Fallout 3
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me3hecn9h

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me3hecn9h

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About this mod

Fix a corner case causing bizarre behavior if you "do nothing" to the elevator. Consume the fission battery used to power and fix the elevator. Elevator repair sound effect playback fixes.

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Fission Battery: Permanently powering and repairing the elevator now permanently consumes the fission battery, whether you or Donovan does it.

My method to remove the battery from Donovan does have a bug; if you can manage to pickpocket it from him after giving it to him, he will still fix the elevator and you'll keep the battery. He seems quite tough to pickpocket though, in my experience, so good luck.

Sound effect:
The sound will now come from the elevator rather than from you, and will actually now play at all when Donovan fixes it.

Do nothing:
A weird corner case script bug I ran into by accident that confused me for a few hours. Does not prevent progression but allows progression in
bizarre ways with contradictory prompts.

On the Statesman Hotel Roof, if you meet the requirements for repairing the elevator and activate the broken elevator panel, but then choose "do nothing" [GetButtonPressed=1], the script at that point will have already set a variable [CheckButtonPress=1] which will cause the elevator to be repaired when you select an "ok" [GetButtonPressed=0] confirmation to any of the other prompts. For example, failure prompts via reducing your repair skill below 75 (via console or removing clothing) without possessing the magic wrench, or by dropping the fission battery. Or the 'already repaired' prompt if you have Donovan fix the elevator after "do nothing". The latter results in the repair happening a second time, with, among other things, another repair sound effect and an 'undeserved' XP gain.

I've fixed this by adding "Set CheckButtonPress to 0" after each of the four other "ShowMessage" prompts in script 000AFC36, MS18ElevatorRoofPanelScript. An alternative, more visible, fix would have been reversing the order of "repair" and "do nothing" in the repair prompt and changing "if ( Button == 0 )" to 1.

CivisRomanus implemented another alternative fix for this bug which I consider more optimal than my own. I've left my solution as-is to not step on theirs. See it here: 'Statesman Hotel Elevator Button Proper Fix' Note their bug fix mod does not include Donovan or sound related fixes, it focuses mainly on script structure.

Minimal use: I've erroneously changed Donovan's elevator repair script to unset the elevator door as "minimal use." I only realized after uploading that this already happens in Donovan's repair "package". I'm not going to bother uploading a revert of this mistake unless it causes problems. Please report if you encounter any.

Pretty exciting stuff. :)

Created in GECK and checked to be clean in FO3edit.