Fallout 3
0 of 0

File information

Last updated

Original upload

Created by

vasiD

Uploaded by

vasiD

Virus scan

Safe to use

83 comments

  1. vasiD
    vasiD
    • member
    • 17 kudos
    Sticky
    So it has been about a month since I posted this mod and we haven't had any reported issues. Of course if any pop up report them to me here or over on the bugs page, I just like to do these little update posts to say "So far so good, support will continue as needed". I never abandon my mods, if they work and do what I want them to do then I won't tweak them further for no reason, but I'm still watching and using them in my own playthroughs in case something crops up.

    Edit:
    I removed the CR patch due to incompatibilities introduced due to recent updates to CR. The mod author blocked me so I cannot download his file to create a new patch. I do not suggest using the two together unless you know what you're doing and what's being overwritten.
  2. streetyson
    streetyson
    • member
    • 102 kudos
    Thanks for this! Just commenting you maybe could consider tweaking the files info page - any whose English isn't great might interpret the "-UF3P" one is for UUF3P. I'd suggest changing the minus sign to "without" and/or adding UUF3P to the requirements for the UUF3P one. Cheers.
  3. lordvico
    lordvico
    • member
    • 1 kudos
    I don't know if you have plans to further "expand" the concept of this mod in future, but i posted in Nexus forums some suggestions? for a DLC tweaker mod like yours that tweaks the activatiors of the DLCs to be tied to key moments of the base game (plus Broken Steel).

    Just leaving here in case you find any use for any of my ideas on that.
  4. zepp1984
    zepp1984
    • member
    • 1 kudos
    Any chance of updating this please ?
  5. chicagoasylum
    chicagoasylum
    • member
    • 23 kudos
    Is this safe to use now with the new updated unofficial patch? I looked in xedit, a few conflicts but its beyond my scope if its safe or not in the long run
  6. abel1389
    abel1389
    • member
    • 0 kudos
    Does this mod still have any hard issues with CR's fixes? Following a mod guide that's recommending this mod and his, and I guess it was written back when the patch was still a thing. I don't really know my way around freehanding advanced work in Edit, or I'd go in and smooth it out on my own. As it stands, I'm a little scared to go in and start pushing buttons. :D
    1. vasiD
      vasiD
      • member
      • 17 kudos
      The main reason I made a patch was due to a conflict in scripting of one of the DLC quests, so yes I'm afraid there is a hard issue. I would not suggest using the two together anymore. I'd make a patch but the CR mod creator blocked me so I'm afraid I can't help with a patch.
    2. Markie98
      Markie98
      • premium
      • 40 kudos
      Yeah, looks like we won't be able to use these two together for some time... Until UUF3P receives its 3.0 update, at least. It'll include stuff from Civis' Fixes as well as many others, and then vasiD might be able to create a patch for that.
    3. vasiD
      vasiD
      • member
      • 17 kudos
      I will be making a patch for UUF3P so I'll be able to update it then, absolutely.
  7. chicagoasylum
    chicagoasylum
    • member
    • 23 kudos
    What happened with Civs compatibility file? o.o
    1. vasiD
      vasiD
      • member
      • 17 kudos
      Removed because updates to Civs made it incompatible and since the mod creator blocked me I can't create a compatibility patch. If anyone else wants to make the patch they have my permission but I'm afraid I can't host the patch if it doesn't work anymore.
    2. chicagoasylum
      chicagoasylum
      • member
      • 23 kudos
      Sad to hear that, I'll try and figure it out myself then. Thanks!
  8. Fyrcynn
    Fyrcynn
    • BANNED
    • 55 kudos
    The Pitt's radio signal still didn't appear, and I'm already level 28. From what I can see, the problem lies with the AdBlocker plus CRUF3F patch.
    1. vasiD
      vasiD
      • member
      • 17 kudos
      It's not based on your level, it's based on where you go on the map. It should show up northwest of Paradise Falls.
    2. Fyrcynn
      Fyrcynn
      • BANNED
      • 55 kudos
      I didn't get the radio signal even when I was right on top of the NPC with the radio tower.
    3. ethanhonglongnguyen
      ethanhonglongnguyen
      • premium
      • 1 kudos
      I was having the same exact issue and I managed to fix it by just removing the records referencing The Pitt from the CRUF3F patch.
    4. vasiD
      vasiD
      • member
      • 17 kudos
      It's even more odd that it didn't trigger when you were on top of the NPC, something must have changed that script. I set the event to start the quest when you get in a certain range from the NPC. I'd check FO3edit to make sure the main scripts of this mod aren't being overwritten.
    5. Fyrcynn
      Fyrcynn
      • BANNED
      • 55 kudos
      The problem is with the AdBlocker plus CRUF3F optional file, because the main download lets the quest start fine. After deleting the script leading to the Pitt from it, the quest started up.
  9. AtomicTEM
    AtomicTEM
    • premium
    • 130 kudos
    Fallout new vegas/TTW version please.

    Great mod.
  10. TrueDarkness82
    TrueDarkness82
    • member
    • 0 kudos
    I'll try it out. The others didn't work for me. Thank you.
  11. Cephaler
    Cephaler
    • account closed
    • 39 kudos
    Nice mod... however, I think it may conflict with some of MMM's scripts. The spawn system specifically. Which is also tied to random encounters. I personally witnessed some strange things happening. That's not your concern though. I'm sure it works just fine without conflicting mods. Scripts don't always play nice together. Maybe it's got something to do with the radio frequencies happening? ^^
    1. vasiD
      vasiD
      • member
      • 17 kudos
      Interesting, I'll have to give that a look and see what conflicts at some point. Thanks for pointing it out and if I make a patch I'll post it here.
    2. Cephaler
      Cephaler
      • account closed
      • 39 kudos
      Nevermind what I said about MMM, it was something else. The scripts don't conflict. I was running a .dll file that was screwin up FOSE.

      On another note... a couple of observations with this mod so far. First, I picked up the radio signal for Werner's Distress Call, over by Paradise Falls. The radio broadcast was available from then on. However, it didn't mark the quest map marker. Next, I picked up the Aiding the Outcast radio signal across the Patomac river, going towards the Jefferson Memorial. Kind of strange, since the location is on the otherside of the river. Not sure if this was meant to happen there. Also, I didn't get the quest map marker until I was actually inside the Bailey Crossroads cell. I didn't even have it inside the Bailey Metro. Again, not sure if this is what's intended, but there it is.

      It just seems strange not getting a map marker until I'm actually at the location. My impression is that I should get the marker as soon as I get the radio signal. To have it for future reference. I mean getting the marker when I'm right on top of it doesn't really mean a whole lot. Especially since these radio signals only give general ideas where they are. Just sayin'. If you think about it, you get map markers when conversing with npc's, so why not when you pick up the radio frequancy. I'm guessing the original may have been this way too, I dunno. Either way, the mod seems to be working. Oh, and this is using the version without the UF3 patch edits, in case you're wondering.
    3. vasiD
      vasiD
      • member
      • 17 kudos
      Hmm, the map markers not showing up isn't intended, I'll have to do some testing to see if I can replicate the issue and if I can then to solve it. Thanks for pointing that out!