[RELz] Unofficial Fallout 3 Patch #2

Post » Sat May 28, 2011 1:32 am

I was quite surprised to see it using the unreal engine. Decent enough game though a little short... Only clocked 31 hours to finish the entire game including all side quests and the DLC. Also majority of the side quests used the same old generic lay out.


I agree. I liked having my own ship, and the ability to explore different star systems made me feel a bit like I was Captain Kirk. Interaction with NPC's was well done as well. But the game was far too short....they could have made it epic with a lot more content. That's the great thing about Bethesda's games, despite all their bugs.
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+++CAZZY
 
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Post » Sat May 28, 2011 4:56 am

I just wanted to take a moment and thank Quarn for this unofficial patch. Modders like you are a big part of what keeps Beth games fresh even after months or even years of play. Your work in Oblivion still keeps me going back for more and I imagine FO3 will be the same.

Thanks!


I second that! I have used this patch from the first version that came out, and am very grateful for your contiuned work. :)

Cheers,

M
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anna ley
 
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Post » Sat May 28, 2011 9:05 am

I second that! I have used this patch from the first version that came out, and am very grateful for your contiuned work. :)

As was I

Well- when I will be tired from Fallout3, may be I try to play Oblivion game
I already know about some mods/patches, which I surely will use
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Carys
 
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Post » Sat May 28, 2011 12:57 am

As was I

Well- when I will be tired from Fallout3, may be I try to play Oblivion game
I already know about some mods/patches, which I surely will use


I like Oblivion as much as Fallout 3. They are both fantastic open world RPGs and if you haven't tried Oblivion yet, you owe it to yourself to do so. Don't forget to grab Quarn and Kivan's unofficial patch before you play it though. :P
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Stace
 
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Post » Sat May 28, 2011 9:12 am

I like Oblivion as much as Fallout 3. They are both fantastic open world RPGs and if you haven't tried Oblivion yet, you owe it to yourself to do so. Don't forget to grab Quarn and Kivan's unofficial patch before you play it though. :P

No doubts :)
And MMM, of course
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Prisca Lacour
 
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Post » Sat May 28, 2011 4:08 am

So Quarn, now that Bethesda fixed a bug for once in their life and patched the travesty that was 1.5, any possibility of an update to this amazing mod anytime soon?
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Krista Belle Davis
 
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Post » Fri May 27, 2011 9:45 pm

Woah, nice to see this is still going! :)
Keep up the great work!
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Averielle Garcia
 
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Post » Fri May 27, 2011 5:39 pm

So Quarn, now that Bethesda fixed a bug for once in their life and patched the travesty that was 1.5, any possibility of an update to this amazing mod anytime soon?

Yep think I'll release a new version once I do a basic bug run down in Mothership Zeta (boy it's got alot of animation bugs).
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Lilit Ager
 
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Post » Sat May 28, 2011 3:51 am

Yep think I'll release a new version once I do a basic bug run down in Mothership Zeta (boy it's got alot of animation bugs).


very nice, thanks for the update quarn.
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Chantelle Walker
 
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Post » Fri May 27, 2011 10:40 pm

Yep think I'll release a new version once I do a basic bug run down in Mothership Zeta (boy it's got alot of animation bugs).


ARg....I've encountered a nasty little bug in my game. It's described in the Fallout 3 wiki:
"When you go the the Bridge to Defeat the captain in the final mission, after Sally comes through the teleporter and opens the first door, all NPC's (including Sally) immediately return back through the teleporter and all stand at the door downstairs which is inaccessible, which means you cannot continue any further through the mission as you need Sally to open all the doors. "

I'm so ticked. I'm gonna have to restart the entire mod.

Any chance of fixing this one?
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cutiecute
 
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Post » Sat May 28, 2011 6:43 am

-If you have already been afflicted with the Charon and Ahzrukhal "stuck" bug then it will be reset so you can talk to Charon and initial the event again.


Doesn't work, unfortunately. I tell Charon that I am his new employer, Charon walks over to Ahzrukhal and shoots him twice, not killing him. The two of them then just stand there. After a few seconds, Charon comes over to me and initiates his previous conversation ("Talk to-") and I repeat my side. But Charon doesn't shoot Ahzrukhal again, they both just stand there and I can't initiate dialogue with either of them.
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Keeley Stevens
 
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Post » Fri May 27, 2011 10:20 pm

Any word on the update?
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Adam Porter
 
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Post » Sat May 28, 2011 2:09 am

Doesn't work, unfortunately. I tell Charon that I am his new employer, Charon walks over to Ahzrukhal and shoots him twice, not killing him. The two of them then just stand there. After a few seconds, Charon comes over to me and initiates his previous conversation ("Talk to-") and I repeat my side. But Charon doesn't shoot Ahzrukhal again, they both just stand there and I can't initiate dialogue with either of them.

I have this bug too, but after one or two reloadings was able to continue
May be this bug connected with some mods, which change damage/resistance for the weapons/armors. So Charon can't kill Ahzrukhal with one blow and need critical hit to be succesfull
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krystal sowten
 
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Post » Sat May 28, 2011 5:10 am

broken recording i noticed in MZ was in the generals locker with his coat. i did notice that 1 recording only had the alien speaking, don't remeber the #, sorry.
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Michelle Serenity Boss
 
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Post » Sat May 28, 2011 2:40 am

ARg....I've encountered a nasty little bug in my game. It's described in the Fallout 3 wiki:
"When you go the the Bridge to Defeat the captain in the final mission, after Sally comes through the teleporter and opens the first door, all NPC's (including Sally) immediately return back through the teleporter and all stand at the door downstairs which is inaccessible, which means you cannot continue any further through the mission as you need Sally to open all the doors. "

I'm so ticked. I'm gonna have to restart the entire mod.

