 12, 2009 6:48 pm

O.k lets eliminate mod order as a possibility.
can you move
RTS.esm
RTS_beta_patch_01
RTS Range Limit Extender.esp
to the end of the mod list.
does the bug still occur.

also did you upgrade from a previous version of RTS if so did you clean your save?
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Jeneene Hunte
 
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Post » Sat Dec 12, 2009 7:12 pm

Oke, let's see.
I did as you asked and moved the bunch all the way down.

This time I noticed that my compannion was even performing the 'cunstruction animations' while all traces of the building and it's site where gone!

In any case, I couldn't asing the builders I needed to start the project, since one of the 2 was still bussy...while the office desk told me there were no buildings being constructed....
So after I whiped the village clean of life(talk about quick 'n dirty) I hired two fresh builders who I set on building the marked in a hurry straight away.
I slept 24 hours and cheched:

Yes, the construction site had gone.
Yes, the merchant was there.
No, I could not activate the building, only the metal boxes in the corner had that option.
This was caused by this: the rest of the building(save for those boxes and the fire barrel) didn't have collision, so I could walk right trough them!

This keeps on getting strangers , huh?
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Sophie Morrell
 
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Post » Sat Dec 12, 2009 1:34 pm

Nope...

with the .esm near the end of the list we have rounded it down to...

mod conflict with any mods after rts.esm on the list i.e something messed up with the patch.

or save game corruption...

so next test...deselect the patch and range selector and clean the save...yes you will lose your village so back up the save.

do you still have issues.

also do you have vista or avg?
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Sakura Haruno
 
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Post » Sat Dec 12, 2009 1:54 pm

Allright, that was a bit of a painfull hassle, but let's see what I got.

After removing the patch and extender there were no notable changes.
After making a clean save, my companion still did the construction animations on the site where the market used to be...the were some leftovers like the bucket, sandbags and pilons.
After completing up the tutorial at high speed I cheated some recourses and constructed the marked in a hurry.
The problem remained the same: No collision, save for the the crates and fire barrel. No activation.

So, I'm guessing this is my save acting up.
Any remmedies to that?
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leigh stewart
 
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Post » Sat Dec 12, 2009 7:10 am

Lets not totally detroy your village just yet. :D

right Vista or Avg? actually quite important for me to know.

do you used FOEdit? if not could you download and run and see if there are any conflicts.
there will be quite a few, but most are harmless.

but would be interested to see what conflicts RTS has with other mods...
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El Goose
 
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Post » Sat Dec 12, 2009 5:20 am

Lets not totally detroy your village just yet. :D

right Vista or Avg? actually quite important for me to know.

do you used FOEdit? if not could you download and run and see if there are any conflicts.
there will be quite a few, but most are harmless.

but would be interested to see what conflicts RTS has with other mods...

Oh yeah, sorry, well no.
No Vista nor Avg(virus scan,right?).
I use Xo Home and Avira Antivir.

Now, the FO3Edit scan turned up some interesting things, but none really for RTS :(.
The only entry that RTS edits and is used by other Esp's/Esm's is the GREETINGS topic.
Now the other ones that use it are the DLC's.
I don't know, did you make this with those in mind?
Odd stuff...

Priotety settings:
Vanilla,The Pitt, Point Lookout: 55
Operation Anchorage: 65
Broken steel: 57
RTS: 100

Not much more to tell.
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Neko Jenny
 
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Post » Sat Dec 12, 2009 12:05 pm

Weird... hmm.

sorta the virus scan think but Vista sometimes won't let certain downloaded files be put straight into program files folders and similar so they don't show up properly when directly downloaded into the folder.
you have to place them in another location and cut and paste them across to get past the UAC...

right... some more thinking.

have you upgraded from a previous RTS version?
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Kellymarie Heppell
 
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Post » Sat Dec 12, 2009 6:02 am

Nope, started straigh away with Patch 1B.
It was also the last mod added.
Save for the 1.7 patch.
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GLOW...
 
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Post » Sat Dec 12, 2009 7:30 am

So where'd everybody decide to build a village? After I take care of some unfinished business, I'm gonna wipe out Paradise Falls and make my town there.
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Stephy Beck
 
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Post » Sat Dec 12, 2009 11:48 am

Nope, started straigh away with Patch 1B.
It was also the last mod added.
Save for the 1.7 patch.



hmmmm..... slowly running out of ideas here artfact sorry... really don't want it to be save game corruption, am guessing you did a lot of hard work on your vilage...

if you go back to an early save does the bug still happen?

what is the size of you savegame?

So where'd everybody decide to build a village? After I take care of some unfinished business, I'm gonna wipe out Paradise Falls and make my town there.


pretty much everywhere... me I have a little place at the operation anchorage lift.
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Jenna Fields
 
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Post » Sat Dec 12, 2009 5:55 am

Any news on when the next update will be released?

Best mod ever, by the way :P
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Mistress trades Melissa
 
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Post » Sat Dec 12, 2009 6:28 pm

Post limit.
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Brandi Norton
 
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