Edited by brueckner_andreas, 20 December 2010 - 12:26 PM.
Project Genesis
Started by
Site Bot
, Dec 20 2010 03:40 AM
282 replies to this topic
#11
Posted 20 December 2010 - 12:25 PM
sorry duplicated post
#12
Posted 20 December 2010 - 12:25 PM
just started playing, one first comment is, that you might have a conflict with the very populat Mr Mancheste Mod, as Puce Moose uses the same house as Hauss.
Cheers, Andreas
Cheers, Andreas
#13
Posted 20 December 2010 - 04:04 PM
DAMN!! Been waiting for this for a long time. Testing this mod was a joy and made me hungry for more as I did it.
This mod will be added to my mod list as soon as I get home tonight!!
-Nick Kaufer
This mod will be added to my mod list as soon as I get home tonight!!
-Nick Kaufer
#14
Posted 20 December 2010 - 06:05 PM
@ Fluxwolf - I tested and had the same issue... though it worked yesterday right before I released it. Stupid geck
I have released an update so I KNOW it works now, even though it appears some people played past that part without any issues...
@ breuckner - It appears it is incompatable. D: Thanks for letting me know, it has been added to the incompatabilites list.
@ Tefnacht - I'm really glad you enjoyed it and thank you for the endorsement.
(MEGA SPOILER ALERT!!!)
The flashbacks were one of those 'mistakes' I made in my noobery. I realized they were a stupid idea but I was too far in to remove them, thats why they only kinda fit. The point is that Andrew Hauss's ghost was going to help you find Bishop. But he doesnt really end up helping you at all, so they are just kinda there. Excuse that, its one of the 'bad' parts of the mod.
The mod does have little replay value and is more than utterly linear. That again, is part of it being my first mod. I have learned from that, and in the future plan to make my quests as un-linear as possible, giving you a choice at every turn, the exact opposite of this mod.
Your technical issues----
- This should not occur.
I did not play with any followers ever, but many of my testers did. I will look into it, but for now just inform people of your solution.
- I believe I have fixed this in the patch.
- I think this is an issue when how the Readius Pipboy is set up. I remove all the players items and disable control. Then at the end of the mod, give you all your items back, but you get control back right before getting the funky flamethrower. I think that mod uses some kind of item to make things work, and I removed it. Thats the only issue I can think of. I will include this in my incompatabilities. Thank god you know how to fix these things so you could play past them.
General feedback for you general feedback----
- The NPC's should always run when going through the exterior spaces, I did this because I know its a looong walk. I'm not sure why they would do this, but I can only assume its a bug in the game engine when traveling very long distances as their packages have the 'Always Run' flag checked.
- I honestly considered doing this, but then decided not too since the player might not even be there and it would just slow them down. Any he knows the way because he lived and worked in the area all his life. I put that one comment in there to try to make him notice and seem more human.
- Haha yea, you have to walk.
- Yea I know, I did not change the outer appearance at all. This was because I wanted to finish the mod, and already there were so few end game changes. I will definitly focus more on this in my future mods, where after its all over there are changes to the wasteland.
I am really really really glad you liked it!! It makes the 11 months and estimated 400-600 hours of work I put into it worth it! I know there is a lot wrong with it, but I have learned and will not make the same mistakes in my future mods.
@ breuckner - It appears it is incompatable. D: Thanks for letting me know, it has been added to the incompatabilites list.
@ Tefnacht - I'm really glad you enjoyed it and thank you for the endorsement.
(MEGA SPOILER ALERT!!!)
The flashbacks were one of those 'mistakes' I made in my noobery. I realized they were a stupid idea but I was too far in to remove them, thats why they only kinda fit. The point is that Andrew Hauss's ghost was going to help you find Bishop. But he doesnt really end up helping you at all, so they are just kinda there. Excuse that, its one of the 'bad' parts of the mod.
The mod does have little replay value and is more than utterly linear. That again, is part of it being my first mod. I have learned from that, and in the future plan to make my quests as un-linear as possible, giving you a choice at every turn, the exact opposite of this mod.
Your technical issues----
- This should not occur.
- I believe I have fixed this in the patch.
- I think this is an issue when how the Readius Pipboy is set up. I remove all the players items and disable control. Then at the end of the mod, give you all your items back, but you get control back right before getting the funky flamethrower. I think that mod uses some kind of item to make things work, and I removed it. Thats the only issue I can think of. I will include this in my incompatabilities. Thank god you know how to fix these things so you could play past them.
