I used FO3plugin.jar to easily merge the individual files all into one single .esp.
Have also run it through FO3edit to give it a clean and remove the dirty edit in the Citadel Courtyard worldspace.
Little early to tell in my new playthrough, but those annoying DLC-announcing pop-ups definitely did not appear while using my merged patch. Very happy.
Anyone who needs some help using the FO3plugin tool to make themselves a patch can pm me.
Removes the initial pop-up messages for the Operation Anchorage and The Pitt DLC, and reduces the range of the distress calls that start the initial quests.
If it removes the note from Point Lookout, how do you know where to go if you've never played with Point Lookout installed before?
Most players will logically travel to Rivet City fairly early in the game, either as part of the main quest, or the Wasteland Survival guide. The most sensible way to get there is by following the Potomic from Megaton, (avoids navigating the metros,) and as long as you are somewhat observant, you can't really avoid seeing the huge functional river boat. At that point, explorer mentality kicks in. We have no in-game reason to explore most locations, to such an extent that mods have been made specifically to rectify this, (EX: "We Want More",) but in the Vanilla experience, we explore those locations anyway just because.
Why is there a "Delay ThePitt + Anchorage.esp" combined and an esp for both Anchorage and the Pitt in a single esp in the download archive on the nexus? Are all three needed to work correctly or can I dump one or the other? There seems to be no difference in fo3edit amongst each other.
I've been annoyed by this "announce it immediately" immersion breaking DLC problem for a while now, and am glad to have finally found a fix.
I do have a question though. Where do I find the "Point Lookout" note now? Was it simply removed from the game, or do I find it or get it from someone near the departure point for the lookout now?
I assume you probably won't get the note ever. It's not a big deal, we all know where the ferry is. I would rather have no note. It tends to kill my buzz.
You need to go near a place close to where the Duchet Gambit is. Once you do,you'll hear a ship's horn and bells then the quest The Local Flavor will begin if this is anything like the TTW version of Delay DLC.
You have to wonder why Bethesda didn't at least give us the option to 'get notified of new quest' or 'immersive install (no notification message).' Mod makers like the author of this have the right idea
46 comments
https://www.nexusmods.com/fallout3/mods/23771
I used FO3plugin.jar to easily merge the individual files all into one single .esp.
Have also run it through FO3edit to give it a clean and remove the dirty edit in the Citadel Courtyard worldspace.
Little early to tell in my new playthrough, but those annoying DLC-announcing pop-ups definitely did not appear while using my merged patch. Very happy.
Anyone who needs some help using the FO3plugin tool to make themselves a patch can pm me.
Thanks again! Endorsed.
I'm level 28 and I finished the main story and only found 1 DLC.
If it removes the note from Point Lookout, how do you know where to go if you've never played with Point Lookout installed before?
I do have a question though. Where do I find the "Point Lookout" note now? Was it simply removed from the game, or do I find it or get it from someone near the departure point for the lookout now?
Mod makers like the author of this have the right idea
Question:
In DelaySteel.esp
Is there a reason why you removed the navmesh for:
[NAVM:0300CA1F] (for CitadelBaileyNW [CELL:00036AE9] (in CitadelWorld "The Citadel Courtyard" [WRLD:00015145] at 8,-13))
Or was it by accident?
Thanks.