Did some basic checking, here are some issues I found:
After my initial time opening Casdin's chest, I can't open it again to deposit anything. I think it's locking immediately? I had to add items to the chest via console to get them in there. Might be an interaction with Just Another Loot Menu, but disabling the loot menu didn't solve anything.
You haven't properly conditioned some of the vanilla Hellos, or at least didn't add them for the unique voiced NPCs (e.g. Casdin Says You're Clear).
Airial has the Scribe helmet equipped, despite the record for it in her inventory being 0 count. It doesn't show up on her inventory with the showinventory command, it's very odd. The scribe headgear is probably wonky from lacking EGM files.
Bea's primary greeting has responses set up, which only includes turn in and what can I turn in. Her goodbye doesn't appear as you are hiding top level topics by adding responses to that specific greeting.
Specialist Flynn has a NV default voice, which means he has no voiced dialogue relevant to the Outcasts, and his greeting/goodbye is generic dialogue.
Bea does not take the standard new vegas alien blaster.
Albert is unvoiced.
Casdin has some lines voiced by another actor, not sure if that's part of the original outcast box mod. Wish they had recorded all of casdin's lines, the other actor is actually better.
There are unncessary records touched (e.g. 060b7d0b from Fallout3, smoke in the national guard depot; two book records are moved in the Springvale School).
Titan's may not conflict, but Nitro's power armor looks very small compared to Titans armor.
I originally downloaded this mod hoping for an overhaul to the location and got numerous partially finished NPCs (the specialists) and heavy changes to vanilla dialogue records (with Bea's line's using Casdin's lines' records) and the anchorage start change. It feels a bit misleading calling this Fort Independence Reforged/Redesigned when it's more like Outcast Faction & Quest Overhaul (Lite).
I highly recommend conditioning the Hello lines for vanilla outcasts, and changing the packages for the ones inside Fort Independence to prevent hellos to player (so that you don't get one of three greetings every 12 steps).
Bea's voice acting is great.
Edit: You've also packaged the Books restored menu mod in its entirety. Not sure if that was intentional.
Glad you tried this out, and ALWAYS nice to get feedback.
To your points, there are updates due soon that will address some of the issues.
1. Casdin's chest. Can't open it again, why? what's the issue? Need more. 2. Update pending 3. Will investigate [FIXED] 4. Not sure about this, will investigate (may need more info from you). 5. As it should be. 6. Hmmmm, "standard new vegas alien blaster" - we talking WeapAlienBlaster (00004322) ? 7. Update pending 8. Update pending 9. Will investigate [FIXED] 10. Update pending
This started out as a simple TTW port of Fort Independence Redesigned but got away from me and ended up Reforged. It doesn't touch enough of the Outcasts to be a complete overhaul, just the elements surrounding Fort Independence.
Update pending, is generally the answer here, just waiting on the voicework to be finalised. Glad you liked Bea, the voice artist is great.
Edit: Yes, Book Menu Restored is packaged to ensure compatibility
1. I hesitate to even say. After I deposited 20 alien blasters the first time and had Casdin collect it, trying to open it again played the sound and did not open the inventory (likely due to Just Another Loot Menu), and just closed and locked it again. I turned off Just Another Loot Menu with the same results, so not sure why this would occur. It could just be something crazy in my setup. 4. Essentially on her original GREETING line ("i've been sitting here for like 20~ Hours"), you have added CHOICE options. This prevents the top level dialogue from being displayed here so only those two choices are displayed. I would think you would want to just remove those choice options so top level displays there. 6. Yes that was what I was talking about it. I didn't look closely at the condition, might just be she doesn't like me holding 20 of them. 9. btw you probably already know this but this was absolutely not your fault, the CK just does this sometimes
Thanks for the feedback-feedback lol. I started making my own personal port for just the improved Outcasts location and my far smaller ambition personal project (just adding a few basic voiced interactions with NPCs) reminds me how how much work this stuff is. Good luck with your project! it's looking pretty good
1. [FIXED] 4. That was a choice, but I will experiment. 6. This was actually a flaw, the vanilla form-list I use for alien weapons somehow doesn't include the standard alien blaster. [FIXED] 9. Nope this was me, leftovers from an alternative approach to the Book quest. [FIXED]
I hate to bump an old thread, but I'm experiencing issue #1 myself on my end. I am also using JAM quickloot, not sure what else might cause the issues? I have tech I'd like to deposit, but activating the chest just makes it visually pop open, no inventory interface appears.
That's cool. I kinda didn't like that I had no indication of what they wanted in that chest anyhow. At least with the original dialogue option I know what they want. Thank you, I look forward to making friends with the Outcasts once the new version is out.
I'm working on the the robot bay sidequest RN and i'm a bit confused , i did the factory portion and came back to the newly opened room in the fort, interacted with the terminal and not it tells me i need an outside expert. I assumed that it was supposed to be the robot trader that occasionally appears infront of the robco factory or the mechanist but mechanist is gone for me and trader clearly isn't that. Can you point me in the right direction?
Oh good one. Questions, The robot trader is gone or just wandered off ? The Mechanist, you completed that quest before installing / starting this mod ? What are your skills like in Science and Repair ?
The answer to each of the questions is a solution to your problem.
I interacted with the trader and got the plans (tho no crafting option was added if that is something it does) I tracked down the mechanist but he just has is post quest line(completed after starting mod) and who promptly got mauled by a deathclaw S 75 R 65 tho i also have the robotic expert perk albeit the sweet perk overhaul version.
