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Posted
  On 12/28/2016 at 4:07 AM, Purr4me said:
  Quote

 

I had to go back to a save from before I did the fight on the bridge to get a working save.

is a restart from an exterior

 

 

Actually, each time I had to go back to an interior save to get it working. In the first case I had to go back to the Megaton player house and in the second, I had to go back to a save inside that building where you go get the Super Mutant Overlord on the overpass.

 

I'll try replaying one of those scenarios in non-power armor tomorrow.

Posted

Let me know.

  Quote

 

‘Without conjecturing about the specifics of the various relationships, let's say that hypothetically they're intimidated by her due to her fairly strong personality, intelligence and beauty.’

:thumbsup: :teehee: :facepalm: :wink:

Posted

I tried playing both scenarios with the mod activated wearing first Reilly's Rangers armor and then the T-51b again and I can't replicate the problem. I'll go back to looking at the scripts in the mod to see what's happening.

Posted
  On 12/30/2016 at 2:05 AM, CarlCorey said:

I tried playing both scenarios with the mod activated wearing first Reilly's Rangers armor and then the T-51b again and I can't replicate the problem. I'll go back to looking at the scripts in the mod to see what's happening.

ok, (T-51b) when and where and what gave that to you? this is the exact point that had the flaw, once removed, what ever scripts that "were running" stopped, once stopped, it can't repeat, so it has to be a quest related issue.

 

That was the point of the trial. If you can not repeat Blowing up megaton? well then the games engine killed the flawed instance script.

 

your target of interest is that armor. A vanilla instance.

 

Some items in quest related issues are set to "can't drop" and other mods remove this fact on those as replace-rs, even though the main master file has it set as "can't drop" you can over ride it. there are attributes that follow through as well.

 

Focus on the (T-51b)

Posted

another example:

 

The waters of life quest. IF you do not "kill" all of the mutants within the PP buildings interior cells? you can not complete the quest.

If you add on say several mutant mods + mmm? well things can get nasty.

 

It's well known that Broken steel breaks the game, it literally completes the game and it's over. A workaround mod was made to by pass this part of the game.

CEBESOR.

 

once installed, you wake up in the Citadel. Pretty lame way to set up a game. Linear in fashion and too quick.

But , this does not negate the facts of how the game works or how it's set up.

Posted (edited)

[00] Fallout3.esm \ Script \ 000B2942 <ArmorT51bScript>

 

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not the helmat

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Basically, if it is a quest item as this shows, it is tied into that quest.

IF an override is not done properly? then you get CTD's when triggers are crossed.

Edited by Purr4me
Posted

The act of dropping the armor released the lock on the quest stages associated with it.

So now, the issue can not show up again unless you load the saved game that contained the issue.

 

It is the roll of the dice in this instance.

Posted (edited)

It gets worse too, the main t51b script ties into anchorage, where those scripts that act upon the armor can lock you out.

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[01] Anchorage.esm \ Script \ 01000E25 <DLC02OA1QuestScript>

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Edited by Purr4me
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