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kschang77

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Everything posted by kschang77

  1. These contain my own playthrough experiences and thus would be spoilers. If you're stuck, your answers may be here. Q: What the heck do I do to start this mod? A: You should get a "distress call" at "Tricell". Go there, and sneak in. Once you solve that little problem (hint: firepower is NOT always the solution), walk through that door and talk to the folks inside. Q: Okay, I got that. Then what? A: Free free to explore the ship a bit. Look for the teleporter at the LOWER part of the bridge (next to the front window), which takes you to the hub. Find the teleporter that takes you to the "main hangar". Explore a bit. Turn left and go through the door into the corridor. (To the left is the armory, pick up some weapons if you need some). Go all the way to talk to the scientist who wants you to help test the cargo-sized teleporter. (Be sure to go into third-person mode after he goes ARGH!, and get a chuckle out of it) What's after that should be obvious... it's a fetch quest. Q: Okay, I got the part about going to Rivet City. What do I do there? A: You need to find the council chambers, which is in the bridge section. Climb the bridge stairs (not the main staircase) until you come across the Gutsy. One of the doors near him is the council chambers. What you need to do next should be pretty simple (but not necessarily easy). Q: What about Rose? A: That's entirely up to you. Q: Okay, what do I do next? A: Check your office's computer. If there are no new commands, then nothing is happening. Go back to wasteland and do something else. You'll be notified when something is happening. It may take a few game days. Q: Where is the Olympus council chamber? A: Opposite your office, actually. HINT: Talk to Karpov and he'll assign you some Black Guards to guard your office. you can order them to follow you around. Q: So, visit the moon? A: Of course. But... brings LOTS and LOTS of ammo, and adapt all the biogels you can and bring all the stimpaks before you go. You'll need them. Q: Where the heck is my "Artemis Team"? A: They are in the main hangar, really. HINT: The local map is useless unless you're in the tubes BETWEEN the sections. HINT: VATS targeting should reveal some surprises. Q: Should I pay the 10K caps to create Poseidonis? A: Of course! You'll get to refurb it into your unique home later. (Which will need even MORE caps, of course) Q: Nothing's happening! A: Go fool around in the wasteland for a couple more game days. You'll get a notification when you need to do something HINT: Explore the ship, there are remnant aliens around, and just enjoy the environment. Q: What's this "secret base" I heard? A: It's way out to the west. It's a way for you to pick up a new unique companion. Q: Okay, so I need to go make a speech at Rivet City... Right? A: So go do it. Make sure you talk to your Intel guy, Archangel (aka Schmidt). Bring some weapons Q: WTF!? What happened!? A: Your VATS should explain that to you quite clearly... Someone's crashing the party! Q: Okay, that's done, now what? A: Go have another meeting. Q: What do I do at whatever? A: Bring lots of ammo for 5.56 and your best 5.56 gun, though you'll get a pretty good one if you didn't bring one. Also bring heavy armor. You'll be doing some serious fighting. Your Thunderfirst Commander Armor works fine. Q: Where the **** is the diplomatic shuttle? A: It's really in the main hangar, just not in an area you usually go to. No need to go through doors. If you don't see it, open local map. Q: Okay, how do I tell him to take off? A: Use the intercom on the main desk (no need to sit down) Q: We've arrived. How do I open the door? A: There's a small button next to one of the doors on the right side. THAT opens the door. Q: Wow, that's a surprise! Now what? A: Well, your primary objective is to reclaim the shuttle... Q: Argh. Where did the pilot go? A: In the building (argh) first floor. Q: Okay, what do I do about the main floor? A: There may be a way to hack the turrets... Q: What do I do about... A: Nothing. Just leave it. Q: The bar is empty! What do I do now? A: Look again. Q: Oooooh, super armor! What's the catch? A: No pip-boy once you wear it, and you will wear it automatically once the scientist walked in and started manipulating the controls. If you don't have at least 50 lb carrying capacity available, you'll be encumbered, and that means VERY slow walking for the next 10-15 minutes as you wander throughout the base at a snail's pace. No pip-boy means no map, no changing weapons, no dropping inventory, no taking aid, etc. I hope you remember which is the office you're supposed to crash. OTOH, that is a very nice armor. Q: Okay, I did the alternate viewpoint thing. Now what? A: Nothing, that's it for this mod! Q: What if I want a little more? There's "additional content" and "moon base", which extends the story a little further. You can go explore Poseidonis, and your penthouse suite and pay $$$ to outfit it. You can explore the "embassies" at all the major settlements across DC wasteland, and so on.
