eeeeddd37 Posted March 3, 2009 Share Posted March 3, 2009 Hi. I have been playing your mod. I have had the roboco certification mod and portable turret mod installed also. The villagers attack the turrets and get killed. Not a big deal. The roboco certification mod seems to conflict a bit with your mod. I had the mod installed and when I rescued the captive by fargut station on the way to rivet city the game kept going in a loop with the dialogue for brahim will provide food and milk dialogue when we quick travelled to the village. I uninstalled the roboco certification then I rescued my second captive and we transported back to the village fine but then when I teleported back again and tried to call the villagers back with the garbage can the message that my villager is lost or has died comes up. i only have been able to get one villager so far the wasteland junkie. He's pretty good after you give him equipment. I am starting a new game again without the roco certification and other mods and would like to know if there is a limit on the number of villagers you can have based on skill level, etc... Also is there a way to increase the number of fence parts and sandbags I get. I also noticed that animals can get through the fences after walking into them for a while. I don't think they can go through the sandbags though. I would also like to increase the size of my village it is very crowded with only one villager. My brahmin ran away after a while but it doesn't seem to make a difference in the game. I have been enjoying this mod so far. Thanks for making it. Link to comment Share on other sites More sharing options...
Pifflestick Posted March 3, 2009 Share Posted March 3, 2009 I have a list of things. I'll start with complaints: There are no Wastelanders except for the last hope thing on the Pandora Box, my Wastelanders keep dying for no apparant reason, even if the area I set the village up in has been completly cleared of enemies, and the time given by my Wastelanders for construction time is grossly inaccurate (a 3-4 day build to two weeks to build). My suggestions are that you extend the recruitment script to Slavers, Evergreenmills and Paradise Falls slaves, wasteland Ghouls, and different town settlers. Link to comment Share on other sites More sharing options...
MeatyStew Posted March 3, 2009 Share Posted March 3, 2009 Yeah me again.Just a suggestion, but could you make it so that when you escort a wastelander to your village instead of appearing there for a second then going back to where you got the person you just stay there?I'm pretty sure if you ring the bell after you get a new villager then they'll stick around.Just my 2 cents. Great mod nonetheless.:thanks: Link to comment Share on other sites More sharing options...
wizard of thay Posted March 3, 2009 Share Posted March 3, 2009 Hello, love the mod. first up, there is a thread on the official forums that has been set up.http://www.bethsoft.com/bgsforums/index.ph...;#entry13906376 second I work(ed?) on a mod for oblivion that attempted to do something similar to yourself, but from a different angle. (NPC's were give jobs and needs) very stable and might be worth a look at if you encounter the inevitable issues we did (althoug not sure how different the fallout engine is) http://www.npcwithjobs.com/ third may I suggest considering the use of FOSE, if this project is going to be a long term and expanded massively the use of arrays and other functions that will be in FOSE would assist amazingly. I would like to assist in this mod. Link to comment Share on other sites More sharing options...
1LTWinters Posted March 3, 2009 Share Posted March 3, 2009 @ arcoolka i think you got me wrong...i'm sorry i mean..everything is ok. the villagers AI isn't crashed..when i get the brahmin i get this special message once and everything is fine. only the brahmin is going away. Link to comment Share on other sites More sharing options...
Nick2kman Posted March 3, 2009 Share Posted March 3, 2009 Hey ive been looking over your mod and its a lot like mine but you use a flag system instead of a cast system.http://www.fallout3nexus.com/downloads/file.php?id=3938 what you need is to use a cast system instead of a flag system i also see you have it more compact than mine but less stuff then mine. I also see youve goten the building system built but your going to still have to werry about cliping and bloating and i already have the answer for that, but wasnt able to get the system completed for the buildings. Good work though you could of just asked me to help or just of join my team. Link to comment Share on other sites More sharing options...
arcoolka Posted March 3, 2009 Author Share Posted March 3, 2009 Hey ive been looking over your mod and its a lot like mine but you use a flag system instead of a cast system.http://www.fallout3nexus.com/downloads/file.php?id=3938 what you need is to use a cast system instead of a flag system i also see you have it more compact than mine but less stuff then mine. I also see youve goten the building system built but your going to still have to werry about cliping and bloating and i already have the answer for that, but wasnt able to get the system completed for the buildings. Good work though you could of just asked me to help or just of join my team. Hi, thanx for a bit, but I have a lot of work on my own mod, but yours look great too, just finish it. On the other hand I made a new way to place a building via construction set, video here: set http://www.youtube.com/watch?v=fWyfR4z2sQU so I hope there will be not so many cliping and bloating in the future but I am interested in your solution anyway (I have to wath your esp :) anyway thanx again, keep good work Link to comment Share on other sites More sharing options...
arcoolka Posted March 3, 2009 Author Share Posted March 3, 2009 Yeah me again.Just a suggestion, but could you make it so that when you escort a wastelander to your village instead of appearing there for a second then going back to where you got the person you just stay there?I'm pretty sure if you ring the bell after you get a new villager then they'll stick around.Just my 2 cents. Great mod nonetheless.:thanks: I send U a PM Link to comment Share on other sites More sharing options...
Vandrel Posted March 3, 2009 Share Posted March 3, 2009 On the other hand I made a new way to place a building via construction set, video here: set http://www.youtube.com/watch?v=fWyfR4z2sQU Great addition to your mod, I REALLY look forward to the next update Link to comment Share on other sites More sharing options...
arcoolka Posted March 4, 2009 Author Share Posted March 4, 2009 Hello, love the mod. first up, there is a thread on the official forums that has been set up.http://www.bethsoft.com/bgsforums/index.ph...;#entry13906376 second I work(ed?) on a mod for oblivion that attempted to do something similar to yourself, but from a different angle. (NPC's were give jobs and needs) very stable and might be worth a look at if you encounter the inevitable issues we did (althoug not sure how different the fallout engine is) http://www.npcwithjobs.com/ third may I suggest considering the use of FOSE, if this project is going to be a long term and expanded massively the use of arrays and other functions that will be in FOSE would assist amazingly. I would like to assist in this mod. Hi, I sent U a PMDid U recieve it? Link to comment Share on other sites More sharing options...
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