[RELz] Powered Power Armor

Post » Sat Feb 19, 2011 3:17 am

I think power armor sneaking should be like:
-20 sneak no matter what while in PA
another -20 if servos are on
another -20 if walking instead of sneaking
another -40 if Running

The lower precision will give +20. :shrug: It just makes no sense for a tank to be able to sneak 100% effectively in any circumstances, and when you throw in the DR (and if you have impervious power armor loaded)... :rolleyes:

Just my thoughts. Not my mod obviously, but I don't think a normal PA suit should be capable of the same level of stealth as a leather armor. Even with precision servos, you're talking about a half-ton or more on about 1 square foot of contact... something will creak or break under that.... and metal plates that can scraqe, etc. Maybe if you had leather over your knees and elbows to make sure metal didnt scream against metal accidentally, and you had an inch of rubber on your soles, you could achieve a little bit of quiet. But no matter what you do, you're taking 1000 or 2000 pounds of metal and trying to not roll it like on a tire, but actually pick up and set down all the weight on one foot at a time on a 200 year old rickety old floor, etc....

I'll be quiet now :whistling:
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Naomi Ward
 
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Post » Sat Feb 19, 2011 7:58 am

I agree with the need for rubber soles or something, even with the servos turned off (especially with the servos turned off) your footsteps would be clunky and loud. It isn't a clankity suit of medieval armor though, I don't think the joints and plates would make that much noise, not with modern bearing technology. As for the weight, none of the power armors out there weigh more than 40 to 120 lbs., which is usually substantially less than what the player is carrying anyway. You weigh the same if you're wearing PA and carrying leather armor, or wearing leather armor and carrying PA.

Maybe if I upped the Power Assist sneak penalty to 40, added a 30 sneak penalty to the servo drag, and disabled servos when the stealth field was engaged. With a stealth field you'd be less sneaky than in leather armor, though still pretty sneaky, but you'd be creeping around like a snail. A 50% speed reduction, on top of the power armor weight speed reduction, is really substantial.



As for the level up crashing, I'm messing around with a savegame from The3rdType. I've verified that the game crashes at level up with PPA installed. I also created an override in FO3Edit that removes all of the scripts from PPA's armor objects, and with that loaded along with PPA, there is no crash. So now I'm going to add the scripts back in until the crashing resumes, and that should tell me which piece of armor I need to redo.
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Auguste Bartholdi
 
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Post » Sat Feb 19, 2011 8:41 am

Excellent news that you've found the cause of the issue Imp. I also like the sound of that stealth field.

Sneaking up on someone with a flamer in T51B armor sounds pretty sweet. :flamethrower:
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Natasha Biss
 
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Post » Sat Feb 19, 2011 12:48 am

Ok, so its the MediBrace UnderArmor, model and slotless - PPAMedUnderArmorPA. I'll post a hotfix in a minute or two, look for it on the PPA Nexus page.
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Kelsey Hall
 
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Post » Sat Feb 19, 2011 4:35 am

Neat, have you included any of the icons you already had the item for?
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zoe
 
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Post » Fri Feb 18, 2011 10:42 pm

No, I wanted to hurry up and get this out there so I just made that fix and posted it. I'll have another file out before the end of the week though with the icons, the updated ref walks, and the Energy Pulse Generator. I'll probably call it a beta though, mostly to get feedback on whether the reworked ref walks are as stable for others as they are for me. If they aren't, the next release after that will have to handle NPC upgrades, explosions, etc. via leveled list.
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DAVId Bryant
 
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Post » Sat Feb 19, 2011 3:28 am

Alrighty then.
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Irmacuba
 
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Post » Fri Feb 18, 2011 9:32 pm

This mod dislike my game... or myself. Everytime I level up (actually from 17 to 18) I get a CTD. What it does at lv ups? If it matter, it's the first level up with PPA that I have a Power armor in my inventory - the T-51b.

Already tried to level up outside the PA, same CTD.

OBS: bellow goes my complete load order, but even with only Fallout 3.esm and PPA it crashes, so it can be useless. And if it matter, already tried the PPA - Crash Fixer, to no aval.

