Fallout 3

412 comments

  1. jcro25
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    Sticky

    PLEASE NOTE BEFORE COMMENTING
     
     
    Any bugs or problems encountered need to be reported to me via PM. This is so they can be acted upon quicker and discussed in detail.
     
    Before asking a question regarding Point Lookout Reborn, read the readme to check that your question has not already been answered
     
    Highly recommended that you reset any progress made in Point Lookout before playing to ensure all content will be enabled.
     
    At times I may not be able to respond to all comments, sorry about this.
     
    Jcro25  

  2. Gorradon
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    Sounds promising. Shame there isn't a TTW port of it yet, though
    1. jessdog97
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      there is now 
  3. RetroK283
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    I've sent a PM about this just in case But I was wondering if anyone has a way to work around Restoring the Power, I have the required lvl for Repair and exact items But It wont let me repair the generator it keeps saying Do Nothing is there a work around?
  4. MrWasteland
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    So, I was generating Lod for Point Lookout using Fo3LodGen and everything seemed to be OK, until I found something floating above the pier area, near the ferris wheel.
    https://photos.app.goo.gl/WxKiJVVFBMuazeXc8

    After a lot of headache I noticed that the mod edits a DLC04WaterPlane01 below that area. The only problem is (as I understand it) that the object's position on the Z axis is -544 when every DLC04WaterPlane on the map has the Z axis at -3228.
    The Problem and Fix: https://photos.app.goo.gl/pZ86VTrX3Bwp6sVh6

    Using FO3Edit I solved the problem, and when I generated the lod again everything was solved.
    If you see a plane floating in the sky that disappears when you approach it, that may be the problem.

    In The Shadows of The Swamp also adds and edits some DLC04WaterPlane01. The way to correct the problem is the same.
    -near punga cave https://photos.app.goo.gl/bgzqkrWU4xNvzjt18
    -copy the values from left collum to the right collum: https://photos.app.goo.gl/HKMGXD4ym3snmEzZ6
    -in the swamp area: https://photos.app.goo.gl/wcyjb4vBxVmY9Sf37
    -fixed https://photos.app.goo.gl/NwAK9Vawf9BpPCJ88
    1. summerian
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      I can't thank you enough for this. I was getting the exact same issue and I was close to tearing my hair out trying to figure out what was causing it. Thank you so much, you're a life saver.
    2. MrWasteland
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      I'm happy to help. I was surprised that no one noticed (or posted) about this issue before. I think most people don't usually regenerate the LOD of DLCs. The worst part of it all was spending hours on Fo3Edit looking item by item until I found the two DLC04WaterPlane01 that were edited.
    3. wellden
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      Kudos MrWasteland...I remember looking for this very thing years back with this mod. How could one not see the thing? ;)
      Makes sense indeed and thank you for sharing the fix!
    4. Masterlix1982
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      And another user falling victim to the floating square of water Thankyou again for this fix.
    5. MrWasteland
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      Imagine my confusion when I first saw those LOD floating and then disappearing when I got close to then. It was the first time seeing something like that. This was my first modded Fallout 3 playthrough (and the huge load order was build around 2015). I thought I screwed something up (as I made some small mistakes in other things).
  5. hcbigdogdoghc
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    Somehow this mod fucks up the double barrel shotgun texture when I have another weapon retexture mod installed, and I for the life of me can't figure out why.
  6. firefly101
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    Well the fixed ECM someone uploaded works and reborn is interesting, but it really adds nothing to the DLC while at the same time changing things that make the DLC not feel the same. I decided not to use it. I found the Motel changes not a plus for the DLC, as simple opening up more rooms would have been better without such a massive change. The Smugglers are way over the top and their HQ got silly the deeper you got into it. The Ghouls near the graveyard were over the top also. There were way too many Cup of Joe's added when only the one would have
    suffice. Over all nice mod that imo ruins the feel of the original without adding enough to justify the major changes. I wish a simple mod adding just a couple openings for closed doors but alas not.
    1. laclongquan
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      "it really adds nothing to the DLC"
      This sentence really signal your zero interest~
    2. streetyson
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      A powerful smuggler base makes perfect sense as Point Lookout is FO3's centre of smuggling operations. And the place used to be a pleasure resort, so two coffee shops (vanilla one in the resort complex, mod one on other side near to beach/dunes) is not excessive!