Any chance of fixing this one?
http://www.mediafire.com/download.php?ztqjgozjxom's a start. I managed to get through MZ w/o incident running it. There were a bunch of bunk references to activate parent/enable parent/linked refs and missing NAVM information for a bunch of doors and portals as well as an errant *EndIf (I think?) in a quest script which somehow compiles. The door you're stuck at is covered. If you're still stuck for whatever reason, equip the disposable glasses added when the plugin loads to open/Set OpenState/swap any uncooperative doors. It also corrects a few spelling errors in messages, adds missing sounds to doors, corrects the three male "Susan Ellis" subjects, fixes the ambientShooter script, renames/compiles duplicate editor ID's, and a bunch of other little tweaks to shut the editor up. I'm sure Quazzy will do a better job, but for the interim... :shrug:

*DLC05MZ3QuestScript

Oh, it should also fix the General's overcoat, but you need to have the OA assets for it to work.

Edit: Oh, I'd accidentally thrown in the four records with achievements commented out. Arguably, that's four fewer bugs, but they weren't supposed to be in there.
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Saul C
 
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Post » Fri May 27, 2011 10:20 pm

Hi im trying to narrow down a issue with the protectron deputy at the Megaton gates.

He doesnt talk anymore.

Im not sure if its the UFP doing it (unlikely). However i remember the issue first occurring around the time i installed UFP and i recall a release note
saying UFP does modify the deputy (adding its sheriff badge or something)

I thought id check if anyone else has had this issue. and even better -found the mod responsible.

thanks
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Skivs
 
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Post » Sat May 28, 2011 4:06 am

New version is up!!
WOW! :)
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Amie Mccubbing
 
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Post » Sat May 28, 2011 6:59 am

Crap...too bad you didn't fixed the Body\Head mismatch bug...Or did i missed something?
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Judy Lynch
 
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Post » Sat May 28, 2011 2:17 am

Another question. Have the bug with incorrect time of the day was fixed?
Damn- it is fixed, sorry
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Allison Sizemore
 
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Post » Fri May 27, 2011 5:38 pm

http://www.mediafire.com/download.php?ztqjgozjxom's a start. I managed to get through MZ w/o incident running it. There were a bunch of bunk references to activate parent/enable parent/linked refs and missing NAVM information for a bunch of doors and portals as well as an errant *EndIf (I think?) in a quest script which somehow compiles. The door you're stuck at is covered. If you're still stuck for whatever reason, equip the disposable glasses added when the plugin loads to open/Set OpenState/swap any uncooperative doors. It also corrects a few spelling errors in messages, adds missing sounds to doors, corrects the three male "Susan Ellis" subjects, fixes the ambientShooter script, renames/compiles duplicate editor ID's, and a bunch of other little tweaks to shut the editor up. I'm sure Quazzy will do a better job, but for the interim... :shrug:

*DLC05MZ3QuestScript

Oh, it should also fix the General's overcoat, but you need to have the OA assets for it to work.

Edit: Oh, I'd accidentally thrown in the four records with achievements commented out. Arguably, that's four fewer bugs, but they weren't supposed to be in there.

Thanks, I'll go over it. I usually skip the errors GECK whines about unless it actually is a problem.

Crap...too bad you didn't fixed the Body\Head mismatch bug...Or did i missed something?

As I said before I can't fix that bug, it is classed as a "core" bug, something I'd need source code access to fix...
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bonita mathews
 
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Post » Sat May 28, 2011 9:42 am

I noticed that the main .ESP file is still showing version 1.1.3, but the .ESM and all other .ESPs are showing 1.2.0, is that to be expected?
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мistrєss
 
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Post » Sat May 28, 2011 4:06 am

I noticed that the main .ESP file is still showing version 1.1.3, but the .ESM and all other .ESPs are showing 1.2.0, is that to be expected?

don't think we need the esps anymore, since it's a master now.
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danni Marchant
 
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Post » Sat May 28, 2011 5:31 am

I noticed that the main .ESP file is still showing version 1.1.3, but the .ESM and all other .ESPs are showing 1.2.0, is that to be expected?

UF3P is now an ESM, thats why I said uninstall UF3P first so you don't have the old ESP.
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Jeremy Kenney
 
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Post » Sat May 28, 2011 12:55 am

UF3P is now an ESM, thats why I said uninstall UF3P first so you don't have the old ESP.


My bad, thanks for the info.
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Isabella X
 
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Post » Sat May 28, 2011 2:16 am

Thanks, I'll go over it. I usually skip the errors GECK whines about unless it actually is a problem.
As do I. Half the errors it reports are false alarms, but most of the Zeta errors were also reported by FO3Edit (unresolvable references). We seem to have found completely different Zeta bugs. You're welcome to any edits within it, although some of the edits are trivial and/or unreferenced records. Also, there are a bunch of duplicate editor ID's which only happen when certain combos of DLC's are loaded. If you like, I've already resolved them by adding the initials of the DLC's to the otherwise duplicate Editor ID's (all unreferenced by scripts).

Thanks for the update! :)
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..xX Vin Xx..
 
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