[RELz/WIPz] The Eagle Has Landed - Enclave MQ Overhaul

Post » Sat May 28, 2011 5:18 am

I'm afraid there are no new textures for Ghouls here. I may have been using mods that edit their textures, but none are found here.

Fred and his militants should be there. They are there from day 1 in the game and are not removed until the quest is over.


I think I found the problem. I was using a mod that "upgraded" the 9th circle. I deactivated that, and its all fine now :)
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Robert Jr
 
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Post » Sat May 28, 2011 4:29 am

How exactly is the entire Enclave MQ triggered? Is it during the birth sequence? In order words, is it possible for me to have one character running this mod while the other follows the regular MQ?
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mimi_lys
 
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Post » Sat May 28, 2011 4:25 am

No, it replaces the classic quest line.
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benjamin corsini
 
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Post » Sat May 28, 2011 11:12 am

I'm absolutely going to get this once it goes beta, I love the idea.
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jessica Villacis
 
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Post » Sat May 28, 2011 4:49 pm

Right, now that I've managed to play through the Alpha Version, some points that I found that could be helpful :)

1) Dead Man Walking - The Ghoul Militia, and Fred, don't appear if you have 9th Circle Expanded
2) The Lone Wanderer doesn't really say much to you when you try to interact with him in the Vault, perhaps he could say something like "Lets just get this over with"
3) The Main Quest is ok...but it doesn't really give you a chance to explore. I mean, Paradise Falls is practically in a straight line from Raven Rock
4) Slaver - I killed my way in (before reading the walkthrough), but still managed to get information from Adam and the guy whose name I can't spell.
5) The Lone Wanderer tends to "wander" off in Vault 87. At one point he'd be there shooting Mutants with me, then he'd run off back towards the Little Lamplight Caverns. It was getting quite annoying.
6) Alexander when you first see him tells you that you're NOT to abandon your post...the sprints off into the Wasteland

Apart from those things, it is an AMAZING mod, I love it, you love it, we all love it :P
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Portions
 
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Post » Sat May 28, 2011 12:02 pm

I've said this before, even though I don't have Fallout for the computer, this mod looks sick.
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Chris Duncan
 
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Post » Sat May 28, 2011 7:38 pm

Despite that it's Alpha, it already delivers the feeling well due to the unique start and totally new character.

It's not just: "I steal a random Enclave outfit and use a mod to make Enclave troops friendly, now I'm part of the Enclave!". This time, the player is a full part of it since the beginning.

Now, even before the Alpha it was clear but now that I was able to play...yeah...you gotta "feel" it :P. Most "bugs" have already been reported however I noticed that some mods do not seem to work now, usually some that should work immediately after activation and require FOSE. Could it be due to the different Chargen?

I imagine that a possible solution is to simply activate them after char-creation but I didn't test it yet.
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Abi Emily
 
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Post » Sat May 28, 2011 8:50 pm

No, it replaces the classic quest line.

That's a shame. It would've been great if it was triggered like an Alternate Start.
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Kathryn Medows
 
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Post » Sat May 28, 2011 6:10 am

I could help with dialogue if you need somebody. We do, just post it here or drop us a PM.


Alright, just finished the first part and I've got some problems and suggestions:

-Problems-
Was the radio broadcast supposed to have a voice? I saw somebody did a recording for it, but I didn't hear anything/see any subtitles. Just sat there until that one NPC talked to me.We decide aginst using the voice in the ALPHA, sorry we didn't inform anyone.

-Suggestions-
I know it's minor, but could you maybe add some Enclave soldiers walking around (even if it's just two) that first part of the base you see? Just to make it feel a little more alive.
The random open space in the armory; maybe add a little bit? Crates, shelves, soldiers anything. This is also minor.
Since there's no birth scene, maybe add one more childhood stage? Could even be a tutorial for the basics of the game (not like anybody playing with mods (normally) wouldn't know these). Just to add more to it. We strongly discourage using this mod before playing throught the game, we will consider another childhood scene - but it's unlikely. More soldiers or something, yeah I agree with that - thanks for the suggestion.

