Refurbish [DLC] (WIPz/RELz)

Post » Fri Feb 18, 2011 10:06 pm

Both mods (PLO and OA) work as intended.
I was not able to check protector Casdin variant due to mod conflict, but the second one work just fine.
What was conflicting with Casdin method?
About PLO
Before talk with woman in the bar there is no land marker in the boat area, no captain, no chest and door to captain cabin, but the boat itself still be here.
After talk with her I was able to see marker, captain and other things as well as to travel to the PLO area. Quest was also received as well as PLO message.
Right on! It sounds like all went as intended. The dock should always be there, the "Problematic Mirelurks" should never be there and the boat and Tobar should only show after the quest is given. Does that describe your experience? I'm just confused about your wording and trying to make sure that the boat wasn't ever there without Tobar.

-__-
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Terry
 
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Post » Fri Feb 18, 2011 11:14 pm

What was conflicting with Casdin method?Right on! It sounds like all went as intended. The dock should always be there, the "Problematic Mirelurks" should never be there and the boat and Tobar should only show after the quest is given. Does that describe your experience? I'm just confused about your wording and trying to make sure that the boat wasn't ever there without Tobar.

-__-

he said the boat WAS there, just everything else was gone (doors, captain, chest, etc)
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Amber Hubbard
 
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Post » Sat Feb 19, 2011 10:45 am

I'm not too keen on having a random encounter scoop me up in the middle of just exploring. Could there be a version that just shortens the MZ radio's range and removes the popup?
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Conor Byrne
 
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Post » Sat Feb 19, 2011 7:08 am

he said the boat WAS there, just everything else was gone (doors, captain, chest, etc)
Every single record that the boat is comprised of as well as Tobar and the doors have the same enable parent. That's not possible unless there was a conflict with something. He'd said the boat was "still" there which I'm trying to discern whether they meant before or after going to Point Lookout, thus me asking HIM which it was...

Delamer: Was what you saw just like the pics for PL up top?

I'm not too keen on having a random encounter scoop me up in the middle of just exploring. Could there be a version that just shortens the MZ radio's range and removes the popup?
With a few clues in mind, as I intend to make the MZ plugin, the player can retain a certain ammount of control if they read the spoilers, but I guess I can add an alternate method/plugin if you want the abduction to happen predictably.
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X(S.a.R.a.H)X
 
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Post » Sat Feb 19, 2011 4:32 am

Every single record that the boat is comprised of as well as Tobar and the doors have the same enable parent. That's not possible unless there was a conflict with something. He'd said the boat was "still" there which I'm trying to discern whether they meant before or after going to Point Lookout, thus me asking HIM which it was...

Delamer: Was what you saw just like the pics for PL up top?
His quote. Not hard to understand.

Before talk with woman in the bar there is no land marker in the boat area, no captain, no chest and door to captain cabin, but the boat itself still be here.

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Chad Holloway
 
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Post » Sat Feb 19, 2011 10:45 am

His quote. Not hard to understand.
Interject much? Don't patronize me. It's not clear at which phase the boat is "still" there. After going to PL and coming back to the Wasteland...? After being given the quest by Catherine...? If there's a bug or conflict that needs fixing and somehow the boat showed up prematurely or without Tobar at any time, so be it, but I must ensure it isn't just a miscommunication.
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michael flanigan
 
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Post » Sat Feb 19, 2011 8:36 am

Interject much? Don't patronize me. It's not clear at which phase the boat is "still" there. After going to PL and coming back to the Wasteland...? After being given the quest by Catherine...? If there's a bug or conflict that needs fixing and somehow the boat showed up prematurely or without Tobar at any time, so be it, but I must ensure it isn't just a miscommunication.

Actually it does ate the beginning of the sentence. It's before talking to the woman in the bar. I'm not trying to be rude, but it's obvious what he's saying, and I'm just trying to show you that.
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Dawn Porter
 
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Post » Sat Feb 19, 2011 5:54 am

I'd much appreciate clarification from Delamer about this as if "Both mods (PLO and OA) work as intended", the boat and Tobar should be completely absent as shown in the pic until the quest is given. If this wasn't the case, I need to figure out which other plugin might have overwritten Refurbish [PL] that I can do it in another way as I can't reproduce a situation where any part of the boat is there but Tobar isn't.
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Craig Martin
 
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Post » Sat Feb 19, 2011 2:07 am

I'd much appreciate clarification from Delamer about this as if "Both mods (PLO and OA) work as intended", the boat and Tobar should be completely absent as shown in the pic until the quest is given. If this wasn't the case, I need to figure out which other plugin might have overwritten Refurbish [PL] that I can do it in another way as I can't reproduce a situation where any part of the boat is there but Tobar isn't.

