A Quest for Heaven mod series

Post » Fri Nov 21, 2014 6:46 pm

This is a topic for the discussion of the Quest for Heaven mod series. Constructive Criticism only and please stay on topic.

If you have problems getting the mod to run on your system, or get stuck in the game, or have trouble with any of the mod components, post them here, and hopefully some one will be able to help.

The series currently spans 3 episodes with a 4th episode in the planning stages. There is also a "spin off" mod currently under construction, ... I think, well according to the home site there is: http://lazarpaul66.wix.com/a-quest-for-heaven#!message-board/ck0q

If you do not have the series, here are the links to the most up-to-date versions:

http://www.moddb.com/mods/a-quest-for-heaven-1-secrets-from-the-past

http://www.moddb.com/mods/a-quest-for-heaven-2-like-a-diamond-in-the-sky

http://www.moddb.com/mods/a-quest-for-heaven-3-deep-blue

No, I am not the author of this series, Firelady and AndromedaCrescent are the authors and AC would appreciate your comments.

I can only say that the story is epic in size and scope, it is a linear story arc, and it does present a slightly non-canon explanation of the 2077 war and the origins of the ENCLAVE. The second and third episodes tend to push the game's engine to it's limits*, so a good CPU, memory, and graphics card will help.

All DLC, FOSE, ArchiveInvalidated, and http://www.nexusmods.com/fallout3/mods/5715/? by Unospazmatic are required for this series. Completion of the "Waters of Life" quest and at least a level 15 character are recommended.

*some interior cell sizes are quite large, actually huge.

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Doniesha World
 
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Post » Sat Nov 22, 2014 8:44 am

Thanks for suggesting this mod series. I have just loaded #1 and I'm not too far into it yet.

I'm only on the second big puzzle and had to come out for a bit. I get a little claustrophobia if I am underground too long.

It's really nice you can backtrack out to the wasteland and go do something else then go back in refreshed.

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Robert Garcia
 
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Post » Sat Nov 22, 2014 6:17 am

Thanks for sharing and will try it out when I get a chance to. I am just so busy right now with my new job.

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Jeff Turner
 
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Post » Fri Nov 21, 2014 7:04 pm

Thanks for bringing this mod to my attention. I'll be loading it as soon as my current character gets to lvl 15.

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Saul C
 
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Post » Sat Nov 22, 2014 12:43 am

I read over at Nexus that Firelady had passed away in a car crash. Such a shame, as she had some serious talent with regards to this series.

It is nice to see that AndromedaCrescent is continuing the legacy, so in some way she still lives on.

Quest type Mods such as this are favourites of mine.:)

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Louise Andrew
 
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Post » Sat Nov 22, 2014 4:05 am

Heah BuffHamster do you know if the puzzles reset in #1 if you leave and don't come back for a while?

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Eilidh Brian
 
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Post » Sat Nov 22, 2014 5:20 am

Does anyone know why A Quest For Heaven Part 3 isn't hosted on Nexus? Was there a falling out between the two parties or something?

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Petr Jordy Zugar
 
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Post » Sat Nov 22, 2014 1:57 am

There is a thread on the Nexus explaining this. The short answer is that the author was told to remove some illegal content from the file. The author uploaded a new file with the content removed but did not take down the original file. The author was then banned and the files removed.

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Sherry Speakman
 
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Post » Sat Nov 22, 2014 7:27 am

ArchiveInvalidation Invalidated by Quarn ?

I am new to modding. I have all the DLC, did the FOSE, and installed http://www.nexusmods.com/fallout3/mods/5715/? by Unospazmatic. Manually installed AQFH1 and used NMM to activate.

I have not done the ArchiveInvalidation Invalidated mod because I did not know until now. So far AQFH #1 is running smoothly.

Will I need this in the future or maybe this is something the unofficial patch has done for me?

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Brandon Bernardi
 
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Post » Fri Nov 21, 2014 5:20 pm

Yes I know, and No they don't. Once a puzzle is solved, that is it, unless, it involves opening a door that closes behind you, by then you already know the solution, which is basically just a hidden door activation switch. Containers stay unlocked, locked doors remain unlocked, complicated switch puzzles remain solved.

