As I have made clear, I am no longer working on or actively maintaining this mod. However, DuperflyBoneson has expressed interest in maintaining/improving it. And so let's all take a moment to appreciate this kind soul as they make efforts to provide assistance/enhancements/bugfixes.
Keep an eye out for new version releases coming soon!
And as always, above all else I hope you all are having fun. :)
We're coming up on 5 years since I did anything with any of this. I still get notifications about this mod and stick my head in from time to time to see if I can help with any issues but it should be noted that this mod is far passed the point of active maintenance for me. I'll gladly try to point users in the right direction but it's highly unlikely that I'll make any actual changes at this point.
I would also like to officially announce that anyone/everyone can do whatever they want with this mod (preferably barring straight up plagiarism). I'll even be happy to promote your changes/additions/fixes here. So have at it!
Alright, guys. I spend way less time here lately so I'll just say this:
This mod isn't perfect. On average I'll say you'll run into three bugged quests in this pack. Now is that such a big deal for a quest pack of 40 small quests, especially when the vanilla game isn't even bug free? I don't think so, but others might not agree.
And let's just get this out of the way... HOBO KILLER is bugged to shit. Sorry. Tried. Can't fix.
There are other small things you'll find on your own or in these recent comments. Those I've kept track of I'll try to post an update for soon. Right now I'm trying to help out on The Frontier Project and I'm going on my honeymoon soon so it really isn't top priority.
And to you few disrespectful inconsiderate trolls that manage to spew hate on everything and everyone because it makes you feel good:
You are the reason communities disband and die out. You are the reason people stop contributing their time and effort for FREE. You want to know why FO3's nexus has been a deadzone for so long? It's partially because of the difficulties modding this game (which you would think you would take into account), but mostly it's people like you who contribute nothing but negativity and contempt towards people who offer you something out of the kindness of their heart... FOR FREE.
asking you here since the ttw version isnt active, but how do you find the key for the car dealership for "what a tool" ?. i found a letter in moiras leading to it but i need a key and i have no idea where i could find it. i dount wanna cc incase i break script
Hello, your mod is legendary. But please help me, I'm totally stuck on LITTLE BROTHER quest, the behemoth objective doesn't work after kill the behemoth... Can you give me the console code for gain manually the objective, and continue the quest.
EDIT : So, I searched via notepad++ in the esm file of the mod, version update, I found in the first lines a quest with the name Stephen in it : begin OnDeath
if getstage aaStephenQuest == 30 setstage aaStephenQuest 40 endif
And I tried several lines on a save, to test. "setstage aaStephenQuest 10", "20" , "30" and finally "40", validated me the death of the behemoth.
EDIT2 : However, "Fixed the quest "Little Brother" being stuck after killing commander Jabsco. Thank you MarkFromNextDoor for the bug report!" I'm still stuck when I killed Jabsco, so the update fixe, don't work for me.
It's a shame that Jerichos new content is currently unvoiced entirely. Could you maybe put up an optional download for his old voice? I know you said it's bad but personally I'd rather have a bad voice than none at all and maybe others would want that too.
I'm using the TTW version of this mod and absolutely love it. The only thing I'm not crazy about is the voice acting. I am working on some AI Voice acting for every new NPC in this mod, well this version of the mod at least. I was wondering if I could get permission to post the AI voices when it's done? If not, no worries! I was working on it as a personal project anyways!
has someone played this in combination with MMM/Mart's Mutant Mod? I saw in FO3Edit that some Records in MMM are overwritten by WWM and would like to know if it's safe to use both Mods.
After many years away from Fallout 3, I've returned and am doing a complete overhaul of all the mods I use in an attempt to replay the game, such as making patches to mods to comply with the latest UFO3P, and trying to make intermod patches where feasible. That said, I've finally reached trying to make MMM and WWM compatible. MMM is loaded before WWM in my setup. As for WWM, I've disabled the quests aaTIMcompanion "T.I.M. Upgrade", aaDrMandrakeQuest "Late Delivery", aaJerichosQuest "Hobo Killer", aaBillyQuest "Maggie's Meds", aaKellerQuest "Who do you think you are?", and aaBoSQuest "Making a Dint". I may have to do the same with aaSamuelQuestZ "Proving yourself to the fold" since there are serious conflicts with MMM.
So far I have conflicts for 9 Creature records, 25 NPCs, and 2 Scripts that I'm in the processing trying to make compatible. Some can be resolved easily, others not so much, especially anything that references two different scripts from two different plugins. I ended up disabling the aaAssassinQuest and aaPhilCompanionQuest, and letting MMM's scripts win for the NPC records. MMM also won in the two scripts.
So, yes, they can be used together (I did back then), but expect varying MMM behavior or broken WWM quests. If it takes more skill than I have to resolve the issues, I'll end up disabling more WWM quests and records to allow MMM to win.