Like I said, sorry if I came off rude, just stating what it sounds like (there are some grammatical errors that might cause confusion) :P
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ImmaTakeYour
 
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Post » Sat Feb 19, 2011 5:05 am

Like I said, sorry if I came off rude, just stating what it sounds like (there are some grammatical errors that might cause confusion) :P
It was the capslock... :SMILEYTONGUE: Sorry for overreacting, I'm just baffled as to how some children of the ref enabled by Catherine might be rendering while others wouldn't. I've tried to reproduce it with 1.0.0.15, 1.1.0.35, 1.4, 1.5, 1.6, and 1.7 all with the same result http://i196.photobucket.com/albums/aa150/JustinCoherent/Fallout%203/PL01.jpg and http://i196.photobucket.com/albums/aa150/JustinCoherent/Fallout%203/PL02.jpg so if there's something wrong with my plugin, I'm just eager to fix it. :P Objectively, I just can't see the situation in question happening unless something else edits some of the same references which made and continues to make me wonder if it's all just a misunderstanding and they meant the boat is still there after going to PL, which it should be.
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Carys
 
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Post » Fri Feb 18, 2011 9:35 pm

Interject much? Don't patronize me. It's not clear at which phase the boat is "still" there. After going to PL and coming back to the Wasteland...? After being given the quest by Catherine...? If there's a bug or conflict that needs fixing and somehow the boat showed up prematurely or without Tobar at any time, so be it, but I must ensure it isn't just a miscommunication.

I'm sorry- my english is not good :)
But bot was not missing, it was always- before speech with woman or after
Captain was missing, door, chest and bed. Engines work (I hear they sound)
When I say Mod work as intended- I mean I'm not able to speak with captain and went to PLO.
Sorry if I mislead you.
As I can see in fo3edit- there is no conflicts with another mods in the scripts and quests, , exept with PLO itself
I have many overrides in the GOODBYE dialog topic and in the worldspace/wasteland string. That's all
I mean- wasteland itself, not included cell and block

About operation Anchorage
I have conflict with FWE in the Kasdeen topic (You definitely proven yourself)
In FWE to this topic connected Power Armor and PA Training, so I must choose between training from FWE or anchorige in Refurbish :)
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Janeth Valenzuela Castelo
 
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Post » Sat Feb 19, 2011 4:08 am

It was the capslock... :SMILEYTONGUE: Sorry for overreacting, I'm just baffled as to how some children of the ref enabled by Catherine might be rendering while others wouldn't. I've tried to reproduce it with 1.0.0.15, 1.1.0.35, 1.4, 1.5, 1.6, and 1.7 all with the same result http://i196.photobucket.com/albums/aa150/JustinCoherent/Fallout%203/PL01.jpg and http://i196.photobucket.com/albums/aa150/JustinCoherent/Fallout%203/PL02.jpg so if there's something wrong with my plugin, I'm just eager to fix it. :P Objectively, I just can't see the situation in question happening unless something else edits some of the same references which made and continues to make me wonder if it's all just a misunderstanding and they meant the boat is still there after going to PL, which it should be.

Well, if so- it can be masterupdate fault
I will try to check it
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Chloe Mayo
 
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Post » Sat Feb 19, 2011 7:31 am

Well, if so- it can be masterupdate fault
I will try to check it

Yes, it was masterupdate
Without it bot not present until I talk with woman in the bar
Well, first time when masterupdate cause to me any troubles :)
Fortunately- not big ones
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Rebecca Dosch
 
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Post » Fri Feb 18, 2011 10:53 pm

Today I will check second variant in OA
I will unload FWE.esp to avoid conflict
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Brιonα Renae
 
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Post » Sat Feb 19, 2011 11:03 am

Yes, it was masterupdate
Without it bot not present until I talk with woman in the bar
Well, first time when masterupdate cause to me any troubles :)
Fortunately- not big ones
Ah... When you ran MasteUpdate (not needed w/ 1.0.0.15, 1.6 or 1.7) it must have changed something but that shouldn't make a difference. The plugins come as fully functional .esp's, so until/unless I can figure out exactly what made the difference, I can only suggest running them exactly as they come and deactivating them before a MasterUpdate session that they'll retain their internal esp status.

Thanks for the clarification delamer! :)

Also, I've just uploaded http://www.fallout3nexus.com/members/addfile.php?id=8416 and http://www.fallout3nexus.com/members/addfile.php?id=8416 on the Nexus to solve the power armor training issue.

