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JamesMilamber

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Everything posted by JamesMilamber

  1. Tried that myself, and it didn't work. As I said, everyone seems to have a different cause - one guy swears black and blue it's deleting a script attached to a Rivet City guard that fixed the problem for him, and another said it was a random rock in a wasteland cell. The FOOKers have more or less decided it's caused by save game corruption - so back up your saves often, and DON'T use quicksave or autosave! Because they are evil... :devil:
  2. Dingoes? I'd be more interested in giant, mutated kangaroos to be honest. And we thought Yao Gui's were scary... If I recall correctly, when Black Isle was creating the setting for Fallout they worked primarily with the whole 'nuclear winter' theory, where the dust clouds and background radiation killed pretty much all the vegetation (and most everything else with it). It would take a loooooong time to recover from that. The fact that the entire theory of nuclear winter has been debunked was conveniently ignored. :blink: That said, they've never actually come right out and said anything concrete about anywhere not the US and China - so I suppose the truth is whatever someone decides to mod it as.
  3. Tell me about it! So many iconic things to blow up... I did hear some rumblings on the Beth forums a while back about someone modding it - don't think it ever got off the ground though, more's the pity.
  4. You're probably right - let's face it, who would bother to bomb us Aussies? Although the part about AUS and the US being allied is probably a stretch, as it's stated in the bible that the US broke all their alliances when they walked out on the UN. There are so many places in the world that COULD have survived, but those gaps are up to us to fill. The only modded country I know of so far is Iceland, which uses GTS. I'd love to walk down the streets of post-apocalyptic Sydney, though...
  5. Nope - I run 122 esm's and esp's, and I don't have any problems. My guess is there's a problem with whatever mod you've got 20th in your list - double check the load order, make sure master files are loading first, etc. There are plenty of FAQ's around on the best load orders, and each mod should come with a list of known conflicts. Might be as simple as your 20th mod doesn't play nicely with your 19th...
  6. It's probably the most common bug that FOOK2 has, but it's not limited to FOOK. There are fifty different "fixes" out there for the problem, but it seems to be caused by something different for everyone. Mine works fine if I save before level up, then deactivate FOOK2 - Main.esp, level up, then reactivate the esp (although FOOK2 - [DIK] DLC Improvement Kit.esp is a common culprit as well).
  7. Taken from the Fallout Bible Timeline: 2052: The Resource Wars begin. Many smaller nations go bankrupt, and Europe, dependent on oil imports from the Middle East, responds to the Middle East's rising oil prices with military action. The long drawn-out war between the European Commonwealth and the Middle East begins. 2060: The Euro-Middle Eastern War ends as the oil fields in the Middle East run dry. There is no longer a goal in the conflict, and both sides are reduced almost to ruin. The European Commonwealth dissolves into quarreling nation states, fighting over the remaining resources. Nothing to do with the Americans or Chinese though - that was set off by the Americans stealing the last oil reserve (the oil rig from F2) and invading China with Power Armoured soldiers...
  8. Download the Fallout Bible here. But don't expect much info on what happened to the other countries (aside from China, which let's face it, with the number of nukes the Americans had, would have been completely screwed). Black Isle deliberately left the fate of other countries up in the air, for much the same reason they only gave away the Vault experiments for a handful of Vaults - so they could use them in a later game if they wanted to, and to let the community use their imagination with fan fiction and pen and paper games. We can fairly safely assume that most of the world was nuked to some degree or another, but the exact conditions of the rest of the world are completely unknown.
  9. Hell yeah - bring on the God of Thunder! LOL If you want it, go request it!
  10. You'll find pretty much nothing changes once you start Broken Steel, except for a few added encounters. I finished the main quest, and did most of the side quests afterward before going off and finishing the BS quest line, and didn't come across any problems or missing stuff - so you should be perfectly fine either way. BS should only add more stuff, not take anything away...in theory, anyway.
  11. Oh, you'll get random crashes no matter what, I'm afraid - just part of the BethSoft experience. But at least we can minimise them. Unfortunately, Beth has a nasty habit of trying to fix things, and breaking something else in the process. :whoops:
  12. Type V. Just personal preference, although Type 3 CALI is good too...
  13. That's open to debate - still a few bugs in 1.6 and 1.7 that MasterUpdate fixes (the weird body glitch springs to mind...). Personally, I've found F3 crashes a LOT less with 1.7 if you run MasterUpdate with it. You do need to run it more than once, however - any time you install new mods (or at least, any that use esp's). Always good to remember that.
  14. Chances are you've got the esm's/esp's loading in the wrong order. Check the Readme packaged with FOOK2 for advice on the proper load order. (You are using FOMM, right? If not, go get it!)
  15. Oblivion did have a level cap, of sorts - you could only level so long as your main skills weren't maxed. I think the best I ever did was L45 before I couldn't level up anymore. I don't know about you, but a raider wearing almost no armour that can survive 6 or 7 headshots from a .44 just annoys the heck outta me, which would be the result of continued leveling. At least Broken Steel introduced new, more powerful enemies to break the monotony a bit.
  16. It would be nice...but it would also require the whole game to be rebalanced - AGAIN - for higher level characters. Really, by the time you're L40, how much of a threat is even a Behemoth?
  17. It's amazing how many things BethSoft has managed to FUBAR with their "patches"... :whoops:
  18. You know how your cursor turns red when you aim at an enemy within a certain range? That's the auto-aim. Very annoying at times, especially since it seems to always assume you're aiming at an enemy's chest, rather than it's head. Unfortunately, apparently the auto-aim feature is also what makes your guns actually shoot where your crosshair is pointing, rather than where the gun is aiming - which don't always match, and usually end up with you blowing the arm off some guy standing six feet to the left of where you were actually aiming. :wallbash: There's a mod on the Nexus that can turn it right down, nearly as good as having it turned off altogether, but unfortunately FO3MasterUpdate doesn't like it much. :(
  19. Patch 1.7 works perfectly fine for me, with a hex order in FOMM up to 7A (and I do run FOOK2 - wouldn't play without it now!). From 1.5 onwards .esp based mods can give you grief if you don't use Master Update, though (on the plus side, they fixed most of the random crashes...) If you don't already have it, FO3Edit (which doubles as FO3MasterUpdate) and instructions on how to use it can be found here.
  20. Then again, considering some of the humour in F2...could be a tip of the hat. But probably just someone not taking dirty minds into account when they looked at the map they'd just created... :wallbash:
  21. Try disabling the FOOK2 esp's - you won't lose any items unless you disable the esm's. Level up, then re-enable the esp's. Works for me, at least.
  22. Seems to be a problem common to quite a few mods - for me FOOK2 caused it. Disabling the FOOK2 esp's lets me level up, and then I just turn them back on. Not quite sure how that helps you, though...
  23. Damn, I just got the same bug. Anyone have any idea what causes it?
  24. From the Fallout Wiki: "It may be possible that Mirelurk Kings were created from Vault 92. Since the Mirelurk infestation happened at the same time the vault citizens became "crazies" it may have created an evolutionary link between humans and Mirelurks. The Mirelurk Kings are capable of a ranged "Sonic" attack. Also if you look through Herbert "Daring" Dashwood's terminal, there is an entry about Mirelurk Kings saying that they appear as if they were from entirely different species." Sounds like you've got a good starting point right there...a Vault already filled with aquatic creatures and a canon excuse for them to be there. Just expand on it a bit - include some FEV research notes (experimenting on the effects of sonic control on FEV infected subjects, for instance), and between that and radiation you can pretty much make whatever bizarre mutations you want.
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