dmxdex2020 Posted March 2, 2013 Share Posted March 2, 2013 Fallout3.esmAnchorage.esmThePitt.esmStreetLights.esmBrokenSteel.esmPointLookout.esmZeta.esmaHUD.esmiHUD.esmImpervious Power Armour.esmCINEMATECH.esmCRAFT.esmCALIBR.esmxCALIBR.esmProject Beauty.esmAdvanced Recon Tech.esmEVE.esmFO3 Wanderers Edition - Main File.esmMart's Mutant Mod.esmDCInteriors_ComboEdition.esmRH_IRONSIGHTS.esmDetect Traps.esmDree Perks.espFireLightFix.espDarNifiedUIF3.espPIMP.espProject Beauty- Broken Steel.espProject Beauty- Point Lookout.espDynamicCrosshair.espStimpak Counter.espAuto Aim Fix v1.1.espRH_IronSights_RemoveReticule.espRH_IronSights_Vanilla_NewWeapons.espEVE - RH Ironsights Patch.espUPP - Pack 1.espUPP - Pack 2.espUPP - Original Perks.espUPP - Experience Perks.espUPP - Quest Perks.espUPP - Beverage Perks.espDetect Traps - The Traponator 4000.espDetect Traps - Perk.espDetect Traps - DLC.espVDSP-01.espDirectional PipLight.espbzBodySuits.espbzFatigues.espbzJocks.espBA_WastelandRestoration.espBA_WastelandRestoration_DLCs.espFO3 Wanderers Edition - Main File.espFO3 Wanderers Edition - DLC Anchorage.espFO3 Wanderers Edition - DLC The Pitt.espFO3 Wanderers Edition - DLC Broken Steel.espFO3 Wanderers Edition - DLC Point Lookout.espFO3 Wanderers Edition - DLC Mothership Zeta.espFO3 Wanderers Edition - Alternate Travel.espFO3 Wanderers Edition - Followers Enhanced (BrokenSteel).espRH_FWE_Bridge.espWeaponModKits.espWeaponModKits - FWE Master Release.espWeaponModKits - OperationAnchorage.espWeaponModKits - ThePitt.espWeaponModKits - BrokenSteel.espWeaponModKits - PointLookout.espWeaponModKits - Zeta.esp7_HolsterForHandGunsV1_1.espHi-Res Weapons & Ammo Textures - The Pitt.espHi-Res Weapons & Ammo Textures.espAdvanced Recon Armor.espAdvanced Recon Gear.espAdvanced Recon Tech.espAdvanced Recon Tech - Detect Traps.espAdvanced Recon Range Finder.espArmored Duster.espBBBackpacks-v1-1.espDIM TYPE3clothesRETAIL.espBurnification.espGaryHoloTape.espRH_EVE_Bridge.espMart's Mutant Mod.espMart's Mutant Mod - DLC Anchorage.espMart's Mutant Mod - DLC The Pitt.espMart's Mutant Mod - DLC Broken Steel.espMart's Mutant Mod - DLC Point Lookout.espMart's Mutant Mod - DLC Zeta.espMart's Mutant Mod - Master Menu Module.espMart's Mutant Mod - Project Beauty.espFO3 Wanderers Edition - More Gore.espRealistic Death Physics.espRealistic Interior Lighting.espF3ProjectRealityMkI.espImaginatorFO3.espxCALIBRammo_FWE.espFallout Remastered.espFallout Remastered - Project Beauty.espFallout Remastered - FWE.espFallout Remastered - EVE (Paradox Ignition Merge).espFallout Remastered - FWE + RH Ironsights.espFallout Remastered - Mart's Mutants Mod.espFallout Remastered - RIL (PI Merge).espBlackened FWE + MMM + EVE + Project Beauty.espRH_WMK_Bridge.espDYNAVISION - Dynamic Lens Effect.espDirectors Chair - Fallout 3.espDLC Enemies Freedom.espBornagain Outcast T-45d Texture Patch.espFO3_WRP.espPureWater-VeryClearNoRad-.espFireLightFix_rus.espMME Save-O-tron.espMerged Patch.esp When i left the vault the DLC have not show up like they normally do. I am about 3 hours into my playthrough and they still havent activated. Link to comment Share on other sites More sharing options...