Oh! If you want to test Casdin's response, ~StartQuest RefurbishOAHatQUST and you'll be given a hat. Hotkey it and exit your menu, then equip it and you'll be moved to Casdin. UnEquip it and he'll say that line, then drop it to be teleported to the signal source. If you get power armor training, the signal and the quest, all is working as planned.
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Mark Churchman
 
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Post » Sat Feb 19, 2011 1:51 am

But not Fook+FWE version? i'm saddened...
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Bloomer
 
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Post » Sat Feb 19, 2011 4:03 am

But not Fook+FWE version? i'm saddened...
http://www.fallout3nexus.com/downloads/file.php?id=8416

All three mods should do their thing with that one record edited.
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Joey Avelar
 
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Post » Sat Feb 19, 2011 8:50 am

http://www.fallout3nexus.com/downloads/file.php?id=8416

All three mods should do their thing with that one record edited.

:D thank you
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Taylor Thompson
 
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Post » Fri Feb 18, 2011 11:00 pm

Ah... When you ran MasteUpdate (not needed w/ 1.0.0.15, 1.6 or 1.7) it must have changed something but that shouldn't make a difference. The plugins come as fully functional .esp's, so until/unless I can figure out exactly what made the difference, I can only suggest running them exactly as they come and deactivating them before a MasterUpdate session that they'll retain their internal esp status.

Saddenly- I often have crashes when travel from some locations and make save than, and masterupdate allow me to avoid this. Yes, I use 1.7 fallout. Well- it can be another boat from another place :)

Also, I've just uploaded http://www.fallout3nexus.com/members/addfile.php?id=8416 and http://www.fallout3nexus.com/members/addfile.php?id=8416 on the Nexus to solve the power armor training issue.

Oh! If you want to test Casdin's response, ~StartQuest RefurbishOAHatQUST and you'll be given a hat. Hotkey it and exit your menu, then equip it and you'll be moved to Casdin. UnEquip it and he'll say that line, then drop it to be teleported to the signal source. If you get power armor training, the signal and the quest, all is working as planned.

Thank you for this! I will check it very soon
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R.I.p MOmmy
 
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Post » Fri Feb 18, 2011 11:02 pm

Also, I've just uploaded Refurbish [OA] - FWE.esp and Refurbish [OA] - FOOK.esp on the Nexus to solve the power armor training issue.

As someone else said once (I just love the line) AWESOMENESS.. on a stick! :woot:
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Cayal
 
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Post » Sat Feb 19, 2011 8:25 am

:D thank you
No prob. That record will still show up as red in FO3Edit, but it ensures all three plugins get to do their thing unhindered, provided Refurbishes are loaded last relatively.
Saddenly- I often have crashes when travel from some locations and make save than, and masterupdate allow me to avoid this. Yes, I use 1.7 fallout. Well- it can be another boat from another place :)


Thank you for this! I will check it very soon
I'll try to figure out how to set it all up so it still works even if MasterUpdated. It should still work though out of the box, so to speak, if left unaltered, even if the rest of your /esp's are flase flag ESM's.
As someone else said once (I just love the line) AWESOMENESS.. on a stick! :woot:
Just don't MasterUpdate the beta PL plugin as it seems to have an unintended effect on them. Enjoy! :)
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Colton Idonthavealastna
 
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Post » Sat Feb 19, 2011 1:36 am

I'm not too keen on having a random encounter scoop me up in the middle of just exploring. Could there be a version that just shortens the MZ radio's range and removes the popup?
http://www.fallout3nexus.com/downloads/file.php?id=8416 will do just that. I'll leave the other method for a WIP, "Random Encounters of the Third Kind".
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Ana
 
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Post » Sat Feb 19, 2011 11:26 am

@JustinOther
About PLO again. After speach with captain I receive PLO quest, and then I see standard PLO pop-up message about boat, landing ...
Is it intended?
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Evaa
 
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Post » Sat Feb 19, 2011 12:22 pm

@JustinOther
About PLO again. After speach with captain I receive PLO quest, and then I see standard PLO pop-up message about boat, landing ...
Is it intended?
There's a new version of the PL plugin, so delete your old one (Refurbish [Point Lookout].esp) and replace it with the newer version (Refurbish [PL].esp). There's no more pop-up message now for Point Lookout and the quest will update faster after speaking with Catherine. Run it last and don't MasterUpdate the PL plugin or it breaks somehow. After ESM'ifying the PL plugin, I had the same problem with the boat showing up prematurely too.
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RAww DInsaww
 
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Post » Sat Feb 19, 2011 3:55 am

Thanks
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daniel royle
 
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