Fallout 3
0 of 0

File information

Last updated

Original upload

Created by

NHK LM

Uploaded by

edward1214

Virus scan

Safe to use

2 comments

  1. acelogan
    acelogan
    • supporter
    • 4 kudos
    What does this do exactly?
    1. MaeseAtorrante
      MaeseAtorrante
      • member
      • 37 kudos
      ffpp kudos posts
      To anyone who takes Lucy with him and has her stuck in Oasis:

      There is an easy fix to this. The main entrance door to Oasis uses a script that will let the player and all vanilla companions walk out again. But this script *needs* to be edited in order to do the same for custom made companions, too.
      (I'm actually surprised that this hasn't been noticed already). I could upload this as a fix.

      To fix it manually, you have to open the Fallout3.esm in the G.E.C.K. and edit the OasisMainDoorScript and there just add two lines near the end to make it look like this:

      ScriptName OasisMainDoorScript


      Begin OnActivate

      if ( IsActionRef Player == 1 )
      Activate
      elseif ( IsActionRef CharonRef == 1 )
      Activate
      elseif ( IsActionRef DogmeatRef == 1 )
      Activate
      elseif ( IsActionRef ButchRef == 1 )
      Activate
      elseif ( IsActionRef CloverRef == 1 )
      Activate
      elseif ( IsActionRef JerichoRef == 1 )
      Activate
      elseif ( IsActionRef MQ08FawkesRef == 1 )
      Activate
      elseif ( IsActionRef RL3REF == 1 )
      Activate
      elseif ( IsActionRef StarPaladinCrossRef == 1 )
      Activate
      elseif ( IsActionRef MS10BirchRef == 1 )
      Activate
      elseif ( IsActionRef MS10MapleRef == 1 )
      Activate
      elseif ( IsActionRef 00003b5b == 1 )
      Activate
      else
      ; do nothing
      endif

      End

      As you can see, the vanilla companions are included there, all I did was to include the last entry with Lucy's reference-ID (00003b5b).

      Then save the change as a new .esp file and load it just like any other mod.

      Cheers.