      My only "complaint" is the mod claims Marcella will sit outside if you kill certain enemies, but she didn't. Her story stayed vanilla. My only other wish is if the mod could have addressed the vanishing tree lods glitch in Point Lookout, but it didn't for me. But the mod is a keeper, albeit next time I'll try YuMMz's cleaned esm (link working Oct 2022) found in the comments. Anyways, endorsed. Thanks.
    3. firefly101
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      Its a good mod for some, but for me I played the whole DLC with it and found it not worth keeping. It just didn't add enough to justify the changes made to the original. The Reactivation of the robots was a nice touch, but the Hotel was better in the Original, it just needed a DC style interiors added to the DLC. Expanding the Smugglers was a good idea, but again it was taken over the top with tons of weapons and deep bunker which made no sense. The Ghouls were everywhere near the added camp near the graveyard. Over all it was a nice try but I don't think everyone would like it. If someone posted a post like mine I probably would have avoided it.
    4. streetyson
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      Well, I would accept your point about the proximity of the ghouls to the HQ, except that's also true of the vanilla DLC isn't it? - where it has a smuggler camp (and that church idiots community of course) already as near or nearer to the graveyard than the added HQ. Sadly that issue is common across FO3/FNV/FO4 (even vanilla), whereby places and safe-distances between are too compressed.
    5. laclongquan
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      It's a big conundrum with no correct solution so far.

      FNV Fallout New California tried to deal with this in the NCR city and raider valley. Many locations of same neighborhood, but spread out. What it created is to make gamers run from one place to another more, even if they use huge map and not closed worldspace. Think of three Freeside areas enclosed into one humongous area.

      Hell, even FNV tried to deal with it, like New Vegas Southern area between Freeside and Sharecropper farms. But what it create is a spread out flat land that make players run from one place to another. it feel samey, samey.

      It's a trade off between PLO 's compressed world space, and FNV's spread out samey landscape.
    6. streetyson
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      Agreed, except FNV's Nevada is maybe a poor example as it's mostly too open a landscape - which is prob why they had to spread everything out more or else all these disparate groups would be standing in plain easy sight of each other. And FNV was very rushed compared to FO3 which prob meant they had less to fill it with and less time to do it in. Thankfully FNV's DLCs did a much better job.
    7. laclongquan
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      On this aspect of compressed worldspace versus wide open, you can see the difference in design among Zion Valley, Sierra Madre Villa, and Big MT.
      Zion Valley tried to deal with the far distance's samey samey feeling by develop a 3D terrain. Think of PLO's Cathedral surrounding with more cliff, and higher height. It work, in a sense, as Zion is the best hiking simulator among 4 DLC, but too many players complain that it lack tensions.
      Sierra Madre Villa is a strictly 2-storey terrain. Its' 3D but not very high. It's small size but they tried to give it difference by the red smog and broken piece of terrain. Strictly speaking you are (and must) paying too much attention to the dangerous smog to notice the samey feeling. Plus, that samey feel play right into the maze design.
      Big MT combine both. There's higher heights, then there's pipe playing as 3D maze. It no longer feel samey, with more differences (type of hostiles spawns, more architecture, more everything).
  7. streetyson
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    In earlier comments below folks will read of Yummz's Nexus patch for this mod which fixes some navmeshes. The exchanges may give the impression they just undeleted navmeshes as per Kain's comments, but Yummz confirms to me they are fully fixed - as in properly revised. And cleaned. I must admit I played the original mod as-is, to it's conclusion, a couple of years ago and don't recall any particular issues. But nevertheless, Yummz has completed a mod playthrough with the revised esm, so you might as well go for it. You still need the original mod from here, then replace the esm with Yummz's one. Happy gaming everyone - thanks to Jcro25 for a great mod, and to Yummz for the patch.
  8. KainThePheonix
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    It would be a good idea for anyone using this mod to run it through FO3Edit or the latest version of xEdit. It has a bunch of ITMs and Undeleted References. I ran the auto cleaning method from the xEdit link contained within the install folder. It took me an hour (it is likely I wasn't using the most optimal search method) to remove 14 to 15 Undeleted References. Those require slowly removing by scanning every marked option and looking for the term "Deleted" in the upper right pane window of xEdit.

    If you see them they are navmeshes marked in the right pane info box as "Deleted" with the message popping up "There are 15 Deleted NavMeshes that cannot be removed" at the end of the auto cleaning which requires you to look through each and every marked listing, usually a Navmesh, not always under the Navigation Mesh tab either. The Undeleted References are always found in the World Space tab at the bottom of the left pane window in xEdit. IF a mod contains world space information that is where it is located.

