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GamerChas

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Posts posted by GamerChas

  1. I am having the same problems. I started having problems loading my saved games, so I completely removed the game then re downloaded the whole thing again. No mods at all. It always says one file is invalid but it never seems to update it. I think the validator is broken. Whenever I make a save, I do not know if I will be able to load it directly or not. My workaround is to load the first save I made in Goodsprings then load the latest save. That works so far.

  2. As I travel around, I notice a lot of the time that not all the enemies spawn. Like at the scorpion hole at the SW corner of the map. I know there should be more of them. I quick save, quit to the main menu, and then continue. And then they are all there. Like I said, this happens all over the map, I constantly quick save, main menu, continue to get all the enemies to spawn.

    Is there any mod that fixes this?

     

  3. In FO3, upgrading the 4 named caravans was a thing. There was plenty of extra armor and weapons to use that was much better than their default stuff. And if you did not upgrade, then later in the game they died a lot.

    I am level 10 now and in Novac. So far, I do not see anything good to upgrade them with.

    Is it a thing in FONV to upgrade caravans? If I add stimpacks to their inventory, Will they use them?

    I am playing in hard core if that makes any difference with the caravans.

    Assuming they will use a stimpack: I did give a couple of stimpacks to a crippled caravan guard that keeps limping along far behind the merchant and brahman. But he does not use it. In FO3 the caravans would only heal with a stimpack when in combat. A trick I read about in FO3 was to stealth, then shoot a wounded caravan guard with a BB so he would heal using a stimpack because he was in combat. I do not have a BB gun right now, so I cannot test this idea. Think it will work? If the guard gets into combat with something, will that auto-heal him? maybe I can lure a mole rat into his path. Any other way to heal the crippled guard?

  4. Is the scaling of the enemies in FONV and FO3 based on my level alone, or is it modified if I have companions? In simpler terms, does having a companion make the enemies harder?

     

     

     

  5. I have never made it all the way to the end of Broken Steel yet. I know that you can continue after completing the main BS quest - nuking some Enclave base. But after completing this mission, is there a wrap-up cinematic that 'finishes' the game, even though you are not finished?

    In FO2, you could also continue playing after the main mission of rescuing your people. But, first there was a long cinematic that shows the long term effects of your actions. Then it asks you if you want to continue playing. The cinematic says that since you did not kill all the raiders, the raiders still plague the wasteland, etc. But I was not done yet Dammit! After I rescue my people I can go and finish all the side quests. And kill the raiders and slavers. And clean up Reno. etc. But the ending is already over, according to the cinematic that played.

    So, will the same thing happen in FO3?

     

     

  6. I found out how to keep the DLC's from always auto loading. No matter what is checked in the data files menu. In the data directory, each DLC has a .esm and a .bsa file as is normal. But they also have a .NAM file. Deleting these .NAM files keeps them from always loading. Now the data files menu works.

     

    I just like the idea of experiencing the game as it was first released before any expansions. Kinda like if I had bought it when it was first released before anything else was available. Then I will add the expansion packs. I always replay a couple of times anyway. I do not think I will ever add the extra weapons packs. Starting with that much stuff is too overpowering.

  7. I bought the Fallout new Vegas complete pack when it was on sale back in December. I just installed it. In the main menu, like in FO3, there are check marks for which DLC's to add. I have none of them checked except the main game. But when I start, all the DLC's are activated - the expansion packs and the additional items packs. Is there any way to just get the vanilla FNV game? I want to see what it is like first without any extras.

     

  8. I am getting a runtime error crash near the end of Operation Anchorage.

     

    I have Win 7 Home Premium 64bit and the Steam GOTY edition. I have all the DLC's enabled and the unofficial patch. No mods. My F3 has been pretty stable up to now. This is the first really hard crash I have had. I am near the end of Operation Anchorage, to take down the force field. I am at a point where you exit the trench. There is an open area with a bunker ahead of me with two turrets, several enemies off to my left, and a lot of barbed wire. Every time I try to enter this area, the sound goes very loud and then I get a runtime error crash. I have never had a runtime error crash before with F3. I do have the 2 cores .ini fix and I stripped my windows down to a gaming level. I run F3 from the Fallout3.exe directly without running Steam and I have the network connection disabled.

     

    Edit: OK I got it fixed. This info is for anyone else if they need it. I tried lowering graphics, window mode etc. That did not help.

     

    The problem is with the ASUS Xonar DX card and with Win7's optical output flux up.

     

    I am using the optical output from the DX card to a receiver to get Dolby 5.1 surround. It looks like selecting optical output from the Windows audio properties is the right way to go. But Win7 only supports stereo if you select optical output from the Windows audio properties. The work-around from ASUS is to select 5.1 speakers in Windows playback devices, then select Dolby optical output from the ASUS sound card control panel. The sound card then takes the 5.1 speaker streams being fed to it from the game/Windows and converts to Dolby before outputing on the optical S/PDIF. I am not sure where the actual error was. It was a runtime error in whatever C++ redistributable was being used. By Windows for the speaker output or by ASUS for the conversion? Don't know. I tried disabling all sound devices but FO3 will not run without any sound support. My fix was to disable the 5.1 speakers and enable S/PDIF pass-through from Windows playback devices. Then you only get stereo sound but at least I can play through the area and finish Operation Anchorage. Then I went back to my previous settings - telling Windows that I have 5.1 speakers attached and letting the Xonar DX card convert to S/PDIF.

