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Created by

detra and Kungkobra and Akarion

Uploaded by

detra

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About this mod

Fixes navmesh errors, script errors, incorrect dialogue conditions and oversights in Havasu Blues.

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Translations
  • Polish
  • Mandarin
Changelogs
A disclaimer in advance: I haven't actually played through Havasu Blues yet! I've only playtested these fixes for when I'm eventually going to play it, which won't be anytime soon. But since I've already fixed some issues, I've decided to upload this mod right now so that others can test it and report more issues that may require fixing. It would also be great if you could provide a savegame for these issues, so that I don't have to setstage my way to wherever the bug is (unless you have a ton of mods installed, as that might make it difficult to load the save).


Issues I've fixed:

  • Generated facegen files.
  • Finalized multiple navmeshes that hadn't been finalized properly.
  • Merged stray navmeshes, some of which had also been disabled for no reason.
  • Made minor navmesh improvements to Shantytown, in areas where it went straight through solid objects.
  • Added navmeshes to cells the author missed, and fixed some that were completely wrong for the layout of the cell.
  • Made sure that the logos in the intro cutscene are disabled until the moment they're meant to be shown.
  • Fixed a few scripts that couldn't be compiled due to the wrong syntax being used.
  • Twitch's conversation about Fidget's fate can no longer be repeated.
  • Each floor of the Pittsburg Point Hotel now uses a unique elevator, so that the floor you're currently on cannot be selected. And there's no duplicate option for the suites anymore.
  • Simplified the check in "The Cleaner", as it previously checked if every single object (28 in all!) had been disabled. Now it just checks for a variable that gets increased whenever you clean an object. Though I still had a slight issue with finishing the quest due a cobweb that can easily be overlooked. So I moved that to a hopefully more visible spot.
  • You can't report that you've killed the spy to the NCR Comm Officer until you've actually gotten the quest.
  • One of the Legion quests gave players the unused version of the Aureus as a reward. Now it's the version that's actually used in the base game.
  • If you kill the ghouls in Shantytown, the associated quests should fail properly.
  • If you decide to attack the guard at the NCR camp, or ignore his warning, you will become an enemy of the NCR and fail their quest. The same applies to the Legion camp.
  • Added Setting the Stage to the quests that fail if you kill Primus Exenterius.
  • Widened the forcegreet trigger in front of the NCR camp, as players could easily get around it.
  • Since some players had issues finding enough coolant for a quest, I've added more than enough to be able to finish the quest without having to craft it. Most of them are in the same buildings they could originally be found in, but I also placed more of them near fridges and in storage rooms.



Issues I've looked at:

  • Not being able to pick up the crate during the Downtown Delivery quest: Not a bug. Just a tedious quest where you're supposed to pick it up manually and carry it all the way, which the game even hints at through a corner notification.
  • Picking up the note on Fidget's body doesn't advance the quest: Did it three times, with and without quick loot, worked fine every time.
  • Player ends up being stuck after asking Grand Magus Mervin about magic: Couldn't replicate it. He starts a conversation after the show, and then the player can move again.
  • The door in the Utility Room of the bunker opens visually when pressing the switch, but players can't walk through: Couldn't replicate it, but I've relinked the door just in case.
  • Can't use the plane even after dismissing companions: Snatched up Veronica, kicked her to the curb in front of the plane and entered the plane without issues.
  • Occasional landscape bug, gaps in the ground: Couldn't see any in the areas I've looked at. So if these really do exist, I would need the FormID of a nearby object to fix them.
  • Hangar Basement crashes the game: Couldn't replicate the issue.
  • Fast travel crashes the game: Couldn't replicate it either, but that could be an issue that manifests later.



Other things I've done:


  • Added room markers to many interiors and occlusion planes to some exteriors to improve the mod's performance.
  • Tried to fix a crash that happened while taking the plane, which apparently had something to do with the explosion used in the scene. So I reduced the radius of that explosion as a test (because it was huge), which seemed to work, but then I couldn't replicate the crash with the original plugin anymore. So if anyone experiences a crash there, just try again!
  • Replaced some DLC packages used in scripts with duplicates, in case another mod edits those packages.
  • Added a TTW patch, though unlike the one posted in piber's patch and micro mod hell, its only purpose is to allow Fallout 3 companions to follow the player through the Pittsburg Point Hotel elevator, and through the boat back to the Mojave. But I haven't actually tested the patch. I just copied the syntax used in the mod's original scripts.