natm4c, if you'll ever read this, I've found several game breaking bugs with your mod. In the Military Police HQ cell you've removed the exit door and replaced it with a normal open/close interior door, also the same for the exterior cell in the strip, you can't enter the Police HQ without using the coc console command.
Ontop of that my game crashes whenever I get near the Orchard Club area so it is impossible to play the mod
i like it, wendy could use a companion wheel and am waiting for voice. overall the mod is pretty good, the custom guns are so-so and when i went to grab the treasure it fell through the platform so i only got a few pieces... what ever they may be??? not to spoil it. and i had no karma issues. thanks for your hard work, keeping wendy as companion, shes a good shot.
Great mod, only have a couple of minor gripes. 1.Lucky 38 contract you put 28'000'000 as opposed to 28,000,000. 2. Almost all the loot counts as stealing and that is bad for karma.
Thanks man and thanks for endorsing too! The Orchard Club's possessions and Jack's possessions shouldn't affect Karma at all, because I made their faction evil. I will double check though, thanks again.
I was enjoying the mod, but after I spoke with the receptionist about finding Tony I kept getting a notice that visitors were not allowed beyond this point no matter where I stood. I cannot stop the "Notice" and therefore I cannot proceed. Please help, I'd like to finish the mod. Up till this point, it has been very good. Thanks.
I have experienced this bug before, and i thought it had gone, so im sorry that its happened again. This message is to stop the player proceeding through the doors before speaking to the receptionist and is displayed only when the doors are activated. I will fix this later.
Short term fix - when entering the cell, kill the receptionist before you speak to her, this should trigger the next script.
I finally got it by using the console after talking to the receptionist. The doors needed to be activated by her. However, I'm having trouble getting the captive slaves freed. The electrical unit on the wall doesn't seem to release the cell doors. I'm not sure if this is another bug. Any help would be appreciated.
This has left me confused haha. Thanks for getting back to me though, I do want to help you finish this mod! The frustrating thing is, I dont know of anyone else experiencing these bugs so i assume it could be something to do with the mods you are running with it? (Only a guess? Im new to modding myself so I dont have all the answers on the top of my head and I could be wrong). Ive tested the Orchard Club section again since you discovered that bug but i couldnt find it. Does the receptionist get up after you speak to her? Or does she stay sat down? When you got the 'notice' were all the doors open? Its definitely a script issue, I know that much! Why they arebt triggering though, i Have no clue. It could be a mod conflict I guess. You could look in FNV Edit to view the esp. and check script conflicts. We will sort this out Jamescetran, i dont know how.. but we will!
The receptionist is sitting down when I walk into the room. I have to talk with her so she can get up and activate the doors. I had to use the console to "kill all" to be able to move on from this point without getting the notice. Do you think it is the same bug that is causing the problem in the basement trying to free the captives? If freeing the captives is optional, then why doesn't my pipboy show the next location? Thanks for taking the time to answer these questions. I appreciate it.
Thank you. Whatever you did made the mod work perfectly for me. I thoroughly enjoyed it. I only wish it was longer. Great job and I will endorse. Keep up the great work. Thanks for your attention.
I have a pretty weird issue to report here. For some reason everytime i have this mod enabled it removes half of the walls in upper room of the Legion Safehouse interior. Could be a mod conflict or something, but when I added another wall there it didn't show up either, which is really odd. Almost as if you had deleted the base object itself.
Apologies for this, I've had a look in the geck and it appears OffHallSm2Way02b has actually been deleted. I must have done it, but I had no idea I did.
I will look for a solution when I have time, and thanks for pointing this out to me!
I went into FNVEdit and restored the static piece, I replaced all instances of this piece in the vanilla game so the new update will fix this problem. Thanks for telling me about this!
25 comments
In the Military Police HQ cell you've removed the exit door and replaced it with a normal open/close interior door, also the same for the exterior cell in the strip, you can't enter the Police HQ without using the coc console command.
Ontop of that my game crashes whenever I get near the Orchard Club area so it is impossible to play the mod
1.Lucky 38 contract you put 28'000'000 as opposed to 28,000,000.
2. Almost all the loot counts as stealing and that is bad for karma.
Definitely looking forward to your future works.
Short term fix - when entering the cell, kill the receptionist before you speak to her, this should trigger the next script.
Does anyone else have this problem?
I will look for a solution when I have time, and thanks for pointing this out to me!