     

     

  9. This is a common bug not related to any mod - happens in vanilla game too. Try turning off the auto saves in the game menu. Mainly, the save on travel one. This should let you get through the door. You may have to walk out of the Rivit City area before you can save.

  10. I am using the mod SlowerLevels350 to keep from hitting the level cap too soon. Because I want to do everything and explore every square foot. I am now wondering if this is too slow.

     

    My question is: If I have done every side quest possible and Operation Ankorage and The Pitt before I finish the main quest and start Broken Steel - About how many levels will I gain during Broken Steel and doing Point Lookout and Mothership Zeta? This is assuming a standard unmodded install and that I do everything possible.

    Maybe a better way of asking the question, how many points are possible in Broken Steel, Point Lookout and Mothership Zeta?

     

    Also, I am planning on doing Point Lookout and Mothership Zeta after Broken Steel starts because they were released after Broken Steel was released. Does it matter at all if you do them before or after broken Steel starts?

     

     

  11. I have the Steam GOTY edition with all the add-ons activated and the unofficial patch installed. No mods.


    I am getting repeatable bugs of enemies not spawining when I approach from a certain direction. I am wondering if this is a known bug and if there is some way to fix it.


    1. The first area is just across the river from the Ankorage Memorial. There is a tent with a captive in it. There is supposed to be a Mutant guarding the captive, a dead wastelander just outside the tent and two centaurs patrolling. I go to the Ankorage Memorial first to plant the observer device. I can see the patrolling centaurs but I leave them alone for now. Later, I cross the river near the supermarket then head south from Senica Station towards Rivit City. When I get to the tent, there is no mutant, centaurs or dead wastelander. Just the captive. Also there is no mirelurk or radroaches near the Tepid Sewer and no radroaches on the other side of Dukov's Place. Later on, when I travel back to this area after being to Rivit City, all these enemies are now there, including the dead wastelander. I 'think' that I must come from the south, heading north, to make the enemies spawn again. After all, they did spawn once, when I was at the Ankorage Memorial.


    2. The second area is the mutant camp just north of Rivit City. There are supposed to be four mutants in the camp, a captive and a couple dead raiders. Heading south from Dukov's Place, I go to the Jefferson Memorial first, and circle it while clearing out the 4 or 5 mutants there. I do not enter the Memorial. When I get to the point where I could cross directly to the camp from the Memorial I can see that the mutants are there. But I continue to do a complete circle around the Jefferson Memorial and back out the road I came in on. Past the fishing shack. I then head south towards Rivit City. When I get to the camp there are no mutants or dead raiders. Just the captive. Just like the case above. If I go back north, then around the Jefferson Memorial again, then directly across to the camp from the memorial, now the mutants and dead raiders are there.


    It seems like entering these cells from the north causes a bug.


    Like I said above, I am just wondering if this is a long time known bug.

  12. I agree with the Carol idea. Some dialogue added that lets you tell Gob that you did say hello for him to his 'mother'.

     

     

    For the release from moriarty, his dialogue should change after ...

     

    : - SPOILER -

     

     

     

    You can kill moriarty and the bar gets renamed to Gob's bar. The hooker and the customers get new dialogue but not Gob. Why not? Also the dialogue to Carol should change the 'I think he is a slave.." to something better.

  13. Good. That saves me ammo. Thanks for the OpenTeamMateContainer command, I like the convienence.

     

    A more complicated question: If I use the OpenTeamMateContainer to take out their default weapon, repair it, then put it back on them, will it still be considered their default weapon? So it cannot be shot out of their hands. Or, can I replace the default weapon with a repaired copy of the same weapon, and it will still be the default weapon?

  14. Some ideas on ways to make the companions more usable. I have tried the companion mods available here but they either do not work well or they overpower the companion with too many changes.

     

    My first idea is to tame the companions agression some. So they will not run off on their own so much:

    (Assuming adjusting the perception will actually help wth the running off)

    1. Lower the Perception of the companion. If they do not detect an enemy, they will not chase it.

    1a. Make the percepton adjustable - can adjust to personal taste.

    1b. Make the perception even lower when indoors then when outdoors. Outdoors a higher

    perception is good to start firing at an enemy before it gets on top of us. When indoors, the enemy is

    usually right in front of you anyway. And indoors is when the running off on their own is most

    annoying.

     

    My second idea is so I can use RL-3 more. I like him but he just does not hit anything.

    1. Increase the accuracy of RL-3's ranged weapon.

     

    My third idea is based on the storage container that RL-3 has. He will not use any weapon in it. So I can have a stored Fat Man or missle launcher without any danger of RL-3 using it. I would like other companions to have the same feature.

