Finally created the wiki page for your mod ! It's a bit incomplete right now, but tomorrow all those WIPs will let nice blocks of informative texts take heed. So now does it means the Ajax outposts will become redundant ? Can I safely disable the plugin ?
Thank you Tossman. Yes, you have to disable it, otherwise they overlap with each other. Mind you, they are slightly different from the originals. I removed the Humvees and the truck, but in turn I have added some "Quad-Turret towers" and "turret-bunkers", plus I have added the interiors for the 3 outpost tents.
Version 1.1 released. It adds 3 new checkpoints at Andale, Grayditch and Springvale. These 3 outposts are fixed and remastered versions of Ajax109's TSC Outposts. He allowed me to integrate them in my mod.
For those who already had 1.0.1, use the reset button on Karpov's desk to add them.
His original mod is here: http://www.nexusmods.com/fallout3/mods/18597
Version 1.0.1 released. All the problems with the v1.0 versions (objects not disappearing in the .esm, crashes in the .esp) were solved. I also added a small reset button on Karpov's desk (Superior Officer Quarters, second room on the left) for those who need to update from the older versions. Press it twice to fix the non-disappearing objects. (one to remove the outposts, one to restore them)
(credit to Ironhammer23 for the reset button script)
Thanks for the fix ! Pciked up the mod with 1.0 and above all I especially like the unique officers at some camps. I look forward to see more of them, they really give personality to each camp !
I have a minor suggestion, (and I'm conscious it might be hard to implement) but when I saw all the landed Valkyries I thought it would be cool if you could use them to fast travel to Rivet City/The Olympus. (It moght cause problems because Archer1's fort Titan already edits the script and messagebox)
Also a minor thing : there's a landing zone with just a lonely Valkyrie sitting there unguarded. It feels.. unsafe
But that just nitpicking, keep up the good work mate !
TossMan wrote: Will try ASAP ! Good to see this mod sorted out, tbh I was afraid of using it this whole time !
After converting it, it stopped giving me problems. Others before converted it by their own, and it worked fine for them. If you like seeing the presence of the TSC around the Capital Wasteland, you'll like this.
DId y ou clean it with FO3Edit at all if I may ask?
Using FO3EDIT instead of FMM to convert the .esp into .esm solved the problem with the objects that weren't disappearing. I'll release the fixed update shortly.
I would recommend pushing out an update that removes the cars from the catering area when the outpost is established -- All the civilians died less than a minute after I visited from the cars exploding.
Strange, I was sure I already linked them to the TSC camp markers to make them disappear. In fact, I placed the civilians right were one of the cars would be.
Give me a moment to check if I have the same problem.
Also I noticed that one camp had the officer's chair literally inside a radioactive puddle with just his head sticking out and another camp had an issue with dumpsters not disappearing -- causing soldiers to walk inside the dumpster to lean on the wall.
It could be related to an issue with the game engine where it has trouble enabling and disabling objects in the same script.
Either could be fixed by making the game run two scripts (One to disable stuff, another to enable other things) separately, or to put a bugfixing button somewhere that has a disable script to disable all the things you want to disable. (That way if the player notices these issues they can just press the button to fix them)
These are all problems that aren't present in the old .esp version. Apparently converting it to .esm interfers with disabling, but not with enabling?
I think I'm understanding now. What I did in the mod was to disable the master reference for the Enclave outposts when the dialogue with Karpov ends, enabling the TSC outposts references in their place. So far, so good.
There some items though that weren't originally associated with the Enclave outposts, like the cars in Outpost, the radioactive puddle and the dumpsters, so I linked them to the TSC outpost references, checking the flag "Set Enable State to Opposite of Parent".
It worked in the last version, the problem was the constant crashing when changing cells.
For some reason converting the .esp into .esm (with no edits) interferes with the last part, causing those objects to stay enabled even if the parent references is enabled too.
So this is the situation: -if the mod is a .esm, the object aren't disabled. -if the mod is a .esp, the object are disabled, but it's crash-a-palooza.
I have no idea how to solve this Catch-22, and it's getting on my nerves.
Well you could make your ESM the master of a new ESP and have the ESP do the disabling.
(Also to fix this problem in current savegames would require being able to run the disable script again after the dialogue is already completed. Such as a button with a disable script attached to it.)
After converting it, it stopped giving me problems. Others before converted it by their own, and it worked fine for them. If you like seeing the presence of the TSC around the Capital Wasteland, you'll like this.
UPDATE: I did something that I should have done a LONG time ago and turned the .esp file to a Master file (.esm). This should fix the crash on save issue once and for all. Credit to JFrench11 and others for pointing out the solution.
Advice: Use this mod along with the TSC Troop Deployments mod by Ironhammer23: http://www.nexusmods.com/fallout3/mods/22277
UPDATE 2: the crash problem was solved, but now some of the objects that are supposed to be disabled after activating the Outposts stay enabled, like the cars in Outpost 24.
It doesn't break the mod, but in some places can cause strange situations, like a few NPCs being stuck inside objects.
It's a problem that doesn't occur in the old version, and the only difference it's that it's a .esp file.
