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Balarithon

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balarithon

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  1. csg1928
    csg1928
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    I am not sure if it is because of a conflict with one of my other 209 mods but LOOT says to clean the mod and I do (because I tend to do what LOOT says until something breaks) and... the game won't run (crashes when flipping from first slide to second in the intro before main menu). I restore the uncleaned version of the mod and the game runs fine... just... weird that that would happen...
  2. couger467q
    couger467q
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    I'm a bit late to the party on this mod but it is amazing. I've had no issues at all other than Oasis not triggering anything, the ghoul and radroach bodies will not go away, and the recipes never appeared when I finished the oven. Other than that every mechanic has worked as far as I can tell. I don't even know what the oasis salvage provides cause the house seems more or less complete. I do wish I had the cookbook though. 

    tl;dr good mod, only minor issues on a relatively heavily modded play through.
    1. balarithon
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      To trigger any of the autoplex 'improvements' one just needs to get near any required location marker(s) for the desired building type. When you get near the location marker, your map will update with the new location, at that point  any improvements should enable at the autoplex.

      For oasis improvements the player must also visit a diner and hotel, when all three places have been located these items are enabled: flower arrangement in kitchen on table, flower arrangement near where the Road Warrior car spawns.

      The ghouls and radroaches in the autoplex should have disappeared over time just like any other dead NPC. If this is not occurring then I am not sure why. You can go into the console mode, select the NPC with your mouse, and type 'disable', then return. This will disable any item in the game.

      The cook book should have been added to your inventory, along with a note on how to operate the oven. The damaged oven should disable and a nice repaired oven should enable, then show a message that the oven is fixed. If the oven changed and you got the message that it was fixed but had no book added to your inventory, FO3 must have hiccuped the script. Check your inventory for the book and a note.  The book is just a dropable book, like other ingame books. The note is where instructions are.

      As far as recipes, there are three you can find in the wasteland. Other items are cooked based on having the required item(s) in inventory.
      To aid this:
      Blood Pudding - use the computer at Meresti Info Terminal, select the recipe
      Birthday Cake - you should have a dialogue option for Eclair in Little Lamplight who will teach you how to make cakes,
      Fire Ant Candy - found on the corpse of William Brandice in Marigold Station

      Glad you are enjoying the mod!
  3. crowlotus
    crowlotus
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    Don't know if it's a "bug" or just my game BUT when I repair the items, the NPC 'radios' proceed to fall through the floor over and over. Got tired of it and recruited them.
  4. jjb54
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    A VERY SERIOUS BUG.

    Once you put your Bobble Heads on the display, you cannot get them back, if you should choose to put them in another home stand, IE: Megaton or such.

    Crouching and such, they are stuck there. :P
    1. balarithon
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      I thought i had fixed this issue, but obviously i did not, sorry for the inconvenience.

      After finding the Autoplex, why would anyone ever want to go back and live in that dull Megaton home or the Towers?

           .'   ' .          __
             :. .:          (__\
              :.       . -{{{_(|8)
       ' .  . ' ' .  . '     (__/
  5. jjb54
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    I am not sure ( since last post is 2017 ) ... if this mod is still active or not?

    But a couple of " conflicts ", please note the quotes. :)

    MERC 2 has the same wire title / use this mod does.
    FWE - has gunpowder, also.
    FWE - has Amo-Converter.

    There are a couple of very popular " Wonder Meat Mods " that do the same as this does.

    So for those who are looking at this mod and have similar mods listed above, just be aware. So far I've NOT found " conflicts " .... just have to make sure which Wire I have and so on, as they are not the same and thus will NOT work with this mod.

    More Update to come as I play.
    1. jjb54
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      A " BUG " - please note the Quotes.

      After playing this for a short while, there are just too many little bugs that are making this seriously not a fun mod to have. It read like something I was exactly looking for, too!

      I think the " the straw that broke the Brahmin's back " is that Kali when you tell her to ' follow ', she will. EVERY WHERE and I do mean everywhere! Even your Megaton Home, in side the Apex and other small areas where a Brahmin simply should NOT go. You literally have to tell Keli to STAY ... or you get pinned in a small area that has no hope of getting out. :(

      Also, if you have the mod:
      JIP Companions Command and Control - a multi-follower companion mod.

      The command to tell Dogmeat to goto the Apex will not work.
      * Which having the mod to tell DM to goto the Megaton Home, does work w/the afore mentioned mod.

      New users, just be aware that certain mods will not cause CTD's ... but also will not work w/this mod and similar / like items from other mods are used here ... but are NOT the same and thus you might wind up with 2 or 3 of certain items and you have to make sure you have the RIGHT ITEM!
    2. balarithon
      balarithon
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      Ouch, blistering critique.

      Sorry you had a bad experience, it is a lot of work to add a mod, and then for there to be issues when you try to play it, ugh.