  2. Hypothetically, you load all of them into FO3EDIT, and find the overlap areas where you let Arwen's take over instead of FWE?
  3. Turns out the answer was indeed, run around doing **** (or sleep a lot in your cabin) until you get a message on your ship terminal.
  4. You didn't install something or you installed it wrong. Generally, that means the mesh (NIF files) are missing.
  5. EVE.esp no longer exists as it is merged into the main file, IIRC. CALIBR is there at 07. If it says it's missing, your setup is really screwed up. ExcaliburUniverse aka Book of Earache needs to be downloaded from elsewhere. It's not on nexus any more. https://www.fileplanet.com/216904/210000/fileinfo/Fallout-3---Book-of-Earache-Mod Also you're not using the Merged version of MMM. FWIW, NMM has the "export" function which displays the load order in a far more user friendly manner than screenshots. It's on the left side menu.
  6. I'm "kinda" stuck on "The Greyhound". I've talked to Harkin in his office. I've seen Schmidt/Archangel and he gave me a bit of revelation on what Harkin didn't say. I've already allocated 10K of my caps for Poseidonic a while back. I've been down to Rivet City ("Greetings Martians"?!?!) and I've met Crimson Rose. I've been down to Cerberus base and recruited Javik as a follower. "The Greyhound" does NOT show complete, but there are no sub-objectives to do other than talk to Harkin, which was done. What's supposed to happen next?
  7. Would be funnier and more lore-friendly if he was one of the Gary's kidnapped and experimented on but managed to escape. He's pretty much Jekyll and Hyde. He's timid and never initiates combat. But if attacked, his PipBoy dumps chems and he becomes like that Maddog character played by Jet Li in that movie... Goes unarmed combat god (well, he wields a custom power fist) on certain factions (Enclave?), but is afraid of a certain other faction (maybe Ghouls?) and normal against raiders/regulators/civilians and slightless less effective against muties / BOS. It'd be almost like he has 100 AP and he can punch six times before you can blink. :)
  8. The most stable thing I did was stop using MMM. Somehow it makes FO3 unstable, even with Blacken'ed compat patches. I had FWE, PB, MMM, EVE, and WMK, plus the compat bridge patches from Blacken'ed and FOIP. It crashes every 15 minutes or so. And Liberty Prime mission was impossible to finish. It walked in front of the bridge to Project Purity, and instant CTD. I started a brand new game, using PB, EVE, and "Custom Beginnings" (V1.8 on NMA) plus a load of other mods, cleaned the official DLC ESMs, and only recently (after I loaded a bunch of TSC/MSZ mods) did it got slightly unstable when switching gamespaces or quitting the game. Before I loaded MSZ it was stable as a rock.
  9. You're not using the merged version of Mart's Mutant Mod. I don't see the patch to RC62 ? (Search for "Paradox Ignition presents the Mergers") Personally, I don't play with MMM, and I haven't had a crash in dozens of hours of playing. YMMV. You're not using Fellout merged version either. Come to think of it, you didn't notice there's a merged version of Project Beauty as well.
  10. Explain what you're trying to do EXACTLY. What are you trying to accomplishing? Gun that never runs out of ammo? I'm no expert in GECK, but I'm pretty good in general programming.
  11. Describing how you downlaoded and installed FWE would help us narrow down the problem, but M48A5 is correct. It's INCLUDED in FWE install, unless you missed one of the steps.
  12. Actually there *is* a mod to play pong in your pipboy...
  13. He removed fallout stutter remover. (Though hypothetically, it can be achieved by editing the INI file and turn both critical and criticallight = 0 .