You can use them together. But so fare most or all of the quests I've tried to do get broken at some point. But I'm sorta just using this as a companion mod now since none of the quests work. So there's that. I'm also using FWE and that might be contributing as well.
Seriously, if you're interested in playing the FO3 story, don't use MMM (unless you're an experienced modder who likes heavily editing mods & solving crashes). MMM is a hot mess (and conflict magnet) but not all of it's problems become apparent for a while.
I killed Jabsco or something like that for a quest from a guy named stephen, but when i killed him, he still tells me to kill Jabsco and the quest still says kill Jabsco
is there a walkthrough or guide for these quests? I got 'Lend me a Hand or a Leg" started, but with no quest marker, I have no idea what to do, and if that isn't the only quest that doesn't have a quest marker, I'm definitely gonna need a guide to help me out. thanks
Hi there! That particular quest stage allows you to bring any of that item to turn in. You'll frequently find them in supermutant flesh bags, etc. Any quest that requires a specific item/location/etc should have a quest marker.
I'm trying to do the quest "Making a dint" but I'm stuck on the bit where you need to use artillery to get to the skybridge. IDK what artillery it's talking about, I searched all over the place but I can't find anything that clears the debris. Am I a blind idiot or is there possibly some mods that break this quest?
414 comments
As I have made clear, I am no longer working on or actively maintaining this mod. However, DuperflyBoneson has expressed interest in maintaining/improving it. And so let's all take a moment to appreciate this kind soul as they make efforts to provide assistance/enhancements/bugfixes.
Keep an eye out for new version releases coming soon!
And as always, above all else I hope you all are having fun. :)
I would also like to officially announce that anyone/everyone can do whatever they want with this mod (preferably barring straight up plagiarism). I'll even be happy to promote your changes/additions/fixes here. So have at it!
This mod isn't perfect. On average I'll say you'll run into three bugged quests in this pack. Now is that such a big deal for a quest pack of 40 small quests, especially when the vanilla game isn't even bug free? I don't think so, but others might not agree.
And let's just get this out of the way... HOBO KILLER is bugged to shit. Sorry. Tried. Can't fix.
There are other small things you'll find on your own or in these recent comments. Those I've kept track of I'll try to post an update for soon. Right now I'm trying to help out on The Frontier Project and I'm going on my honeymoon soon so it really isn't top priority.
And to you few disrespectful inconsiderate trolls that manage to spew hate on everything and everyone because it makes you feel good:
You are the reason communities disband and die out. You are the reason people stop contributing their time and effort for FREE. You want to know why FO3's nexus has been a deadzone for so long? It's partially because of the difficulties modding this game (which you would think you would take into account), but mostly it's people like you who contribute nothing but negativity and contempt towards people who offer you something out of the kindness of their heart... FOR FREE.
Rant over.
Happy gaming!
But please help me, I'm totally stuck on LITTLE BROTHER quest, the behemoth objective doesn't work after kill the behemoth...
Can you give me the console code for gain manually the objective, and continue the quest.
EDIT :
So, I searched via notepad++ in the esm file of the mod, version update, I found in the first lines a quest with the name Stephen in it :
begin OnDeath
if getstage aaStephenQuest == 30
setstage aaStephenQuest 40
endif
And I tried several lines on a save, to test.
"setstage aaStephenQuest 10", "20" , "30" and finally "40", validated me the death of the behemoth.
EDIT2 :
However,
"Fixed the quest "Little Brother" being stuck after killing commander Jabsco. Thank you MarkFromNextDoor for the bug report!"
I'm still stuck when I killed Jabsco, so the update fixe, don't work for me.
Missed you gave permission in the pinned comment.
has someone played this in combination with MMM/Mart's Mutant Mod? I saw in FO3Edit that some Records in MMM are overwritten by WWM and would like to know if it's safe to use both Mods.
So far I have conflicts for 9 Creature records, 25 NPCs, and 2 Scripts that I'm in the processing trying to make compatible. Some can be resolved easily, others not so much, especially anything that references two different scripts from two different plugins. I ended up disabling the aaAssassinQuest and aaPhilCompanionQuest, and letting MMM's scripts win for the NPC records. MMM also won in the two scripts.
So, yes, they can be used together (I did back then), but expect varying MMM behavior or broken WWM quests. If it takes more skill than I have to resolve the issues, I'll end up disabling more WWM quests and records to allow MMM to win.
I hope this helps.
That said I can't imagine one couldn't make a patch for both mods without too much work
I got 'Lend me a Hand or a Leg" started, but with no quest marker, I have no idea what to do, and if that isn't the only quest that doesn't have a quest marker, I'm definitely gonna need a guide to help me out. thanks
I decided to focus my efforts on fixing the bugs on the Fallout 3 version :)