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Showing results for tags 'operation anchorage'.
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Well, there is some mods, like DLC Adblocker and Delay DLC Plus that remove the annoying spam of DLC mission activatiors right after exiting Vault 101, making Springvale the capital of post-apocalyptic spam... /justkidding Anyway, althrough i like those mods and currently use DLC Adblocker in my installation, i felt reducing the radius of radios and activators of the starting missions... not enough to reduce the "noise" of the flow of the story of the game, tempting players to leave the MQ path to go to entirely separate landmasses instead of looking for James. Different from ordinary quests like Power of Atom, Big Trouble in Big Town or Those (the ones nearest to Megaton in that height of the story), deviate from MQ to make then make LW to be so "distant" from the original purpose of his mission (that is find his father on the vicinity). If DLCs offered a false/ambiguous hint to the LW (lore-wise of course) to search for James in those locations, then would be reasonable to have them to start right after leaving Vault 101. But we know the real reason all DLCs starts at same time is to allow veteran players that freshly bought them to go straight to the missions instead of pass again by the hurdles of vanilla quests to reach each DLC. At that moment that would make sense, but after so many years passed, with DLCs basically being a part of the game (i mean part of the "vanilla environment"), i think its time to think in making changes similar to how DLC Adblocker and Delay DLC does... but also "integrating" seamlessly those trigger quests to the "scheme of things" of the base game. I suggest the following modifications: Broken Steel: I know mods implementing this concepts already exists, but i never managed to make them work, that's why i'm leaving here again - remove the ridiculous ending move when the player faints restarting the purifier (or Fawkes/Charon/RL-3 did the deed instead). The original purpose of self-sacrifice doesn't make sense anymore after this DLC, so no need to call the player an egocentric stupid to do a rational action to send a radiation-resistant pal to do a mortal for you task to do. After the player wakes up from the coma not force him to be enlisted to BoS and allow the rest of the MQ to be indefinitely delayed. LW's main purpose - follow the legacy of their father - was already achieved with the purifier working, and although LW are in debt with the BoS for all the help, it doesn't mean they bought his freedom with this;Point Lookout: Make the boat appear only after the two-weeks span that LW was in coma after reactivating the purifier (Take it Back and start of BS). That would introduce some dynamicism to the unchanging Wasteland. A fricking boat appearing from nowhere during the time LW is knocked out would pass the impression to the player that lots of things changed during that time, stimulating the player to explore more. Maybe adding a line (or note, if VA are a constraint) saying the ferryman came to DC for the "purified water thing" would add a layer of immersion in the surprise visit;The Pitt: didn't play this DLC yet, but i think it would benefit from a similar change to PL (making the location where the DLC starts to appear pre-DLC until player completes Take it Back, then revert to the post-DLC to activate the quest - apart to lift the activation like DLC Adblocker and Delay DLC Plus does);Operation: Anchorage: I played this DLC once; didn't think this is so much "flow-breaking" that the others, so i don't think this one needs to be changed (apart to lift the activation like DLC Adblocker and Delay DLC Plus does). Some players report completing this DLC during the events of MQ makes the player "too op", i didn't feel this, but if is the case then delaying it in a similar way to both above (or tie the activation of this DLC to the agreement LW can do with the Outcasts in their HQ);Mothership Zeta: This is the worst offender IMO. I felt the abduction sequence should only trigger after the very last BS misison (Who dares wins) to be completed. Somewhat i find strange that the player should to follow the BoS in attacking the Enclave new HQ even knowing that Zeta have superior firepower that could destroy the enclave better that their own satellite array. Its totally my opinion, but i think Zeta should happen only after MQ and BS have been completed. Before that the pre-DLC behavior of the alien crash site should be retained (no abduction and the player being able to pick the blaster and the ammo).What do you guys think?
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- dlc
- broken steel
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First post here, I really need the help now unfortunately. I'm running Fallout 3 on Windows 8.1 w/ Intel HD Graphics 4600, used a handful of fixes to get the game running (and it was in vanilla), added a few mods such as Iron Sights, Fellout + streetlights, Project Beauty, Sprinting and Weapon mod kits. All of the mods work well and for the last few week I haven't had any crashes and nothing has gone wrong. I decided to go run through Operation Anchorage, saved before I got in the pod, (placed my Gary to be cheaty and get the shock sword and stuff), and ran the sim. I played for 5 minutes, took out about 4 guys, saved and quit. Cut to today, open NMM, run FOSE, and the game runs. It shows the loading screen, with the taunting "Please Stand By" signal and the music plays, but my it doesn't progress, my mouse disappears and I can't click, tab out, or alt+F4 the game. The only thing I can do is ctrl+alt+del. Going to task manager at this point just brings up my desktop, but i can only mouse over the taskbar. Everything above that is inaccessible, so no force quitting Fallout in the task manager, and closing it by mousing over the taskbar doesn't work either. Pretty much, restart or shut down only. So given the problem I'm having with "not responding" instead of simply crashing, what should I do? tl;dr: Fallout "doesn't respond" instead of crashing on startup I didn't change anything since previous play No previous problems, at all, even w/ mods Got into Anchorage, saved and quit Next time I load, its poop I'm currently reinstalling the game and can't load the manager, but if anyone knows what this is about, how to fix, or if I should see what the reinstall does, all help is appreciated!
