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  1. TeamSilentPizza
    TeamSilentPizza
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    Yet another sticky post!

    As per a recent update on my Twitter profile (found in the description) I will probably only be supporting the TTW version going forward from the time it releases. Converting this mod to TTW has allowed me to add in slight changes that enhance the project, some that aren't really capable of being done in the FO3 engine. As a result, there will be cosmetic differences between the versions. If I ever get the time, I'll back-port some of the new scripts to this version to reduce the discrepancies.

    Thanks for your understanding!
  2. jjb54
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    You will not be able to travel back to Maddox Island upon the completion of the main quest.


    Are you / do you have any intent of fixing this? Seriously, there is so much to explore and such .... that you either have to " do it all " or that's it. :(

    The reason I ask is, I cannot leave the island at all and come back .... even NOT finishing the main quest??

    Am I missing something????? I use a teleporter mod to get to Megaton and back to the island at the moment, for quick drop of spoils and then back.
    1. TeamSilentPizza
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      When you finish the main quest, that's it for the story. Obviously with something like a teleporter, you can leave and come back, but barring some crazy solution, the story stops when the player travels through the car tunnel to return to the Capital.

      Honestly thought long and hard about putting in a way back to the island after the main quest but I haven't been able to come up with a way to do it that I'm happy with. (and I'd rather not half-ass it because there really isn't much new content after the main quest is over!)
    2. jjb54
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      ... a boat? Like with the DLC - Point Lookout.
      Have it where the shack is by Rivet City.

      Maybe Jimmy's daughter, as she is setting off to " world " and has the Overseers Robot with her. ;)
    3. TeamSilentPizza
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      Well, attentive eyes would notice the boat near that shack before heading to the island. That would be a great option.

      Except, well, Tank kinda buries it in the side of a hill. Whoops!

      I dunno, I might take another look into it in the future; there's still stuff I have yet to expand upon.
    4. jjb54
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      Since you answered mine - ;)

      First off, Lizzy is STUBBORN. :)

      Second, that is not the only boat in FO 3. :)
      I could easily see Lizzy scrapping together a " new " .... even from parts from the adventures in and around the island. There is a wealth of junk there.

      Just a thought .... Otherwise - and this is a thought I had. Since you cannot go back or take " short trips " there, to explore this and that.....

      What is the staying reason of keeping a 1 way mod like this on your computer?

      It's not a good thing to remove it after you accomplish the main quest ... as it could corrupt the whole game .... and thus .... you have a " DEAD " mod eating up valued Mod Allocations.

      * Not * trying to be a P.I.T.A. seriously. I like this mod .. thus I'm fighting for it ... but I'm going, it's a dead end mod. :(

      And if you are going to expand on the mod ... :D

      You seriously have to give reason to go there and make it so it's not a 1 way trip and that's it. I'm not fighting against you, I'm fighting for you and this mod. A reason to keep it ..... :D
    5. TeamSilentPizza
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      There's one thing we know about Lizzie and Jimmy and that is they're both insanely good at making something out of nothing, the drawback to that is that they are indeed both INCREDIBLY stubborn and won't stop until their goals are accomplished, no matter what it costs. Jimmy getting to the Pirates' jail undetected (which ends up getting a massive amount of prisoners murdered), the Chinese AR that Lizzie modified to fire faster (which drains AP like a sonofabitch), the modified Disintegrator that I never really explained how it even got there in the first place (that chews through ammo and basically requires the player to have played Zeta, although Vault 98 was going to play a BIG part in that as evidenced by the alien artifacts in the vault)... the list goes on.

      As stated before, said stubbornness allows them to achieve the goal of entering the bank vault but at the cost of several things, such as Lizzie being estranged from her mother/siblings (and you know, now that I think about it, I never really touched on that either), Ralph Moritz's death, and it's slightly implied but never outright stated what really becomes of Jimmy.

