[RELz] The Enclave Commander mod v 0.75, Thread III

Post » Fri Apr 01, 2011 2:08 pm

Fallout III:
Enclave Commander Mod 0.75
Do evil things with your prisoners.

http://www.gamesas.com/bgsforums/index.php?showtopic=925270 | http://www.gamesas.com/bgsforums/index.php?showtopic=928418

This mod will probably be merged with the http://www.gamesas.com/bgsforums/index.php?showtopic=926081 by THECOUNTER and LucidDose. And with Linkesauge's http://www.fallout3nexus.com/downloads/file.php?id=1628!
We are currently trying to come up with the story for the mod.

New features in 0.75:
  • Added things to do with the prisoners: Execute, Confiscate Belongings (needs a bit more work), Transport to base (just raises a counter of taken prisoners, for future use) and release.
  • Added Chinese soldiers (set j3xvertibirdsoldiertype to 4)
  • Added custom flag textures.
  • You should no longer need to make a clean save (you are still however recommended to do it).


New features in 0.7:
  • Move to marker command. Make your own attack plans! - Make the soldiers follow your mouse! (a la Overlord)
  • The soldiers can now take prisoners.
  • The Command Radio will now work indoors.


New features in 0.6:
  • You now get XP for squad kills! - Thanks to TalkieToaster for his script!
  • Vertibird cargo drop, your very own chest to place loot in! :D
  • Added squad cap for future use (the squad cap is 45).
  • Improved and fixed AI.
  • Fixed Sentry Bots AI.
  • Removed dismiss FX, it caused to many ctds.
  • Added ingame readme.
  • Added battle cries for the soldiers.


New features in 0.5:
  • Replaced the useless strafing run with carpet bombing
  • Added individual Squad commands; Follow, Wait, Guard
  • Added option to summon Outcast Enclave, http://www.fallout3nexus.com/downloads/images/1410-1-1229938868.jpg or http://www.fallout3nexus.com/downloads/images/1410-5-1229938788.jpg
  • Added option to call in followers. Works with all standard followers.
  • Added Commanders Laserpointer, fire it on an enemy will cause all soldiers to attack him, fire it on a soldier for give him custom orders.


Trailer:
http://www.youtube.com/watch?v=T-VG_JCuiL8 | http://www.youtube.com/watch?v=qJj4pl_MX9w | http://www.youtube.com/watch?v=yMnicZW41zA | http://www.youtube.com/watch?v=k5NQmZZuk8o | http://www.youtube.com/watch?v=sXZnikJ5fbY

Download:
http://www.fallout3nexus.com/downloads/file.php?id=1410 | http://planetfallout.gamespy.com/mods/51/The-Enclave-Commander-Mod


News:

0.75 is released!

0.7 is released!
http://www.youtube.com/watch?v=sXZnikJ5fbY

0.6 is released!

0.5 released!

Sneak peek at 0.5:
http://www.youtube.com/watch?v=k5NQmZZuk8o, thank you THECOUNTER! :)

Trailer for 0.4 released!
Meh, I can't link to it because it involves Little Lamplight and several Enclave Soldeirs with big guns. :(
Search for "Fallout III - Enclave Commander Mod 0.4; The purification of Little Lamplight" and you'll find it :P

Updated to 0.4!
* Summon 3 different kinds of Vertibird gunships; Strafing run, Bomber or Missile strike.
* Summon assault, strike and fire support squads of Enclave or Brotherhood of Steel soldiers to shoot down your enemies! Or call in the mighty Sentry Bot.
* Squad Commands: Follow, Wait, Guard.
* Fast travel to up to 4 different player set positions

Updated to 0.3!
You can now call in a Vertibird that will transport you to:
* Your Megaton House (If you have it)
* Your Tenpennytower House (If you have it)
* Paradise Falls (If you are allowed to enter)
* The Citadel (No [censored]ing about the lore, mkay?)
* Rivet City

Trailer for 0.3
You can now fast travel with a Vertibird Transport!

Updated to 0.3!
You can now summon Vertibird gunships to shoot down your enemies!

