VirtualVictory Posted April 16, 2014 Share Posted April 16, 2014 (edited) I've created this thread for whenever I run into trouble or would need some information or advice. If I didn't create a thread for this, I would presumably create over a hundred threads over the next few years. I've looked up a multitude of things about Fallout 3 over the years on Google and a majority of the time there wasn't any information about the particular thing I was looking up. So, I've browsed the G.E.C.K. and after an hour of looking for certain base ids, I gave up. I'm looking for a particular Super Mutant Master just outside of the Irradiated Metro over looking the road to the Jefferson Memorial. The Super Mutant Master's reference id is 0004e8ff and I'm also looking for two Wastelander's base ids. The Wastelanders I'm looking for are apart of the Minefield Dismantling random encounter. I saved the one that was attempting to disarm the land mine and now he is programmed to flee indefinitely, I had to kill him to get him to stay still. The Wastelander's reference ids are 00058a10 and 00058a0f. I tried finding the cell that the Super Mutant Master was in but failed due to lack of knowledge of either the Capital Wasteland's cell graph or the GECK's cell browser. (4e8ff) Super Mutant Master: https://i.imgur.com/NLHClEU.png(58a10) Mr. Runaway: https://i.imgur.com/VjaYwZU.png(58a0f) Wastelander: https://i.imgur.com/XQL7WLB.pngCapital Wasteland's Cell Graph: https://i.imgur.com/jkFfiss.gif I apologize for the resolution, but keep in mind these are just for technical purposes. Lastly, why isn't there a modification for random encounter locations before you discover them? There's a modification that shows you the unique random encounters you've already discovered but none that allow you to see where the encounters are going to be. Random Encounter Mod: http://www.nexusmods.com/fallout3/mods/13383/?tab=1&navtag=http%3A%2F%2Fwww.nexusmods.com%2Ffallout3%2Fajax%2Fmoddescription%2F%3Fid%3D13383%26preview%3D&pUp=1 Edited July 8, 2015 by VirtualVictory Link to comment Share on other sites More sharing options...
Purr4me Posted April 16, 2014 Share Posted April 16, 2014 Lastly, why isn't there a modification for " ( random encounter ) " locations before you discover them? There's a modification that shows you the unique random encounters you've already discovered but none that allow you to see where the encounters are going to be.Markers for spawns are used by the games engine. Spawn points For " random encounter's "These won't be visible in the geck. Link to comment Share on other sites More sharing options...
Purr4me Posted April 16, 2014 Share Posted April 16, 2014 (edited) Documentation To follow up for you and more to come, this Document is precise and concise, and so its the following, provided I can keep the geck from crashing out doing an Illegal thing with it. The geck will refuse to open "close off secrets" I know how to open. I can only attempt to get the shots you need to see.File one. http://www.2shared.com/file/CvLRTKKk/VirtualVictorys_Tec.htmlEDIT: http://www.2shared.com/file/3rLKS0sk/Created_WithFO3Edit_r1553.html******: http://www.2shared.com/file/fFG2Fxh3/Created_With_Fo3edit_3015_And_.html Pay particular interest in the script changes done in 5553 version verses fo3 3.0.15's version, you will notice fo3edit 3.0.15, does not change the scripts inset coding and this version runs, where the later corrupts the game play while it runs.Kitty :cool: Edited April 16, 2014 by Purr4me Link to comment Share on other sites More sharing options...
