Fallout 3

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MrSlackPants

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mrslackpants

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23 comments

  1. NiceCreaM
    NiceCreaM
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    Hello mrslackpants I has a serious question,Could you make portable turrets like this?, i mean like portable rocketlauncher turret or flame turret, I really search long for a mod like this Please reply * I know i has no good english*
  2. sander22
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    Does this add turrets to metro central to?
  3. Der Nibelung
    Der Nibelung
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    @Snakexdude11
    By chance are you using FOOK2, it alters the turrets as well.
    Try placing this mod late in your load order (near the bottom).

    Good luck... CHEERS
  4. Snakexdude11
    Snakexdude11
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    Hmm... This mod doesn't seem to work for me anymore. It's been a while since I last played, but I've recently been noticing that the turrets are no longer behaving as normal. They'll spawn (Rockets, lasers, Mark 1-9, etc), I'll be able to hack them and tamper with their targeting parameters, but they don't DO anything.

    The turrets will just remain motionless while NPCs freak out and shoot at them. I've gone and tested it without any other mods active (only the DLCs) and I've manually destroyed the Targeting Chips and forcefully frenzied them; still no reaction from the turrets.

    So far, I've noticed it happen in Fort Bannister (right next to Commander Jabsco) and again in the Corvega Factory (car factory south of Canterbury Commons), as well as some other places I don't specifically remember.

    Any comments or input would be very much appreciated. I'd prefer not to settle with replacing this mod with any others...
  5. ArcticD
    ArcticD
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    well.
    What you need now is a place where you can buy your own turrets, like a vender (not megaton, they dont have the Tec to make stuff like this xD) or even some quests which when you complete you get given a radio and its gets dropped off (obvi your gona have to pay for your deffence but that isnt a big price)

    This way you can establish your own line of defence or even make a fort. Im playing the Zombie Apocalypse mod, which if you make your own base and invite followers to help you defend.

    (p.s thought this mod was brill so i thought i would post ;P. also if you need any other ideas just ask, but u made this on ya own so i dont think u will lol)
  6. Anach
    Anach
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    Seems i've inadvertently become a mrslackpants fanboy. Having installed and used almost every mod you have available here. They suit my gameplay preferences perfectly and I'd hate to do without any of them.

    Would love to see an updated version of this and other mods to bring them inline with the DLC addons.
  7. M4ttlock
    M4ttlock
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    This mod is awesome. i recently got my girlfreind into fallout 3, she's now quite addicted, and i watched her try to leave the Robco Factory after she initiated the robot attack and she though it was gravy until she got to the door "jesus!" she shouted as 2 new minigun turrets took her out promptly. good times. i also hope/reccomend that when weijeiseen's turret DX textures come out they are fully compatible with this mod. may want to look into that <img class=">
  8. mrslackpants
    mrslackpants
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    Hmm, i haven't been around lately and haven't done any modding. Hence the late reply. <img class=">

    Anyway, thanks for your replies.

    And npell, dont worry about it, these kinds of comments are what i love. Elaborate and though out. i.e. constructive. thats good.
    I'll have to see if i can find what you did to make it work as it should. If i do ill upload a new version. Apart from that, thanks for the comment, it's appreciated.

    cheers
  9. npell01
    npell01
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    First let me say great work on this mod Mr Pants. I really thought it was just another turret hacking mod at first, but it greatly expands upon the many aspects of turrets and the players interaction with them. One of my favorite moments so far was walking into Vault-Tec Headquarters for the first time HAHA what a surprise!

    Unfortunately the mod was not 100% functional for me. For the most part everything WILL work as intended, however, after utilizing some of the advanced features (altering turret AI aggression for instance) the turrets get confused.

    This leads to a situation where commands may be accepted by the primary turret but will not be communicated to the turret being referenced. Eventually I observed extremely aberrant behavior. Turrets that where supposed to be off by default (Museum of Technology) were live and firing.

    All of that being said, I think I managed to make the mod fully functional. This pretty much came down to zeroing the new global variables for turret behavior during the init == 0 and changing the ftimer reset to just reset after executing changes to turret behavior. Finally, for some reason GetAV Aggression / SetAV Aggression was not working properly. I changed this so TurretAIChange would range from 0 to 4 (set 1-4 in DefaultTurretTermWALLAIData) and used this as the controlling variable instead.

    I hope you dont take this the wrong way. I am not putting your work down in any way. Maybe I had to make these changes because of conflict specific to my game. Who knows? The reason I am writing this damned novel is that I think your mod is too good to let some potential issues spoil it. If there are other people who are having trouble with it maybe they will find this helpful.

    PS I love your Mr Lab technician and look forward to the latest release!
  10. Osiris454
    Osiris454
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    I've checked it again. It seems to work now. I have no idea what caused it to do that. Oh, well. Thanks for the assist.