[RELz] Reneer's Radio Mod

Post » Sat Feb 19, 2011 2:16 am

Reneer's Radio Mod

Current version: 1.31

Description:
This mod allows the player to change radio stations on all the in-game radios. It currently supports GNR, Enclave and Agatha's radio stations (and any additional tracks added to those stations which have corresponding mono MP3 and WAV files).

This mod supports up to 30 third party radio stations not including the stations already offered by vanilla Fallout 3.

It is very easy for third-party radio stations to be played via in-game radios. If any creator of a third-party radio station wishes to have their radio station given the ability to be played on in-game radios, feel free to contact me (or follow the provided tutorial and simply provide the patch file with your own mod!)

This mod is FOSE-Enabled! What does that mean? It means that it can use FOSE (Fallout Script Extender) to increase functionality, but does not require FOSE to run properly.

If you are running FOSE, this mod will automatically find all the in-game radio stations for you – no more patches necessary! If, however, you are not running FOSE, you can still use the radio patches to add in your favorite radio stations.

Changelog:
1.31 – Fixed issue with disabled radios still playing music.
1.3 – FOSE-Enabled, plus fixing a few faction issues.
1.2 - Fixed issues with static playing indefinitely pre-GNR quest.
1.1 - Fixed issues with radio lights. Added in more custom station references (now supports 30 stations not including vanilla). Fixed issues with "My First Infirmary" and other house items.
1.0 - Changed method for how 3rd party radio mods are added. Fixed issues with the special NPC appearing / being shot at by hostiles. Added in Drama Radio and Existence 2.0 Radio patches. Created a short tutorial for modders on how to properly add new radio stations to this mod.

Download:
http://www.fallout3nexus.com/downloads/file.php?id=4709 (version 1.31)
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Sara Johanna Scenariste
 
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Post » Fri Feb 18, 2011 7:22 pm

:goodjob: One of those little things i've always wanted to do. Take that President Eden :lmao:
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luke trodden
 
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Post » Fri Feb 18, 2011 9:08 pm

BUGZ!!!

1: When I first load it, it kicks me to inside the Washington Monument... in the Capital Wasteland overworld, inside the geometry. I'm presuming it has to do with the fact that this is the location for both the radio transmitter talking activators in-game.

2: I had not purchased the Jukebox house mod, yet there is an invisible jukebox playing in my Megaton house. And an Ink Spots song at that at the time... eck.

I have GNR: MWTCF and Existence 2.0, and the compatibility patch for the latter installed.
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sarah
 
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Post » Sat Feb 19, 2011 5:00 am

1: When I first load it, it kicks me to inside the Washington Monument... in the Capital Wasteland overworld, inside the geometry. I'm presuming it has to do with the fact that this is the location for both the radio transmitter talking activators in-game.
On my machine that transition is near-instant. How long did it take for your box to make that transition?

2: I had not purchased the Jukebox house mod, yet there is an invisible jukebox playing in my Megaton house. And an Ink Spots song at that at the time... eck.

I have GNR: MWTCF and Existence 2.0, and the compatibility patch for the latter installed.
Odd. I'll look into that. Also, if you are running FOSE, there is no need to use the patches anymore.
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Nina Mccormick
 
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Joined: Mon Sep 18, 2006 5:38 pm

Post » Sat Feb 19, 2011 8:02 am

Reneer's Radio Mod 1.31 Released!

1.31 – Fixed issue with disabled radios still playing music.
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Peetay
 
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Joined: Sun Jul 22, 2007 10:33 am

Post » Sat Feb 19, 2011 3:35 am

1: When I first load it, it kicks me to inside the Washington Monument... in the Capital Wasteland overworld, inside the geometry. I'm presuming it has to do with the fact that this is the location for both the radio transmitter talking activators in-game.


That explains why it loaded Anchorage three times when i started using it.

2: I had not purchased the Jukebox house mod, yet there is an invisible jukebox playing in my Megaton house. And an Ink Spots song at that at the time... eck.


Same thing happened to me, except it was Enclave radio. Just now i re-entered the house, and all is quiet.
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Jonathan Egan
 
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Post » Fri Feb 18, 2011 9:26 pm

Yes, the transitioning is due to the fact that most 3rd party radio stations place their TalkingActivators (radio stations) in the WashingtonMonumentExterior cell, which means that, in order to "fetch" them, the player needs to be within the cell. If 3rd party mods all placed their stations inside an interior, however, it would be possible to fetch them without having to forcibly move the player. Thankfully the transition only needs to happen once (for a given save) for the mod to grab all the references (unless, of course, you load a save that has not yet done this transition).
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michael danso
 
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