Fallout 3

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RiPnO v2.5 Beta 1 (54 comments)

  1. Orfevs
    Orfevs
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    I'm currently working on a FOOK2 v1.1 beta 2 patch.
    For the most part, it involves finding problems to fix.

    (Possible) issues so far:

    • FOOK2 "Tools of the trade" script has been changed in a minor way. This affects tutorial messages only.

    • First-aid kit at start of game (prior to going medieval on the guards in vault 101) has been moved to "dad's office". This might have been there from the first beta.
      This issue conflicts in a minor way with both BLTC and RI as both placed items there (RI token for module activation included). This will activate anyhow on escape, so it's not really a problem.

    • Certain cells has faction connections that RI removes from FOOK2, and others introduces names or other changes.

    • FOOK2 has included the option to turn tutorial messages on and off. In doing this, the help info for healing no longer displays "Healing / Real Injuries". It remains to be seen if this will be adjusted.

    • Here's an old bug that's about to be fixed.. and it has nothing to do with FOOK. It appears I've forgotten to include my new and improved Detox script with the
      "CP - RiPnO [BLTC032].esp" & "CP - RiPnO [BLTC032+FOOK2].esp" patches.
      While you still get detoxed at the doc to some degree, some elements may not work. If you use +DIK as well, then it won't be a problem.

    • Any weight set on ingestible items will be overridden using FOOK2 options. I won't touch this.

    • FOOK2 has introduced a lot done through scripts, so it may take a while to figure out just where things might mess up.


    So far, the discrepancies are minor, and the only real bug is the one I've missed. It's fairly easy to fix yourself if you don't wish to wait for an update;

    Start up FO3Edit and check RiPnO CorePatch.esp and either
    CP - RiPnO [BLTC032].esp
    or
    CP - RiPnO [BLTC032+FOOK<version>].esp
    (depends on which you use)

    Wait for it to load, then expand the CorePatch -> Quest and click on Doctors
    Find "Stage" at index 20, then DRAG and DROP the entire STAGE from CorePatch to either of the two offending patches (or both).
    Then exit and save and it's good to go.
  2. Orfevs
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    Aight. I'll get on it and release a full archive once I find something to fix.

    You threw me off there for a second. It's not referencing, but being references by those four. There's a difference.
    Some messages are remnants from earlier attempts, and not actually used, nor are their corresponding scripts used.
    They will be cleaned out entirely when RiPnO is no longer beta. So it's nothing to worry about. It's just dead weight and has no impact whatsoever.

    As for the thirst messages, I'll check it out.


  3. ladyhawke
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    In FO3edit the formID list bandagesource list references four id's, two scripts and two messages. The two lists I'm having trouble with, the pre-war and headwraps, only reference two id's The doctors kit script and the bandage create message. I've got Beta rev 2 file.

    /edit also with operation anchorage quickfix I continued to get thirsty messages in the sim, so I disabled the thirst through the config menu. I'm not sure about the wounding effects yet.
  4. ladyhawke
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    Okay, I'm not sure what is happening then, items from the other two lists, prewar and headwraps that I have in my inventory aren't appearing at all in the doctor kit option for bandages. I'll check to make sure I've got the right versions of patches.
  5. Orfevs
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    That's not a bug. The name of the form id is simply misrepresenting. It's actually for just jumpsuits.
    The two other formlists covers the rest of the clothing that can be used.
  6. ladyhawke
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    I think I've found a bug, I'm not sure though. The formid list RIPNObandagesourcelist only has vault suits in it and the chinese jump suit. At the moment I can only make bandages from vault suits, is it because the pre-war clothing isn't on this list.
  7. Orfevs
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    You'd be surprised how much the load order and merged patches means..
  8. rayinte
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    One by one, the supposed "bugs" I'd reported revealed themselves as baffling conflicts with other mods that I couldn't have imagined were affecting like variables in ANY way. Damndest thing. The Invisible Underwear mod, which I didn't even realize I'd kept, was interfering with ... everything. I'm really not sure how.
    Hotkeys work. Infirmary menu works. Everything works. I'm a foo'.
  9. Orfevs
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    On Morphine use;

    While the corepatch has it's own code for generating empty syringes, one that discerns from combat/non-combat, this was not included in the FOOK2 cp.

    BLTC has it's own code, but it will drop the syringe to the ground, no matter if you're in combat or not. And if you use BLTC(with or without FOOK2), then that's how it's done.

    Next release will utilize the enhanced version found in the corepatch, no matter which CP you use.
  10. Orfevs
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    Bandage creation bugs

    Head wraps has been part of bandage creation for some time, but I've forgotten to inform about this. They produce as much bandages as any other clothing. This will be sorted, and bandanas will be added to the list.

    Furthermore, it's said the health of the item plays a role in bandage creation. This is not true. There's NO WAY to get the health of an item in the player's inventory without having to equip it first. This is not an acceptable solution, as disturbing the equipment worn by the player can have unwanted side effects. Instead I "solved" this by using an NPC. A mannequin.

    Unfortunately, there's NO WAY to copy an item from the player's inventory to a container or NPC without the player actually trading the item through the trade menu - and as such retaining the item's condition. So it doesn't matter what state your clothing is in. A destroyed item will produce the same amount of bandages as a pristine item.
    Basically, the piece of code using a mannequin is just taking up space. I am still trying to find an elegant solution though.