      You know, all this digging through the lore may have finally sparked something. I'll see what I can do about continuing the story a bit further, although it's gonna be incredibly difficult to call back some of the voice actors/actresses that I worked with on this project for reasons I can't (and won't) get into here.

      There's a lot of content that could still be expanded on, but the line of thought that took over when I got to mid-late 2018 was "I gotta cut this off somewhere otherwise I'll be working on this well into the 2020s". If I'm being embarrassingly honest, the decision to not allow the player to revisit the island after completing the story was one born out of being completely burned out on the project. I did have plans (albeit not very good) to allow the player to go back but by the time I got to that point in development, I was basically forcing myself to work on the project, so I just said "f*** it" and cut it off right there. I even barely put any effort into the car tunnel the player travels through to get back to the mainland.
  3. jjb54
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    I accidentally left something in the admin office ( Button to Vault ), that I need to get back. A different weapon from a different mod.

    I am finding ( correctly ??? ) that I can no longer get back into the bank? :(

    I really do not want to start over ..... and go through the battles. I"m not sure how to console command it back into my inventory ... as I would need the GBO which you get by clicking on the object.

    Thanks! :)
    1. TeamSilentPizza
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      coc ZZDISRockyCapeBankLV6, grab what you need, then coc back to where you were. Don't talk to any living NPCs in that cell, it might break something!
  4. AmaccurzerO
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    Hello, garfield2004b.

    I played this mod months ago when you released it the first time and I completed the main quest without any issue. When I got back for comment, the mod was hidden. I am glad you broguht us back this wonderful mod. The story was fascinating and the execution was awesome. My frame rate dropped sometimes during the massive fights, but it is due to my PC is a bit old. I would vote for this new world and the quest to be considered like an unofficial DLC.

    Thanks and congratulations xD

    1. TeamSilentPizza
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      Glad you enjoyed the story! The battle sequences are definitely resource intensive; I'm looking at trying to lighten the load without not actually reducing the amount of enemies that are thrown at the player. In fact, that's why the Enclave soldiers dissolve when you kill them, so there isn't a massive pile of bodies left over after the fight. Five minutes of bodies piling up and my computer gets locked up from all the physics calculations the game has to handle!
    2. AmaccurzerO
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      I think a solution to avoid freeze due the massive enclave troops would be to create non playable armors and weapons for them, create a new texture set for these armors and weapons and reduce the textures size to half. Maybe smaller textures for these massive troops will increase performance and will prevent frame rate drop. During the hard battle no one will notice or will stop to think about it. You can try it.

      BTW, I just downloaded the version 2.00 with the update and the distant objects with lod models are not displaying correctly. They appear in purple. Am I doing something wrong?

      SOLVED: In the version 2.00, in textures/landscape/lod/ the folder zWMMaddoxIsland is missing. I downloaded the version 1.2 and copied to the missing folder to the textures/landscape/lod folder from version 2.00. I thought it was good you to know and check.
    3. TeamSilentPizza
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      Yep, just uploaded a new update file that includes the missing LOD textures. Missed it when I was prepping the TTW version. Whoops! I'll see about implementing the fix you mentioned, haven't really given a lot of free time to modding lately because like I've said in the past, I've gotten burned out on it. A critical error like missing LOD textures kinda had to be fixed though.
    4. AmaccurzerO
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      Thinking better, you dont have to worry about it. I guess the massive enclave troops wont affect performance on a modern PC. Your mod as it is, is perfect. I would vote to consider it an unofficial DLC.

      BTW, the side quest "He went to Georgia" was unexpectly creepy. I loved it.
    5. TeamSilentPizza
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      "He Went To Georgia" was my favorite sidequest to make! Thanks.
  5. User_64114731
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    I'm so looking forward to this, now I can finally play it! Stumped up the cash for all of the DLC recently, seeing as almost every mod worth keeping in the load order these days needs at least one or more of the DLCs if not all. One question; you say to avoid mods that alter RC and PF exteriors. I do use a mod that expands the RC gatehouse a bit; nothing that changes the carrier itself. Does that count?
    1. TeamSilentPizza
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      If it's just the gate house, it's good! Honestly, I don't actually touch the carrier at all, just the parking lot that the carrier crashed into, and all that is is the first shack in the back corner. I just mention the incompatibilities as a "hey, this MIGHT be affected, use caution" kinda thing.
  6. TeamSilentPizza
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    New sticky post!

