Fallout 3

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Harmlezz

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Harmlezz

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96 comments

  1. Harmlezz
    Harmlezz
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    Hi my dear supporter of the Mad Max Edition!

    I want to thank you all who endorsed my mod, who wrote all the helpful and nice comments to make this mod even better and all who voted for this mod to become mod of the month in May 2013. This is so much reward for all the work I did, even better than getting payed

    Thank you a lot! I hope I will find soon more time to merge all three mods into one mod and to port it ASAP to Fallout New Vegas as well. I will not forget it but there is always so much I have to do as well ... so please be patient.

    Cheers, Harmlezz
  2. puttymon
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    I don't know why but for whatever reason at some point using this mod causes Sniper Rifles in VATS to have 0 hit chance.  Its probably a mod conflict on my part but I thought I would post it here in case someone else has this issue.

     
  3. VladBishop
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    For whatever reason, mastery ranks are only applied to the first four skills. Leveling up the fifth one to level 7 just leaves it at that. At least, it did for me.

    If it's intentional, it's not a good decision. I'd very much like to believe it's a bug.
  4. cancerousmaggot
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    So I know this is like 2 years after any posts or updates have happened , but id like to address the issue that has clearly been over looked within your mod. The decrease in spread, for any of the weapons that experience it, makes becoming rank/level 100 obsolete. this bothers me because that's the only way to max your damage. with the game mechanics you reduce the spread result to affect more the higher your skill is; obviously by making a score of 0 become a negative. while i like everything else about this mod I'm saddened to see that after 2 years of use this issue hasn't been addressed and i know so because i only just downloaded it less than a week ago and it has effectively made me have to restart two separate characters each with about 12+ hours of game play. while ill be surprised if this comment is even acknowledged especially since its for FO3 and not New Vegas, i hope it is because i enjoy every one of the FO series I've even recently replayed FO2 which is what lead to my want to play 3 again. Furthermore, I've read a lot on the commenting section to see if this issue was apparent to others and even noticed you worked it over to FONV and id expect you to mod 4 when it comes out and i would like to know this issue with your mod had been addressed and corrected so that i have no worries when it comes to those games and their respective mods. other than that issue your mod is perfect and spot on to what i was hoping to get and would endorse it 100% other wise, until its fixed ill have to shelve it for now and restart my characters from scratch because it makes no sense to have a sniper that shakes at max skill and holds still the second i take my stat buffing gear off... better work next time!
    1. Harmlezz
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      Hi Cancerousmaggot,

      I haven't modded any game for a long time now and I am not sure if I will fix the issue you mentioned. If you or any one else is willingly to fix this bug, which shouldn't be hard, feel free to do it. I haven't even ported my mods to FO:NV. Too less time and too many games to play :-)

      If more and more people out there request a fix, I will consider to install FO3 and the GECK again and do the fix quickly. At the moment I havn't installed it on my PC.

      Thank you anyways for your feedback.
      Cheers Harmlezz
  5. kane31
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    Just wanted to say that I really enjoy this mod.  I have been having an issue with the mod though.  Occasionally, for any particular weapon type, kills stop being added to the total needed to advance to the next level.  Kills register and display normally for a while.  Then, at what appear to be random times, I can check after each kill and the Tome doesn't show that any kills have been recorded.  At a certain point, kills start to register again.  Has anyone else experienced this?
  6. GeneCoremon
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    Would it be fine to install this mid game? I am assuming kill counts are not retroactive?
    1. Harmlezz
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      Hi GeneCoremon,

      it is totally fine to install it at any time. It will count the kills and you won't get any disadvantage, only advantages. Hope you will enjoy it. Would be glad to hear how you like it.

      Have fun and cheers, Harmlezz
    2. GeneCoremon
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      Excellent, and thank you. Will install tonight along with Save-O-Tron. I am a fan of Universal Whiz so these will be good additions to the load order.
    3. Harmlezz
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      I am very glad to hear this. You won't regret it ... I promise :-)

      Enjoy!
      Cheers, Harmlezz
  7. qinlongfei
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    If I have a character with maxed out gun skill and I use a weapon with 0 spread, would attain higher rank in weapons kill actually increase my weapon spread? I notice this when I was using my snipe rifle, at first my aim was dead on, but after certain game play time my aim start to sway like crazy, sorry I haven't find a exact comparson between geting my smallgun rank 1 and rank 2 (which is when the spread effect should kick in) so I don't know if your mod is indeed the cause.
    1. Harmlezz
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      Hi Qinlongfei!

      Its a long time I developed the mod. I will have a look into it and will report back how I did it. One thing which could cause the behavior you reported could be some negative results. Its just a guess, but I will investigate this issue. Please be patient and thank you for the information.

