Jump to content

7thsealord

Members
  • Posts

    579
  • Joined

  • Last visited

Everything posted by 7thsealord

  1. They indicate missing meshes. Something definitely wrong there - are the meshes for your mods in the right place?
  2. Could go with an Angelic, Knightly or generic "Good Guy" name, just for the contrast - ie. Gabriel, Galahad, Lancelot, etc..
  3. OK, problem solved. Tried the "tcl" command and couldn't find those nasty b####rs. Not that I spent long in that mode - frankly I find the view very unsettling. Looked for more console commands in the Wiki that might work. This one did: player.placeatme <baseID> <quantity> <condition> Base ID for the Nest Guardians is 6020b (That is six-zero-two-zero-B For Bravo). Quantity was one (if you wanna spawn a buttload of them at once, that's your business). Omitted the condition (described as not required for many objects). Worked like a charm - spawned one healthy, ready-to-fight Nest Guardian literally right in my face. Fortunately, I had the 700 Nitro Express handy. Killed that one, repeated the console command. The next one was quicker on the draw (might have even been the previous one resurrected) and did a little damage before dying. Made the quota of five, and all the quest conditions and NPC reactions fell right into place after that. So, IMO, that is the best simple fix for the 'Missing Next Guardians' problem. Might get a little more scorched than otherwise, but it works fine.
  4. Well, you could accept Tenpenny's counteroffer, pocket the cash, and THEN shoot Tenpenny. Or, you could try looking at what Crowley's REAL motivation might be. http://fallout.wikia.com/wiki/You_Gotta_Shoot_%27Em_in_the_Head Strongly suggest checking the above's 'Notes' section
  5. We only ever see a lot fewer than 20 people in The Family. Plus, that's assuming ALL of them were harassing Arefu (whch I don't).
  6. Given my one-time experience in a broadly similar situation, I would say Yes.
  7. No worries, dude. The FO3 Wiki has been a huge help to me whenever I get stuck (which is often ;) ).
  8. My own experiences leads me to believe that Feral Ghouls might be the fastest moving, but are the easiest to kill of those three. Centaurs are possibly the most durable, but dern slow, and standard-issue Super Mutants somewhere behind them in durability, but well ahead in movement (though slower than Ghouls). Not counting whatever hardware the SMs might be packing, mind you.
  9. All-time favourite moment. I had the Chinese Stealth armour, and was practicing variations of the 'Shady Sands Shuffle' with the Slavers around the Lincoln Memorial. As you do. Great stuff. My teenage daughter came in and decided to watch for a little while (slow afternoon, homework done and all her online friends were offline). I then did the standard 'SSS' on one Slaver, who promptly yells "Holy S##t" and starts comically wagging his rear at high speed before then spectacularly detonating. My daughter just laughed for nearly ten minutes. It was her first contact with FO3, and she started watching my in-game shenanigans a lot after that. She now regularly plays FO3 as well, I tender advice sometimes, and we frequently exchange stories from our respective games.
  10. About that, I never got the Deal option. What's the option chain to it? All here - http://fallout.wikia.com/wiki/Blood_Ties The 'Let's Make A Deal Option' is the most diplomatic solution to this quest. Doesn't actually appear under that name anywhere, it is just what I call it. Basically, after you talk to Ian West and he makes his decision, you will have to talk to Vance again. Be polite, and be sure to talk about the Arefu situation first (you will get to Ian West later, so don't worry). There will be Speech, Medicine and/or Intelligence options for giving Vance the idea that there are "alternatives" for The Family (ie. the use of Blood Packs as sustenance). Vance will be very open to the idea, but will point out that it is hard to find those items. Broach the idea that Arefu could help out by scavenging for those Blood Packs. Various options here - Arefu provides Blood Packs and gets left alone, or Arefu provides Blood Packs and The Family helps defend them. I chose that last as it seems more .... satisfying, and beneficial for both groups. Vance will give you a Note to pass to Evan King on the matter. Then you guys can talk about Ian. I accept that some people don't like this quest's whole dynamic, and/or just want to wipe out The Family (and/or Arefu?). But personally I find it very satisfying exactly as is. Then again, maybe that's because I'm a nice guy at heart/ ;)
  11. Good question. Much depends on whom you ask, I think. As a proud Aussie, I particularly like the implications of the 'AFS Brisbane' mod. :D
  12. The proof, as they say, is in the pudding. You take the 'Let's Make A Deal' option. Both Arefu and The Family readily accept this arrangement, and seem more than happy with it. As distinct from certain other "peace deals" we know about, it isn't like you check back later to find one side has suddenly wiped out the other. Unless, of course, one creates a mod that alters the possible outcomes.
  13. Ideas for possible location mods - to try, ignore, jeer at, or prove impossible: 1) A Cathedral / Other Large Place Of Worship. The only churches in the Wastes are (what's left of) a couple of small places - very reminiscent of 'Little House On The Prairie' to be honest. Point Lookout has a reasonable sized cathedral, so maybe something based on that? No idea what to do with it, so leave that detail to whomever might take the project on - a Raider hangout, another Player house, the base of a cult, combinations thereof? Nice big interior space there, so something interesting could be done with that. 2) Rivet City's 'Rooms With A View' - Rivet City already has lots of additions, but possibly something could be done with the front of the carrier's island - specifically the rows of windows where the bridge and flight ops used to be. The view from there would be pretty dern good, I'm thinking. A classy bar, more living space, whatever. 3) A Medieval Castle - Just because. Maybe built by a cult that sprang from the SCA?
