Love this mod but there's a few citizens that insist on entering the prison and eating/sleeping there - the Doc is bad for this. I've just restrained a few (with the Groovatron) and put them in a prisoner animation because I guess they just really want to be prisoners. I also had to beat (I think Fred was his name) with my night stick because I found him sleeping in my quarters. There's a few that also sit in the classroom permanently eating. The meeting function doesn't seem to work very well either. I do have the refurbished mod installed too if that matters. Just a few annoyances but I'm managing to go with it. Like I said, I put these troublemakers in the prison and took away their AI privileges. I will disable them completely if they keep being naughty. Any easy fix?
Regarding NPCs not staying in "proper" locations: it's a engine thing. Anywhere that's navmeshed is technically fair game for the sandbox packages to place someone when you enter the cell, or wake up from a sleep/wait action. Only thing to be done about it would be remove the navmeshing; which means no NPCs would be able to enter the prison.
Likewise, there's no provision in the game to designate furniture player-only; so unless the AI Package specifies a particular bed, they use whichever is available. It's not even the closest one; the AI has some weird, under-the-hood calculations to determine which bed an NPC will want to use. I spent like a week trying to run it down once in 2009 and never managed to get control of it.
On the pool: it's a crowded cell, and water is prone to tanking framerates anyway. Better PC specs helped; but there was and apparently always will be some decrease. The only fix was to split the vault up into multiple cells; which caused its own headaches with the AI.
It's not a good answer, and probably not what you were hoping to hear, but: the mod hasn't been updated in more than eleven years at this point. The mod is what it is, and isn't likely to get updated ever again. My apologies if the mod is lacking.
Thanks for the reply! Not really complaining.. I get that it's just Fallout being Fallout and all that. I guess it adds some kind of micromanagement mini game to the vault trying to keep the NPCs under control. I just lock the particularly annoying ones up and disable some AIs. Sorry it took me over a year to reply, I don't get notified of replies for some reason. Thanks again.
Firstly , sorry for my english. The first thing to do is to edit the EsM file to correct the navmesh ( Pathgrid) , a lot of beds and chairs need this and must be set correcty to the ground too ....
Scondly , merry X' mas. So once edited , it's a good idea to rename all the NPCs from this mod . I use a french version and i don't like the way they are named , so i put the letters " RR " with the original name of these Npcs .
As i play in "real time " , it's not easy to see if all the activators standing in " Vault1" are still working or not , maybe they were done for an oldest version ? Anyway it's a good place to use as home . It's not so easy to create a new " Vault" from the existing place from Vault 101 . I 've done 3 , but it was a painfull work .
3) ; once the corrections are done you need to save them in a new " esp file" and once tested , merge this one with the ESM file . That's all at this moment .
Cheers.
PS ; i only use the Master file without any other except the one i've made to correct some parts. I think it would be better to replace the doors to RC and Tenpenny with a sort of teleporter , restricted to "player faction 's users " as this , no one will use these place by "accident" , The place is marked as public area so this also could be changed. Not tested yet the other files ( Raider attackers etc ... ) Bye . EDIT ( 28-12-2024 ) : i've cooected in bold some faults . sorry . My post is absolutly not a critic , that's just something i've done since i wrote this post a few days ago , i took me +/- 30 hours to recreate something like an old version with separated areas , and corrected the packages , scripts , markers etc ... to match these " new" area" . Like this i can run this mod on an older small computer ( 15 years + W7/64 ) without any lag .
The first thing to do is to edit the Esl file to correst the navmesh , a lot of beds and chairs need this .
Two points. Firstly: best of my knowledge, FO3 can't use ESL files. I know they were talking about a remaster or whatever, but this mod is original game only. Second: again, to the best of my knowledge there are no navmesh errors to fix. The navmesh was set up the way it was for a reason; and several of us tested it pretty extensively. "Improvements" to the existing navmesh will not be covered by warranty.
Sorry i 've edited my post ( corrections done in Bold & italic ) . Nothing else to say , but on some computers , without these corrections , i could be difficult to run this mod without some lags . I use an old & " small" Pc to test all mods before i decide to use them or not an another machine . So ias i alredy wrote y post isn't a critic , just a warning . This is a great work done here .