Spoiler
= Check ModsThis is a report on your currently active/merged mods.=== Active Mod Files:* 00  Fallout3.esm* 01  Anchorage.esm* 02  ThePitt.esm* 03  BrokenSteel.esm* 04  PointLookout.esm* 05  Zeta.esm* 06  Unofficial Fallout 3 Patch.esm  [Version 1.2.0]* 07  Impervious Power Armour.esm* 08  CRAFT.esm* 09  CALIBR.esm  [Version 1.3]* 0A  Project Beauty.esm* 0B  FO3 Wanderers Edition - Main File.esm* 0C  Mart's Mutant Mod.esm* 0D  FNNIguana.esm* 0E  Companion Core.esm* 0F  RobCo Certified v2.esm* 10  Enhanced Weather - Rain and Snow.esm* 11  Xepha's Dynamic Weather.esm* 12  StreetLights.esm* 13  DCInteriors_ComboEdition.esm* 14  busworld.esm* 15  Unofficial Fallout 3 Patch - Operation Anchorage.esp  [Version 1.2.0]* 16  Unofficial Fallout 3 Patch - The Pitt.esp  [Version 1.2.0]* 17  Unofficial Fallout 3 Patch - Broken Steel.esp  [Version 1.2.0]* 18  Unofficial Fallout 3 Patch - Point Lookout.esp  [Version 1.2.0]* 19  Unofficial Fallout 3 Patch - Mothership Zeta.esp  [Version 1.2.0]* 1A  FireLightFix.esp* 1B  LessRocks.esp* 1C  DarNifiedUIF3.esp* **  Project Beauty- Broken Steel.esp* **  Project Beauty- Point Lookout.esp* 1D  QuickerMessages.esp* 1E  QuickerMessagesOA.esp* 1F  QuickerMessagesPITT.esp* 20  QuickerMessagesBS.esp* 21  QuickerMessagesPL.esp* 22  BatteriesPlusV1_2.esp* 23  StreetLights - Wasteland.esp* 24  TakingOutTheTrash.esp* 25  casm.esp* 26  CRAFT - Activation Perk.esp* ++  GeneratorSound.esp* 27  GalaxyNewsRadio40[M].esp* 28  Existence2.0.esp* 29  UPP - Pack 1.esp* 2A  UPP - Pack 2.esp* 2B  UPP - Experience Perks.esp* 2C  UPP  - Quest Perks.esp* 2D  Cyber-Enhancements.esp* 2E  Expanded Megaton House V3-No Stove.esp* 2F  D.C. Confidential with Glow.esp* 30  Treasure Maps_Underground.esp* 31  Treasure Maps_Secrets of the Wasteland.esp* 32  Treasure Maps_Bobblehead Edition.esp* 33  Treasure Maps_A Fist Full of Caps.esp* 34  BusworldV1.05d.esp* 35  NoKnockedOverComments.esp* 36  MTC Wasteland Travellers.esp* 37  MTC Wasteland Travellers (Optional)- Crowded Cities less NPCs.esp* 38  DCInteriors_DLC_Collectables.esp* 39  Trophies - Megaton.esp* 3A  ClutterFreeWorld.esp* 3B  Tenpenny Suite.esp* 3C  FO3 Wanderers Edition - Main File.esp* 3D  FO3 Wanderers Edition - DLC Anchorage.esp* 3E  FO3 Wanderers Edition - DLC The Pitt.esp* 3F  FO3 Wanderers Edition - DLC Broken Steel.esp* 40  FO3 Wanderers Edition - DLC Point Lookout.esp* 41  FO3 Wanderers Edition - DLC Mothership Zeta.esp* 42  FO3 Wanderers Edition - Alternate Travel.esp* 43  FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp* 44  FO3 Wanderers Edition - Optional VATS Halftime.esp* ++  FO3 Wanderers Edition - Optional Worn Weapons.esp* ++  FO3 Wanderers Edition - Optional Restore Tracers (automatics only).esp* 45  Refurbish [OA] - FWE.esp* ++  FO3 Wanderers Edition - Project Beauty.esp* ++  FO3 Wanderers Edition - Project Beauty (Followers Enhanced).esp* 46  Refurbishes [ALL].esp* 47  WeaponModKits.esp* 48  WeaponModKits - FWE Master Release.esp* ++  WeaponModKits - FWE Optional Worn Weapons.esp* 49  WeaponModKits - OperationAnchorage.esp* 4A  WeaponModKits - ThePitt.esp* 4B  WeaponModKits - BrokenSteel.esp* 4C  WeaponModKits - PointLookout.esp* 4D  WeaponModKits - Zeta.esp* 4E  Powered Power Armor.esp* 4F  PPA - FWE.esp* 50  EVE.esp* 51  EVE Operation Anchorage.esp* 52  EVE - FWE Master Release.esp* ++  EVE - FWE Master Release (Follower Enhanced).esp* ++  EVE Anchorage - FWE DLC Anchorage.esp* ++  EVE - FWE with WeaponModKits.esp* 53  Companion Core DLC Addon.esp* 54  RobCo Certified v2 Zeta Addon.esp* 55  Less Useless Karma Gifts 2.0.esp* **  Water Bottles 3000.esp* 56  Mart's Mutant Mod.esp* 57  Mart's Mutant Mod - DLC Anchorage.esp* 58  Mart's Mutant Mod - DLC The Pitt.esp* 59  Mart's Mutant Mod - DLC Broken Steel.esp* ++  Mart's Mutant Mod - DLC Point Lookout.esp* 5A  Mart's Mutant Mod - DLC Zeta.esp* **  Mart's Mutant Mod - Project Beauty.esp* 5B  Mart's Mutant Mod - FWE Master Release.esp* ++  Mart's Mutant Mod - Project Beauty + FWE.esp* 5C  Mysteriouswoman_dressncoat.esp* 5D  T3T_OutcastTechSupport.esp* ++  T3T_MiscItemIcons.esp* 5E  DLM_FFOutcastsQuest(FWEEd).esp  [Version 1.10]* ++  DLM_FFOutcastsQuest_Override-DLC.esp* 5F  Useful Wasteland Clipboards.esp* 60  Attentater's Wasteland Economy.esp* ++  Less_Blood.esp* 61  NoTheftComments.esp* 62  AMPUTATE!.esp* 63  solarcharger.esp* ++  RobCo Certified v2 FWE Patch.esp* 64  Announcer.esp* 65  PPA - Broken Steel.esp* 66  PPA - Operation Anchorage.esp* 67  megalight.esp* 68  Enhanced Weather - Weather Sounds in Interiors.esp* 69  Realistic Interior Lighting.esp* 6A  Realistic Interior Lighting - BS.esp* 6B  Realistic Interior Lighting - OA.esp* 6C  Xepha's Dynamic Weather - Main.esp* 6D  Xepha's Dynamic Weather - Anchorage.esp* 6E  Xepha's Dynamic Weather - The Pitt.esp* 6F  Xepha's Dynamic Weather - Broken Steel.esp* 70  Xepha's Dynamic Weather - Point Lookout.esp* 71  Xepha's Dynamic Weather - Experimental Green Tint Remover.esp* 72  Xepha's Dynamic Weather - Rain.esp* 73  Xepha's Dynamic Weather - Sandstorm.esp* 74  Night Time Sneak Boost.esp* ++  FNNIguana - MMM.esp* ++  FNNIguana - FWE.esp* 75  Bashed Patch, 0.esp