      Thanks for noting conflicts with other mods. Mod conflict is an issue when you are running multiple mods that are doing similar things, sometimes the load order will resolve some conflicts. But if two mods modified the same quest, item or script, then you could get crashes. I will admit that this mod was maybe the third mod i did, so i am sure i made some bad choices. But hey, when you are adding all the content with meshes and textures, creating quests, writing script, and doing it to the level of this mod, well i feel that overall it is an excellent mod. From the very beginning, when you come across the Autoplex, and have to get the power on before you can start cleaning up the place, and when you first enter and it is pitch black and there is a ghoul in there, i felt was pretty fun.
      One way to deal with mod conflict is to unload other mods that are doing similar things, like this mod and FWE.

      Hey, my wonder meat maker can only be made after you find the Wonder Meat Maker Schematic at Brigg's crib. Take a look at the schematic, it is a simple drawn diagram of the device, it is also dropable. My wonder meat maker can also use insect meats that all have ingame items, that are consumable and dropable. It also makes a great sound when you make some meat.

      As far as the issue with Kali, i do state that in the description and in the readme that: "Kali acts like any other follower, so be careful when entering buildings. If you can train yourself to just have her Stay before you enter an area, then she will be there when you return, much as one would do in real life. You can command her to Follow, Stay, Go Home (to the Autoplex), or Access Inventory."

      I also address the issue with Dogmeat in the description and readme. If Dogmeat is your follower you can order him to “Goto the Autoplex”. He will then stay there until told otherwise or at any time he would normally be fired and return to Vault 101. His dialogue topics may act a little funny after being told to go to the Autoplex. Packages need to be set in a certain hierarchy, but my computer crashes every time I attempt to adjust the package order in the GECK. A work around is to ‘fire’ then ‘rehire’ Dogmeat, then his dialogue options are reset and he will operate normally until instructed to go to the Autoplex.

      i realize that my description is pretty long and some people get tired of reading and want to just play, but i did that so that if you are having crashes and conflicts, you at least have a pretty good understanding of all the stuff this mod brings to the game. So unload those other mods that are in conflict with this one and become the Scavenger of the Wasteland.

      enjoy
      Balarithon
  6. weareodst
    weareodst
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    Can anyone tell me where to find the recipe for Blood Pudding? Aqua Purifier Prototype does not show up in my game. Jefferson Memorial is glitchy for me. Anyone have the ref ID?
    1. balarithon
      balarithon
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      Blood Pudding recipe. You need to be able to access the computer terminal in Meresti Station. the one you use to research the family's code of conduct. there will be an option to learn the blood pudding recipe.

      Aqua purifier prototype. the Ref Id should be 01056487 and the base id 01020fe2. can't remember which id you use for additem, think it is the base id. also, seems you replace the 01 with the mod load order value.

      Sorry for the late replay.
  7. balarithon
    balarithon
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    To all. I finally corrected the Murder Pass Gate bug that I caused. Hopefully everyone just tcl'd through the gate and went on. But at any rate, the bug has been corrected. Just replace the old esp with the 3p1.esp. Not sure if I will update the main mod so if first time user will need that one to get all the content. I hope this mod has been enjoyable otherwise.
  8. jcbspence
    jcbspence
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    Installed yesterday and game started crashing when going through some doors in the pitt, hadnt been an issue beforehand. Got to wasteland and went to finally inspect this mod check out building etc go in building no problems. Exit building with no problems. However now it crashes when saving or whenever i try to go through a door. Other mods don't list an issue with this mod. However i disabled the plugin and the game runs fine again leaving me to believe there is a mod conflict.

    Gog version
    Archive invalidated

    Mods are as listed
    The regulators
    quo vagis combined dlc crossover
    seducing women
    quo vagis
    weapon mod kits
    canterbury commons interiors
    npc essential
    type v female armor replacer
    alternate female raider skins
    dimonized type3 female body
    jessi quo vagis crossover
    jessi follower
    wearable backpack blackwolf backpack
    level cap increaser skill workaround
    dc interiors project
    quo vagis bringem back alive
    start a new game almost perfect
    1. balarithon
      balarithon
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      I would hope it is a mod conflict, but if you were to identify something I messed up I would try to fix it.
      As far as conflicts the dc interiors project and quo vagis combined dlc crossover sound like they may possibley be doing something that conflicts. Not sure what Gog version is so if it is a makeover mod, maybe.
      sorry not much help
  9. modgames
    modgames
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    It's my favorite mod, thanks Balarithon for your wonderful work. But yesterday i found in SWMainScript this :

    if MayorMacCreadyRef.access == 1
    set MayorMacCreadyRef.access to 2
    AddTopic SWSticky
    endif

    This part of script blocked dialog info in quest MQ06 (INFO:00003190).
    I rewrite like this :
    short DoOnce
    .
    .
    .
    if MayorMacCreadyRef.access == 1 && DoOnce == 0
    Set DoOnce to 1
    AddTopic SWSticky
    endif
    1. balarithon
      balarithon
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      Thanks for the bug find and suggested correction. A work around would be to tcl through the gate to Murder Pass, but I have updated the script and esp, now version 3.1. I apologize for the poor script job for that action.
  10. dragonfire3405
    dragonfire3405
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    Great mod so far. Thanks!