Release log:

 0.1: - Release 0.2: - Added Request firesupport in the menu! 0.3  - Fixed some bugs - Added Vertibird fast travel. 0.4 - Fixed some AI bugs - Added Radio beacons for the Vertibird fasttravel - Added squad commands: Follow, Wait, Guard, disband - Added different kinds of squads: Assault, Fire support, Strike and Sentry Bot - Added Brotherhood of Steel Soldiers - Added Vertibird Missilestrike - Added Vertibird Strafingrun0.5: - Replaced the useless strafing run with carpet bombing - Added individual Squad commands; Follow, Wait, Guard - Added dismiss FX - Fixed Some AI bugs - Replaced Chinese sword with combat shotgun - Added option to summon Outcast Enclave or Outcast Brotherhood - Added option to call in a follower using the vertibird - Added Commanders Laserpointer, fire it on an enemy = universal target; fire on soldier = command him. - Added Underworld to Vertibird fast travel  - Optimizing most of the scripts - Fixed some nasty AI bugs - The idtems will now be added to the player when the game starts.0.6: - You now get XP for squad kills. - Added sniper rifles to heavy soldiers weapon list. - Vertibird cargodrop. - Added squad cap. - Improved and fixed AI. - Fixed Sentry Bots AI. - Remoded dismiss FX. - Added ingame readme. - Added battlycries.0.7: - Move to marker. - The soldiers can now take prisoners. - The Command Radio will now work indoors. - Moved squad requesting menu to the vertibird script. - Raised squad cap. - Fixed bugs....0.75 - Added things to do with the prisoners: Execute, COnfiscate Belongings (needs a bit more work), Transport to base (just raises a counter of taken prisoners, for future use) and release. - Added chinese soldiers (set j3xvertibirdsoldiertype to 4) - Added custom flag textures. - Removed testing stuffs. - Possible fixed some bugs. - You should no longer need to make a clean save (you are still however recomended to do it).

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Katie Samuel
 
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Joined: Tue Oct 10, 2006 5:20 am

Post » Fri Apr 01, 2011 6:51 pm

I seem to be getting more crashes while going from one area to another.

Usually the more units i spawn the more common it gets. Most of the time it's when all those 10+ units are on a single spot when you go into a building for example or during combat.

Removed every mod, this one causes the most issues overall for some reason. Just crashes out of the blue after 5 - 20 mins. Any logs in Fallout 3 to see what's going wrong?

I don't know.... If your game chrashes from loading stuffs it's very possible that the Enclave commander mod makes it much worse....

Do you have a good computer?

@Nib

GREAT Mod. I'm enjoying it A LOT.

I've run across a bug.
Sorry if it has been mentioned, but I did look at the first post, the readme and the last page of this thread for "Known issues".

When the plug is activated, my chars get "5" command radios.
If I drop X on the ground, my inventory INCREASES by the number of radios I drop.

Also, they weigh 1lb each.. so this really svcks if I can't drop any of them...

They act like they are consumables "effect has worn off", but they don't seem to be consumed.

So, my character is now carrying 5lb of wasted weight.

I'll remove the weight.

I got a quest script that make sure you always got at least 2 command radios in your inventory.
Until one is made I should point out that this mod may be conflicting with the scavengers dialog, at least I think it is this mod. When the player talks to a scavenger (the one under the bridge near the Potomac River on the east side of the Super duper mart) I get no dialog, all he does when I interact with him is that it zooms in as if the conversation should, but then it just goes back to normal game play. This is the same conversation interaction with the enclave soldiers to why I think it might be this mod.

Strange.... This mod should not change anything, only add new things, do you have any other mods running?

Looks promising ! Nice work on the 0.6 update - Keep up the bad work :)

:tops:
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He got the
 
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Post » Sat Apr 02, 2011 12:34 am

Better download this mod now, then. Must try it out.
But it seems very promising, as I've said.
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ImmaTakeYour
 
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Post » Fri Apr 01, 2011 10:27 pm

I'll remove the weight.

I got a quest script that make sure you always got at least 2 command radios in your inventory.


I should add, and this is an exploit.

If you sell your radios to a vendor, they reappear in your inventory.

This leads to an unlimited $ exploit.

You may want to make them low value too.

Any thoughts or console commands I can use to remove the excess radios from my inventory?

Thanks.
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aisha jamil
 
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Post » Sat Apr 02, 2011 4:38 am

I should point out that this mod may be conflicting with the scavengers dialog, at least I think it is this mod. When the player talks to a scavenger (the one under the bridge near the Potomac River on the east side of the Super duper mart) I get no dialog, all he does when I interact with him is that it zooms in as if the conversation should, but then it just goes back to normal game play. This is the same conversation interaction with the enclave soldiers to why I think it might be this mod.
p


Strange.... This mod should not change anything, only add new things, do you have any other mods running?


Yea bud, I gots plenty of other mods. What I should do is run this game side by side its self and see if the scavengers dialog is replaced. Now when the player talks to the enclave reinforcements, is whats posted above supposed to happen?