VirtualVictory Posted April 16, 2014 Author Share Posted April 16, 2014 Documentation To follow up for you and more to come, this Document is precise and concise, and so its the following, provided I can keep the geck from crashing out doing an Illegal thing with it. The geck will refuse to open "close off secrets" I know how to open. I can only attempt to get the shots you need to see.File one. http://www.2shared.com/file/CvLRTKKk/VirtualVictorys_Tec.htmlEDIT: http://www.2shared.com/file/3rLKS0sk/Created_WithFO3Edit_r1553.html******: http://www.2shared.com/file/fFG2Fxh3/Created_With_Fo3edit_3015_And_.html Pay particular interest in the script changes done in 5553 version verses fo3 3.0.15's version, you will notice fo3edit 3.0.15, does not change the scripts inset coding and this version runs, where the later corrupts the game play while it runs.Kitty :cool:Thank you Purr4me for the information on why there isn't a modification that shows the location of random encounters beforehand. However, there's a map of the random encounters on the Fallout Wiki. After 5-6 years you would think someone would at least try to follow this map and create a map re-texture that shows the locations of encounters, but no. Also, thank you for helping me find the base id for the Super Mutant Master that I was looking for, but unfortunately I was unable to find the ids of the minefield dismantling Wastelanders. I hate to trouble you, but would you mind helping me find those ids or at least explaining how I would go about finding those Wastelanders in the GECK? I wouldn't want Mr. Flee to trip a landmine. Fallout 3 Random Encounter Map: http://img3.wikia.nocookie.net/__cb20120219220028/fallout/images/thumb/a/a7/Fallout_3_-_spawn_point_map.png/650px-Fallout_3_-_spawn_point_map.png Link to comment Share on other sites More sharing options...
Purr4me Posted April 16, 2014 Share Posted April 16, 2014 (edited) dismantling Wastelandersis this part of the other mod you linked in here? I did download it too, but did not load that into the geck. The picture or ID's of the two wastelanders you have posted here are also random characters.(Overhead view of the cell I'm in) was dead so I had no source to look at. (Overhead view of the cell I'm in) is a works space cell, and I have not seen any characters there except scripted sniper. I do not mind at all. The spawners landing point are markers that are white in color in the geck. But due to the shear number assigned to each point, many spawns can take place at these points, so the mutant master will not be shown in the geck, sense we can not edit the main master file to edit out the other ramdom creatures, the game will not show them. it may be possible to isolate and force show them unseeing an asp override loaded as active? I don't know. the spawn point you shown, the geck indicates it to be right at the spot for the Liberty Prime Bomb hit location, a red (X) in that Gangway overhead crosswalk. Dismantling? is that the term I need to locate? post another picture of the cell your in, get me the cell ID if you can. you can use FOSE loader as a tool to get the base object ID in game of any object, you do the same thing as you have in game, once the data shows up at the top of the screen, type this (gbo and also include the number seen in the screen)this number can be found in xedit or the geck. In the geck, just information about the points of Origin, it will try to hide this ID on you ( 0004e8ff ) it took me to a place in the wilderness and the number became hidden from the originating cell I found it in. It translates to I think 7 types of mutants. I killed the geck and went back, loaded up just the cell Irradiated metro, and visually looked on the right side and scanned for that ID, I found it, I can edit it, but there is NO creature to be shown, what it shows is a white spawn point, the actual creature ID is another number. I assume that is the ID's your after? something along this line.?so the term I need from you is the exact name of the cell.EDIT: is this it? ( [01] RandomEncounters.esp \ Worldspace \ 00031E12 <FFEncounterWorld> \ 00031E2A)http://s26.postimg.org/fk78sayo9/ffenconterworld.jpgkitty Edited April 16, 2014 by Purr4me Link to comment Share on other sites More sharing options...
