MarineCorps Posted April 7, 2012 Share Posted April 7, 2012 I've noticed that some of the guns won't use alt ammo types. The Terrible shotgun and the MIRV come to mind Link to comment Share on other sites More sharing options...
darthbdaman Posted April 7, 2012 Share Posted April 7, 2012 I've noticed that some of the guns won't use alt ammo types. The Terrible shotgun and the MIRV come to mind Those are GRA ammo types it won't use. You need a GRA compatibility patch, none currently exist. Link to comment Share on other sites More sharing options...
Deleted2547005User Posted April 7, 2012 Author Share Posted April 7, 2012 I've noticed that some of the guns won't use alt ammo types. The Terrible shotgun and the MIRV come to mind Those are GRA ammo types it won't use. You need a GRA compatibility patch, none currently exist. The Prototype has better ammo listings for all of the weapons, so it'll be compatible with GRA out of the box without the need of a patch. As an interesting note, the prototype no longer uses the .32 ammo any more, all uses have been changed to other ammo types and the weapons that use it have been changed. .32 Pistol is now .44 Snub Nose. The Dart Gun as varying types of darts to use from, it no longer uses poisoned darts as standard, you have to make them. Link to comment Share on other sites More sharing options...
MarineCorps Posted April 7, 2012 Share Posted April 7, 2012 (edited) I've noticed that some of the guns won't use alt ammo types. The Terrible shotgun and the MIRV come to mind Those are GRA ammo types it won't use. You need a GRA compatibility patch, none currently exist. I use GRA ammo with no problems with other Fo3 weapons. Just no those 2The Prototype has better ammo listings for all of the weapons, so it'll be compatible with GRA out of the box without the need of a patch. As an interesting note, the prototype no longer uses the .32 ammo any more, all uses have been changed to other ammo types and the weapons that use it have been changed. .32 Pistol is now .44 Snub Nose. The Dart Gun as varying types of darts to use from, it no longer uses poisoned darts as standard, you have to make them. I was wondering about if it was possible to do that with the dart gun. Now how are you going to handle that? Are you going to make it so that the recipe for the ammo is fixed to just radscorpion posion or are you going to allow all types of poisions to be used and create more ammo subtypes, one for each type of posion??? Ex are you going to create cloud kills darts and bleak venom darts or just plain old posion darts? Edited April 7, 2012 by MarineCorps Link to comment Share on other sites More sharing options...
darthbdaman Posted April 7, 2012 Share Posted April 7, 2012 (edited) Will Fallout 3 Error Corrections, NV Error Corrections, Unofficial Fallout 3 Patch and Performance of the Gods be necessary while using this. I was not sure after your previous comment. I would recommend trying to contact the authors of those mods as it will save you lots of work and get the next release out sooner. The author of the Fallout 3 Error Corrections, NV Error Corrections and Performance of the Gods is very active so contacting him should not be a problem. Quazzy has this on his page so I believe you can use Unofficial Fallout 3 Patch though I would still contact him first. I'm no longer working on The Elder Scrolls IV: Oblivion or Fallout 3, please feel free to do as you wish with my mods in those game Edited April 7, 2012 by darthbdaman Link to comment Share on other sites More sharing options...
Deleted2547005User Posted April 8, 2012 Author Share Posted April 8, 2012 The Prototype has better ammo listings for all of the weapons, so it'll be compatible with GRA out of the box without the need of a patch. As an interesting note, the prototype no longer uses the .32 ammo any more, all uses have been changed to other ammo types and the weapons that use it have been changed. .32 Pistol is now .44 Snub Nose. The Dart Gun as varying types of darts to use from, it no longer uses poisoned darts as standard, you have to make them. I was wondering about if it was possible to do that with the dart gun. Now how are you going to handle that? Are you going to make it so that the recipe for the ammo is fixed to just radscorpion posion or are you going to allow all types of poisions to be used and create more ammo subtypes, one for each type of posion??? Ex are you going to create cloud kills darts and bleak venom darts or just plain old posion darts?I'm not sure. JaxFirehart is the one handling that aspect, but knowing him/her - I'm confident that his/her system is very robust and well thought out. When I know the exact details I'll post them here.Will Fallout 3 Error Corrections, NV Error Corrections, Unofficial Fallout 3 Patch and Performance of the Gods be necessary while using this. I was not sure after your previous comment. I would recommend trying to contact the authors of those mods as it will save you lots of work and get the next release out sooner. The author of the Fallout 3 Error Corrections, NV Error Corrections and Performance of the Gods is very active so contacting him should not be a problem. Quazzy has this on his page so I believe you can use Unofficial Fallout 3 Patch though I would still contact him first. I'm no longer working on The Elder Scrolls IV: Oblivion or Fallout 3, please feel free to do as you wish with my mods in those game I don't like using other peoples work, even with permission, but I will contact Qauzzy about usage for UF3P - it has a lot of interesting things I would like to include. Link to comment Share on other sites More sharing options...
darthbdaman Posted April 9, 2012 Share Posted April 9, 2012 I would like to see the East Coast Brotherhood using T-51b. Considering they have only been on the east coast 20 years, you would think that their T-51bs would still be functional. I would add T-51b as a rare alternative to T-45d. I would also make the current suit of T-51b in the Capital stronger. Link to comment Share on other sites More sharing options...
Deleted2547005User Posted April 9, 2012 Author Share Posted April 9, 2012 I would like to see the East Coast Brotherhood using T-51b. Considering they have only been on the east coast 20 years, you would think that their T-51bs would still be functional. I would add T-51b as a rare alternative to T-45d. I would also make the current suit of T-51b in the Capital stronger. That makes perfect sense. The Power Armor in You Gotta Shot 'em In The End is now a unique variant called the Prototype T-51b Power Armor, so including it in BoS attire will work out perfectly. Given the amount of time and their long journey, the number of suits would be much less common. Good Work! Link to comment Share on other sites More sharing options...
vindr20 Posted April 9, 2012 Share Posted April 9, 2012 I would like to see the East Coast Brotherhood using T-51b. Considering they have only been on the east coast 20 years, you would think that their T-51bs would still be functional. I would add T-51b as a rare alternative to T-45d. I would also make the current suit of T-51b in the Capital stronger. That makes perfect sense. The Power Armor in You Gotta Shot 'em In The End is now a unique variant called the Prototype T-51b Power Armor, so including it in BoS attire will work out perfectly. Given the amount of time and their long journey, the number of suits would be much less common. Good Work! If you do this, I'd make sure that T-51b armor would be really rare. There is a reason The Brotherhood is using T-45d, 20 years without a replacement is going to make T-51b parts a VERY rare commodity. Link to comment Share on other sites More sharing options...
Bacae Posted April 11, 2012 Share Posted April 11, 2012 (edited) A few bugs I've run across while playing Requiem: First is areas where the stages go into giant grey space until you step through a doorway, most notably: Dunpoint station during the GNR quest.Fort Independence. There were others but I didn't remember them. Also, Sydney, during the Seeking Independence quest, if you take her with you she becomes marked as a companion, and stays that way even after you finish the quest with her. Has the companion wheel and everything, but will keep following her script to go to Underworld, just walking away and being useless. Disabling her fixes the issue. If I find more, I'll post them. Overall though, this is an amazing mod and I'm greatly enjoying it. Even if the spawn rate on Overlords, Ablinos, and Reavers are a little high at the higher levels lol. Edited April 11, 2012 by Bacae Link to comment Share on other sites More sharing options...
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