Fallout 3
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Attentater5 and SpaceOden

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SpaceOden

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61 comments

  1. xTheFreakerx
    xTheFreakerx
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    Way too many NPC's added. I can't spit without it landing on them. I get the guards but when you add 30 NPC's to a settlement and they contribute NOTHING, it just breaks them immersion.   
  2. cybermouse2
    cybermouse2
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    The mod is dead?
    It still works?
    There will be a bug-fix for the snipers of Megaton?
    The mismatched body colors will be fixed?
    You will be able to trade with Emanuel?
    Questions for the future...
    1. bbstrobls
      bbstrobls
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      - In my TTW AWE port (based on the original) I removed the snipers completely out of Megaton cause they are a pain in the ass they don't shoot, keep falling off, and cause incompatibilities with other mods. 
      - The mismatched body colors happens because is an esp. Use the original AWE which is an ESM or mark this esp plugin as an ESM with FO3Edit.
      - All the AWE caravans are meant to supply the settlements are not meant to be traders so no trading ever. 
  3. AtomicTEM
    AtomicTEM
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    update?
  4. vegaswanderer
    vegaswanderer
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    If you find that the NPCs of this mod have mismatched body colors, just mark the plugin as ESM in FO3edit and you are good to go. Great mod. Endorsed.
    1. cybermouse2
      cybermouse2
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      Thank you, sir.
  5. sieboldii2
    sieboldii2
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    Met my first Megaton Hunters on the road to Fort Independence (v0.5.9.1). They must be pretty stupid; they marched like lemmings right into the raider camp.

    Also, ran into the Tenpenny Caravan; too bad you can not trade with Emanuel. So much for a revived economy.
  6. seangloin
    seangloin
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    Just wanted to post this again in case it didn't flag up as a new edit.

    Sorry for the delay getting back about any issues.
    I downloaded the 0.5.9.1 version and playtested it for 3-4 hours. So far all the additions have worked really well, Megaton hunters, the extra caravans, Cantebury commons (found the windmills) all looks good.
    The only glitch is that Zaytsev and Carlos keep dropping off their snipers nest still (external snipers nest not the internal ones). I have noticed that these two nests are placed closer to the outside wall, almost at the wall itself. The other nests are placed further back and the snipers there don't fall off, so maybe you could just move them back by about 5 feet (don't know how many 'units' that would be).
    Apart from that I'm really happy with the mod now.
    Thanks for a good job.
  7. seangloin
    seangloin
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    Great job on updating to v0.5.9 and responding to the comments. Specifically, about the Rivet City giant radroaches, the R.C external guards vs supermutant outpost and the ghoul scavengers, I had issues with these also.
    If you have succesfully addressed these then you may have made A.W.E Revived a perfect mod. I already really liked the realism/immersion aspect to the original but it fell short of greatness because of those few 'overdone' aspects.
    Well done, can't wait to try it out.
    Endorsed and voted for.
    1. SpaceOden
      SpaceOden
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      Thanks! I haven't tested 5.9 yet so I would appreciate your feedback.
    2. seangloin
      seangloin
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      I spent a couple of hours playing through just checking the various AWE features. Here's what I've discovered so far.

      1. Megaton is fine, all the residents are named. The hunters and scavengers roam oustside normally and the sniper posts are occupied.
      One small issue is with Zaytsev who seems to have 'dropped' from his perch and stands guard outside the west wall below his position. Also a couple of the snipers, zaytsev included, appear to be armed only with 32 pistols. It may be a good idea to give them all hunting rifles only.

      2. Rivet city is good inside the reactor room, no giant roaches. However, the door into and out of the reactor room always spins you to face left as you emerge, both ways, so it's a bit disorientating. I remember this was an issue with the original.
      Outside, the Rivet City mercenaries seem to be a bit random in their patrol routes. A group were fighting the supermutants at the outpost when I arrived and killed them all off (if using MMM then the opposite event might happen as the supermutants should then outnumber them) they then proceeded to wander back to River City entrance but went down the ramp into the water and started swimming around under the access bridge. They may need navmeshing much closer to the main entrance.
      Also, I met two of the mercs wandering the mid deck inside Rivet City, not sure if this is supposed to happen, I think it was the two who were swimming outside just before I entered (face/same armour/weapons).