I'll keep both versions available until I find a solution. Sorry for the inconvenience.
UPDATE 3: the objects weren't flagged as persistent references. That's the reason they don't disappear when the file is a .esm. Credit to Ironhammer23 for helping me out. The fixed .esm should be ready in a few days.
Reporting TSC containers early at the one near the Roach King and near Springvale School. Outpost 29 and 2, I think they are. EDIT: I'd also recommend changing some of the officers' ranks to sergeant since officer isn't an actual military rank. Hair, too.
CRASH ON SAVE ISSUE SOLVED (partially atleast) Sure...it crashes when you saves. But not if you load your game TWICE every time you start it up. A simple matter, really. Its really worth t, or so i tink atleast. Getting rid of all those damned enclave remnants. And the outposts are really well done.
Unfortunately this mod is unusable for me, I've finished both broken steel and mission 4 of MZC but when I activate this mod the game will crash whenever I enter a new cell/area or try and save/load the game.
70 comments
Yes, you have to disable it, otherwise they overlap with each other.
Mind you, they are slightly different from the originals. I removed the Humvees and the truck, but in turn I have added some "Quad-Turret towers" and "turret-bunkers", plus I have added the interiors for the 3 outpost tents.
It adds 3 new checkpoints at Andale, Grayditch and Springvale.
These 3 outposts are fixed and remastered versions of Ajax109's TSC Outposts. He allowed me to integrate them in my mod.
For those who already had 1.0.1, use the reset button on Karpov's desk to add them.
His original mod is here: http://www.nexusmods.com/fallout3/mods/18597
All the problems with the v1.0 versions (objects not disappearing in the .esm, crashes in the .esp) were solved.
I also added a small reset button on Karpov's desk (Superior Officer Quarters, second room on the left) for those who need to update from the older versions.
Press it twice to fix the non-disappearing objects. (one to remove the outposts, one to restore them)
(credit to Ironhammer23 for the reset button script)
I have a minor suggestion, (and I'm conscious it might be hard to implement) but when I saw all the landed Valkyries I thought it would be cool if you could use them to fast travel to Rivet City/The Olympus. (It moght cause problems because Archer1's fort Titan already edits the script and messagebox)
Also a minor thing : there's a landing zone with just a lonely Valkyrie sitting there unguarded. It feels.. unsafe
But that just nitpicking, keep up the good work mate !
DId y ou clean it with FO3Edit at all if I may ask?
I'll release the fixed update shortly.
Give me a moment to check if I have the same problem.
It could be related to an issue with the game engine where it has trouble enabling and disabling objects in the same script.
Either could be fixed by making the game run two scripts (One to disable stuff, another to enable other things) separately, or to put a bugfixing button somewhere that has a disable script to disable all the things you want to disable. (That way if the player notices these issues they can just press the button to fix them)
Apparently converting it to .esm interfers with disabling, but not with enabling?
I think I'm understanding now.
What I did in the mod was to disable the master reference for the Enclave outposts when the dialogue with Karpov ends, enabling the TSC outposts references in their place.
So far, so good.
There some items though that weren't originally associated with the Enclave outposts, like the cars in Outpost, the radioactive puddle and the dumpsters, so I linked them to the TSC outpost references, checking the flag "Set Enable State to Opposite of Parent".
It worked in the last version, the problem was the constant crashing when changing cells.
For some reason converting the .esp into .esm (with no edits) interferes with the last part, causing those objects to stay enabled even if the parent references is enabled too.
So this is the situation:
-if the mod is a .esm, the object aren't disabled.
-if the mod is a .esp, the object are disabled, but it's crash-a-palooza.
I have no idea how to solve this Catch-22, and it's getting on my nerves.
(Also to fix this problem in current savegames would require being able to run the disable script again after the dialogue is already completed. Such as a button with a disable script attached to it.)
EDIT: I sent you a PM.
If you like seeing the presence of the TSC around the Capital Wasteland, you'll like this.
This should fix the crash on save issue once and for all. Credit to JFrench11 and others for pointing out the solution.
Advice: Use this mod along with the TSC Troop Deployments mod by Ironhammer23: http://www.nexusmods.com/fallout3/mods/22277
UPDATE 2: the crash problem was solved, but now some of the objects that are supposed to be disabled after activating the Outposts stay enabled, like the cars in Outpost 24.
It doesn't break the mod, but in some places can cause strange situations, like a few NPCs being stuck inside objects.
It's a problem that doesn't occur in the old version, and the only difference it's that it's a .esp file.
I'll keep both versions available until I find a solution. Sorry for the inconvenience.
UPDATE 3: the objects weren't flagged as persistent references. That's the reason they don't disappear when the file is a .esm. Credit to Ironhammer23 for helping me out.
The fixed .esm should be ready in a few days.
EDIT: I'd also recommend changing some of the officers' ranks to sergeant since officer isn't an actual military rank. Hair, too.
Sure...it crashes when you saves. But not if you load your game TWICE every time you start it up. A simple matter, really.
Its really worth t, or so i tink atleast. Getting rid of all those damned enclave remnants. And the outposts are really well done.