[Rel] A Note Easily Missed + Mr. Manchester's Dinner Party

Post » Sat May 28, 2011 7:53 am

Hello everyone,

I've released a couple of quest mods and this seemed like an appropriate venue to let folks know about them. They are not centered around combat, but rather around notes, puzzles, expansion of the existing mythos, and exploration.

http://www.fallout3nexus.com/downloads/file.php?id=4730

Tiger Manufacturing is a small, privately owned company dedicated to providing solutions to a number of military and governmental organizations. You'll gain insight into the lives of a few workers at Tiger Station 6, as well as have the opportunity to construct a new home defense pistol prototype.

http://www.fallout3nexus.com/downloads/file.php?id=5630

Towering Avarice. Legendary business acumen. Mr. Manchester encompassed both the best and the worst of the American ideal of capitalism, and you've (through stumbling across a package most certainly not addressed to you) gained access to his dinner party. Can you unravel the web of eccentricity that was the bread and butter of Mr. Manchester's daily existence?
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Sarah MacLeod
 
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Post » Sat May 28, 2011 1:50 pm

Nice, another mod by you. :goodjob:
I really liked "A note easily missed".
Going to check out the new one...

On a side note to "A note...":
It isn't possible to make more than one Tiger Bali, is it?
Maybe you could include a couple more parts to manufacture them, seems a bit odd to add a recipe for the workbench when you can use it only once.
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Laura Simmonds
 
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Post » Sat May 28, 2011 7:15 am

Nice, another mod by you. :goodjob:
I really liked "A note easily missed".
Going to check out the new one...

On a side note to "A note...":
It isn't possible to make more than one Tiger Bali, is it?
Maybe you could include a couple more parts to manufacture them, seems a bit odd to add a recipe for the workbench when you can use it only once.



Hi El Zoido, that's a good idea. I know that some mods are starting to take advantage of stuff like CRAFT that affects workbench usage, so I may try to whip up a few changes to the Bali to improve compatibility.
I've worked around the problem in my Manchester mod by creating a new schematics script that doesn't interfere with existing workbench usage.
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Erich Lendermon
 
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Post » Sat May 28, 2011 12:37 pm

I am loving "A note easily missed" - its really fun to run into unexpected stuff on repeated playthroughs; and encourages me to pay attention. I will certainly check out "Mr. Manchester's Dinner Party"
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Spaceman
 
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Post » Sat May 28, 2011 1:42 pm

Sounds very interesting...I'll give it a try later :)
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OJY
 
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Post » Sat May 28, 2011 3:11 pm

Thanks for the comments everyone.

I've just updated A Note Easily Missed to version 1.05. Thanks to El Zoido for the final nudge (several have mentioned the schematic issue but I never got around to fixing it until now.)


v 1.05 April.17.2009
* Better compatability! This mod no longer modifies the primary schematics script, so it's compatible with any mod that adds new craftable items.
* New, useful room in the Tiger facility
* 2 new notes
* Complete revamp to the existing schematic usage. As pointed out by a few people, it didn't make a lot of sense to have a new workbench item for something that could be crafted only *once*. As such, there's now a NEW ROOM in the Tiger facility equipped with the revolutionary Construction Engine.
SEE! The machine working, as smoke and electricity billow forth!
HEAR! The machinery frantically trying to create the prototype!
TASTE! The... oh, got a little carried away there.
Could there be other uses for this new fangled construction engine? Could be, could be. In fact, it's rumored that the new Construction Engine may be able to Completely Restore your Tiger Bali handgun, as well as synthesize a few rounds of ammunition with the right components. If anyone at Tiger knows how, it's bound to be the omnipresent Frank G.
* A few small graphical tweaks here and there. The Diorama door shouldn't look odd anymore.
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Rozlyn Robinson
 
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Post » Sat May 28, 2011 8:41 am

Good quest mod. I'm really liking it so far. I enjoyed that I had to do some exploring for hints and that I have been rewarded for being thurough. I have also liked, that on the puzzles I've come across so far, that you have to think a bit. I've gotten pretty tired of the go here or get that vanilla quests that assume everyone is 12 or doesn't have a brain. This has definately convinced me to install and try out all your other mods.

Contructive Criticism:
Take from these what you will. I am certainly not the authority on immersion and you would be well within your rights to tell me to go jump in an irradiated lake. That being said, I found the location a little jarring. I think it can blend seamlessly into the world but it could use some tweaking.

- It feels a bit off on it's own. If you could extend a road down to the gate, I think it would connect it to the world more.
- I think the walkway would look better if it were entirely constructed of metal (may require custom meshes). The broken concrete and staircase pieces seem out of place. Something like the crane mesh flipped over and re-textured might work here.
- The structural supports seem a bit rickety in some places (especially the walkway and lakehouse). Might be another custom mesh jobber. With a character like Mr. Manchester's exacting standards you would expect some beefier looking supports.
- The rock formations around the Manchester estate do not feel natural at all. However with a couple tricks they could easily be melded into the world.