    Once you find a passage that says "Deleted" right click on it and it will ask about the changes, say Yes or if it doesn't it will bring up a small option window that has various options you should see the word Delete. Uncheck it and press left click correcting the Undeleted Reference. You will see the box go from Yellow to Green signifying the changed option. Be sure to Save using the Save button in the upper left corner of xEdit.

    It helps to keep the mod fully clean so if you see instances of Undeleted Navmeshes that cannot be removed it will require you to hunt for them through every Yellow Box & Green Lettering Marked option.

    Sorry I have no pictures. I should make them as it was explained to me in another thread and made it easier to understand if you aren't familiar with xEdit.
    1. YuMMz
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      I uploaded a version of just the ESP you can download that is cleaned and the navmeshes fixed a few replies below this one if people just want to use that.
    2. KainThePheonix
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      Kudos and Thank you very much!

      :)
    3. deleted86523568
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      OMG Dude! Thank you! I was groaning thinking about cleaning this one.
    4. H3llbAne
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      Where is the esp?

      Edit: Never mind
    5. wellden
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      Just for the record, it is my understanding that getting rid of the deleted flag is only the start of the "fix". Also note that this essentially creates an ITM when deleting the flag. Here is one of several guides on deleted navmeshes if interested. First few steps are replaced by xEdits quick clean method now. 
    6. streetyson
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      Yes, Wellden is prob right, I previously did as Kain mentions for a few deleted navmeshes in the Crimson Caravan mod and it did not properly fix the mod! What I found there is that the NPCs started facing the wrong way at newly added walls and trying to walk into them etc, and generally getting confused. I should've of thought of that. What it needed was remodelled navmeshes, not simply the old ones back.
  9. YuMMz
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    First, thanks for the mod! I've cleaned the mod and fixed the 14 deleted navmeshes. Below is a link to the cleaned ESM file. I've messaged the author and I will remove this link if requested. Again, thanks for all your work on this, it is really appreciated!

    Due to an issue with Mega, I uploaded the fixed ESM to Nexus. You can find the mod page here: https://www.nexusmods.com/fallout3/mods/25613/

    Enjoy
    1. felwinterfrost
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      Thank you so much for sharing!
    2. YuMMz
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      No problem. Hope it makes things more stable.
    3. philip92dk
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      can you do a version for TTW?
    4. Jpwolf69
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      Thank you for this.
    5. badiser
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      THANKS !!
    6. InActionMan64
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      Did you ever get a response back from the author, I'm working on a TTW mod and I haven't heard back yet.
    7. deleted77875333
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      Gotta bump this post so that it's never lost to the common user.
    8. hcbigdogdoghc
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      This deserves to be at the top, bump again
    9. FFantasykid69
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      LINK NO LONGER WORKS!!! ANYONE HAVE ANOTHER COPY?
    10. YuMMz
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      Updated the original comment to point to a mod page on Nexus.
  10. TrickyTrack00
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    Early 2023 review: Point Lookout Reborn is a good addition to original DLC that works perfectly in combination with "Stories from Point Lookout". This mod expands on original ideas of smugglers in Point Lookout and gives you opportunity to improve some of the regional pre-war buildings which is nice in my opinion. Don't expect vast new locations and many enemies, because "Reborn" adds just as much content to give Point Lookout a feeling of being alive, but not creating a literal warzone.
    You can help scavengers conquer smugglers attack and can potentially meet new vendors that will patrol region area and the most famous locations of the DLC.
    In my playthrough I found only one minor bug with all fridge containers in Point Lookout having 1000 caps and enormous amount of alcohol. Some problem with wrong container's items list but it's not a big deal.
    Should you try this mod in 2023? I won't agree with firefly101's comment about "DLC not feeling the same after Reborn mod" and I really suggest to try it for yourself.
    Also I must again adivse to use combination of mods to give Point Lookout fresh feeling even on 3rd playthrough: Point Lookout Reborn, Stories From Point Lookout and Point Radio mods. They work perfectly well with each other, not breaking some basics and expanding DLC content in a good way. 
    1. FFantasykid69
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      THANKS FOR THIS :)
    2. TrickyTrack00
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      Glad to help :) 
  11. joelord402
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    can you list the weapon id's?