    So as you know by now, 2.0beta finally released. The TTW version is still being patched up (basically waiting for the next version at this point). I hope to have that out soon.

    The "beta" part is just that, a lightly-tested version that may still have bugs (honestly, what F3/NV project doesn't?) so if any bugs are encountered, report them here and I'll do a 2.1 when I can.

    The only content updates that will be released for either version at this point will be voice packages and bug fixes. If I ever get the roles filled that absolutely need to be filled, that may be it; I'm not as bothered by the smaller roles.

    Hope to have something fresh out eventually!
  7. SamuelOlson1701
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    I do plan on coming back to this eventually, it just depends on whenever the hell I get Fallout 3 fixed/reinstalled. Or, since I tend to have a s*** memory, was this already ported/still being ported to TTW?
    1. TeamSilentPizza
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      Working on that as we speak. Gotta do a little bit extra work to it, some things didn't translate as well as I'd hoped, but there's also some things I can make a little less hacky with the built-in stuff in the NV GECK
  8. Liyansi
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    awesome to see you are still working on this. Looking forward to play.
    1. TeamSilentPizza
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      I basically won't stop until I'm actually happy with it!
  9. TeamSilentPizza
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    Howdy everyone that sees this!

    So the current plan is to release 2.0beta sometime in the next couple of days. The update comes with many fixes and content additions that should have been in WM to begin with. (Addendum 2/12/2019: This basically went out the window when I began the TTW conversion process, plus thought of more things to add in, such as character motivations, etc. I'm still pushing for 'sooner rather than later' but no promises!)

    Barring massive gamebreaking bugs, 2.0beta is going to be the last content update for Washington's Malevolence. I figure it's time to move onto a new project, since it's been a right pain finding VAs for the project and this was supposed to have been wrapped months ago. If anyone would like to take a crack at finishing the rest of the roles, you have my blessing; I'll be more than happy to provide the scripts and master list of roles yet to be filled. This comes with the caveat that you may have to add them to the game yourself (or find someone to do it) since it's looking like I may not have the time to work on WM for the foreseeable future.

    The TTW version will ship over on the New Vegas Nexus shortly after the vanilla FO3 version.

    And I've put the planned FO4 sequel on hold indefinitely since I basically announced it before I had any real idea of what I'd even be doing with it. I've barely scratched the surface of what the FO4 CK is capable of, and I don't want to go into it in the dark like I did this one.

    Thanks for playing! See you all on the next one.
  10. ju87gstukas
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    Tons of CTDs when first captured by the enclave squad.
    1. ju87gstukas
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      So far I've tried about 10 or 12 times, "Did you hear that?" part was as far as I could reach, CTD occured randomly during this period, but they will happen.
    2. fredlaus
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      Don't give up - this one is worth waiting for
    3. ju87gstukas
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      I have no doubt about that, but first I would need to get through the CTDs.
    4. ju87gstukas
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      Tried this: iNumHWThreads=4, and the game progressed successfully. Now that I've triggered the switch to open the vault, but Jimmy won't talk to me after I went downstairs.
    5. PreWarTech
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      Here are a few other performance .ini edits

