Fallout 3
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Mr D

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MrDumpling

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11 comments

  1. Sn4rk
    Sn4rk
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    • 10 kudos
    Could you please make a version that would instead disable these camps from appearing? so that even after the waters of life quest they won't appear
  2. askfor
    askfor
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    • 42 kudos
    There is an older mod named 'Enclave Enabled' :

    http://fallout3.nexusmods.com/mods/2597/?

    I think it does the same thing, more or less.
    1. Marconiex
      Marconiex
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      • 21 kudos
      This mod doesn't trigger the Vertibird when you exit the "Sniper Shack" NE of Vault 87 either so now I don't trust either mod to be 100% effective at triggering all of the Enclave spawn points. The idea is great though!
    2. MrDumpling
      MrDumpling
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      I took a look at that one. It does do pretty much the same thing, enabling the master marker for the camps. It ties it into completion of the tutorial quest. So functionally, yes the same. Only difference would be my mod here would work at any point, not requiring a new game.

      And I'll take a look at that helicopter trigger. I'm sure there will be a few others too, I wouldn't mind tying them all into this mod, changing the trigger parents shouldn't be too difficult.
    3. Marconiex
      Marconiex
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      I'll let you know if there are other spawn points that don't work as I play the game. It won't be right away though.
    4. askfor
      askfor
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      Enclave encounters, particularly airborne insertions (vertibird events) are often enabled after certain MQ stages. Most of them upon completion of MQ05 and MQ08. I've been tinkering with MQ a lot, so I know. Perhaps you might look at the final stages of those quests, you might find out what activators and triggers are getting enabled.
    5. MrDumpling
      MrDumpling
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      Exactly, MQ05 sets a parent ref on that enables all of the camps and patrols. Turns out the vertibirds had a script that checked the MQ05 stage itself, rather than the enabled ref. I updated that. So the flyovers and landings work now. I'm sure there will be some more other events to look at, I'll poke around more later.

      Askfor, how would this mod impact your Ultimate Freeplay Mod? That mod does so much I would assume my mod here would be redundant in that case.
    6. askfor
      askfor
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      You are right. I've checked random encounter quests, both seems to check MQ05 and MQ08 stages. But, I think you can easily change that, by editing scripts tied to particular random encounter stages.

      As far as the Ultimate Freeplay Mod (UFP) is concerned, it is affected as much as vanilla MQ is. You can play UFP in two ways, the regular, vanilla way and in the way that shortcuts MQ. If you play it in regular way, your mod should work like in normal game.

      If you play it in shortcut mode, there should not be much difference, either. UFP only affects some quests stages, mostly MQ05, MQ03, MQ08, as if those quests were completed. 'Death from Above' is started at some point, too. MQ05 has additional stage 201 added. I think MQ08 has stage added, too. So, altering those quests might disrupt UFP. Otherwise it should not be affected at all.
  3. CreepingDarkness
    CreepingDarkness
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    • 14 kudos
    are they still hostile though because for a low level character that could be really bad
  4. Marconiex
    Marconiex
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    • 21 kudos
    It's not triggering the Vertibird when you exit the "Sniper Shack" NE of Vault 87.
  5. Marconiex
    Marconiex
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    • 21 kudos
    I think that fixed the problem. I'll know better when I run into other camps.