Refurbish [DLC] (WIPz/RELz)

Post » Sat Feb 19, 2011 1:16 am

NOTE: Until the final version is ready, some of these WILL remove achievements from DLC quests. If XBox Achievements are a big deal to you, wait until the final versions are available, one of which will be GFWL friendly.

Imagine loading all five DLC's and "Following in his Footsteps" still being your first and only Beth quest given after escaping the Vault.

http://www.fallout3nexus.com/downloads/file.php?id=8416 | http://www.fallout3nexus.com/downloads/file.php?id=8416 | http://www.fallout3nexus.com/downloads/file.php?id=8416 | http://www.fallout3nexus.com/downloads/file.php?id=8416 | http://www.fallout3nexus.com/downloads/file.php?id=8416 | http://www.fallout3nexus.com/downloads/file.php?id=8416
http://www.fallout3nexus.com/downloads/file.php?id=8416 | http://www.fallout3nexus.com/downloads/file.php?id=8416
Limited time offer!^
Not DLC related, but helps with the pop-up blocking endeavor.
Offer not valid in conjunction with any other offer. Supplies limited. See your local retailer for further details. WARNING: May cause birth defects and/or severe abdominal pain.

http://www.fallout3nexus.com/downloads/images/8416-1-1250246365.jpg vs. http://www.fallout3nexus.com/downloads/images/8416-2-1250247858.jpg
http://i196.photobucket.com/albums/aa150/JustinCoherent/Fallout%203/PL01.jpg | http://i196.photobucket.com/albums/aa150/JustinCoherent/Fallout%203/PL02.jpg


http://www.fallout3nexus.com/downloads/file.php?id=8416
  • By: JustinOther
  • Description: This was inspired by Strategy Master's excellent SM Plugin Refurbish mod for Oblivion which made the Oblivion DLC's really feel as though they were always part of the game rather than add-ons. It delays PL by stopping the initial message and quest addition that the DLC content will introduce itself more naturally like the rest of the quests in the game. The dock from Point Lookout, for instance, will be in the gameworld initially but the ship will not appear until the player has spoken with the appropriate NPC who will also add the quest allowing things to progress normally (see pics above). In similar manners, the upcoming other forestall the other DLC quests and/or or eliminate their pesky 'Your content is actually working!' messages.
  • Contents so far: Refurbish [PL]
  • Installation and use [All]: Drop the .esp(s) into Fallout 3\Data and activate with FOMM. DLC ESM's and BSA's must be in your Data directory in order for the plugins to work. Do not MasterUpdate them. For some reason, doing so breaks certain features, so make sure they're not active in your load order before running a MasterUpdate session.
  • Uninstall [All]: Deactivate and delete
  • Requirements: Just the game and associated DLC
  • Versions/Updates
    • First release: PL plugin only.
    • Fixed Cot Activator switch script to not bother with the "Problematic Mirelurks".
    • Added a plugin for Broken Steel which gets rid of the message about Broken Steel Starting and the level cap being raised. No further edits to the PL plugin.
    • Added a plugin for Operation: Anchorage

  • Future: I plan on eventually making merged plugins for all DLC variants, much like the plugins for Achievement Remover that only one plugin will be needed at a time for any DLC combo.
  • Conflicts
    • Refurbish [OA]: Load all Refurbish plugins late, after FOOK, FWE, and/or Achievement Remover plugins.
      • http://www.fallout3nexus.com/members/addfile.php?id=8416
      • http://www.fallout3nexus.com/members/addfile.php?id=8416
      • http://www.fallout3nexus.com/members/addfile.php?id=8416

    • Refurbish [TP]: N/A
    • Refurbish [BS]: It's highly unlikely anything will conflict with this as it edits only the message itself, making it imperceptible.
    • Refurbish [PL]: If using an PL Achievement Remover variant, load the Refurbish plugin after the Achievement Remover. The final version will have an achievement bearing variant. It's ALWAYS a good idea to check in FO3Edit. (No conflicts with UF3P)
    • Refurbish [MZ]: None that I'm aware of.

  • Bugs: None that I've found. Let me know if any problems arise.
  • Thanks: Beth for the Game and GECK , Elminster for FO3Edit, Strategy Master for the concept as this is directly influenced by their SM Plugin Refurbish mods for Oblivion.
  • Spoilers
    • Refurbish [OA]:
      Spoiler
      Either poke around the Tricycle factory to find a weak signal or Earn Protector Casdin's approval at Fort Independence and find a strong one.

    • Refurbish [TP]:
      Spoiler
      Go anywhere near the Sat-Com arrays and you'll pick up the signal, starting "Into The Pitt".

    • Refurbish [BS]: N/A (all this one does is kill the message box)
    • Refurbish [PL]:
      Spoiler
      You can find Catherine in Rivet City at the Muddy Rudder. After speaking with her the Dutchess, map marker, and quest will show up.

    • Refurbish [MZ]:
      Spoiler
      Find the general location of the crash site and listen to the beacon.