VirtualVictory Posted April 18, 2014 Author Share Posted April 18, 2014 (edited) dismantling Wastelandersis this part of the other mod you linked in here? I did download it too, but did not load that into the geck. The picture or ID's of the two wastelanders you have posted here are also random characters.(Overhead view of the cell I'm in) was dead so I had no source to look at. (Overhead view of the cell I'm in) is a works space cell, and I have not seen any characters there except scripted sniper. I do not mind at all. The spawners landing point are markers that are white in color in the geck. But due to the shear number assigned to each point, many spawns can take place at these points, so the mutant master will not be shown in the geck, sense we can not edit the main master file to edit out the other ramdom creatures, the game will not show them. it may be possible to isolate and force show them unseeing an asp override loaded as active? I don't know. the spawn point you shown, the geck indicates it to be right at the spot for the Liberty Prime Bomb hit location, a red (X) in that Gangway overhead crosswalk. Dismantling? is that the term I need to locate? post another picture of the cell your in, get me the cell ID if you can. you can use FOSE loader as a tool to get the base object ID in game of any object, you do the same thing as you have in game, once the data shows up at the top of the screen, type this (gbo and also include the number seen in the screen)this number can be found in xedit or the geck. In the geck, just information about the points of Origin, it will try to hide this ID on you ( 0004e8ff ) it took me to a place in the wilderness and the number became hidden from the originating cell I found it in. It translates to I think 7 types of mutants. I killed the geck and went back, loaded up just the cell Irradiated metro, and visually looked on the right side and scanned for that ID, I found it, I can edit it, but there is NO creature to be shown, what it shows is a white spawn point, the actual creature ID is another number. I assume that is the ID's your after? something along this line.?so the term I need from you is the exact name of the cell.EDIT: is this it? ( [01] RandomEncounters.esp \ Worldspace \ 00031E12 <FFEncounterWorld> \ 00031E2A)http://s26.postimg.org/fk78sayo9/ffenconterworld.jpgkitty I apologize for the late response and no, those ids certainly aren't the base ids for the Minefield Dismantling wastelanders. I'm guessing they can be found in the FFEncounterWorld cell. As for FOSE, whenever I use FOSE to find an NPC's base id it usually comes back as something like ff000379, ff000951, ff000a05, etc. These ids are just examples , and I don't quite understand how to use those ids to look up an NPC. Edited April 18, 2014 by VirtualVictory Link to comment Share on other sites More sharing options...
Purr4me Posted April 18, 2014 Share Posted April 18, 2014 ok, so we start over then. (Minefield Dismantling random encounter.) Explain this thoroughly.I have then NO idea what it means. If I know exactly the over head cell this refers too? then I can help you, but the link you posted is dead.Girls gotta ask, why is it dead?2nd, what mods are loaded in the geck when you are looking at these places?kitty Link to comment Share on other sites More sharing options...
VirtualVictory Posted April 19, 2014 Author Share Posted April 19, 2014 (edited) ok, so we start over then. (Minefield Dismantling random encounter.) Explain this thoroughly.I have then NO idea what it means. If I know exactly the over head cell this refers too? then I can help you, but the link you posted is dead.Girls gotta ask, why is it dead?2nd, what mods are loaded in the geck when you are looking at these places?kitty Minefield dismantling is a random encounter where two Wastelanders are near a landmine. One wastelander says: "Be careful, what if it's armed?" I believe the Wastelander who's disarming the landmine says: "Relax, I got this." The information about the random encounter on the Fallout Wiki: Minefield Dismantling unique ATwo wastelanders near frag mines; one wastelander will unsuccessfully try to grab one of the mines. As for the cell they're in, I believe they're in the Land of Freeform Encounters. However, I don't know what the cell is called in the GECK. This cell can be reached by moving to an NPC used in a random encounter that hasn't yet triggered. Also, I usually never load anything in the GECK other than the main file. Where Minefield Dismantling occurred for me: http://i.imgur.com/IjjPQsT.png Edited April 19, 2014 by VirtualVictory Link to comment Share on other sites More sharing options...