This happened to me too, but it was before I had bought any expensive ppa gear, so it was no trouble to un/reinstall. That did fix it though - I uninstalled, saved, reinstalled and reloaded the same save and then levelled up with no problem
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BethanyRhain
 
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Post » Sat Feb 19, 2011 1:11 am

If that works for you, great, but if the problem comes up again the hotfix should take care of it. There should be a more permanent solution up in a couple of days though.
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Leonie Connor
 
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Post » Sat Feb 19, 2011 9:46 am

Also tried Fallout esm, ppa +fix, same problem. PM'ed link for save game.

EDIT: Sorry, just now 've dl'ed the new hotfix, worked for a pure Fallout.esm+PPA(hotfix).

For a full modded game, only with a clean save worked. The original one kept crashing. Tried three times each way, plus one without and the others with the old crashfix (clean save and the original save, both for modded game). At least for the ones that will install the mod for the first time the hotfix will work right. /EDIT
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Mimi BC
 
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Post » Sat Feb 19, 2011 10:14 am

Also tried Fallout esm, ppa +fix, same problem. PM'ed link for save game.

EDIT: Sorry, just now 've dl'ed the new hotfix, worked for a pure Fallout.esm+PPA(hotfix).

For a full modded game, only with a clean save worked. The original one kept crashing. Tried three times each way, plus one without and the others with the old crashfix (clean save and the original save, both for modded game). At least for the ones that will install the mod for the first time the hotfix will work right. /EDIT


I gave it a try with the 1212 save, and CTD'd with release 1.3.4, but made it through level up fine with the hotfixed version. The load order I used was pretty short though - just FWE's files, Broken Steel, Pipboy Readius, and PPA.
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Kat Ives
 
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Post » Fri Feb 18, 2011 9:55 pm

Cool, 1_4 Beta is out! Thanks for the hard work.

I will tell you how it works ASAP.
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Guy Pearce
 
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Post » Sat Feb 19, 2011 9:47 am

Wow, you beat me to it!

R1.4 beta is out, with the following new upgrade:

Energy Pulse Generator
**********************
Weight: 3
Cost: 1700
Pulse Effects:
Electromagnetic: Temporarily disable (paralyze) robots and power armor wearers
Electrostatic: Knock back enemies in the area (dependent upon strength and endurance check, robots and power armor wearers are highly resistant)
Infrared: Ignite any enemy in the area
Mesmetronic: Mez any human or non-feral ghoul enemy in the area

The energy pulse generator can be used to generate one of four energy pulses, depending on which energy pulse modulators you have in your posession. Any enemies (or allies) within its blast radius will be effected. The pulses will expend your power armor's charge rapidly, and the system will need to recharge for several seconds before another pulse can be generated. Fusion powered armors can continue to generate pulses indefinitely, but their recharge time is significantly longer. The strength and effectiveness of any pulse is dependent upon the energy weapons skill of the user.

EPG's will be found in the hands of NPC's, who will use them against you.



Other Changes from R1.3.4:

__ Implements Energy Pulse Generator
____ mez, ignite, EMP or knock back any enemies in the surrounding area at the touch of a button
____ NPCs can use them too, and will
__ Prevents speedmult hack from healing crippled limbs
__ Prevents MediBrace/FWE Morphine effect (bIgnoreCrippledLimbs) from breaking speedmult hack
__ Fixes UnderArmor DR when worn with PA
__ Fixes Proximity Alert (player no longer hears warnings when NPCs have it equipped)
__ Fixes fSpeedMult calculation to be compatible with other mods that alter speed
__ Ref Walks are now conducted in gamemode with equipper tokens
__ Low kWh energy weapon ammo field recharge now uses 5 or 10 at a time
__ Ref Walks are configurable via menu (fully enabled/non-combat only/fully disabled)
____ Performs function of crash fixer (though hopefully it will not be necessary)
____ Disabling RWs during combat may help with crashes without fully disabling associated features
__ Restructured Config Menu system with future expansion in mind
__ Incorporates fix for level-up crash
__ Incorporates T3T's Pipboy and HUD icons


I'm calling this one a beta because it continues to use ref walks to place upgrades and detonation tokens on NPCs. I've drastically reworked the system, and so far it's been stable for me, but if you have problems with CTDs after installing this update, let me know, then disable the ref walks fully or partially via the config menu.

I'll be working on the rest of the upgrades that were discussed in this thread, but the most substantial one, power armor breaking down into sub components, will need to wait until we've determined whether the ref walks will work or not.
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Rex Help
 
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Post » Sat Feb 19, 2011 7:48 am

This seems weird but bear with me..