Bad archive utility; corrupt download; possibly problem with Nexus servers. Hard to say with certainty; but seriously: the file has been there for thirteen years now; if it was a corrupt upload someone would have mentioned it by now.
Delete the archive, redownload; make sure you have administrator's privileges on your PC; extract with RAR or 7zip only. File won't work with auto-installers as far as I know.
It should be there by default; even if not discovered. Either way there should be a map marker. Offhand all I can suggest is double-checking to make sure the esm file is actually in your data directory; and that it's actually enabled in your mod manager. Since no xml or whatever files were written, I cannot imagine MO/2/Vortex/NMM/Whatever autoinstallers will work well, so drag 'n drop manually.
I don't know if the link to the mannequins for the museum room to display armor is broken or not. I keep on searching the link, but nothing pops up. Can someone please help?
I like the vault, I just wish I had the choice to lessen the people in the vault, because there are MANY. I would have wanted to cut down on the residents and guards to make the vault a little bit more of a "exclusive small circle vibe"
weirdly i can't recruit any of the RR companions, only ask them their stats and leave the conversation. am i doing something wrong? i installed the mod properly i'm sure of it.
I am trying to get the Amy-RRCompanion mod to work - I posted in that mod's thread, but it hasn't been active since 2013, so maybe I can get a response from someone in this thread.
My question is how to get Amy to be my companion? When I talk to her all I get is a dialogue box saying "What do you need?" and nothing else; no other dialogue options!! I have the RRCompanions Vault mod installed, and I put the Amy mod well below it in the load order. What am I missing? If anyone can offer some help on this I would greatly appreciate it!! :)
Who's the author? I just checked and don't see an Amy in the list of mods that require RR. Most of the FO3 modders have long since moved on. If dialogue's not showing up, there's decent odds it's a faction or condition issue -- neither of which can be readily fixed without editing the plugin.
the mod description clearly states that it requires RRCompanions Vault
Wasn't saying it didn't; but fact is I haven't played FO3 since 2012, and haven't kept up with the mod scene in the slightest so I hadn't heard of the aforementioned companion.
The author is BarryTGash
Don't know him. Thought if it was someone I knew from the old days I might be able to make contact, but apparently not. You can try sending him a PM; but I doubt you'll find anyone willing to edit his mod if that is what's going on.
i'm a LATE start to modding and pc gaming. i have downloaded this and i find it awesome, though i myself, have a two issues - probably due to me being a newb. 1. the guards in the tunnels off vault 1 have heads and hands, but NO bodies. did i miss a mesh or file? 2. multiple times i have used the storage in the "quarters" section only to come back after a mission and all is gone. i am probably being a pest, but WHAT am i doing wrong?? can anyone get me straightened out??
1. the guards in the tunnels off vault 1 have heads and hands, but NO bodies. did i miss a mesh or file?
If I had to venture a guess: either you installed via an autoinstaller (NMM/Vortex/MO/Whatever) and it didn't install correctly; or you're using some custom body replacer that isn't compatible with their armor. As I recall, it's reskinned vanilla combat armor; and was compatible with Type 3, but frankly I haven't touched this game in north of a decade so I have no idea what body mods are floating about nowadays.
2. multiple times i have used the storage in the "quarters" section only to come back after a mission and all is gone. i am probably being a pest, but WHAT am i doing wrong??
Again: haven't played the game since before the demise of GFWL; but I remember the guard/resident quarters lockers respawning. Meaning whenever the cell is refreshed, the container gets emptied and the contents respawned from whatever leveled list I set it up to use. Safe containers were the ones in the player's/overseer's room, and the sorting containers... assuming they actually exist and I'm not remembering a different house mod.
The vanishing outfit issue could also just be an Archive Invalidation issue, preventing the textures from appearing, instead of the usual "grab whatever texture is handy" behaviour. I recently had that happen to me in Fallout 4, of all places. If you have not yet activated it through your mod manager, it can usually be found under the Tools tab.
The vanishing outfit issue could also just be an Archive Invalidation issue
That, also. Belatedly remembered that issue from years ago after posting; but for the life of me I have no idea how the new breed of autoinstaller mod managers handle that. I remember there being user complaints from NMM(?) shortly after it launched because the archive invalidation option didn't actually do anything in Skyrim; and it was all handled automatically or something.