:edit:
Can anyone else confirm this scavenger dialog problem, before I go bug hunting?
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Phillip Hamilton
 
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Post » Fri Apr 01, 2011 5:36 pm

Yea bud, I gots plenty of other mods. What I should do is run this game side by side its self and see if the scavengers dialog is replaced. Now when the player talks to the enclave reinforcements, is whats posted above supposed to happen?

:edit:
Can anyone else confirm this scavenger dialog problem, before I go bug hunting?


I sent you an email but I would love to know what other people thought.

Would love to see differnt factions availible for "summoning" :P

A rag tag group of do-gooders with crap weapons would be freaking awesome!


I love moving in with a squad and honestly half the fun is losing once and a while..

Imagine assaulting a super mutant outpost with 20 guys..
Most weilding sub guns... assault rifles... grenades... shotguns..

omg so much fun!! lol I really hope you include something like this :)
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Lexy Corpsey
 
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Post » Fri Apr 01, 2011 10:09 pm

I sent you an email but I would love to know what other people thought.

Would love to see differnt factions availible for "summoning" :P

A rag tag group of do-gooders with crap weapons would be freaking awesome!


I love moving in with a squad and honestly half the fun is losing once and a while..

Imagine assaulting a super mutant outpost with 20 guys..
Most weilding sub guns... assault rifles... grenades... shotguns..

omg so much fun!! lol I really hope you include something like this :)


:o Sent me an e-mail..? :o Oh heh, nevermind I was confused with his replay to my post.
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jaideep singh
 
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Post » Fri Apr 01, 2011 4:47 pm

I sent you an email but I would love to know what other people thought.

Would love to see differnt factions availible for "summoning" :P

A rag tag group of do-gooders with crap weapons would be freaking awesome!


I love moving in with a squad and honestly half the fun is losing once and a while..

Imagine assaulting a super mutant outpost with 20 guys..
Most weilding sub guns... assault rifles... grenades... shotguns..

omg so much fun!! lol I really hope you include something like this :)



we definitly want big battles. One of our ideas is to have quests in which you get "teleported" to special battle field locations outside of the vanilla map. But besides that our mod will anyways feature much bigger fights alone due to the fact that you have quite some help on your side. Martigens increased spawns mod is for example perfect for such a thing.

We also want to increase the role factions play and that your actions have an actual meaning towards faction standings (which should play a much bigger role in the game). Talking about factions... we will feature more factions than there are currently in the game. I am currently creating textures for a wastelander militia. They are wastelanders from towns like Megaton, Big Town etc. who joint forces to kick some raider/mutant ass. I have also a slaver and more diversified raider factions in mind (the Enclave needs more victims :D ).
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Philip Rua
 
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Post » Fri Apr 01, 2011 5:37 pm

I should add, and this is an exploit.

If you sell your radios to a vendor, they reappear in your inventory.

This leads to an unlimited $ exploit.

You may want to make them low value too.

Any thoughts or console commands I can use to remove the excess radios from my inventory?

Thanks.

I know, the command radios will work better in future versions. :P

Yea bud, I gots plenty of other mods. What I should do is run this game side by side its self and see if the scavengers dialog is replaced. Now when the player talks to the enclave reinforcements, is whats posted above supposed to happen?

:edit:
Can anyone else confirm this scavenger dialog problem, before I go bug hunting?

Nothing is supposed to happen, they just say "Hi there".

Deactivate the Enclave Commander mod and see if the problem is still there?
I sent you an email but I would love to know what other people thought.

Would love to see differnt factions availible for "summoning" :P

A rag tag group of do-gooders with crap weapons would be freaking awesome!


I love moving in with a squad and honestly half the fun is losing once and a while..

Imagine assaulting a super mutant outpost with 20 guys..
Most weilding sub guns... assault rifles... grenades... shotguns..

omg so much fun!! lol I really hope you include something like this :)

That sounds a bit like the http://www.fallout3nexus.com/downloads/file.php?id=1537.
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Tiffany Castillo
 
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Post » Fri Apr 01, 2011 3:50 pm

Just a curiousity, but what would be the chances that you could add the ability to "equip" the soldiers, so to speak? I.E. adding a dialogue option like companions that allows you to put stuff in their inventory, so they might wear armor of your choosing/ use your weapons. I'm aware that when they die you wouldn't be able to get your stuff back, but it'd sure be sweet. :D
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Jah Allen
 