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Hi, so I've taken it upon myself to port the Winterized Chinese Commando Armor and Hat, as well as General Jingwei's armor and hat to Fallout: New Vegas for myself, and possibly anyone else when I'm done. My only problem is that the texture for the actual hat for the Winterized Chinese Commando hat, not counting the mask, is coming up with the same textures as the mask itself after porting it. It's fine when checking it on FO3's GECK, but not F:NV's. I don't know what exactly is wrong, and any help will be appreciated. By the way, as far as I've checked, porting is fine, and the tutorials I found on these forums when it came to doing this were pretty wrong too. I just need someone to help, and I'll even send a copy of what I've got to anyone that'll help. Thanks.
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So I've been playing Fallout 3 with Fook2 v1 for a while now, I did update it but I rolled it back because I didn't like the ENB it installed, it's been running flawlessly, but now I've gone to the Operation Anchorage DLC and none of the generic enemies have weapons. At all. The specials such as the Dragoons and all those have weapons, but general infantry are required to run up to me and fist fight me. I had a quick look in the geck and all their weapons are set in their inventory as a weapons "NPCWithAmmo" or something to that effect, but they still don't have guns equipped. Being the simulation I can't just look at their inventory either. I have a feeling it's something to do with Fooks DIK that's doing it because I can't get ammo for the Chinese assault rifle either after I've picked it up. Load order/mods: fallout3.esm Anchorage.esm ThePitt.esm BrokenSteel.esm PointLookout.esm Zeta.esm CALIBR.esm FOOK2 - Main.esm FOOK2 - [WANK] World And Neighbourhood Kit.esm FOOK2 - [DIK] DLC Improvement Kit.esm RH_IRONSIGHTS.esm Mart's Mutant Mod.esm DarkNight.esp GNR Enhanced.esp RH_IronSights_RemoveReticule.esp CASM.esp Sprint Mod.esp FOOK2 - Main.esp FOOK2 - [EVE] Energy Visuals Enhanced.esp Mart's Mutant Mod.esp FOOK2 - [DIK] DLC Improvement Kit.esp RH_IronSights_Pitt_NewRifleSights.esp RH_IronSights_Basic_AnchoragePlugin.esp FOOK2 - Mothership Zeta.esp UndergroundHideout.esp RH_IronSights_Basic_ZetaPlugin.esp RH_IronSights_Basic_VanillaPlugin.esp RH_IronSights_Basic_PointLookoutPlugin.esp RH_IronSights_Basic_PittPlugin.esp RH_IronSights_Basic_BrokenSteelPlugin.esp MyFOOK2 - Black & White Tranquility Lane.esp Mart's Mutant Mod - DLC Anchorage.esp Mart's Mutant Mod - DLC The Pitt.esp Mart's Mutant Mod - FOOK2.esp MyFOOK2 - No Rape Victims.esp Mart's Mutant Mod - DLC Broken Steel.esp Mart's Mutant Mod - DLC Point Lookout.esp Mart's Mutant Mod - DLC Zeta.esp Mart's Mutant Mod - Natural Selection.esp Mart's Mutant Mod - Tougher Traders.esp Mart's Mutant Mod - Zones Respawn.esp Mart's Mutant Mod - FOOK2 - DIK.esp RH_IronSights_PL_NewItems.esp Mart's Mutant Mod - Master Menu Module.esp Ks_DynamicSneak.esp Overpass1.7.esp Some things are out of place in this list compared to NMM. I think the problem is the mod doesn't know that 5.56 exists, because even though I have a weapon that needs it it doesn't actually allow me to pick it up from the ammo refills throughout levels. I'm hoping someone can help me with this because I'm starting to get frustrated. It's too damn easy.
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Every time i enter the simulation pod and the map is about to load fallout 3 crashes. im running on windows 10 and have 1 mod installed and its a bug fix to keep the game form crashing. any ideas?