Ok, so there's supposed to be an NPC in Moriarty's Saloon, right? Sometimes he's there and sometimes it doesn't load right and he isn't there (or maybe he's somewhere else in Megaton?) I can't figure out why. Also, why is the Terminal to the doors leading underground secured by a "Very Hard" password needing science 100? Was this done on purpose so only high level can play? Or is this another bug?
Interesting mod with some new ideas. Some insanely heavy combat with the enclave! Unfortunately I did run into some issues. When I first got notification of the quest in Megaton, I was given a map marker for 'cave cliffs' leading into some tunnels and eventually to vault 77. Turned out, this is the back way in and breaks the Turf Wars quest. Uninstalled and reloaded Everything went fine after the reinstall until 'Turf Wars'.Sent to speak to enclave general, one line of dialog and that's it. Continued with quest. Eventually sent to general again after completing other parts of the quest. I refuse his offer, he turns hostile and I kill him. Would have made more sense for this to have happened on first visit. Later I'm given another mission to investigate noises near the entrance (where the general was). Nothing to interact with. Also no mention of completing optional part of quest (visiting armory).
So while the mod was interesting, ultimately it proved somewhat frustrating with the inability to complete 'turf wars'.
Thank you! I am currently working on a 1.1 version that'll include a new main quest, exterior cells and a new world space. It's going to take time to build but thank you for your comment!
Sorry for the mess up and delay of having the issues (as i have never really checked if it worked) i fixed the issue with the textures and meshes not displaying. The problem was in the file name. Issue is now fix and ready to be used. Also made some slight modifications to file structure and a few key elements of the mod. Thank you playing!
The newest version seems to have fixed the mesh and texture issues. The vault is quite large and takes some time to explore. I did run into a couple of bugs. In an area that looks like a cafeteria with a bunch of red diner type benches, when you go through the door to the kitchen area, you can't get back out again. When you look back at the doorway, you just see a grey void. There is another area in one of the living quarters section that has what looks like a cave with water in it. There is a doorway without a door that allows you to go into the water but you can't get back out. That area also has the issue where the exit door is a grey void, this time with water in it.
Yes, I am currently working on a work around for it. The way I had it setup at first was using triggers and placed them awkwardly. I'm going to have the issue fixed today. Today i finally was able to pull the new file off my old computer and sit down and build the mod further. I hope to have a new release today. Sorry for the inconvenience! Thanks for downloading and playing :-)
As much as I would like to use voices, I would need several for the main characters in the quests ( soon to follow). If you know of several people that would be allot better.
I just put both files in the main directory and the sub-basement is not showing up in the Vault-Tec HQ. What am I doing wrong? When I use FOMM the sub-basement shows up but many textures are missing like the vault door and the main hallway after the entrance room. Thanks
When you just drag and drop them into the main fallout folder are you selecting the esp file under data files in the fallout launcher? Or do you just launch the game? I was unsure how well the mod would work with FOMM so i'll take a look at that today.
I just got it to work by just dropping them into the data folder but there are still a lot of textures missing. Is this version not have all the textures? It makes the vault unexplorable because you fall through the game as the is no ground texture. Thanks
Your fallout.ini file might need to be changed to invalidate older files. There's a mod you can download from here that does it for you. I'll take a look at the .bsa file later and see if I missed something
34 comments
When I first got notification of the quest in Megaton, I was given a map marker for 'cave cliffs' leading into some tunnels and eventually to vault 77. Turned out, this is the back way in and breaks the Turf Wars quest. Uninstalled and reloaded
Everything went fine after the reinstall until 'Turf Wars'.Sent to speak to enclave general, one line of dialog and that's it. Continued with quest. Eventually sent to general again after completing other parts of the quest. I refuse his offer, he turns hostile and I kill him. Would have made more sense for this to have happened on first visit. Later I'm given another mission to investigate noises near the entrance (where the general was). Nothing to interact with. Also no mention of completing optional part of quest (visiting armory).
So while the mod was interesting, ultimately it proved somewhat frustrating with the inability to complete 'turf wars'.
What is the solution???