Never used either NMM or Vortex myself, but I have friends that have, so I located the Archive Invalidation "switch" while looking over their shoulders. I had not played FO4 in over 4 years, and given how "advanced" the engine is supposed to be, I was quite surprised to find that Archive Invalidation was still and issue. And apparently so is rain coming through the roof/ceiling in an exterior cell, but that is really off topic.
And apparently so is rain coming through the roof/ceiling in an exterior cell, but that is really off topic.
Oh, man. Don't get me started. Years ago I spent like a week on this huge, elaborate estate on Spectacle Island with lovely glass ceilings in the atrium; only to find out that clear panels (AKA glass) couldn't occlude rain in the engine or it caused the game to randomly crash. Apparently the author of SOE got some hate mail about that one and had to explain it to everyone.
And off topic yes, but it's also the comment section of a mod that hasn't been updated in eleven and a half years. I kinda doubt we're impeding the flow of on-topic discussion here.
And off topic yes, but it's also the comment section of a mod that hasn't been updated in eleven and a half years. I kinda doubt we're impeding the flow of on-topic discussion here.
The original author/uploader did do a version of this for F: NV, but it was just the basic companion creation without the vault. The gentleman that has supported and refined this to this point, NosRhyfelwr, has created his own companion creation system, NCCS (NosCo Companion System). It is a great system, and companion creation is very similar to this. I do recommend it (and use it myself) and it can be found here.
Does the NCCS only work for New Vegas, or does it work for Fallout 3 as well? And if so, how would I put it into fallout 3?
Copied from my response to your question over on the NCCS page:
"Druuler is correct: it is not possible. NV introduced several new script functions that simply don't exist in FO3's iteration of the engine. The scripts wouldn't even compile."
My advice would be to either use TTW, or if you're insistent on using FO3 only; just ignore the vault part of the mod -- it doesn't really do anything in the background while you're outside the cell. The companion systems function very similarly; almost like they were scripted by the same guy or something.
The companion systems function very similarly; almost like they were scripted by the same guy or something.
That sounds rather shady. Perhaps you should report him. XD Also, my comment looks really weird, having either been moved out of order, or the comment I replied to is now missing.....
You're in luck, then. There's no companion system involved, but ttomwv (original author of RR here) has returned to modding, and released a vault for FO4: Vault RR.
I wound up being more of a Spectacle Island kind of guy in FO4, but I tried out a couple of the early versions of Vault RR and it's pretty nice.
2642 comments
Likewise, there's no provision in the game to designate furniture player-only; so unless the AI Package specifies a particular bed, they use whichever is available. It's not even the closest one; the AI has some weird, under-the-hood calculations to determine which bed an NPC will want to use. I spent like a week trying to run it down once in 2009 and never managed to get control of it.
On the pool: it's a crowded cell, and water is prone to tanking framerates anyway. Better PC specs helped; but there was and apparently always will be some decrease. The only fix was to split the vault up into multiple cells; which caused its own headaches with the AI.
It's not a good answer, and probably not what you were hoping to hear, but: the mod hasn't been updated in more than eleven years at this point. The mod is what it is, and isn't likely to get updated ever again. My apologies if the mod is lacking.
To xENJAJVEx
Greetings.
Firstly , sorry for my english.
The first thing to do is to edit the EsM file to correct the navmesh ( Pathgrid) , a lot of beds and chairs need this and must be set correcty to the ground too ....
Scondly , merry X' mas.
So once edited , it's a good idea to rename all the NPCs from this mod . I use a french version and i don't like the way they are named , so i put the letters " RR " with the original name of these Npcs .
As i play in "real time " , it's not easy to see if all the activators standing in " Vault1" are still working or not , maybe they were done for an oldest version ?
Anyway it's a good place to use as home . It's not so easy to create a new " Vault" from the existing place from Vault 101 . I 've done 3 , but it was a painfull work .
3) ; once the corrections are done you need to save them in a new " esp file" and once tested , merge this one with the ESM file .
That's all at this moment .
Cheers.
PS ; i only use the Master file without any other except the one i've made to correct some parts. I think it would be better to replace the doors to RC and Tenpenny with a sort of teleporter , restricted to "player faction 's users " as this , no one will use these place by "accident" , The place is marked as public area so this also could be changed.
Not tested yet the other files ( Raider attackers etc ... )
Bye .
EDIT ( 28-12-2024 ) : i've cooected in bold some faults . sorry .