    • Refurbish [MZ] - Random Encounter of the Third Kind: [spoiler]http://morsecode.scphillips.com/jtranslator.html (WIP)

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BRIANNA
 
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Post » Sat Feb 19, 2011 6:52 am

Thank you for making this JustinOther, this has always bugged me :) Will definitive use this on my next playthrough!
Art
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luke trodden
 
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Post » Sat Feb 19, 2011 2:32 am

Looks good! I look forward to the other releases too
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Louise Lowe
 
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Post » Sat Feb 19, 2011 4:25 am

Thank you for making this JustinOther, this has always bugged me :) Will definitive use this on my next playthrough!
Art
Right on! I aim to make all five feel as though they were always included while keeping compatability with other mods in mind. I'm anxious to hear how it works for people.
Looks good! I look forward to the other releases too
BS will probably be next along with a [BS+PL] version. OA and TP are close to done and Zeta will be last. I'm thinking 'random encounter' ...>_> No one should know when they're about to be abducted.

Thanks for the feedback and enjoy! :)
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{Richies Mommy}
 
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Post » Sat Feb 19, 2011 3:40 am

These certainly sound like "MUST HAVE" mods to me! I have OA + Pitt DLCs on disc and am getting the rest as soon as they are released on disc. (Live hater. lol) So you can bet these will be at the top of my list for new additions! And to think I'll be able to collect the whole set! :woot:

Simply awesome, Justin! Thanks!
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Bethany Short
 
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Post » Fri Feb 18, 2011 11:46 pm

Thanks for this.

I just got a couple of the DLCs and I was figuring I'd just activate them manually, because I really don't feel like starting up a new game and being able to do O:A right out of the Vault. (Outcasts: "Who the hell is this guy and why are we letting him into our VR simulator?")

I'm not an RPer but I do like my games to make sense - if I just wanted to go blast stuff with no sense of immersion I'd just load up Doom or Duke Nukem 3D on DOSBox...
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barbara belmonte
 
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Post » Sat Feb 19, 2011 12:31 am

These certainly sound like "MUST HAVE" mods to me! I have OA + Pitt DLCs on disc and am getting the rest as soon as they are released on disc. (Live hater. lol) So you can bet these will be at the top of my list for new additions! And to think I'll be able to collect the whole set! :woot:

Simply awesome, Justin! Thanks!
The Refurbish plugins were absolute necessities for Oblivion. Here's hoping I do the concept justice. As my sig just might imply, I despise GFWL. LIVE is EVIL backwards. I might, in the end, make Achievement Remover [Refurbish] plugins to take care of both aspects simultaneously. Thanks for the reply and I hope they will serve you well. ^__^
Thanks for this.

I just got a couple of the DLCs and I was figuring I'd just activate them manually, because I really don't feel like starting up a new game and being able to do O:A right out of the Vault. (Outcasts: "Who the hell is this guy and why are we letting him into our VR simulator?")

I'm not an RPer but I do like my games to make sense - if I just wanted to go blast stuff with no sense of immersion I'd just load up Doom or Duke Nukem 3D on DOSBox...
I know what you mean. -__-
Spoiler
How does Wernher have a stronger signal than Three Dog and WTF is he doing blasting that signal if he's "on the run"?
o_0
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gemma
 
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Post » Sat Feb 19, 2011 5:23 am

Update: Fixed the cot activator for PL plugin... The "Problematic Mirelurks" did it ...>_>

The cot activator had an OnLoad block for the mirelurks around the dock which I've removed in a different manner that they don't need to constantly be killed. Since they're no longer persistent as PL had made them and the activator script referenced them, the activator was not working correctly.
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kasia
 
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Post » Sat Feb 19, 2011 5:33 am

I just uploaded a Refurbish [BS] plugin to kill the "Broken Steel has Loaded" message. I'd post a picture, but there's aptly nothing to see.
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IM NOT EASY
 
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Post » Sat Feb 19, 2011 12:28 am

I remember a mod called "DLC Delayed" which I loved, but was buggy and thus, uninstalled. I'm very glad you're the one to take this project on :)
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bonita mathews
 
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Post » Fri Feb 18, 2011 9:58 pm

I remember a mod called "DLC Delayed" which I loved, but was buggy and thus, uninstalled. I'm very glad you're the one to take this project on :)
Thanks for your vote of confidence! :) These should all turn out bug and conflict free that they won't ever need to be deactivated/need compatibility patches. I should have the Refurbish [OA] plugin completed and uploaded later today. >_<
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Katie Louise Ingram
 
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Post » Fri Feb 18, 2011 9:30 pm

OA, TP, and MZ can probably all just be done by shortening the range of the radio signals, and having the quests start once you listen to the whole loop.
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Bereket Fekadu
 
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Post » Sat Feb 19, 2011 6:55 am

Thanks for your vote of confidence! :) These should all turn out bug and conflict free that they won't ever need to be deactivated. I should have the Refurbish [OA] plugin completed and uploaded later today.

I agree with others about new ways to aquire DLC quests, it will be perfect.