I would start by changing the location name from Manchester's estate to something like "Ayer's Rock" (I know that's in Australia) or "The Devil's Toenail" or something like that. This could be contextualized by stating that it is a volcanic plug or outcropping or somesuch. I realize it might be a bit late in the game to change or add documents and notes but when someone asks the question "Why is this here?", that could answer it.

The rocks around the lake didn't feel right to me either. The formation seemed very wrong. I came up with this solution: Instead of a natural lake why not an artificial one? The "shorline" needs to be naturalized and a dam constructed (a dam in a mod! ?zedas, patent pending). This could easily fit in with the story and the world around it. Clearly you can spin a yarn so with Mr. Manchester's apparent wealth, engineering skills, the contruction that went on, the lake being at the head of a natural valley (could be a dammed creek or spring) I'm sure it can easily be put into context. I made a patch to this effect for myself and took some screenshots to show what I'm talking about.

http://s298.photobucket.com/albums/mm250/jesse_forde/Mr%20Manchesters%20Lake/
It's a photobucket album. I couldn't think of another good way to post these here

-By the by; The lab is perfect don't change a thing

Other stuff:
- Some of your new textures, posters , documents, etc. are a bit too clean. They could be dirtied up a bit.
- The speaker anouncements could be run through a voice modulator to make them sound more speaker-e.
- You obviously know a bit about scripting. It would good if at the one point you could spawn robots and have them go to say a garage on the back of the house that the player can't enter.
- The cells you've worked in have a strange light in them. They're x times brighter than the cells around them. This can at times be clearly seen as a line on the ground.
- When you go below a certain level in the water it switches from underwater to regular daylight.

That's it for now.
Sorry about being a big nitpicking dingus.
I really like your mod though otherwise I wouldn't have bothered.
zedas
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Darren
 
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Post » Sat May 28, 2011 8:12 pm

OH MY GOD

WHERE is The Tiger Weapons Facility?

I have retrieved the note from the safe at the school, which is supposed to be a map, but the map does not show me a single thing, it sayd it is a pipOS error.

Where is this place?
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rebecca moody
 
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Post » Sat May 28, 2011 8:20 am

The map is a trick. Head to Canterbury Commons. On the main road in, where the traders usually sit, head down that path and if you keep going down you'll be going down a path with a field with Brahmin on your left and right, and an Enclave camp at the crossroads. It's basically in that field. Just head to Canterbury Commons and it'll be easy to find from there.
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Mari martnez Martinez
 
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Post » Sat May 28, 2011 7:58 am

whoa, after seeing these mods mentioned in a recommended mods thread and then looking at their descriptions on nexus, they looked great! I will be adding all 3 to my mod mix ASAP. Thanks, Puce.

I am using FWE+MMM, and the GOTY edition with all DLC. I hope there are no conflicts, fingers crossed!
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..xX Vin Xx..
 
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Post » Sat May 28, 2011 8:46 am

Puce Moose rules!

I've never understood the low comment rate on quest mods - I mean, what else is there to do in the Wasteland on your 10th playthrough??? How many mutants/raiders/little Lamplighters can you shoot in the head??? :)

Great mods, Puce Moose!!!! Thank you!

J
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Honey Suckle
 
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Post » Sat May 28, 2011 4:33 pm

Hi Puce Moose-

I like using your mods, but I'm finding issues ... I rarely see you here so I may repost this on nexus.

I clean my mods with http://www.fallout3nexus.com/downloads/file.php?id=637 and yours are mods that can usually do with cleaning. This is not meant as a smear or insult most mods need to be cleaned - especially quest mods. The issue is with records that are deleted or duplicated from the official esm files.

A duplicated record can cause conflicts if another mod loading before it attempted to modify the record (and not just duplicate it) removing duplicate records does not undo things like a rock that was moved.

What is worse are deleted records - if a mod loading after yours that attempts to access that record and the game will crash. FO3edit has automated tools that will remove duplicate records and set deleted records to initially disabled (same effect in game but crash preventative).

I hope you are open to looking at the use of this tool to improve your mods.

I also use the Wrye Bash for fallout program called http://www.fallout3nexus.com/downloads/file.php?id=11336 in the bashed patch procedure it tells me that this mod is badly formatted, so I open it up in FO3edit and see that there are world children in the worldspace records - right after sub-block 2,0. I also notice that these are deletions of rocks and undergrowth which Fo3edit had set to initially disabled.

Where do they belong? In the absence of a reply I will just remove them from the mod.
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cheryl wright
 
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