I'd like to be able to run my energy weapons off the Power Armor's pack. This would save inventory weight of having to carry hundreds of energy cells etc. Input a battery and/or cells into the pack, and run my pistol off a link to the armor...

I don't know if FOSE could safely dynamically change the ammo requirements so maybe it could be done by PPA always keeping a clip of whatever energy ammo you're wielding. Wield a laser pistol, PPA reduces its charge Clipsize*energycellmultiplier and spawns clipsize energy cells on you, and any time you have < clipsize ecells, add more till you have clipsize, reducing charge every time.

This could be cheaty if you had the t51b style of pack, so maybe make it only able to create so many per hour on those packs...
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Lynette Wilson
 
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Post » Fri Feb 18, 2011 7:39 pm

I could probably keep a running count of the amount of ammo in the player's inventory. If it decreases during gamemode, that means you fired a round. I could then add depleted ammo to your inventory based on that count. The upgrade would be a universal ammo recharger that converted the spent ammo into live ammo at a steady rate. I'd probably make you select which ammo type to regenerate via the config menu (the StimJack and TRO will both have configurable options as well in the next release). You'd still have to carry some ammo with you, but significantly less. I guess that would mean the RobCo Rapid Recharge Station could be used to recharge ammo too.


Anyone having any luck with the new release? ~45 downloads so far with no crash complaints, it's encouraging.
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naana
 
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Post » Sat Feb 19, 2011 1:57 am

Funnily enough, I was pondering upon the possibility of a energy weapon powering module of some sort. I figured it could be done by checking with FOSE how much ammo a weapon takes of what type, and then set it to zero and charge for each shot.
I know that FOSE has GetWeaponAmmo and GetWeaponAmmoUse, which pairs up with SetWeaponAmmoUse to prevent ammo from being spent.

Other then the problem with non-vanilla ammo, it should be easy enough. I don't know of many energy weapons that don't use vanilla ammo, but the ones that don't often have a reason(the sovereign rifle in the Liberty Rifle mod uses a more powerful type of MF cell, but deals more damage; the Prototype E-42 Ion Pulse Rifle from the Ion Pulse Rifle mod uses a prototype antimatter cell, but it doesn't expend them when shooting{plus it has a secondary fire mode}), but I'd assume that most use vanilla ammo, just more of it.
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Mrs. Patton
 
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Post » Fri Feb 18, 2011 9:01 pm

I've been playing around with it for around 7 hours now and haven't had any crashes due to it. Very nice release for sure, and I really like the EMP launcher. No more being swarmed by Sentry Bots :foodndrink:
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JD bernal
 
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Post » Sat Feb 19, 2011 9:29 am

One problem, I think, with going the SetWeaponAmmoUse route would be that it probably prevents ammo use for all weapons of that type, meaning companions would stop using ammo if they were using the same gun as the player, and, more importantly, if the companions were to use that upgrade, the player wouldn't use ammo if they were using the same weapon as their companion. (I think I can implement a system where either the most plentiful depleted ammo, or least plentiful live ammo, automatically gets recharged, meaning NPCs would be able to use the upgrade, as no config menu choices would need to be made).

*Edit -
I've been playing around with for around 7 hours now and haven't had any crashes due to it. Very nice release for sure, and I really like the EMP launcher. No more being swarmed by Sentry Bots :foodndrink:


Good to hear! :D
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Shiarra Curtis
 
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Post » Sat Feb 19, 2011 9:42 am

As of 1.4 beta, nuclear power armor wearers will blow up occasionally. You just have to kill them via a chest shot. A random percentage though, I think about 10 percent, will have ultracapacitor conversion kits, meaning they aren't running on fusion, and won't blow up.

Anyone have any thoughts on what should trigger a power armor explosion?

It just occurred to me that I can check an NPC's torso condition, and use that to keep track of when they are hit with a chest shot. That means that, instead of being forced to have the explosion happen upon death, I could have it blow up earlier, maybe as soon as the torso becomes crippled. Or have a random chance that it blows up whenever a chest shot hits, with the probability increasing as the chest condition lowers.

