I feel really satisfied that my concept shows up as a perspective one to be implemented into official Fallout game. And really doesn´t matter if Beth was inspired by my mod, or if i will be credited or not. At the beginning it was only me and my feeling, I just saw a potential possibility of this game, which I love. The way, I thought, it can be easily /how I was terribly wrong / expanded. My way was not easy. I started from scratch, because I had no knowledge about modding, scripting at the beginning. I had just idea and I was total Greenhorn. Thnx to Beth, I had powerful tool in Geck, thnx to modding community I had great source of informations which pushed me from Greenhorn stage farther quickly. I made this mod for fans and fans were the reason I spent with modding so long time. My Thnx goes to all fans! Now it seems that Idea persists and this credit goes to all of us!
Bethesda also known ,this is a must have mode! If they have a good sense of humor and respect, than they give the arcoolka name to a material trader or building project organizer or someone.
I hope ,we will see you ,on fallout4 nexus! Thanks for your work!
I was blown away when I saw that Beth included this in FO4. This concept revolutionize the way we'll be able to play the Fallout universe exactly the way the BYOH mod helped revolutionize Skyrim with the HF DLC. Thanks again for inspiring them with such a brilliant and innovative mod
It's terrific that Beth is so receptive to learning from the best of the modding community. I'm hoping mods like RTS will also inspire them to consider environment and climate effects for TES 6 the way Chesko's Frostfall and CoT/RWS did in Skyrim.
I'm playing a heavily modded FO3 right now in anticipation of FO4. I particularly appreciate Bessie the Brahmin, because she makes being a kleptomaniac sooooo much easier! I _finally_ got around to starting my settlement, but have hit a snag: How does one build a Stone Mine? There is a tip that explains gathering stone, bit by bit. But it also says that if I want to have a steady flow of that resource, I should build a Stone Mine and put a companion to work as a miner. The problem is, there is no explanation (that I can find) as to how one builds a Stone Mine. IGNORE THIS. I found the blueprint after it appeared in my Inventory.
Also, there are a number of instances where it says to "hit the * (asterisk) key" to back out of the activity. Trouble is, the asterisk key is also the 8 key, and hitting 8 or Shift-8 brings up some kind of numberpad assignment panel instead of behaving like the asterisk key was hit.
I do have a question about settlement food though. Is the ONLY usable food in the form of a Brahmin herd? (Or slaughter a Brahmin for 15 Food.) Because I have TONS of food stockpiled in my Megaton House. (I was planning to open a restaurant someday.) It would be nice to have a refrigerator and/or food locker to pile in edibles to keep the inhabitants fat and happy.
Broken, if I go up to a random NPC it will only come up with the companion dialog and I'm not able to recruit them or whatever thus I can't get out of the dialog and have to restart the game and avoid that NPC. Problem here is I am doing DLC and I have to finish the conversation with the person and now I'm stuck, great...
So let me guess Bethesda took ideas and concepts that the community made and implemented in the last 2 games and claimed it as there own innovation........
It's great that his mod was incorporated into FO4 as it is really a great mod for FO3 and New Vegas. What is disconcerting about it being in FO4 is that it was the most talked about aspect of the game from fans and critics alike. And you may ask "what's so bad about that?" Well, what is bad about it showed that a modder whom was given the tools was more creative with Bethesda's product than they are/were. And on top of that it was 5 years old by the time FO4 came out. Bethesda really needs to up their game.
Dont know but his mod is way better than the Fallout 4 settlement system, it has more depth, you can actually build everywhere and your settlers are way better than the settlers we get in Fallout 4 minus the voice acting, Arcoolka excellent job indeed.
So you're to blame eh? Meh. If FO3 had included this like FO4 did then it would've had half the plot, like FO4 did. Don't get me wrong, it's not all bad, but all both games needed was a fraction of it - i.e. just a couple more player homes with a couple more themes & customisations than in the base game. And the ability to say hire a guard, tidy and reopen a shop etc, BUT all more as one-click stuff that just brings up like 3 or 4 options - for a simple cap investment. None of that collecting pencils and clipboards to build forts by placing every single freaking shingle. Total OCD overload. And give me a story plot, not a vegetable one.
Hahaha no, streetyson… it's not all bad, or a little bad, or bad at all. Most people loved settlements and how all junk items are actually useful in FO4. The feature was a massive success. Should've read… any comment here before assuming your OCD is also everyone else's hahahah.
Barely found out about this mod and I'm impressed, arcoolka. Speechless. When someone mentioned "Fallout 3 settlement with RTS" I didn't think it remotely possible… yet it's been here since 2009. Incredible. Kudos to you.
I'm 10 years late to post in a thread fora 15 year old game that that may never be seen. Regardless, I'd like to pay homage. In my opinion, Bethesda has no ideas of their own, they can only buy IP or steal it from modders. It's crazy to look at this mod, as I want to revisit FO3 and see what's clearly the best thing about FO4 in a mod I never knew previously existed. Mind blown.
Has anyone else had an issue running this Mod on Vortex? I get this message
Incompatible Archives RTS New Wave - fomod:
RTS NW.bsa - is loaded by RTS NW.esm, but is intended for use in Oblivion.