Oh also i dunno if this is intentional or a bug but after the first "big book" the little popup saying "volume X of 11" didn't pop up whenver i interacted with others.
Great mod. IF i can suggest putting the incompatibility with "rebuild the capital" (and the others) on the front page (description). I know a lot of people like myself install before checking the comments cuz they rely on the front page to give them the info about stuff like that especially in relation to popular mods like RTC. I sadly already started my run and am too deep so i guess i will see later where stuff breaks.
Almost ready with the next version, lots of new content, DLC awareness and integration (especially Operation Anchorage), WW events (could someone really be a synth), new voices, mod compatibility, and bugfixes galore.
I have a bug with this mod(after disable it worked fine): Defender Morgan does not go to Protector Casdin to inform him about me wanting to work with them. So he has no dialogue.
50 comments
Scribe headgear is a little wonky,
Couple of the scribes have a case of the 'seated zoomies'
Compatibility - Most of the mods that touch Fort Independence will not be compatible,
This, this, and this are definitely not compatible.
All feedback gratefully received :)
Donations Welcome
(Wanna BETA Test ? Drop me a message)
I use the Begin Again TTW modlist, with some additional mods like JIP Companions Command and Control.
Thanks
That one's been reported before and WILL be fixed.
I originally downloaded this mod hoping for an overhaul to the location and got numerous partially finished NPCs (the specialists) and heavy changes to vanilla dialogue records (with Bea's line's using Casdin's lines' records) and the anchorage start change. It feels a bit misleading calling this Fort Independence Reforged/Redesigned when it's more like Outcast Faction & Quest Overhaul (Lite).
I highly recommend conditioning the Hello lines for vanilla outcasts, and changing the packages for the ones inside Fort Independence to prevent hellos to player (so that you don't get one of three greetings every 12 steps).
Bea's voice acting is great.
Edit: You've also packaged the Books restored menu mod in its entirety. Not sure if that was intentional.
To your points, there are updates due soon that will address some of the issues.
1. Casdin's chest. Can't open it again, why? what's the issue? Need more.
2. Update pending
3. Will investigate [FIXED]
4. Not sure about this, will investigate (may need more info from you).
5. As it should be.
6. Hmmmm, "standard new vegas alien blaster" - we talking WeapAlienBlaster (00004322) ?
7. Update pending
8. Update pending
9. Will investigate [FIXED]
10. Update pending
This started out as a simple TTW port of Fort Independence Redesigned but got away from me and ended up Reforged.
It doesn't touch enough of the Outcasts to be a complete overhaul, just the elements surrounding Fort Independence.
Update pending, is generally the answer here, just waiting on the voicework to be finalised.
Glad you liked Bea, the voice artist is great.
Edit: Yes, Book Menu Restored is packaged to ensure compatibility
4. Essentially on her original GREETING line ("i've been sitting here for like 20~ Hours"), you have added CHOICE options. This prevents the top level dialogue from being displayed here so only those two choices are displayed. I would think you would want to just remove those choice options so top level displays there.
6. Yes that was what I was talking about it. I didn't look closely at the condition, might just be she doesn't like me holding 20 of them.
9. btw you probably already know this but this was absolutely not your fault, the CK just does this sometimes
Thanks for the feedback-feedback lol. I started making my own personal port for just the improved Outcasts location and my far smaller ambition personal project (just adding a few basic voiced interactions with NPCs) reminds me how how much work this stuff is. Good luck with your project! it's looking pretty good
1. [FIXED]
4. That was a choice, but I will experiment.
6. This was actually a flaw, the vanilla form-list I use for alien weapons somehow doesn't include the standard alien blaster. [FIXED]
9. Nope this was me, leftovers from an alternative approach to the Book quest. [FIXED]
And good luck with your project.
Not to worry, I've taken that mechanic OUT of the next version.
Haven't experienced any problems this wrong armour, and this mod doesn't make changes either.
I may be able to help if I know what else your running with.
combat armor
Questions,
The robot trader is gone or just wandered off ?
The Mechanist, you completed that quest before installing / starting this mod ?
What are your skills like in Science and Repair ?
The answer to each of the questions is a solution to your problem.
I tracked down the mechanist but he just has is post quest line(completed after starting mod) and who promptly got mauled by a deathclaw
S 75 R 65 tho i also have the robotic expert perk albeit the sweet perk overhaul version.
Oh also i dunno if this is intentional or a bug but after the first "big book" the little popup saying "volume X of 11" didn't pop up whenver i interacted with others.
I'll check out the X of 11.
(new version coming soon)
IF i can suggest putting the incompatibility with "rebuild the capital" (and the others) on the front page (description). I know a lot of people like myself install before checking the comments cuz they rely on the front page to give them the info about stuff like that especially in relation to popular mods like RTC.
I sadly already started my run and am too deep so i guess i will see later where stuff breaks.
Almost ready with the next version,
lots of new content,
DLC awareness and integration (especially Operation Anchorage),
WW events (could someone really be a synth),
new voices,
mod compatibility,
and bugfixes galore.
COMING REAL SOON :)
This doesn't touch vanilla Armour directly but if you can give me the FULL name for this 'Wasted' helmet I can investigate.
Update.
Titans shouldn't,
AWOP doesn't,
BUT RTC will.
Defender Morgan does not go to Protector Casdin to inform him about me wanting to work with them. So he has no dialogue.
Are you using any other mods that might affect the Outcasts ?
New Game or existing ?
Got any other mods that might cause this ?