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AxlDave

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Everything posted by AxlDave

  1. Had the same problem as initial poster, the link above still requires you sign in to Nexus. This solution somehow fixed it all. Cheers buddy.
  2. With this mod you can build your own settlement and recruit NPCs to go live in it. You can even assign them jobs such as lumberjack, miner, farmer, scholar or soldier.
  3. I am a big fan of Buildable Bots by Wilm0chimp, however I think the mod would be greatly improved by introducing two one hopefully basic concept. Maybe in the form of a patch, unless someone is able to get the author's permission and mod files. Possibly problematic, as the last post from them is in 2009. One of the awesome functions of these bots is that you can tell them to patrol and they will wander around shooting anything that looks at them in a red blip sort of way. However, they have a tendency to be a bit too wandery, and cannot be left to patrol open areas such as Fort Independence (Outcast HQ) or Agatha's hovel. In RTS by arcoolka (retired) you are able to recruit guards and then assign them patrol routes / areas. Could this system be implemented for Buildable Bots, such that upon selecting Patrol command, it gives you three options of General Patrol (the default type), Route Patrol, or Area Patrol? Upon looking at the mod files in GECK, it would seem that this was attempted for the Nuka-Cola protectron, so some of the work may already be done. I have also requested this in the comments section of Buildable Bots, so as to cover all the bases.
  4. I am not sure if I understand the problem correctly... As I understand it, the BoS at the Citadel all have to take part in some scripted action, possibly the march on the Jefferson Memorial with Liberty Prime. As such, any of these that are dead will be unable to participate and that will result in a game crash. If this is the case, then that is not a problem as I am intending to keep all BoS alive and well (particularly the Citadel ones). If however I have misunderstood the problem, could you please explain in more detail what errors will present themselves and why?
  5. Ever notice how Temple of the Union is described as a beacon of hope for all slaves? Ever notice how slaves often refer to it, saying they're going to go to TotU or have a map to get there? Ever notice how none of them actually turn up? I am requesting that someone fix this so that any freed slave, but particularly the named ones at Paradise Falls, actually follow through and turn up wherever TotU currently is and then joins the faction and any scripted or sandbox behaviour. If enough of these freed slaves end up at the Lincoln Memorial, extra bedding could be activated in the memorial. Perhaps some of these slaves could even offer medical, repair or trader services. But the important thing is that they turn up at all. If it is not possible or practical to add a bunch of scripts to these already existing characters, could a workaround be that when the original character disappears from the game, an exact clone is created but with new TotU scripts? If neither of these is possible at all, is there any other way to achieve this? All sorts of kudos and what-have-you is in it for anyone who can make this happen.
  6. I have a request for 5 armours retextures based on 2 in-game armours. These are as follows: Winterised T-51b Armor; Combat Armor. Here are the 5 retextures I had in mind: Armour 1 Type: Combat Armor Appearance: BoS Scribe Red jumpsuit, T-51b Winterised Grey armour. Armour 2 Type: Combat Armor Appearance: Outcast Scribe Black jumpsuit, Outcast styled armour. Armour 3 Type: Winterised T-51b Armor / Helmet Appearance: Unchanged, but with BoS insignia. Armour 4 Type: Winterised T-51b Armor / Helmet Appearance: Unchanged, but with Lyon's Pride insignia. Armour 5 Type: Winterised T-51b Armor / Helmet Appearance: Given an Outcast retexture. Anyone able to take this on? Could be fun...
  7. When playing FO3 I noticed that every time I revisited the Brotherhood Citadel, all the characters around that area seemed to respawn. I noticed for two reasons: 1) In one corner there is a battle going on between a supermutant and a rooftop guard. Often the guard would die, then the supermutant but upon a revisit, both were alive and well again. For a very short time. 2) All the guys I gave gatling lasers to seemed to have lost or flogged them. What I require is for the respawn... script, is it?... to be deactivated so the Citadel behaves like any other town where if someone has a kickass laser, they keep it, and if someone dies, they stay dead like any decent, self-respecting person would. I am not sure if this can be done easily, but it interferes with my plans to kit out everyone I approve of in the Wastelands (the others die. Of course.). As such, if anyone could either fix this or explain how it could be done there would be much appreciation forthcoming.