With that last option, it would make it easier to take down nuclear power armor wearers. But once I implement power armor degradation, I'm going to make PA explosions totally wreck the armor and any installed upgrades, so there would be some incentive not to go the easy chest shot route. I could also have the explosions damage but not necessarily kill the wearer. I don't think surviving something like that is very realistic, but if I left the NPC alive I could swap their armor out for a broken set that slowed them down and offered little or no damage resistance.

At the moment the player will never explode, but I could do the same thing for the player - you would occasionally blow up when hit with a chest shot while wearing nuclear power armor. It might not kill you, but if you live your armor is wrecked. I'd give you the option to disable that though.
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Jarrett Willis
 
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Post » Sat Feb 19, 2011 9:37 am

I'm not totally sure how to switch from one pulse mode to another, because when ever I use it, it's always a plasma explosion, and I honestly don't know which mode that is. Maybe a icon could be added near the standard PA icon which shares the modes icon, so I'd be able to tell what mode is what.
EDIT: Oh, and I'm getting next to no crashes from this mod, which is very good, under normal circumstances. However, I did test one more taxing area: The assault on the purifier and the end of the main quest. Tons of Nuclear PA users, and combined with MMMs Increased Spawns, I crashed when getting across the bridge after Liberty Prime shuts down the first energy field. I turned off Increased spawns, and I crashed when passing the big road before the big field he shuts down(with the metro station at the top of the spot on your left). When I turned off the ref walking and PA explosions, I could get past the whole quest.
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e.Double
 
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Post » Fri Feb 18, 2011 8:13 pm

There should be an icon showing you the pulse type http://www.fallout3nexus.com/downloads/images/13361-1-1281249140.jpg To change pulse types, hold down the key you use to fire the pulse. After half a second or something it will start to cycle through the options - as long as you have other pulse modulators in your inventory.

When you updated, did you update all of the files/folders, or just the .esps?
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Jerry Jr. Ortiz
 
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Post » Fri Feb 18, 2011 10:09 pm

Ah, guess I missed a step on the install, since mine doesn't have that.
I take it there was another UI thing added. I'll check the manual to see what I have to add where.
EDIT: Ah, the prefab was bigger. I added it and fixed the stuff for Celsius again.
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carla
 
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Post » Sat Feb 19, 2011 2:24 am

If you've already gotten the hud to work for a past version, just paste in the new files and folders and everything should work - the changes to hud_main_menu.xml only need to be made once (unless you install another mod that overwrites them). The icon will only show up if you have an Energy Pulse Generator and at least one Energy Pulse Modulator in your inventory.
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Ana Torrecilla Cabeza
 
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Post » Sat Feb 19, 2011 4:16 am

Hey guys, im having a spot of trouble getting this hud item to show up at all...

First thing, read through the readme.. I think it might have mentioned somewhere to take off my armor, so i do that (cant hurt, right?)
So i download the mod(PPA beta file, the readius fix, and FWE compatibility) Put them in my load order at the bottom and make a merge patch for the load order.
The readme mentioned something about the menu file (data/menus/main/hud_main_menu.xml), so i open that and add the line to the bottom, but above the
Load up the game, put on my power armor (fitted outcast armor at first), and charged it with a fusion battery i had in my cargo..
And uh, nothing happened?

I figure, ok, maybe i should find some new armor? I found some poor dead BoS guy near the BoS Mall outpost and stole his power armor, went over to rivet city, and fitted it.... ... but nothing happens there either.

However, it is apparent the mod is active - I get the notes and configuration menu in my inventory, and if i go shoot at BoS guys hanging around the mall, they use the energy pulse thing against me, and drop a good deal of related components.

Not really sure whats going wrong here >.< as far as I can tell ive done everything right..
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Bek Rideout
 
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Post » Sat Feb 19, 2011 7:25 am

What are you expecting to happen Lancefighter?
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Lizbeth Ruiz
 
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