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Post » Sat Apr 02, 2011 3:33 am

Just a curiousity, but what would be the chances that you could add the ability to "equip" the soldiers, so to speak? I.E. adding a dialogue option like companions that allows you to put stuff in their inventory, so they might wear armor of your choosing/ use your weapons. I'm aware that when they die you wouldn't be able to get your stuff back, but it'd sure be sweet. :D

It would be possible to add a "open inventory" option. But the problem is that you would probably not get the items back. The main idea of the mods is to have a reinforcement squad; not a permanent follower squad.
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Connie Thomas
 
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Post » Sat Apr 02, 2011 3:15 am

I wasn't thinking of it like that, I just want them to wear what I tell them to wear. :P

It'd be nice if we could do that, so we could give them armor from mods so we can have a matching squads. Things like the new Power Armor prometheus is working on, the Jin Roh stuff, etc. etc.
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Silvia Gil
 
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Post » Fri Apr 01, 2011 2:26 pm

What we need is to prevent them from being able to loot other weapons... With TT's beta xp mod (it was me who go him working on it) I noticed that it became useless, obviously, if your squad did not use their unique weapons that grant the xp per kill.

So, if somehow we are able to edit their inventory, we can only change their armor. Now. Since their armor is, in no way, unique... perhaps this is... feasible. Now imaging, if you will, a command. "Equipment Distribution" What this would do, is this: you add a set of armor to the "resupply" crate. Vanilla, Modded, you name it! the mod gets the ID of the item, and changes the equipped armor of all troops to that armor. If you chose to defy the rules... and add a weapon into the mix, the script catches it, slaps you on the wrist, and hands back the weapon. This could be used for all troops (radio) or for individual unit types (pointer)

What... do ya think?


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michael flanigan
 
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Post » Sat Apr 02, 2011 6:13 am

What we need is to prevent them from being able to loot other weapons... With TT's beta xp mod (it was me who go him working on it) I noticed that it became useless, obviously, if your squad did not use their unique weapons that grant the xp per kill.

So, if somehow we are able to edit their inventory, we can only change their armor. Now. Since their armor is, in no way, unique... perhaps this is... feasible. Now imaging, if you will, a command. "Equipment Distribution" What this would do, is this: you add a set of armor to the "resupply" crate. Vanilla, Modded, you name it! the mod gets the ID of the item, and changes the equipped armor of all troops to that armor. If you chose to defy the rules... and add a weapon into the mix, the script catches it, slaps you on the wrist, and hands back the weapon. This could be used for all troops (radio) or for individual unit types (pointer)

What... do ya think?


Xp per kill will in fact work with every weapon in the game, I changed the script a bit.... The soldier script now checks if their combat target has the killcount spell, if not, it add it.

It sure is possible with some kind of "supply crate" but I think that it would request FOSE for the get ID part (nothing bad about FOSE, it's the best mod ever but I will try to not use it due it's a beta at the moment).

I'm trying to figure out some better supply and squad limit system.
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Bonnie Clyde
 
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Post » Sat Apr 02, 2011 12:05 am

Just a curiousity, but what would be the chances that you could add the ability to "equip" the soldiers, so to speak? I.E. adding a dialogue option like companions that allows you to put stuff in their inventory, so they might wear armor of your choosing/ use your weapons. I'm aware that when they die you wouldn't be able to get your stuff back, but it'd sure be sweet. :D


Allowing you to change the inventory significantly on "spawnable" help doesn't seem quite right. A work-around might be allowing the option of spawning different types of Enclave people. Maybe officers with light weaponry, or powered armor troopers. You might also consider adding a dialogue option where you can have them switch between a couple choices of weapons. But I think having the ability to swap their gear back and forth in a trade menu is overkill. Having them switch from energy weapons to assault rifles or heavy weapons is okay, though.
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steve brewin
 
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Post » Fri Apr 01, 2011 8:32 pm

Nothing is supposed to happen, they just say "Hi there".

Deactivate the Enclave Commander mod and see if the problem is still there?


As soon as I find another scavenger, I killed the last one because of that :D I'll just start a new game fresh out of the vault with only this mod and see whats up in a few days, unless someone beats me to it and confirms that its not this mod.
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Joanne
 
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Post » Fri Apr 01, 2011 7:02 pm

I sent you an email but I would love to know what other people thought.

Would love to see differnt factions availible for "summoning" :P

A rag tag group of do-gooders with crap weapons would be freaking awesome!


I love moving in with a squad and honestly half the fun is losing once and a while..