  14. I am pretty sure the recent Win10 updates broke ENB. Hadn't been running right recently. Any one else?
  15. Funny part is caravans are usually pretty decent in protecting themselves. Just the other day, I just walked out of Temple of the Union when I saw Doc Hoth being chased by an Albino Radscorpion, and he's turning around and taking shots at it with a 10mm SMG. :) I'm like "where's his guards?" (I already went to Canterbury and invested in all four caravans) and helped him dispatch the radscorpion. Then a minute later, his guard and brahmin showed up, running full speed.
  16. Need to see the load order, but here's a few things I did to resolve the issue https://www.reddit.com/r/fo3/comments/7tbf7t/fo3tech_heres_what_i_did_to_resolve_microsoft/
  17. Noticed yet a DIFFERENT problem caused by Custom Beginnings itself. The CRAFT menu is kinda messed up, two of the ammo used by special guns in this game can't be made. (M60 which uses 7.62x51mm, and Bozar, which fires .223 Remington, a round that does NOT appear in CALIBR, only in CB Mod. And somehow the CRAFT menu for ammo don't have 7.62 or .223 Adding the CALIBR schedmatics for ammo is a workaround for 7.62 situation, but CALIBR used a different GUNPOWDER itemID that's not compatible with CB's Gunpowder (i.e. this gunpowder ain't that gunpowder). Argh. I wonder if it's because I added an item or two to the CRAFT menu (tin can crafting), and screwed up his menu alignment? (No that I really need to build bobby pins now...)
  18. Found the conflict. Turns out, Custom Beginnings included its OWN NightVision mod. Argh. Never saw that coming. (FO3Edit to the rescue, sorta)
  19. I personally do "backpack". I have the backpack mod, which can give you 50lb plus carry weight, and there's one for companions too. I got a mod so Dogmeat can carry a pack too. I do on-the-spot merge repairs so I don't get saddled with three lame copies of assault rifle, but sometimes I need wimpier versions as merchants don't have the caps for them. I'm a pretty careful looter, but by end-game, I refuse to pick up most of the loot (unless it's enclave armor or Talon armor, hahaha). Or assault rifle. But I'm playing a mod game where repair prices are crazy and weapons prices are crazy (fully repaired assault rifle is like 4000+ caps) My stockpile of "to be sold" is probably worth about 100000 caps. :)
  20. No such mod. That would require rewriting the campaign itself, which was how TTW did it. There are cheats where you get 100% speech success but it's obviously a cheat.
  21. I'd rather suspect you have a memory corruption and the rendering system loaded a null texture, but it's just a total wild guess.
  22. What M48A5 meant is you should REMOVE the esp. files that you're NOT loading from the data folder. Merely deactivating them means they are still loaded, but not referenced. You may also want to use FO3Edit to create a merged patch... Or WyreFlash to make a Bashed Patch, if the above tips haven't helped. You should move the RH_WMK bridge to the bottom, AFTER both RH and WMK.
  23. I thought I had everything working, but something changed. Any way, here's the load order Active Mod Files: It runs fine, except for 2 things that seem to have stopped working 1) Selective fire no longer displays "the badge" in the upper-right to show which setting it's on (semi, burst, auto). 2) Night vision now double function. I hit N, and it should go in steps (Advanced Recon stuff), medium light-amp, high light-amp, then 3 levels of true night-vision in the tint specified. What happened instead is N bought up some OTHER night vision mod (which I am pretty sure I did NOT load!) that immediately changes into the full green-screen mode, then the low-light mode from Advanced Recon ALSO engaged! So I tap N key once, I get DOUBLE the action! I worked around this by mapping the Advanced Recon gear to a different hot key, but I'm still trying to figure out how did a DIFFERENT night-vis implementation got into my setup? How do I track it down (other than "disable it one at a time"?) I don't want to mess too much with my setup right now as it's working fine except for these minor issues.
  24. You are confusing two separate things. First version of FO3 was sold through Microsoft and it has GFWL, which also acted as anti-cheat and copy protection, as the serial number is locked with Microsoft. Later versions of FO3 still has GFWL, but it's no longer deep linked (i.e. not serial locked), but merely as a connector, and can be removed. That is the Steam version, albeit modified to be Steam Overlay compatible. GOG version is roughly the same. FOSE may not be compatible with the earliest GFWL locked version.
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