To protect DLC Delays- they work perfect for me and don't have bugs. But there may be conflicts with another mods, such us Achievement removers for example
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Veronica Martinez
 
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Post » Sat Feb 19, 2011 9:00 am

OA, TP, and MZ can probably all just be done by shortening the range of the radio signals, and having the quests start once you listen to the whole loop.
That will be part of how I approach them, but in OA's case, I plan to make a second signal for the wasteland with a limited range which is activated through dialogue after being given the new signal. The signal in DLC02BaileysCrossroads/DLC02zcBaileysToWasteland will be on from the start (Worldspace and Linked Interiors) in the event one wants to jump start the DLC or if
Spoiler
Casdin dies
, but otherwise they would have to be given the frequency by
Spoiler
Protector Casdin
. For MZ, I would really like
Spoiler
to make it a random encounter, putting the 'abduction' back into 'alien abduction'.
. ^__^ I've got a few ideas for TP, but am currently undecided.

Thanks for the input MadCat! :)
I agree with others about new ways to aquire DLC quests, it will be perfect.

To protect DLC Delays- they work perfect for me and don't have bugs. But there may be conflicts with another mods, such us Achievement removers for example
I'm not trying to dis the Delayers. :) They probably conflicted with the Achievement Remover plugins as all of the initial quests for the DLC's had achievements. I'm trying to set all these up to work in ways which leave very little or no room for conflicts that no compatibility patches will be needed.

Edit: I just realized that any PL Achievement Remover variant will override the Refurbish [PL] plugin. If running a PL Achievement Remover variant, load Refurbish [PL] plugin after Achievement Remover. As the current Refurbish [PL] version is, the achievement is removed so I guess multiple versions of some of these will be needed. Maybe I should make the Achievement Removers ESM's that they'll load early. When this is all done, I'll make combo Achievement Remover + Refurbish [DLC] plugins I'm thinking...
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alicia hillier
 
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Post » Sat Feb 19, 2011 11:34 am

Thanks for the input MadCat! :)I'm not trying to dis the Delayers. :) They probably conflicted with the Achievement Remover plugins as all of the initial quests for the DLC's had achievements. I'm trying to set all these up to work in ways which leave very little or no room for conflicts that no compatibility patches will be needed.

Sorry- this part of my post was directed not to you :)
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Tom
 
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Post » Fri Feb 18, 2011 9:26 pm

Sorry- this part of my post was directed not to you :)
Oh, ok. :)

I've just finished testing the Refurbish [OA] plugin and all went well both ways, so it's up on the Nexus with the rest. Next up is TP
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Alexxxxxx
 
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Post » Sat Feb 19, 2011 7:45 am

Good!
I intended to begin new game, so will be able to check it with FWE alternative start. Will post immediatelly as will have result
Thank you very much!
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Emily Jeffs
 
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Post » Sat Feb 19, 2011 8:40 am

Good!
I intended to begin new game, so will be able to check it with FWE alternative start. Will post immediatelly as will have result
Thank you very much!
Right on! You're entirely welcome. :) Also, you might want http://www.mediafire.com/download.php?yzdhzhn0xcy for your alternate start if you intend to avoid the main quest. It forces GNR to use the clear signal.


I've just figured out how I want MZ to start [spoiler]http://morsecode.scphillips.com/jtranslator.html so I might actually have the MZ plugin up before TP ... ..>_>
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Kerri Lee
 
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Post » Sat Feb 19, 2011 7:58 am

Nice work with these, man.
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Erika Ellsworth
 
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Post » Sat Feb 19, 2011 5:10 am

I've just figured out how I want MZ to start
Spoiler
http://morsecode.scphillips.com/jtranslator.html so I might actually have the MZ plugin up before TP ... ..>_>

[spoiler]--- .... / -. --- . ... -.-.--

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Heather Dawson
 
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Post » Sat Feb 19, 2011 8:04 am

Spoiler
--- .... / -. --- . ... -.-.--

Do you speak KOI-8 ??? :P
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Pete Schmitzer
 
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Post » Fri Feb 18, 2011 11:28 pm

Do you speak KOI-8 ??? :P

Negative, binary however...

01001001 00100000 01110000 01110010 01100101 01100110 01100101 01110010 00100000 01100001 00100000 01110111 01101111 01110010 01101100 01100100 00100000 01101111 01100110 00100000 01101111 01101110 01100101 01110011 00100000 01100001 01101110 01100100 00100000 01111010 01100101 01110010 01101111 01110011 00101100 00100000 01110100 01101000 01100001 01101110 01101011 00100000 01111001 01101111 01110101

:D

Anyway, I look forward to the remaining Refurbishes :P
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suniti
 
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Post » Sat Feb 19, 2011 3:52 am

Spoiler
--- .... / -. --- . ... -.-.--
LAWL :biglaugh: I'm glad to see you figured out it was a link. What do you think though? Good idea?
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Samantha Wood
 
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Post » Sat Feb 19, 2011 4:03 am

LAWL :biglaugh: I'm glad to see you figured out it was a link. What do you think though? Good idea?

Holy crud, it was a link? I didn't even notice that >.<

Sounds interesting though. I'm curious how it will play out.
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Alexandra Ryan
 
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Post » Sat Feb 19, 2011 7:52 am

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.

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.
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Mélida Brunet
 
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