Excellent mod! (NOTE: see my comment about the mod versions!)
I'll start from the end: I really appreciate mods that add something permanent to the Wasteland, so if you're keen on having a new small friendly faction with a nicely positioned camp (well guarded but nothing crazy or overpowered) and two patrols walking around, you'll love this mod just like I do. Other than that, the story is interesting, it's action-packed and takes the player to some interesting locations.
I had several issues but none was too much of a problem, here's a quick chronological overview if you bump into them: 1 The dead marine in the very beginning is blinking. I'm all for creepy but this is too much :-)) 2 I initially installed the latest version (v2.1) but in the camp I could neither enter the Armory (cheating or not; the door was simply inactive) nor find the Armory Guard anywhere. I'm far from being familiar with FO3Edit but digging through this mod's data, specifically the part of the quest related to the Armoury, I found something like "QSTA/Target/Error: Could not be resolved". Given what I see from the mod author's comment in the conversation below (about clean-up) I guess that the Armoury and its Guard got accidentally DELETED. I couldn't get the guard to teleport to me, or me to him, not even via console. I gave up on this latest version of the mod and just went with the previous one (v2.0), replayed the mod and it worked ok - when I got to the camp, the Armoury door and the Armoury Guard were there. v2.0 is split into two files - first you install the main file, then the LOD file. 3 The Armoury Guard is scheduled to go to the Armoury in the morning (that's when you can go in without stealing his key or killing him to get it) but for some reason he was stubbornly idling in the vault. Something probably got messed up in my game so I just left the game completely, started it again, loaded the last postion and at some time around 7:50 in the morning he came out of the vault and unlocked the Armoury. His ID is xx00962e (xx = the position in your load order) if you want to check on him (e.g. you can teleport yourself directly to him to check his position, just open console and type "player.moveto xx00962e"). 4 In Armoury, on the desk, there's an asset missing so one will see that classic big red exclamation mark. It's the 2nd Command radio (xx03744b). As I've already received it at the beginning, it's no big deal. If the exclamation mark bothers you, open console, target it and "disable".
Don't get scared by the list of issues, just install v2.0 and enjoy the mod! :-)
It's nice to see that people are still playing the mod after all this time. The armoury guard and the door definitely weren't meant to be deleted, but I possibly did it by accident. I didn't have FO3 installed when I cleaned up the mod and I don't have it installed now - the likelihood is that I will never get around to fixing it.
This mod conflicts with J3X Burnification (and other mods that edits vanilla scripts, etc). I've checked the esp with FOMM it seems like there's a lot of unnecessary edits has been made. You need to clean that esp of yours.
I also have some weird bug where my characters keg and all the marines right legs, stiff out. They get all messed up could be our first compatibility issue. Yet again I also have 84 mods, so I wouldn't worry about it.
If you've made sure that there is no one alive and it still isn't progressing (a dialogue box should appear) then you may have to use the console command "setstage zzMarinequest 50" this should progress the quest to the next stage. I'm not sure what could have caused it as I haven't experienced when I've been testing it (may be related to load order?). Re-installing would also probably fix it but then you would have to replay through. As for the leg thing I have seen it but I'm not sure what causes it, it's something to do with the custom armours as I only seem to see it when my character's been wearing it but after a while it usually stops. Hope it helps.
Yeah I think some unique dialouge from a couple non vanilla NPCs and maybe some backstory into how they are Marines would be good. Are they descendents from the pre-war military or are they a group of wasteland militia types who call themselves Marines. It's inspired me to do my own mod nethertheless!
Oi mate, you should work on this a bit more, I downloaded this and recruited these Marines to go n rescue Reilly's Rangers I think this mod has more potential than just a base and an outpost. Keep it up, real talk!
The Containers in the players room don't re-spawn but the fridges in the other rooms re-spawn. Also the containers in the barracks and armoury re-spawn.
20 comments
(NOTE: see my comment about the mod versions!)
I'll start from the end: I really appreciate mods that add something permanent to the Wasteland, so if you're keen on having a new small friendly faction with a nicely positioned camp (well guarded but nothing crazy or overpowered) and two patrols walking around, you'll love this mod just like I do.
Other than that, the story is interesting, it's action-packed and takes the player to some interesting locations.
I had several issues but none was too much of a problem, here's a quick chronological overview if you bump into them:
1 The dead marine in the very beginning is blinking. I'm all for creepy but this is too much :-))
2 I initially installed the latest version (v2.1) but in the camp I could neither enter the Armory (cheating or not; the door was simply inactive) nor find the Armory Guard anywhere. I'm far from being familiar with FO3Edit but digging through this mod's data, specifically the part of the quest related to the Armoury, I found something like "QSTA/Target/Error: Could not be resolved". Given what I see from the mod author's comment in the conversation below (about clean-up) I guess that the Armoury and its Guard got accidentally DELETED. I couldn't get the guard to teleport to me, or me to him, not even via console. I gave up on this latest version of the mod and just went with the previous one (v2.0), replayed the mod and it worked ok - when I got to the camp, the Armoury door and the Armoury Guard were there. v2.0 is split into two files - first you install the main file, then the LOD file.
3 The Armoury Guard is scheduled to go to the Armoury in the morning (that's when you can go in without stealing his key or killing him to get it) but for some reason he was stubbornly idling in the vault. Something probably got messed up in my game so I just left the game completely, started it again, loaded the last postion and at some time around 7:50 in the morning he came out of the vault and unlocked the Armoury. His ID is xx00962e (xx = the position in your load order) if you want to check on him (e.g. you can teleport yourself directly to him to check his position, just open console and type "player.moveto xx00962e").
4 In Armoury, on the desk, there's an asset missing so one will see that classic big red exclamation mark. It's the 2nd Command radio (xx03744b). As I've already received it at the beginning, it's no big deal. If the exclamation mark bothers you, open console, target it and "disable".
Don't get scared by the list of issues, just install v2.0 and enjoy the mod! :-)
As for the leg thing I have seen it but I'm not sure what causes it, it's something to do with the custom armours as I only seem to see it when my character's been wearing it but after a while it usually stops.
Hope it helps.