Imagine assaulting a super mutant outpost with 20 guys..
Most weilding sub guns... assault rifles... grenades... shotguns..

omg so much fun!! lol I really hope you include something like this :)


Actually, that would be wonderfully immersive. Having a "mini-faction" of people,
able to be summoned. It'd be similar to the Mysterious Stranger, I guess.

Good candidate ideas might be a Brotherhood "scout" able to radio in for help
if you get ambushed, or a raider companion that can call a group of raiders.
The raiders (to keep in-game) could drain bottlecaps from you after the threat
is dealt with, or maybe turn on you if you didn't have enough caps to pay for
their trouble. This way you get both companions and also the possibility of danger
if the additional help might ask for payment you don't possess. Imagine summoning
the aid of the Outcasts, and then when they ask for tech in exchange, your
pockets are bare.
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Bethany Watkin
 
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Post » Sat Apr 02, 2011 3:24 am

That sounds a bit like the http://www.fallout3nexus.com/downloads/file.php?id=1537.


The problem with the CRI-squad mod is that the creator seems to be taking the kitchen sink approach, gobbling up any and all released resources and throwing them in willy nilly.
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Jack
 
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Post » Sat Apr 02, 2011 4:27 am

I still think this is one of the most impressive mod-projects currently going!

How r proggressing with merging ur three mods/ the story for an enclave-character/start?
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Matthew Aaron Evans
 
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Post » Sat Apr 02, 2011 5:58 am

Neat, heres a suggestion, how about having different colored Vertibirds depending on who you summon?
This will make it seem a bit more reasonable when you summon a squad of BoS Outcasts in an Enclave Vertibird
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Janine Rose
 
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Post » Fri Apr 01, 2011 2:48 pm

Neat, heres a suggestion, how about having different colored Vertibirds depending on who you summon?
This will make it seem a bit more reasonable when you summon a squad of BoS Outcasts in an Enclave Vertibird



I say we get the P51s up and running and use this mod to call in carpet bombing and strafing runs :D



:edit: figured out the problem I was having, it was that stripper mod, all is fixed now. At first I thought when the player talks to the enclave personal that no dialog was apparent, but it is.

I see a better potential with the laser marker by using dialog instead of the marker.
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leigh stewart
 
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Post » Sat Apr 02, 2011 12:05 am

That is just... I'm at loss of words, what a brilliant idea!
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joseluis perez
 
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Post » Fri Apr 01, 2011 11:57 pm

I say we get the P51s up and running and use this mod to call in carpet bombing and strafing runs :D


P51s? You mean that P51 in the tech museum? Or do you mean those F-106s (or F-10somethings) that are on the Rivet City deck? 'Cuz I can't imagine those have held up particularly well, being exposed to the elements for 200 years. :P
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KiiSsez jdgaf Benzler
 
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Post » Fri Apr 01, 2011 10:13 pm

P51s? You mean that P51 in the tech museum? Or do you mean those F-106s (or F-10somethings) that are on the Rivet City deck? 'Cuz I can't imagine those have held up particularly well, being exposed to the elements for 200 years. :P


Now that you mention it... either one will work.

:edit:

How can I change the weapon loadout of some of the ground troops?
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Josh Trembly
 
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Post » Fri Apr 01, 2011 6:22 pm

I still think this is one of the most impressive mod-projects currently going!

How r proggressing with merging ur three mods/ the story for an enclave-character/start?

Thanks! :D

It goes a bit slow, I can't unfortunately not let modding steal precious time from schoolwork and gaming.

Neat, heres a suggestion, how about having different colored Vertibirds depending on who you summon?
This will make it seem a bit more reasonable when you summon a squad of BoS Outcasts in an Enclave Vertibird

I'll ask LinkedsAuge for some! :)

I say we get the P51s up and running and use this mod to call in carpet bombing and strafing runs :D



:edit: figured out the problem I was having, it was that stripper mod, all is fixed now. At first I thought when the player talks to the enclave personal that no dialog was apparent, but it is.

I see a better potential with the laser marker by using dialog instead of the marker.

That's a great idea..... I'll see if I can get it to work.... :icecream:

I'm using the laser marker partly because I svck at editing dialogs and partly because it's more comfortable to sit down with a ice cold nuka-cola and just point at your soldiers and tell them what to do. (And it feels Enclavy to shoot at your own troops) :P
Now that you mention it... either one will work.

:edit:

How can I change the weapon loadout of some of the ground troops?

You change the J3XVertibirdSoldierXXXX's inventory.
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Lady Shocka
 
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