well i tried every method loaded multiple saves and toggled AI. but didnt seem to have any effect. im going to run fo3edit tomorrow and see whats going on. still a great mod from what ive played through.
Project Genesis
Started by
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, Dec 20 2010 03:40 AM
282 replies to this topic
#21
Posted 21 December 2010 - 08:11 AM
#22
Posted 21 December 2010 - 08:14 AM
@ Gunmaster95 -
Is there any chance you are going to solve the incompatibility with 'An Evening With Mister Manchester' mod?
You know that mod is not just a house. It gave a mine which we can deploy into a cannon. It accumulate it's own xp which can be used to upgrade it.
I don't want to lose this.
Did you really build a house in the same position? or what's the problem exactly?
Is there any chance you are going to solve the incompatibility with 'An Evening With Mister Manchester' mod?
You know that mod is not just a house. It gave a mine which we can deploy into a cannon. It accumulate it's own xp which can be used to upgrade it.
I don't want to lose this.
Did you really build a house in the same position? or what's the problem exactly?
#23
Posted 21 December 2010 - 03:53 PM
HI,
any hints, how I can open the secret door in Bishops rooms? The area is so dark, I hardly can see anything in the corners (eg, I can not see the metal boxes on one wall, found them by accident, when my mouse pointer pointed at them).
Is there a switch hidden somewhere?
Cheers, Andreas
any hints, how I can open the secret door in Bishops rooms? The area is so dark, I hardly can see anything in the corners (eg, I can not see the metal boxes on one wall, found them by accident, when my mouse pointer pointed at them).
Is there a switch hidden somewhere?
Cheers, Andreas
#24
Posted 21 December 2010 - 05:38 PM
@ Kalixx1 - The issue with compatability is that we both use a pre-existing house in the wastelands. There is a house, and it was all boarded up, and we have both un-boarded it and used it in our mods. The issue is I cannot move mine, because its mentioned in several voice files I'm not in a position to easily re-record, and it has to be near the other house. (just 'across the street') It took me like 3 days to find two houses nearby and I'm not sure if there are any others. You will have to disable Mr. Man. unless you can just deal with the weirdness of the house. I played it very briefly to see if it was indeed incompatable, and I noticed it doesnt appear to add a teleporting door to the house, so you could still enter into my characters house using the front door.
@ fluxwolf - I'm really sorry it isnt working. Try disabling all other mods (except DLC) and just see if it works? If it does then you can narrow down which one causes it, I can add it as an incompatability, and you can play on without just that one mod.
SPOILER ALERT--------------------------
@ brueckner_andreas - I think you can use your pipboy light there, and if not, my hint is that its just like the Mechanists Lair. Remember that hidden switch? (Its an object that you activate)
END OF SPOILERS-------------------------
@ fluxwolf - I'm really sorry it isnt working. Try disabling all other mods (except DLC) and just see if it works? If it does then you can narrow down which one causes it, I can add it as an incompatability, and you can play on without just that one mod.
SPOILER ALERT--------------------------
@ brueckner_andreas - I think you can use your pipboy light there, and if not, my hint is that its just like the Mechanists Lair. Remember that hidden switch? (Its an object that you activate)
END OF SPOILERS-------------------------
Edited by Gunmaster95, 21 December 2010 - 05:39 PM.
#25
Posted 21 December 2010 - 06:28 PM
@ Gunmaster95 - I think I know what house you talk about.
Mr. Manchester mod did not add interior to that house. There is only a message event in front of the door and a holotape on the floor. So this is all fine then.
However 'DCInteriors Project' mod added such interior there. It also added interior to another nearby house. I guess you use that as well. So this is more likely to be a problem because I also do not want to disable that mod. It gave a lot of new items I use to decorate my hideout.
Well, I guess I'll see how the doors can bear each other at the same place.
Mr. Manchester mod did not add interior to that house. There is only a message event in front of the door and a holotape on the floor. So this is all fine then.
However 'DCInteriors Project' mod added such interior there. It also added interior to another nearby house. I guess you use that as well. So this is more likely to be a problem because I also do not want to disable that mod. It gave a lot of new items I use to decorate my hideout.
Well, I guess I'll see how the doors can bear each other at the same place.
#26
Posted 21 December 2010 - 08:42 PM
thanks, this was wonderful. Sad that the next installment seems to take place in vegas. Somehow vegas did not manage to keep my attention. Not enough grey rubble I presume.
I remain with one little problem after playing this excellent quest. I can not un-equip the wasteland settler clothes I get from Bishop. Hence can't change back in my usual garb.
Any help with this? Any console commands to drop unwanted quest items?
Cheers, Andreas
I remain with one little problem after playing this excellent quest. I can not un-equip the wasteland settler clothes I get from Bishop. Hence can't change back in my usual garb.
Any help with this? Any console commands to drop unwanted quest items?
Cheers, Andreas
#27
Posted 21 December 2010 - 08:42 PM
s
Edited by brueckner_andreas, 21 December 2010 - 08:42 PM.
#28
Posted 21 December 2010 - 09:26 PM
Well, you could have created two new houses... but whatever, I'll test this out later and maybe endorse!
#29
Posted 21 December 2010 - 09:28 PM
@ jcdenton2012 - Thanks for the endorsement! I'm glad you liked it.
The 'mech assault scene' was part of my noobery, and did not turn out anything like I originally planned due to unknown game engine restraints. My future mods will not have things like that, as I will take care to remove such things that turn out poorly.
@ Brueckner - I must move on with the series! NV is SUCH a better base for modding, while the actual game is disputably better/worse, its potential for mods in infinitly greater. Don't worry though, I plan on moving onto Skyrim the instant its out.
The armor is a stupid mistake in a script I managed to miss. Open the console and type 'Player.UnequipItem 0001CBDB' which should unequip the garb.
@ Asesinamen - The issue with that is that they would look out of place, altering the vanilla wasteland is a BIATCH (excuse the partial French), and those two were already there, so I went for it. I hope you enjoy it.
I am trying to keep track of all these little bugs and I should be releasing another patch soon (later today?) fixing a few more minor issues. I must say, I'm sooo happy there arent nearly as many bugs as I thought there would be. Just some incompatabilities which are to be expected.
@ Brueckner - I must move on with the series! NV is SUCH a better base for modding, while the actual game is disputably better/worse, its potential for mods in infinitly greater. Don't worry though, I plan on moving onto Skyrim the instant its out.
The armor is a stupid mistake in a script I managed to miss. Open the console and type 'Player.UnequipItem 0001CBDB' which should unequip the garb.
@ Asesinamen - The issue with that is that they would look out of place, altering the vanilla wasteland is a BIATCH (excuse the partial French), and those two were already there, so I went for it. I hope you enjoy it.
I am trying to keep track of all these little bugs and I should be releasing another patch soon (later today?) fixing a few more minor issues. I must say, I'm sooo happy there arent nearly as many bugs as I thought there would be. Just some incompatabilities which are to be expected.
#30
Posted 22 December 2010 - 05:40 AM
Oh and jury street girls mod will also mess this up.
BTW any way to rescue or open andrew hauss's shelt/bunker? Because I don't see anything in his basement that would be a switch. Oh and the O'Neil house was locked when I tried to leave, requiring a key. Had to COC out of there
BTW any way to rescue or open andrew hauss's shelt/bunker? Because I don't see anything in his basement that would be a switch. Oh and the O'Neil house was locked when I tried to leave, requiring a key. Had to COC out of there
Edited by devinpatterson, 22 December 2010 - 06:08 AM.



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