Purr4me Posted April 19, 2014 Share Posted April 19, 2014 Yellow dots denote 'Type A' encounter locations.Minefield DismantlinguniqueTwo wastelanders near frag mines; one wastelander will unsuccessfully try to grab one of the mines.Type A' encounters, in practical terms, have only one spawn point in the area they can appear, and will usually not leave the immediate area around it unless drawn or forced away from it. The few 'Type A' encounters not set to stay near their spawning point will eventually move to predetermined destinations or patrol routes far across the map. Such movement, however, is often limited to the player being within the same map cell, resulting in the encounter being lost or misplaced when the player leaves the area.==================================================-Type B' encounters are slightly more complex. Though Type B encounters always follow a predetermined patrol route at an encounter location, they have multiple, sometimes less than apparent, spawning points. They can also cover the distance of up to two full-sized map squares (as seen in one's Pipboy). Additionally, due to terrain features, the AI pathing between spawning points (which are also way-points) can create a broad and sometime elaborate patrol route. he location information provided in this article is by no means the sole triggering method for the listed encounters. Trigger zones can be as far reaching as the distance between spawning points, which can result in accidentally and unknowingly triggering and locking an encounter. Most spawn points for encounters are positioned in such a way as to have the encounter appear from around blind corners so as not have the encounter appear out of thin air, and to have opposing factions appear at the farthest spawn points from one another. Using the wait feature along an encounter's patrol route within view of a spawn point can cause an encounter to be seen appearing abruptly as it moves to where the player is. 6 ST, 5PE, 4 EN, 4 CH, 4IN, 6 AG, 4 LK Ok, so it looks like area (A) is the location or there about. slightly southwest of vault101 as seen in your shot, so the item does show up as a location.That location is view-able in the geck, I'll see if I can drag out the cell ID.Outlined and understood now, so what is it we want to do here?kitty Link to comment Share on other sites More sharing options...
VirtualVictory Posted April 19, 2014 Author Share Posted April 19, 2014 (edited) Yellow dots denote 'Type A' encounter locations.Minefield DismantlinguniqueTwo wastelanders near frag mines; one wastelander will unsuccessfully try to grab one of the mines.Type A' encounters, in practical terms, have only one spawn point in the area they can appear, and will usually not leave the immediate area around it unless drawn or forced away from it. The few 'Type A' encounters not set to stay near their spawning point will eventually move to predetermined destinations or patrol routes far across the map. Such movement, however, is often limited to the player being within the same map cell, resulting in the encounter being lost or misplaced when the player leaves the area.==================================================-Type B' encounters are slightly more complex. Though Type B encounters always follow a predetermined patrol route at an encounter location, they have multiple, sometimes less than apparent, spawning points. They can also cover the distance of up to two full-sized map squares (as seen in one's Pipboy). Additionally, due to terrain features, the AI pathing between spawning points (which are also way-points) can create a broad and sometime elaborate patrol route. he location information provided in this article is by no means the sole triggering method for the listed encounters. Trigger zones can be as far reaching as the distance between spawning points, which can result in accidentally and unknowingly triggering and locking an encounter. Most spawn points for encounters are positioned in such a way as to have the encounter appear from around blind corners so as not have the encounter appear out of thin air, and to have opposing factions appear at the farthest spawn points from one another. Using the wait feature along an encounter's patrol route within view of a spawn point can cause an encounter to be seen appearing abruptly as it moves to where the player is. 6 ST, 5PE, 4 EN, 4 CH, 4IN, 6 AG, 4 LK Ok, so it looks like area (A) is the location or there about. slightly southwest of vault101 as seen in your shot, so the item does show up as a location.That location is view-able in the geck, I'll see if I can drag out the cell ID.Outlined and understood now, so what is it we want to do here?kitty Again, I apologize for the late response. I just need these Wastelander's base ids, if you can obtain them without giving yourself a headache, that would be ideal. I did some searching and the two Wastelanders are set to spawn under a particular part of the map in the Land of Freeform Encounters. Here are the screenshots of where they are located: (Zoomed Out Map) http://i.imgur.com/AFCN5KI.png(Zoomed In Map) http://i.imgur.com/0MzcTFs.png Edited April 19, 2014 by VirtualVictory Link to comment Share on other sites More sharing options...
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