  14. So, did both you guys desecrate a shrine or something?
  15. Hey, Tenpenny supposedly made the trip from England. ;) You going to say there are places an Englishman can go that an Irishman couldn't? I'm guessing both were early users of the Global Travel System.
  16. Thanks, I had that advice already. Just wondered if there was anything that didn't require "Invading The Fifth Dimension", so to speak.
  17. I've run through this quest several times previously with no problems. However, this time around I seem to have picked up a persistent problem. Don't know if it is mod-related - I haven't put in anything specific to that area or quest, but who knows? In a nutshell, there should be five (5) Nest Guardians down in the hatchery tunnels, but I can only ever find three. I don't do anything weird beforehand - approach Grayditch from the general direction of Megaton, meet Bryan Wilkes, yadda, yadda, yadda, and so on. I retried from a save prior to getting the quest. Same problem. Tried sitting and waiting just outside the Hatchery tunnel for three days (respawn?) before going in and having another look. No joy. Tried using console commands to resurrect the Nest Guardians already there (figuring I could try killing them all over again), but that didn't work. Tried the 'CompleteAllObjectives'n console command - fills out my Pipboy display for this quest, but Bryan Wilkes remains hiding in that Personal Shelter telling me to fix things even if I just go ahead and kill the Queen regardless. Kind of sad, really. Tried telling Doc Lesko that the way is clear (The 'Lie' option) - I lose Karma, get no reward, and he just sprints into the Hatchery tunnel and disappears. Tried NOT doing the quest for a while. Went to an earlier save, went off in the opposite direction, did other stuff, went up a few levels, then came back and tried again. Exact same problem. Everything about the game seems totally normal (at least, as normal as anything involving giant mutant fire-breathing ants can get ;) ) until this point. I am guessing that this problem is not unknown, and that there is some means of getting things back on track. But my grasp of console commands is rudimentary at best, so I would very much appreciate step-by-step guidance. Should I try 'ResetQuest' and, if so, at which point and what else should I do? Help? Thank you.
  18. Welcome aboard. I can definitely sympathize. Try here: http://fallout.wikia.com/wiki/Portal:Fallout_3 I assume that you are OK getting into Rivet City itself (top level of the structure, push the intercom button, then wait) and are now looking for access to the Broken Bow. Check this out: http://fallout.wikia.com/wiki/Rivet_City_Bow Be prepared for some serious underwater swimming. Good luck.
  19. Any perk that does interesting things to damage or crits. 'Finesse' and 'Bloody Mess' come immediately to mind, but there are others. IMO, don't COMPLETELY rule out VATS as a tactical option, either. If you can't one-shot something but want to at least disarm it (eg. Overlord + TriBarrel, or ANYTHING with a FatMan), or if just short on time, then VATS may be a way to go. Noting that the 'Sniper' perk is a VATS thing, and 'Commando' is worth considering in that mode as well.
  20. Even if Burke is killed off early (as I also do - I like Megaton), a lot could probably be done with him. Maybe some kind of backstory / quest series (sort of like the 'Daring Dashwood' mod) where the Lone Wanderer discovers or uncovers a bunch of things that Burke did. He was Tenpenny's hatchetman after all. So there could conceivably be a very very long list of malfeasances, atrocities, misdemeanours, and so forth in his past. As it is, all you hear about the late Mr Burke is Tenpenny basically saying "Oh, yeah, Burke does all my dirty work", but no inkling as to what this might have been.
  21. It was the Aliens. Part of their preparations for Earth's invasion. That, and making sure there is no tinfoil around for us to make protective headgear.
  22. Thinking on it a bit, I have to add one more to my list. Desmond, as The Individual I LEAST Want As An Enemy. Guess I'm in his fanclub. He is not a "nice" person and his people skills are non-existent, sure. But, in his way, he is very arguably more honest and less dishonourable than most other people in the game. He does not give up and is most definitely NOT somebody to p### off. Thinking also that there is one heck of a backstory in there somewhere. One could work up an entire chain of quests and other stuff based solely on Desmond's past. Desmond For President?
  23. Sometimes, you just get a bad savefile - all that can be done is to go to another save. I recommend turning off the autosave completely. Doing that one thing more than halved my crash rate.
  24. Doesn't say any such thing. What it says is that the Overseer sent out a group to check out the Wasteland. A couple of whom opted to stay in Megaton (their fate, at least as far as the Overseer's files go, is unknown). Given that there is absolutely no mention of this bunch anywhere else, and V101's propaganda, the most likely and logical conclusion is that they were sent out in secret. Certainly, the Overseer did not want the rest of the Vault knowing that leaving was a genuine option.
×
×
  • Create New...