    1. Make the companion only use their default weapon.

    1b. Able to give a new 'default' weapon to a companion.

    2. Or, make the companion only use their best weapon class - small guns only for Jericho, Charon, etc.

    3. Or, make a storage compartment (backpack?) on them just like on RL-3. But do not increase the overall carry capacity. I am only looking for convenience, not over-powering. Maybe a new storage container I can carry around and store stuff inside. Then I can give the container to the companion without them being able to see and use what is inside.

     

    I have no idea how easy/hard these ideas are. I think the perception would be easy and the storage container would be hard. I have never used the GECK or FOMM or any modding type program. But I could learn the basics if some of these ideas could be done EASY (for a dummy). I could try and make these changes on my own, if you just tell me where to adjust them.

     

  15. I am planning on upgrading the caravans by planting better guns, armor etc on them. You find so much stuff in the game that I might as well use some of it for the caravans. Doing a Google search, I saw a response on one forum that said you only need to plant one round of ammo for whatever gun you give them. They will never run out of ammo, kinda like your companions default weapon. But I cannot find any conformation of this. This does not sound right to me. Is this true?
  16. Is there a way to reduce the number of encounters with the random critters in the wasteland?

     

    I did 99 44/100 % of everything to do in downtown DC first. I am now level 17 and am starting the exploration of the Wasteland areas. Instead of dogs and moles, I am now getting Yao Quai and Deathclaws. The constant battles are tiresome. I have had my fill of combat during downtown DC. And I will still get combats in the locations I find. I just want to explore in some peace between locations. I could enable God mode but I would still have to spend time to kill all these things. I do not need the experience from these critters, I still have all the Wasteland locations and the expansion packs to explore. I think I will hit level 30 long before the end of Broken Steel.

     

    So , is there a way to reduce the random encounters (spawinig?) or to lower their type - ie dogs instead of Yao Quai? At least a dog can be killed without slowing down my exploring.

  17. OK, 7thsealord, I now have a conformatrion of your info and a simular funny story. With Charon as my followwer, using his default shotgun, I entered the White House ruins. I found two mini nukes but I thought I was also supposed to find a Fat Man. I think you know where this story is going ... After exiting the White House, I went into the nearest metro. A lowly ghoul ran at us and just as I killed him with my shotgun, I suddenly died in a hugh explosion. My first thought was WTF did I explode some flamable gas or set off a trap - but they usually do not do that much damage. So, first I looked for a trap or gas, saw none, then looked at what was on Charons back!!!! Of course, my missing Fat Man. The stupid game AI lets him use it on one of the easist critters to kill at point blank range. FUFUFUFU!!!!!!! Hee Hee. It does liven up the game ;)
  18. I would like the Power Armor that my follower is wearing to look different from the others. Even just a different color would be good. So I do not keep getting confused as to which one he is. I do not want any different damage reduction, etc than the normal armor. I just want to see which one is 'mine'.

     

     

    EDIT: I found the Rusty and Worn Power Armor mod that places it in the Grayditch ants tunnel. This is basically what I need. But it comes fully repaired with a DR of 40. Is there an easy way to change the DR? I would like to match the DR that I could do without cheating. Eventually, with a high repair skill, I will be able to get to 40, but right now the DR should only be 28.

  19. I saw this:

     

    Sometimes, after you mount the dish, the front door to the Galaxy News Radio Station will be locked, and will need a "key". There is no way to get the key for the door, and, if you talk to the intercom, it will only repeat "Door's open. Quit buzzin me, willya?" This happens if you exit out the front door instead of the back door when Three Dog tells you to, or if you exit out the back door before you talk to Three Dog.

     

    from here:

    http://fallout.wikia.com/wiki/Galaxy_News_Radio_(quest)

     

    But no soultion. Maybe you have to use the console command to open the door?

  20. I am confused. I see lots of cryptic (to me) posts in the Fallout 3 Articles About Mods forum. I also see 0 replys on them all, so that is why I am posting here. Looks like you are not supposed to reply there? So version 1.5 of what is out? None of those posts seem to have any link to what they are talking about. Am I missing something obvious?
  21. Thanks for the replys. I think the needing to power up idea is probably the most logical.

     

    I just tried restarting from the vault exit, talked to Moriarity then headed to DC right away. Of course I got my behind kicked. I was able to run away from the supermutant with the minigun that you run into just east of the river without dying. So this taught me a valuable lesson: I must power up first. So now I do have a reason to start Moira's quests, etc. But that only gets my little mind set to do some of the quests. Once I feel strong enough I will not be able to continue to do side quests. I will probably start Broken Steel early and see how it goes for side quests after that. Of course, then I have to do them before finishing or never at all. I DO want to explore 'everything' before the very final goal.

    I just remembered, one thing that will help later. You do not really 'know' where the vault with your dad is, so I can keep searching the wrong places. Even though the Pipboy shows exactly where it is even if you never went anywhere near the area. I wish I could shut that show location feature off.

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