My post is absolutly not a critic , that's just something i've done since i wrote this post a few days ago , i took me +/- 30 hours to recreate something like an old version with separated areas , and corrected the packages , scripts , markers etc ... to match these " new" area" . Like this i can run this mod on an older small computer ( 15 years + W7/64 ) without any lag .
Cheers .
Two points. Firstly: best of my knowledge, FO3 can't use ESL files. I know they were talking about a remaster or whatever, but this mod is original game only. Second: again, to the best of my knowledge there are no navmesh errors to fix. The navmesh was set up the way it was for a reason; and several of us tested it pretty extensively. "Improvements" to the existing navmesh will not be covered by warranty.
Greetings .
Sorry i 've edited my post ( corrections done in Bold & italic ) . Nothing else to say , but on some computers , without these corrections , i could be difficult to run this mod without some lags . I use an old & " small" Pc to test all mods before i decide to use them or not an another machine .
So ias i alredy wrote y post isn't a critic , just a warning .
This is a great work done here .
Cheers.
Delete the archive, redownload; make sure you have administrator's privileges on your PC; extract with RAR or 7zip only. File won't work with auto-installers as far as I know.
Nexus' URLs have changed since that was written. It's file number 2060; and is still available, as far as I can tell.
You're running the wheel addon or another mod that alters the dialogue.
Edit: sorry, I was thinking of NV. 3 doesn't have a wheel. It's definitely another mod altering the dialogue.
My question is how to get Amy to be my companion? When I talk to her all I get is a dialogue box saying "What do you need?" and nothing else; no other dialogue options!! I have the RRCompanions Vault mod installed, and I put the Amy mod well below it in the load order. What am I missing? If anyone can offer some help on this I would greatly appreciate it!! :)
Wasn't saying it didn't; but fact is I haven't played FO3 since 2012, and haven't kept up with the mod scene in the slightest so I hadn't heard of the aforementioned companion.
Don't know him. Thought if it was someone I knew from the old days I might be able to make contact, but apparently not. You can try sending him a PM; but I doubt you'll find anyone willing to edit his mod if that is what's going on.
today's date 8-15-2022
If I had to venture a guess: either you installed via an autoinstaller (NMM/Vortex/MO/Whatever) and it didn't install correctly; or you're using some custom body replacer that isn't compatible with their armor. As I recall, it's reskinned vanilla combat armor; and was compatible with Type 3, but frankly I haven't touched this game in north of a decade so I have no idea what body mods are floating about nowadays.
Again: haven't played the game since before the demise of GFWL; but I remember the guard/resident quarters lockers respawning. Meaning whenever the cell is refreshed, the container gets emptied and the contents respawned from whatever leveled list I set it up to use. Safe containers were the ones in the player's/overseer's room, and the sorting containers... assuming they actually exist and I'm not remembering a different house mod.
That, also. Belatedly remembered that issue from years ago after posting; but for the life of me I have no idea how the new breed of autoinstaller mod managers handle that. I remember there being user complaints from NMM(?) shortly after it launched because the archive invalidation option didn't actually do anything in Skyrim; and it was all handled automatically or something.
Oh, man. Don't get me started. Years ago I spent like a week on this huge, elaborate estate on Spectacle Island with lovely glass ceilings in the atrium; only to find out that clear panels (AKA glass) couldn't occlude rain in the engine or it caused the game to randomly crash. Apparently the author of SOE got some hate mail about that one and had to explain it to everyone.
And off topic yes, but it's also the comment section of a mod that hasn't been updated in eleven and a half years. I kinda doubt we're impeding the flow of on-topic discussion here.
Copied from my response to your question over on the NCCS page:
"Druuler is correct: it is not possible. NV introduced several new script functions that simply don't exist in FO3's iteration of the engine. The
scripts wouldn't even compile."
My advice would be to either use TTW, or if you're insistent on using FO3 only; just ignore the vault part of the mod -- it doesn't really do anything in the background while you're outside the cell. The companion systems function very similarly; almost like they were scripted by the same guy or something.
Considered that; but he kind of knows where I live, so y'know...
Noticed that myself; but with a five year old necro, there's no telling.
I wound up being more of a Spectacle Island kind of guy in FO4, but I tried out a couple of the early versions of Vault RR and it's pretty nice.