General feedback for you general feedback----
- The NPC's should always run when going through the exterior spaces, I did this because I know its a looong walk. I'm not sure why they would do this, but I can only assume its a bug in the game engine when traveling very long distances as their packages have the 'Always Run' flag checked.
- I honestly considered doing this, but then decided not too since the player might not even be there and it would just slow them down. Any he knows the way because he lived and worked in the area all his life. I put that one comment in there to try to make him notice and seem more human.
- Haha yea, you have to walk.
- Yea I know, I did not change the outer appearance at all. This was because I wanted to finish the mod, and already there were so few end game changes. I will definitly focus more on this in my future mods, where after its all over there are changes to the wasteland.
I am really really really glad you liked it!! It makes the 11 months and estimated 400-600 hours of work I put into it worth it! I know there is a lot wrong with it, but I have learned and will not make the same mistakes in my future mods.
#15
Posted 20 December 2010 - 07:13 PM
downloading now. and i disagree the flashbacks are pretty cool, reminiscent of the dunwich building. it really gives it a story progression vibe too.
#16
Posted 20 December 2010 - 07:19 PM
still not working
actors do the same thing.
#17
Posted 20 December 2010 - 08:02 PM
@ fluxwolf - Well, this is bad. I have looked over all the involved objects and scripts, and for the life of me cannot figure out why the heck this is happening.
Tefnacht said "The interactive flashback at the mainframe by the Nuka Cola factory didn't work when I just hacked the terminal to open the door, without activating the door first. The flashback scene would start, but the four NPCs would just stand there, doing nothing. It worked fine when I activated the door, chose to pick the door in the dialog popup box and then picked the door."
That is weird because the dialog in the flashback and the door have absolutely NOTHING to do with eachother. Thats like saying if you dont move the Nuka-Cola truck (when your 1 year old) 5 ft to the left, then you will never see a Plasma rifle in the game. The two arent related whatsoever. I poked through anything related to the door, or the flashback, and found absolutely nothing wrong. More-so, the flashback works just fine for me... I'm thinking its an incompatability somewhere, so all I can suggest is disabling other mods... The weird thing is, all the related objects/scripts are unique, so I don't even see how another mod could mess them up.
EDIT: Since I always just shoot the door open, I tried hacking it, and lock picking it, and both of those still worked just fine... All it could be is an incompatability somewhere... Try re-opening your game and doing it again.
Tefnacht said "The interactive flashback at the mainframe by the Nuka Cola factory didn't work when I just hacked the terminal to open the door, without activating the door first. The flashback scene would start, but the four NPCs would just stand there, doing nothing. It worked fine when I activated the door, chose to pick the door in the dialog popup box and then picked the door."
That is weird because the dialog in the flashback and the door have absolutely NOTHING to do with eachother. Thats like saying if you dont move the Nuka-Cola truck (when your 1 year old) 5 ft to the left, then you will never see a Plasma rifle in the game. The two arent related whatsoever. I poked through anything related to the door, or the flashback, and found absolutely nothing wrong. More-so, the flashback works just fine for me... I'm thinking its an incompatability somewhere, so all I can suggest is disabling other mods... The weird thing is, all the related objects/scripts are unique, so I don't even see how another mod could mess them up.
EDIT: Since I always just shoot the door open, I tried hacking it, and lock picking it, and both of those still worked just fine... All it could be is an incompatability somewhere... Try re-opening your game and doing it again.
Edited by Gunmaster95, 20 December 2010 - 08:06 PM.
#18
Posted 20 December 2010 - 08:43 PM
@gunmaster95/fluxwolf
Let's say it is the same issue as the "crash" after the mothership zeta introduction, it could be possible that this is caused by "clear buffers every cell" or a similar mod
Let's say it is the same issue as the "crash" after the mothership zeta introduction, it could be possible that this is caused by "clear buffers every cell" or a similar mod
#19
Posted 20 December 2010 - 11:19 PM
@author well i always just threw the wrench at it but ill give the picking option a try and let you know.
#20
Posted 21 December 2010 - 06:09 AM
@ fluxwolf - I dont believe it had anything to do with his method, I think it worked the second time because he loaded a save, removing whatever issue had been created...



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