Is this just a Vortex problem?
PS I didn't see my post appearing so there are a few with (<) because I edit them because they were all this question and I can't delete my previous ones. Sorry.
Got this problem now too and Bess wont show up either. It didnt give me this headache before. I placed all but the master plugin at the bottom but nothing seems to help...
The nuclear solution worked. Apparently RTS doesnt like new games. So start one (new game) up without RTS active. Then just before leaving vault 101 for the first time make a save. Reload the save with RTS plugins active and leave the vault. Voila one brahmin licking your face on both sides before the blinding flash is gone...
If RTS never started I suspect you can do this with any save. Others have mentioned something like this before. Just load up a save without RTS plugins, (ignore warnings) resave it. Then activate the plugins and reload that new save. I do recommend not doing this in the wastelands but somewhere inside. Like a player home.
The site with the guide is innaccessible now. Anyone has the guide rn? Also the * button does't work, and how do I get all the blueprints? To do things like: put a shopping cart inside a house.
The fact that you changed fallout gameplay history by inspiring Beth itself to implement this in an upcoming game AND got into PC GAMER journal is amazing.
I love the idea, but for some reason, it doesn't work in my playthroughs. I set up a settlement and every save I load after doing that crashes after 1 second. Anyone else had similar experiences?
EDIT: Solved it! The cause was RTS trying to initialize before FOSE itself started working. The solution is: 1) Make a hard save before creating an RTS settlement; 2) Load this hard save FIRST every time you start Fallout 3; 3) Kill your character and have the game reload the save. This somehow kicks FOSE into action. 4) Now load your last save and play as usual.
EDIT EDIT: Or install New Vegas Anti-Crash. Then it works like a charm. Lol.
i am positive it works it has alot of controls though to actualy build a base for starters press G on A Tree to asign a lumber jack and the magic begins tested it on exagear
5937 comments
You did good arcoolka, you did good.
You are an Awesome inspiration so keep it up!!
Bethesda also known ,this is a must have mode!
If they have a good sense of humor and respect,
than they give the arcoolka name to a material trader or
building project organizer or someone.
I hope ,we will see you ,on fallout4 nexus!
Thanks for your work!
It's terrific that Beth is so receptive to learning from the best of the modding community. I'm hoping mods like RTS will also inspire them to consider environment and climate effects for TES 6 the way Chesko's Frostfall and CoT/RWS did in Skyrim.
I'm playing a heavily modded FO3 right now in anticipation of FO4. I particularly appreciate Bessie the Brahmin, because she makes being a kleptomaniac sooooo much easier! I _finally_ got around to starting my settlement, but have hit a snag: How does one build a Stone Mine? There is a tip that explains gathering stone, bit by bit. But it also says that if I want to have a steady flow of that resource, I should build a Stone Mine and put a companion to work as a miner. The problem is, there is no explanation (that I can find) as to how one builds a Stone Mine.
IGNORE THIS. I found the blueprint after it appeared in my Inventory.
Also, there are a number of instances where it says to "hit the * (asterisk) key" to back out of the activity. Trouble is, the asterisk key is also the 8 key, and hitting 8 or Shift-8 brings up some kind of numberpad assignment panel instead of behaving like the asterisk key was hit.
I do have a question about settlement food though. Is the ONLY usable food in the form of a Brahmin herd? (Or slaughter a Brahmin for 15 Food.) Because I have TONS of food stockpiled in my Megaton House. (I was planning to open a restaurant someday.) It would be nice to have a refrigerator and/or food locker to pile in edibles to keep the inhabitants fat and happy.
Barely found out about this mod and I'm impressed, arcoolka. Speechless. When someone mentioned "Fallout 3 settlement with RTS" I didn't think it remotely possible… yet it's been here since 2009. Incredible. Kudos to you.
FO4 ... in 2010. Some peeps are just ahead of their time.
Incompatible Archives RTS New Wave - fomod:
RTS NW.bsa - is loaded by RTS NW.esm, but is intended for use in Oblivion.
Is this just a Vortex problem?
PS I didn't see my post appearing so there are a few with (<) because I edit them because they were all this question and I can't delete my previous ones. Sorry.
The nuclear solution worked. Apparently RTS doesnt like new games. So start one (new game) up without RTS active. Then just before leaving vault 101 for the first time make a save. Reload the save with RTS plugins active and leave the vault. Voila one brahmin licking your face on both sides before the blinding flash is gone...
If RTS never started I suspect you can do this with any save. Others have mentioned something like this before. Just load up a save without RTS plugins, (ignore warnings) resave it. Then activate the plugins and reload that new save. I do recommend not doing this in the wastelands but somewhere inside. Like a player home.
EDIT: Solved it! The cause was RTS trying to initialize before FOSE itself started working. The solution is:
1) Make a hard save before creating an RTS settlement;
2) Load this hard save FIRST every time you start Fallout 3;
3) Kill your character and have the game reload the save. This somehow kicks FOSE into action.
4) Now load your last save and play as usual.
EDIT EDIT:
Or install New Vegas Anti-Crash. Then it works like a charm. Lol.
10/10 Gratuluję! ;)