  8. Haha awesome idea, would that be possible?
  9. There's already a starting point, if anyone wants to help out http://www.fallout3nexus.com/downloads/file.php?id=9104
  10. What's the point? It serves no purpose. As in the case of super mutants they were supposed to be transported to Vault 87 (or Mariposa, I forgot) to be converted to Super mutants. i want to be able to take hostages or x icute people Easy. Just shoot people while they are sitting. No need for a mod. Make sure you got a weapon with a high crit, like the weapons added by Add-ons. i want to take mercs and raiders prisoner Then go here http://www.fallout3nexus.com/downloads/file.php?id=9497
  11. How about this, using a Tenpenny peace mod make it so that if Tenpenny and perhaps Roy as well (psychotic pr*ck) then you can convince Dashwood to step up to the mark? Would be a great reason as to why the peaceful cohabitation... Here's a good mod: http://www.fallout3nexus.com/downloads/file.php?id=15649
  12. And there are many slave mods that enable you to capture your own slaves and do what you want with them
  13. Okay, so I downloaded the BuildableBots mod, absolutely amazing, love it, also got Robco and the mod that joins the two. One tiny little niggle though, I set some robots to patrol around Agatha's house and the Outcast base (Fort whatchamacallit), only to come back a couple of days later and find them roaming around miles from where I placed them. So my request is thus: Can someone edit this mod so that when you tell the robots to patrol, you can define a boundary area or a patrol path for them to adhere to? Or perhaps have preset boundaries that become active when a robot is told to patrol within said boundary? Only really want this for BB bots, as I just leave RobCo bots to do their own thang :) BB mod: http://www.fallout3nexus.com/downloads/file.php?id=1625
  14. I like the sound of that, maybe some farms springing up at some point? That'd resolve the ongoing problem of how the entire Wasteland seems to be fed by 10 brahmin, 3 carrots and an experimental potato :P
  15. Okay, just wondering if anyone might be up for doing this yet? Or suggesting some way to make it simpler so that I might be able to do it?
  16. Just wondering if anyone could do this... Apparently it's no hassle and the time frame doesn't really matter, just so long as a little while after you complete Oasis, you see continuing results. End result doesn't have to be a lush paradise, just some alive trees and shrubs. Perhaps some grass for the Brahmin to eat, its quite pathetic to watch them chew all day on nothing :P
  17. I was thinking, perhaps to make the Fallout3 economy a little more sensible, about a week after Dave's 2nd wife takes over, RoD extends it's Brahmin pen to more of a farm, and RoD opens up its gates to welcome wastelanders. You could add something in so that when you encounter good or neutral people in the wasteland, or free them from supermutants you can try and convince them to get to and live in RoD. The more citizens, the bigger RoD gets? Kind of like a simpler, automatic version of RTS...
  18. Would it be possible, instead of trying to add the AI to the existing NPCs, to make it so that when they disappear from the game that triggers an exact duplicate of them to appear with all AI removed except that needed to join ToU slaves? This guy i know is willing to give it a go, would be handy if someone could just outline what needs to be done?
  19. Anyone else up for doing this? The legs would move like a millipede's, and as it is a large magical chest on legs it would have infinite storage capacity, and probably be invincible as I don't think anything can kill sapient pearwood. It would be homicidal as mentioned, so would attack at the slightest hint of hostility but not completely unprovoked, that would be a bit useless. I believe all that can be acheived through stats. All in all a pretty handy companion for the wasteland, possibly better suited to Oblivion but I play Fallout much more so it would be awesome if someone could do this, kudos and whatever else I can give awaits...
  20. This would be a kickass mod cus you can make your guy look like wolverine with the sideburns. This would complete that awesome image
  21. Pretty much yeah. time passes quickly in the game, and by the time I've completed all the quests, Broken Steel included and eradicated all major threats in the wasteland i figure plant life should have pretty much extended most of the way from Oasis...
  22. After completing the Oasis quest with the option to boost Harold's growth, could make a gradual plant growth effect so that approximately 3640 game days after completing Oasis, plant life has spread out from Oasis to most of the wasteland, just some green scrub grass and a few bushes, with more stuff like trees and flowers closer to Oasis. I imagine you could use the plants from around Oasis as a template. Possible? Easy?
  23. Tony the Wookie: I thought this was a forum for requesting mods? It kinda negates the whole point of this forum if all you say is "do it yourself" spammster: I'm not so bothered about the generic slaves, mostly just the named ones at PF. Can it not be done for them? It just seems to make sense that they should go there as that's Hannibal's plan to build up numbers
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