Yes, for almost all game mods, the ArchiveInvalidation Invalidated file is needed for both Fo3 and F:NV, otherwise custom textures either don't show up, or things look screwy. It is a simple install, just unpack it into your data folder, run it once as Admin, activate it and you are good to go, ... no need to re-activate every time you play either.

btw, have you seen NMC's textures? They are very large files, but they vastly improve the game's appearance. For your system, you could easily handle the medium and large. Vurt's flora overhaul is pretty sweet too, unless trees, grass, and shrubbery, are not what you want your DC wasteland to look like. Some don't like it.

oops, sorry, don't mean to put too much on your plate there.

[edit] Just check this page: http://steamcommunity.com/sharedfiles/filedetails/?id=149946772

and this shows what some of the major mods do: http://gamingbolt.com/top-fallout-3-pc-mods-making-it-one-of-the-best-looking-open-world-games-six-years-later

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Conor Byrne
 
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Post » Fri Nov 21, 2014 7:33 pm

Thanks for the tips to help me get more out of this game as well as what's required for a smoother play in A Quest for Heaven.

I ran the ArchiveInvalidated app so I should be good to go,

You asked me about NMC. I do have that loaded in FONV but just the small textures. I have fewer mods in NV than I do FO3.

I have not even added the FOSE yet. Basicly I run anti crash, NMC small, and AWOP I was just exploring AWOP areas when Steam put FO3 on sale for ~8bucks and been playing it since.

When I get back to NV I have a lot of work to do in my mods.

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Beulah Bell
 
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Post » Fri Nov 21, 2014 5:22 pm

You cannot use Archive Invalidation that is included in NMM and the standalone ArchiveInvalidation Invalidated! mod at the same time. The archive invalidation that is part of NMM is located under the "Tools" tab. If you are going to use the standalone mod, you must disable the one in NMM or they will cancel each other.

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Russell Davies
 
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Post » Sat Nov 22, 2014 7:08 am

Awesome, why the small textures though? Bandwidth issues? (I got bandwidth issues, grrr, 15GB monthly data cap)

NMC textures for Fo3 are just as sweet. The mods that require FOSE usually state that they need it. AQFH 2 and AQFH 3 need it. Have No Fear! (energy drink?) anyway, Copy the .dll files and fose_loader.exe to your main Fallout 3 directory, not the Data directory. This is usually in your Program Files folder, and should contain files called Fallout3.exe, FalloutLauncher.exe and the G.E.C.K.

NMM will recognize FOSE if it is installed and run the FOSE game launcher for you, in New Vegas, it is called NVSE. latest version for Fallout just in case: http://fose.silverlock.org/

NVAC is perfect for NV

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candice keenan
 
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Post » Sat Nov 22, 2014 6:15 am

Sorry if I did not say that right. I am still learn all the buzz words and nomenclatures.

I downloaded the auto version from NMM website and ran it with the NMM plugin/mod screen.

I checked the box, hit the load button got a box that said it was successful and it disappeared. So I am assuming it did it's thing.

I played for about 30 minutes with no issues.

That said, I did not have any run issues before i added this mod. It's been very stable even fight 10 glowing and 2 reavers ghouls no crash to desktop.

Heah Buff how will I know when #1 is over?

I made it out of the sat site, Investigated X5 and went to the building near the citadel.

I'm trying to ask without dropping any spoilers.

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Sarah Knight
 
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Post » Fri Nov 21, 2014 7:43 pm

It's okay, I believe M48A5 is right. I don't have Nexus Mod Manager, as I use the http://www.nexusmods.com/newvegas/mods/54991/? version 0.14.11.9, ... I have always used FOMM, so that little upgrade just made sense for me. NMM and FOMM both work fine, and they both have the archive invalidation invalidation in their tool bars, it is just that I have a "start custom game" on New Vegas and I forget that it bypasses the normal start. :hehe:

Back to the issue, ... hmm good question. It has been awhile since I played AQFH 1, but I do remember that it will have a well marked ending of some sort, have you looked at your quest lists and map markers?, ... if the final quest is done, then that episode is done. I think there was another site? a kind of frieght handling installation for Heaven? south of Willhelm's Wharf, ... SA-23 Emergency Entrance is what it is called, but I forget what part of the story that is.

I think you are tracking John and Elizabeth and the Heaven Project? you wont catch up to them until AQFH 2.

Don't worry about spoilers, as some people will get stuck, and if they read the posts, they will get unstuck. Then I wont have to send out the "Hamster Expeditionary Rescue Team" or HERT to locate them. Been there, done that, but they did give me a nice Nirvana t-shirt. :rock:

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Kara Payne
 
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