      Cheers, Harmlezz
    2. Ashghan
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      It's been quite a while since anything happened here, but I wanted to send a little reminder that the bug is still there. For weapons with 0 spread and 100 in appropriate skill the zoom starts to sway like crazy as soon as you attain a rank in a perk that reduces your spread. I agree that this could be because of negative values - the spread reduction is a fixed amount, right? Perhaps you can implement a check that calculates the spread and if it's negative then it sets to 0. Or perhaps easier - make all the spread reductions a multiplier - say a 10% reduction (x0.9) instead of a flat -0.1. Or, as a last resort, simply remove any spread modification from the perk. (not my favorite option )
  8. Sumai4444
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    A year later. New computer, reinstall of all old stuff. FO3 REQUIRES all your mods, or I won't play it That is the positive effect, and testimony for anyone reading this. Please download this mod, it changes gameplay to such a level you find you can't play without it, even a year later, if you are like me <3
  9. Billy1969
    Billy1969
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    Hello again Harmlezz,
     
    I'm pleased to report that everyting works fine now!  It must have been a leftover in my savegame, this time when reinstalling from a clean save the pipboy comes back as it should after viewing the Relentless Warrior menu!  Thanks for your help and kudos from me
    1. Harmlezz
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      Hi Billy!

      I am happy to hear the new version fixed the problem for you. Thanks for the Kudos and for reporting the hidden bug. I am always very glad to be aware of leaks in my scripts so I can fix them for the better.

      Hope you may enjoy the mod now without getting annoyed anymore.

      Cheers, Harmlezz
  10. Billy1969
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    In response to post #8287764. #8309015 is also a reply to the same post.
     

    Hi Billy, I try to simulate it immediately now. A workaround for you till I upload a new version: Open the console and type: setStage MMEWarriorQuest 3. Sorry that my new version did not fixed the bug for you. I will investigate it now! Cheers, Harmlezz ADDENDUM: I can't reproduce the potential bug. What I did: I loaded a game where my mod was not available (installed). Than I took the three ranks of my perk and killed some stuff using a small gun. Afterwards I opened the Tome of War and navigated to the Small Guns Achievements. Than I closed the Tome of War and the pipboy still functioned. What did I missed to do? Does anyone else observed this bug? Could you please do me a favor by doing the following: Download the version 1.1.1 once again. Uninstall the old version. Load a save game while my mod is not installed and save it again. Install my mod and load the very last save game. Now you should see the version message. Play and get rank 3 of my perk (or open the console and give yourself some XP using the command rewardXP XXXXX). Than write if the bug still occurs ok? Thank you Billy!
     


    Hi Harmlezz,
     
    Unfortunately I can't play right now so I can't test it atm, will get back to you when I did, I use the pipboy readius, do you use the regualr vanilla pipboy?  That's maybe the only difference in what you did, or maybe my savegame was still retaining the bug, I will try and clean save before I install again as you suggested to make sure, don't be sorry, it's not a big deal and i'm not annnoyed or anything, since no one else reported this thing happening it surely is something on my end, like the savegame, anyway I'll get back to you when I tested what you suggested.
  11. Harmlezz
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    Hi Folks!

    I just uploaded a bug-fix which enables all Pipboy keys in case the Tome of War menu crashed or were not closed while reloading a new game. The guard just checks if the the 'TAB-Key' is disabled while the player is not in possession of the menu lifecycle token. If that is the case, it enables all four keys again.

    I tested it by opening the menu and hitting ''ESC'. That I loaded an old game and after 5 seconds the Pipboy was accessable once again. Hope this will fix this nasty bug.

    Sorry for the trouble I caused. Cheers, Harmlezz

    ADDENDUM: I had to upload it once again, because the quest running the guard-script must never be stopped. So I remove the stopQuest command and made the quest script run every 10 seconds to ease the burden on the Fallout 3 engine.
    1. Billy1969
      Billy1969
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      Hi again,

      Thanks for the update, I use your latest version now, but the same error happened when I took the third rank of the perk, I added them with the console because I lost them uninstalling the previous version, all works as intended with the first two ranks of the perk but once I take the third one, I open the tome of war, check my stats, click on the close button and the pipboy doesn't come back.

      As I wrote, this only happens with the third rank of the perk taken... I have no idea why, atm to continue play, I uninstalled again, reinstalled and I just took the first rank and will add the second once I level again and then the third, or I'll skip the third entirely, still it's very strange that it still happens with your modified script.
    2. Harmlezz
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      Hi Billy,

      I try to simulate it immediately now. A workaround for you till I upload a new version:

      Open the console and type: setStage MMEWarriorQuest 3.

      Sorry that my new version did not fixed the bug for you. I will investigate it now!

      Cheers, Harmlezz

      ADDENDUM: I can't reproduce the potential bug. What I did: I loaded a game where my mod was not available (installed). Than I took the three ranks of my perk and killed some stuff using a small gun. Afterwards I opened the Tome of War and navigated to the Small Guns Achievements. Than I closed the Tome of War and the pipboy still functioned. What did I missed to do? Does anyone else observed this bug?

      Could you please do me a favor by doing the following:

      Download the version 1.1.1 once again. Uninstall the old version. Load a save game while my mod is not installed and save it again. Install my mod and load the very last save game. Now you should see the version message. Play and get rank 3 of my perk (or open the console and give yourself some XP using the command rewardXP XXXXX). Than write if the bug still occurs ok? Thank you Billy!