      [General]
      bPreemptivelyUnloadCells=1

      bUseThreadedAI=1 *check to see if this line is above the iNumHWThreads=4

      re: Jimmy - Check my post dated 30th December 2018 (scroll down this page) Garfield (author of this mod) made a bat file (instructions are in his reply.)
    6. fredlaus
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      Have you tried this bat-file? https://drive.google.com/open?id=1w2F3Sw8JHyfWWE6V_JAEmzDv4N-Nfspn
      Read more in one of Garfields posts beneath this one.
      Don't hit me if this ruins everything
    7. ju87gstukas
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      Thank you, I do enjoy the story, though it is a little bit strange for me, who have already become super good with the brotherhood and the outcasts to have to engage them in battle hahaha.
    8. ju87gstukas
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      Wait a minute... I forgot my compliment, where were my manners?
      You've successfully made a DLC level mod, and so very enjoyable, I wish you to know that your five years work is sincerely appreciated.
    9. TeamSilentPizza
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      You actually don't have to use 4 on HWThreads, 2 is sufficient. All that does is forces the game to use oh-so-many cores (whatever is set in that INI line). Something game-breaking like that should have been fixed before the game even went out to be printed, IMO. That's console ports in 2008 for you, I guess!

      You can imagine how much rage there was every time I had to reinstall Windows and the game crashed every time I went to do play tests, spending hours perusing through the code only to find out I forgot to use the multi-core fix and now I've just wasted my time. Aggravating.
  11. PreWarTech
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    @garfield2004b
    Hey, Great Mod!

    Firstly It's worth mentioning I'm running your Version 1.2.esm (converted for TTW 3.2 - no other mods) - But I've hit a Problem, During the Quest 'The End' - this is the only issue I've encountered during this 1st playthrough.

    - I've read all the comments on the mod pages and I see someone else has experienced a similar issue with Jimmy not speaking during 'The End' quest. (Although they don't give much in the way of information as to where Jimmy is located when they have encountered the problem.)

    Here's where I am stuck -

    After speaking to 'EYES' he informs me he will talk to his brother then join me in the basement (screen fades to black - Player teleports to the Basement where Jimmy is waiting - quest objective informs the player to Speak to Jimmy) - I am unable to interact with Jimmy thus unable progress further as the door I need to open to gain access to the Vault remains (Requires Key).

    I'd appreciate any help/advice you may have on this issue.
    1. TeamSilentPizza
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      I've actually managed to knock the "Jimmy not speaking every now and then" bug out already for the next version by reworking how that sequence (and, well, most if not all of the quests) works; originally; it was handled by quest stages with a custom script processing delay value, but I changed the behavior so (hopefully) no matter what, the proper variables will set and Jimmy will speak.

      Although, I don't really recommend converting 1.2 to TTW; it's possible, but it may be really problematic! 2.0 will ship with a TTW version that (hopefully again!) won't give many users issues.
    2. TeamSilentPizza
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      I whipped up a quick batch command file that re-runs all the necessary commands. Let me know if this helps!

      https://drive.google.com/open?id=1w2F3Sw8JHyfWWE6V_JAEmzDv4N-Nfspn

      Place that in the same place as the game's executable file. Don't look around in the command list too much, though, there's spoilers of the next story event in the commands.

      When you end up in the stairwell, run "bat jimmy.txt" in the console (no quotes). It should let you skip the conversation and force Jimmy to enter the stairs to continue on with the story.
    3. PreWarTech
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      Hey,
      Thanks for taking the time to create that Batch file, that really was above and beyond what anyone could expect, I indeed managed to complete the entire quest line and make it all the way back to Canterbury Commons unhindered.so thank you again. A great mod and I enjoyed the whole storyline, I'm looking forward to playing the next updated version.

      Kudos! and Voted
    4. AmaccurzerO
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      Hello, PreWarTech

      If you or anybody get stuck into a cutscene or event where the dialogue should continue or finish and it does not, try reloading a previous save and repeat the cutscene or event again. It worked for me along all the main quest whenever I got stuck. It seems to be an engine bug. It happens in many quest mods.
    5. PreWarTech
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      Hello, AmaccurzerO!

      Thanks for the tip, I'll try that method should I encounter any dialogue issues in future playthroughs.
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