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TheRighteousFist

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  1. Yeah you guys are probably right. I have been experiencing a lot of crashes in my game lately, despite using optimization tools. The only reason I was even considering using the Gamebryo engine was simply because I'm familiar with it, and could get started right away. However, it might be worth it to take the time to learn another engine, for a more stable end product. Thanks anyway for the input.
  2. I had an idea for an ambitious mod, and I'm looking for thoughts as to whether it could even be pulled off. Normally I would keep this sort of thing to myself and try to put it out there, but I already know that it's probably beyond my abilities as a modder, and thus, an idea to be shared so maybe someone else can pick it up and make it real. What do you guys think about using the GECK to recreate, as closely as possible, an entire classic game within the Fallout universe, using Fallout graphics? I'm NOT talking about illegally porting anything (Admins), but drawing inspiration from a critically acclaimed, classic shooter, and attempting to recreate that same world with updated graphics and gameplay, and bring it into the Fallout New Vegas era. Specifically, I am talking about the N64 shooter, Goldeneye. As I was walking along Hoover Dam, I got the idea to release a mod called, Goldeneye: The Dam, where I would try to recreate the first level of Goldeneye 64 as a playable location in Fallout New Vegas, using the Geck! But then I thought, why not take it a step further? The Objectives were pretty simple. Why not script an entire quest that's a reflection of the Objectives from the first level? Why not populate it with enemy NPCs in the same locations, with the same weapons? Why not go ALLLL the way, and ATTEMPT to see if it's possible, to recreate Goldeneye 64 using the Geck?! Every level, every objective scripted as a Quest, play the Goldeneye campaign within New Vegas. Crazy? Or possible? EDIT - After thinking about it . . . I *don't* think this would violate any copyrights, as no resources from the actual Goldeneye game would be used. Everything used would have to be straight from the Geck, merely using Goldeneye as inspiration. But I might be wrong about that. Would appreciate any thoughts on that as well.
  3. If anyone EVER has this problem, EVER again, I released a quick and easy "fix" for it on the Nexus. It simply moves the Pipe Controls to the outside area on the metal catwalk that surrounds the building, so you can pass this part of the quest by going outside and turning the valve, and avoid crashing to desktop attempting to use the grate. Get it here. http://fallout3.nexusmods.com/mods/18733 It's late, but that's better than never, right?
  4. If anyone is STILL having any problems with the grate to the pipes crashing your game, I released a fix I had made for myself on the Nexus. It just moves the pipes to a reasonable location outside, so you can avoid using the grate, and thus, avoid crashing your game! Sorry it's late, but if anyone ever finds this thread again because of this same stupid problem, well now there's a fix for it. :) http://fallout3.nexusmods.com/mods/18733 There. ^
  5. Here is a fix that solves this whole problem. Sorry its coming WAY late, but at least it's here now. http://fallout3.nexusmods.com/mods/18603/
  6. Just in case anyone ever has this problem again, here is a workaround I created to fix the bug that prevents you from entering Tranquility Lane. I had the same issue. Had to use the console to teleport my character into TL, and then when I teleported out, I was turned into a child without all my gear! This fix should correct those parts of the script by getting you into TL via the Vault 112 Pod, as an adult with all of your gear. Then to get back out, start the quest by talking to one person about Betty, then activate the FailSafe, attack Betty (YES, attack Betty), and instead of being killed, the mod makes the Exit Door appear. See the video to show how it works. Hope it helps anyone who has this problem in the future. http://fallout3.nexusmods.com/mods/18603/
  7. Sorry this is coming so late, but I wrote a fix for this that works, and I'm trying to spread it around just in case anyone else ever has this same problem. Download it here at the Fallout Nexus. http://fallout3.nexusmods.com/mods/18603/
  8. Hey guys! I've been having this same problem since playing through the game again using mods. I have some background in programming and just wrote and uploaded a fix to this at the Fallout Nexus. You shouldn't have to disable any other mods or bother using the console commands, as this mod sets the script to fire on different triggers. I uploaded a video with it to show it working, 100%! It gets you into Tranquility Lane upon sitting in the pod, as an adult with your full inventory, and gets you back out by activating the FailSafe and attacking Betty. Yes, by attacking Betty - watch the video to see it working. I disabled the kill script that kills your character when you attack Betty, and instead set the Chinese Invasion FailSafe to fire instead, which will make the Exit Door appear. Here's the link to it and even though it's years late, I hope it helps anyone in the future who ever has this problem again! http://fallout3.nexusmods.com/mods/18603/
  9. I know I'm three years late to this topic, but I recently started playing this game with mods to get back into it, and this has happened to me just tonight. I have some background in computer programming, and I've been using the GECK to look into the game's scripts to figure out what's happening, or what's NOT happening. Anyway, as far as I can tell, the game is failing to execute the proper scripts to get the quest to move from one objective to the other. I used to console commands to teleport into the Abandoned House with coc TLAbandonedHouse, and then activated the Fail Safe. Well . . . in the GECK, there is a script that's supposed to run when the Fail Safe is activated called MQ04. In other words, Main Quest part 04. It checks to see if the Fail Safe has been activated, and if it has by returning a value of 1, it's SUPPOSED to run a line called MQ04ExitDoorActRef.Enable, which is basically the command that's supposed to make the Exit Door appear so you can leave Tranquility Lane and get back to Vault 112, and continue the story. So far, I haven't figured out yet why teleporting into Tranqulity Lane, and activating the Fail Safe as an adult keeps the door from opening. But I'm onto something. Either way, I still can't use the pod to get in, and can't use the door to get out! Really, if I could figure out how to get into Tranquility Lane using the Pod, I think using the console command to manually open the door with "MQ04ExitDoorActRef.Enable" might work to at least get you back out!
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