That's all I've got right now. I might add more later. It's pretty good so far, and this is just Alpha.
Thanks :)



I think I found the problem. I was using a mod that "upgraded" the 9th circle. I deactivated that, and its all fine now :)

This is just an ALPHA and we will most likely not put in a compatibility patch for it, I'm sorry. We will inform everyone about compatibility patches if they come. Kudos for solveing the problem :)

Right, now that I've managed to play through the Alpha Version, some points that I found that could be helpful :)

1) Dead Man Walking - The Ghoul Militia, and Fred, don't appear if you have 9th Circle Expanded
2) The Lone Wanderer doesn't really say much to you when you try to interact with him in the Vault, perhaps he could say something like "Lets just get this over with" Maybe, well think about it - though the LW does seem like a very civil (lulz) person
3) The Main Quest is ok...but it doesn't really give you a chance to explore. I mean, Paradise Falls is practically in a straight line from Raven Rock Go a different way?
4) Slaver - I killed my way in (before reading the walkthrough), but still managed to get information from Adam and the guy whose name I can't spell.Hmm, thanks for informing us.
5) The Lone Wanderer tends to "wander" off in Vault 87. At one point he'd be there shooting Mutants with me, then he'd run off back towards the Little Lamplight Caverns. It was getting quite annoying. I haven't even gotten up to that part but thanks again and well see what we can do.
6) Alexander when you first see him tells you that you're NOT to abandon your post...the sprints off into the Wasteland Pistolero explained that

Apart from those things, it is an AMAZING mod, I love it, you love it, we all love it :P Thanks :)



That's a shame. It would've been great if it was triggered like an Alternate Start.

Just activate the mod when you need it an deactivate when you don't :).
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Nathan Hunter
 
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Post » Sat May 28, 2011 7:11 am

How exactly is the entire Enclave MQ triggered? Is it during the birth sequence? In order words, is it possible for me to have one character running this mod while the other follows the regular MQ?

In the Fallout 3 config files you can choose the first quest which triggers when you start the game. By default it is CG00, aka the Birth Quest. We replaced CG00 with our own CharGen variation, to prevent the need of players editing their config files every time they start new characters with this mod.

Otherwise, the quests are independent. We just don't trigger vanilla quests.

I've said this before, even though I don't have Fallout for the computer, this mod looks sick.

Just wait for the full version :P

Despite that it's Alpha, it already delivers the feeling well due to the unique start and totally new character.

It's not just: "I steal a random Enclave outfit and use a mod to make Enclave troops friendly, now I'm part of the Enclave!". This time, the player is a full part of it since the beginning.

Now, even before the Alpha it was clear but now that I was able to play...yeah...you gotta "feel" it :P. Most "bugs" have already been reported however I noticed that some mods do not seem to work now, usually some that should work immediately after activation and require FOSE. Could it be due to the different Chargen?

I imagine that a possible solution is to simply activate them after char-creation but I didn't test it yet.

Yes, the problem is in the CharGen. Most mods, like Groovatron or FWE, trigger their functions after CG04.
I don't know how we would work around that without seriously demolishing CG04 or preventing MQ01 triggering after that. If we do so, it's good bye for alternate-start functions for this mod, since TEHL would totally demolish the vanilla quests.
But if nothing else turns up, we have to complete the CG04 automatically and live with it.

That's a shame. It would've been great if it was triggered like an Alternate Start.

Indeed.
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Lauren Graves
 
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Post » Sat May 28, 2011 6:41 am

Yes, the problem is in the CharGen. Most mods, like Groovatron or FWE, trigger their functions after CG04.
I don't know how we would work around that without seriously demolishing CG04 or preventing MQ01 triggering after that. If we do so, it's good bye for alternate-start functions for this mod, since TEHL would totally demolish the vanilla quests.
But if nothing else turns up, we have to complete the CG04 automatically and live with it.

We could release a huge (as in tedious, not size) compatibility patch (for the Beta or later) that activates certain mods after our CharGen, I don't know how compatibility works - but I'm sure I can learn quick.
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Breautiful
 
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Post » Sat May 28, 2011 5:16 pm

We could release a huge (as in tedious, not size) compatibility patch (for the Beta or later) that activates certain mods after our CharGen, I don't know how compatibility works - but I'm sure I can learn quick.

Indeed. But first we need to find out what is in common between all those mods.
Which brings to mind, we need to list them:

- FWE
- Groovatron

...?
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Mr. Allen
 
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Post » Sat May 28, 2011 9:17 am

HAHAHA :lol: That's the single best list I've ever read, everyone add problems.

Oh, I got one - 9th circle Expansion.
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TRIsha FEnnesse
 
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Post » Sat May 28, 2011 11:17 am

All right.

By the way, we need to do something about Raven Rock.
It's incredibly inconsistent.

For one, it's many times stated that no one is allowed to see the President except Colonel Autumn (and in this mod, Colonel Johnson when he is promoted).
However, the only way to get to the deeper levels of RR is through the Control Room. How did all the Enclave units get there? Closing their eyes tight when they passed Eden?

Also, I'm going to build the medical wing I talked about in Level 2.