M48A5 Posted March 3, 2013 Share Posted March 3, 2013 Fallout Remastered delays the notifications until you get in the area of the DLC locations. You will not get the notifications until you hit the trigger points for each individual DLC. Link to comment Share on other sites More sharing options...
Purr4me Posted March 3, 2013 Share Posted March 3, 2013 I 2nd that, M48A5 is correct. soon to be eradicated I am told. seems to have been a tweak not welcomed to well among other things being redone. how is the game running now? No more CTD's? kitty. Link to comment Share on other sites More sharing options...
dmxdex2020 Posted March 3, 2013 Author Share Posted March 3, 2013 So when i get to an area where the dlc is thats when it triggers? My CTD are getting better. The recent problem was purge cell buffers. i removed that and things seems more stable. Link to comment Share on other sites More sharing options...
M48A5 Posted March 3, 2013 Share Posted March 3, 2013 (edited) Since this is not the spoilers section, I can only say that as you get close to the area where the DLC starts, you will get a notification of a radio message or will be met by someone involved in the quest. I feel the delayed notification is one of the better parts of Remastered and I hope they rethink removing it. Edited March 3, 2013 by M48A5 Link to comment Share on other sites More sharing options...
dmxdex2020 Posted March 3, 2013 Author Share Posted March 3, 2013 Im ok with it actually as its realistic, i was just worried about something. Link to comment Share on other sites More sharing options...
Purr4me Posted March 3, 2013 Share Posted March 3, 2013 what I might have done or do my self is test the trigger points, those can be altered. I made one patch to fix anchorage but the patch is unrelated to this subject. The type of patch I made , and the things that are in it are all required to make the engine unlock the quest stages. But, the zones of where the radio signal occur can be changed. There would need to be a consensus as to that location so every one would be happy. nobody likes surprises. I have 2 bugs in Point lookout that need to be fixed too. A sort of guarantee the quests pan out. the mansion quest is too sensitive to failure. the type of patch will not be permanent because if it's left in the game afterward, it will reset. the raiders count, that's the bug. sometimes the last 2 do not spawn on time and the game just hangs there, and you wait til they appear and never do so if they do not show up for you to wipe them out, the quest stage will not load the last boiler to blow up. too many other mods effect NPC behavior so we have not really been concerned over this. the boat to point lookout is there and no one is around. I have seen this now occur with out remastered installed, RM does not do anything to that boat. just the advertising is shut off. if its' not loaded? where is every one? No Tobar, no lady in waiting, and some times I see a women swimming there. WHY? this discussion covers these properties. I feel we missed some things too. Every one here that is. The game is huge and we only made a small dent in it. kitty. Link to comment Share on other sites More sharing options...
dmxdex2020 Posted March 3, 2013 Author Share Posted March 3, 2013 Aside from that can anyone see any probs with my load order? Is their any adjustements to be made? Link to comment Share on other sites More sharing options...
BlackRampage Posted March 4, 2013 Share Posted March 4, 2013 (edited) Auto Aim Fix v1.1.esp most likely either conflicts with FWE or FWE makes it superfluous. Mart's Mutant Mod - Project Beauty.esp = redundant. Delete it. F3ProjectRealityMkI.esp is weather/lighting changing mod. Such mods are best placed all the way at the bottom of one's load order. Even below Remastered and Blackened. Speaking of which, It's best to place Remastered and Blackened further down as well. It's also best to leave both mods out of a merged patch. On a more general note; I can't see anything wrong with the delay of the DLC quest notifications. The thing with Remastered is that it blends so relatively seamlessly into the (base) game that one hardly notices it's there at all. Not only is this one of it's major strengths, but it might arguably also be one of it's greatest weaknesses. After all, how does the average user knows it's working at all? They don't. Unless one adds tweaks like the DLC quest notification delay stuff, the auto gates mod stuff and the like. Edit: Or Prensa's super duper non-bleeding checkouts fix :P Edited March 4, 2013 by BlackRampage Link to comment Share on other sites More sharing options...
prensa Posted March 4, 2013 Share Posted March 4, 2013 "Or Prensa's super duper non-bleeding checkouts fix" Without which the game is not truely complete. :D Prensa Link to comment Share on other sites More sharing options...
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