      3. Tenpenny is fine. The Brahmin pen is correct as are the guard lookout, water towers and I entered and wandered around with out any adverse effects.
      The Tenpenny caravan got shot up a bit and only emmanuel and one guard made it to the tower (make essential or respawn before leaving Tenpenny again?). The pack brahmin also decided to stay near the brahmin pen outside and not follow the guards when they set off again, maybe it preferred the company of other Brahmin to being shot at?

      4. The mall was fine. Only two scavengers to be seen wandering around and they did have a bit of a firefight with a centaur or an abomination but went back to normal patrol afterwards without aggroing the other supermutants. There were no BOS on that side (haven't got to that part of the quest yet) so I don't know if they will engage the ghouls.

      5. Cantebury Commons was fine also. The Brahmin pen was complete and had Brahmin grazing normally. Didn't notice the windmills though.

      I was using a limited mod list, the DLC's and FWE only with AWE at the bottom of the load order.

      I hope this is useful. I'll let you know if I run into any other glitches etc, but so far it's much better as you've fixed some of the issues already. keep up the good work.








    3. SpaceOden
      SpaceOden
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      Great report! I love the attention to detail. Hopefully 5.9.1 fixed Zaytsev. The mercs are supposed be active in the day and retire to Rivet City in the evening. Is that when you spotted them there? I'll check on the mercs and pack brahmin and try to tackle the reactor room door.
    4. seangloin
      seangloin
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      Yeah, I think it may have been about 6pm or later, not too sure. The mercs were on a kind of 'patrol' though, walking together, weapons up etc. If they retire to the city at night it might be a good idea to sandbox them in the muddy rudder or something, they're a bit intimidating otherwise. Not sure if you can do that, don't want to seem too demanding after you've done so much.
      I'll check Zaytsev (after the Russian sniper in WW2?) tonight after installing 591 and feedback tomorow.
      Cheers.
    5. seangloin
      seangloin
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      Sorry for the delay getting back about any issues.
      I downloaded the 0.5.9.1 version and playtested it for 3-4 hours. So far all the additions have worked really well, Megaton hunters, the extra caravans, Cantebury commons (found the windmills) all looks good.
      The only glitch is that Zaytsev and Carlos keep dropping off their snipers nest still (external snipers nest not the internal ones). I have noticed that these two nests are placed closer to the outside wall, almost at the wall itself. The other nests are placed further back and the snipers there don't fall off, so maybe you could just move them back by about 5 feet (don't know how many 'units' that would be).
      Apart from that I'm really happy with the mod now.
      Thanks for a good job.

  8. MaeseAtorrante
    MaeseAtorrante
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    Hey! Do you plan to finish the mod?
    1. SpaceOden
      SpaceOden
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      I plan to do what I can to polish the mod as it stands. I will try to blend the seams between this mod's additions and the vanilla content. When the mod's current additions are on par with content developed by Bethesda, I will consider this a stable and finished release.

      I do not plan on creating the slave purchasing feature Attentater described, as there are existing mods which have already achieved this in a much more robust fashion than I am capable of. I may at some point create a compatibility patch with the popular slavery mod FNNCQ.
  9. Obdulio
    Obdulio
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    Will this work with Tale of Two Wastelands after conversion?
    1. SpaceOden
      SpaceOden
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      I have no idea, this is the first I've heard of the conversion. It sounds awesome though, I hope it reaches a stable release someday.
  10. kris328473
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    Small bug: Zaytcev placed in sniper nest in Megaton is behind transparent wall. He can't shoot outside and can't be shooted too.
    1. SpaceOden
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      Thanks for the report. I'll try moving him.