These changes mean that the Raven Rock map will not be consistent any more. But then again, has it ever helped us?
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Laurenn Doylee
 
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Post » Sat May 28, 2011 2:01 pm

I can't get the dialogue topics to enter Vault 87. I read the terminal but noone at Lamplight has dialogue. Princess has two Child at Heart topics, neither of which will get her to open the gate. Macready won't even mention Vault 87 so I can't ask him about Joseph, who doesn't have dialogue anyway. Could this be because I was already wearing Recon Armor when I "found" the other recon armor? The armor didn't auto-equip. I had to remove my armor and put it on. I'll try an earlier save and unequip my armor before looting the body.

In other news, the Groovatron works fine if you press the settings key to readd everything to inventory. ;)
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lucy chadwick
 
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Post » Sat May 28, 2011 5:42 pm

Hmm, interesting. I really liked the intro to quest 4 (finished 3 :P), and I see what you mean by the bug and how it needs to be relocated. Yeah, RR will require an overhaul - as everyone inside the citadel when you are an 'initiate' most notably Gunny (Power Armour FTW!) and Elder Lyons.

I think this requires some discussion....
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Nicola
 
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Post » Sat May 28, 2011 8:27 pm

@Goulsrpeople2:
Oh yes I forgot to do that.

Now I remember.

I'm afraid you gotta use console commands to get through. I just couldn't find the dialogues to access V87 anywhere (I thought I did, but even after setting correct conditions the dials didn't appear).

On recon armor, the walkthrough is obsolete. It was a last-second fix from me when I made a new recon armor (Brotherhood Recon Armor) with an OnEquip script.
Sorry about that.

I'll update it ASAP.
As soon as I find solutions, that is.

So to the rest of you, in Little Piece of Heaven, normal recon armor is not enough to infiltrate BoS. You need to head to SuperDuper mart, loot Brotherhood(!) Recon Armor from the initiates and use it to infiltrate the Brotherhood.
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Loane
 
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Post » Sat May 28, 2011 8:42 pm

Okay. That's fine. When I couldn't get in 87, I read the walkthrough, cussing myself for dumping my Leather Armor. Will console my way in, sir.
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jenny goodwin
 
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Post » Sat May 28, 2011 3:04 pm

Yes, we do actually promote cheating - especially God mode. :lol:

Anyway, as soon as this file sharing issue is solved I promise I'll get on the issues.
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Liii BLATES
 
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Post » Sat May 28, 2011 2:20 pm

This is great! I wasn't planning on playing through a mod today, but it looks like that's changed!

I'll be sure to report any bugs I find. Congrats on the Alpha guys. :goodjob:
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Marquis T
 
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Post » Sat May 28, 2011 8:55 am

Thanks! :)
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Nims
 
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Post » Sat May 28, 2011 6:46 am

http://i49.tinypic.com/2hicto2.jpg

^I chose a beard in the character creator, I believe it was a goatee. I don't know if this happens if you don't choose a beard.

http://i45.tinypic.com/nf19he.jpg

^That's easily fixable. It's right near Mom in the very beginning.

I also can't seem to progress after killing the ghoul. I tried to find Johnson but he seemed to have disappeared. I also noticed that after I killed the ghoul, I automatically holstered my gun and couldn't use my pipboy. I killed him just by shooting him with the laser pistol. I'm going to try again now and see if Johnson wont disappear this time.
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Claire Vaux
 
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Post » Sat May 28, 2011 8:17 am

Hmm, that's strange - well look into it. It could jus be a corrupt save file?
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LijLuva
 
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Post » Sat May 28, 2011 7:41 am

Where the hell did that can come from..? :P

But I don't know about the beard thing.

On the Ghoul, you are intended to forceunequip the gun because you don't need it anymore. On Johnson, I have never had him disappear. Not in all the 40+ playtests I've done. So I'm a bit helpless until I can replicate the bug.
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ashleigh bryden
 
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Post » Sat May 28, 2011 6:58 pm

Well on the second try I just used the faithful "kill" console command and Johnson didn't disappear. However when I went to meet him I couldn't talk to him. So I just talked to the Messenger and went home.

When I started outside, I picked up the emergency broadcast but there wasn't any sound. And if I talked to Alexander before the signal was over, even though I couldn't hear it, he never said his line. But I just watched the radio lines in the pipboy until it went flat, signaling it was over, and Alexander said his lines. Though I don't know what happened to dad because of the lack of noise. :shrug:

Also, you can take your plasma pistol and just shoot the door off of Raven Rock. This is a glitch in the vanilla game too, but when I shot off the door 3 Vertibirds flew overhead. I don't know if that was intentional though.

And I noticed that the save previews in the load menu show the preview of the save before it. For example, a save after receiving the emergency signal has a preview screen of the training area, instead of the wasteland.

One last thing, and I know I'm just being nitpicky, are the emergency sirens sounding in the training area really necessary?

That's all I noticed up until this point, I'm on my way to Paradise falls now but I wont be able to play the game more until later today, but I look forward to it. :)
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Bonnie Clyde
 
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