Fallout 3
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Ricky78




Posts: 400
Location: Pizza's country
PostPosted: Sat, 20th Jun 2009 02:23    Post subject:
Here it is, from the CloneDVD release:

http://rapidshare.com/files/246468394/F3_OR_EXE.rar.html
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CookieCrumb




Posts: 4670
Location: Celephaïs
PostPosted: Sat, 20th Jun 2009 06:20    Post subject:
Thanks, I got the avenged version in the mean time and I patched it to 1.0.0.15 but still red exclamation marks where the pitt and operation anchorage should be...
Even tried updating all the way up to 1.5.
Gonna reinstall... again...
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JBeckman
VIP Member



Posts: 34968
Location: Sweden
PostPosted: Mon, 22nd Jun 2009 09:47    Post subject:
http://bethblog.com/index.php/2009/06/19/point-lookout-diary-screens/

Point Lookout interview and screens, unsure if there will be a "DLC Patch" as usual (Achievements mainly) as it'll be released tomorrow. (DLC that is.)
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JBeckman
VIP Member



Posts: 34968
Location: Sweden
PostPosted: Tue, 23rd Jun 2009 13:37    Post subject:
Now available via LIVE. Smile
(I'll post some details as soon as it's downloaded.)

EDIT: 16 MB PointLookout.esm (Largest so far) and two .BSA files (A bit over 650 MB)

EDIT: Some new creature variations of existing creatures and some new ones.
(Ghoul, mirelurk and mirelurk king plus some new ones.)

EDIT: Two new armors and one new helmet.
(And one scar "helmet" for NPC use)

EDIT: Four new weapons.
(Shovel, axe, shotgun and rifle)

EDIT: One new race (Tribal) for use with NPC's.
(Similar to the Pitt race, Raiders and Ghouls by default.)

EDIT: Weapon textue update similar to this mod - http://fallout3nexus.com/downloads/file.php?id=4457

http://fs07u.sendspace.com/processupload.html


Last edited by JBeckman on Tue, 23rd Jun 2009 14:17; edited 4 times in total
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madmax17




Posts: 19310
Location: Croatia
PostPosted: Tue, 23rd Jun 2009 14:02    Post subject:
So that's expansion num. 4, there is to many to track, much simpler to wait for the gold version or something.
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madmax17




Posts: 19310
Location: Croatia
PostPosted: Tue, 23rd Jun 2009 14:19    Post subject:
Jesus, already there is an infinite number of mods for this game.

Did anyone try this one, what's it about you can travel around the world or what?

http://www.fallout3nexus.com/downloads/file.php?id=3157
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zmed




Posts: 9234
Location: Orbanistan
PostPosted: Tue, 23rd Jun 2009 14:24    Post subject:
Well, at least they didn't just shout empty promises about continued DLCs like 99% of the industry does. Most developers make 1 or maybe 2 and they're done with the thing. Most of them release half-finished games in hopes of finishing them with DLCs, but they never really get around to it. I have to admit that even though Bethsoft releases ridicilously broken DLCs, at lest they make them.
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AntiJesus




Posts: 46

PostPosted: Tue, 23rd Jun 2009 14:39    Post subject:
There seems to be a new (small)patch (1.6) available on GFWL. Should be in Bethesda's site later today.

Fixed: Saving crash of non-persistent NPCs
Fixed: Vanishing non-persistent objects
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AnimalMother




Posts: 12390
Location: England
PostPosted: Tue, 23rd Jun 2009 14:40    Post subject:
With all 5 DLC's I can see this game being truly epic. Smile


"Techniclly speaking, Beta-Manboi didnt inject Burberry_Massi with Benz, he injected him with liquid that had air bubbles in it, which caused benz." - House M.D

"Faith without logic is the same as knowledge without understanding; meaningless"
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Frant
King's Bounty



Posts: 24625
Location: Your Mom
PostPosted: Tue, 23rd Jun 2009 14:56    Post subject:
AnimalMother wrote:
With all 5 DLC's I can see this game being truly epic. Smile


Indeed. I've often wondered how the original experience would have been if Fallout 3 had contained all 5 DLC expansions when it was released. It would have been so much more epic than it already was. Wouldn't surprise me if they had all the plans and ideas laid down, then sat down to see what they could turn into DLC's. DLC = more money for less content. Which is fine by me even though I'd rather see they put more effort into the core experience than fiddle with DLC's.


Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn!

"The sky was the color of a TV tuned to a dead station" - Neuromancer
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Epsilon
Dr. Strangelove



Posts: 9240
Location: War Room
PostPosted: Tue, 23rd Jun 2009 15:36    Post subject:
I'm still waiting for a dlc or mod that truly removes level limit or atleast sets it to 50.
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AnimalMother




Posts: 12390
Location: England
PostPosted: Tue, 23rd Jun 2009 15:49    Post subject:
Epsilon wrote:
I'm still waiting for a dlc or mod that truly removes level limit or atleast sets it to 50.


The problem is that your stats would be maxed out way before level 50, so they would need to rework the whole exp system to do something like that.


"Techniclly speaking, Beta-Manboi didnt inject Burberry_Massi with Benz, he injected him with liquid that had air bubbles in it, which caused benz." - House M.D

"Faith without logic is the same as knowledge without understanding; meaningless"
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madmax17




Posts: 19310
Location: Croatia
PostPosted: Tue, 23rd Jun 2009 15:58    Post subject:
One of the expansions moves the level up I think, 30 or whatever.
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JBeckman
VIP Member



Posts: 34968
Location: Sweden
PostPosted: Tue, 23rd Jun 2009 16:03    Post subject:
Perks and skills can be maxed out at level 20 with some careful planning though you need to sacrifice a few perks for it to work, Broken Steel with first a level limit of 30 and a perk that sets all SPECIAL attributes to 9 really makes this easy (Though again at the cost of some perks to max both skills and attributes.) as all you need are the bobbleheads to get everything to 10 and the books for all attributes to get to 100.

Though it's not really required to get all attributes and skills to 100 due to how the game plays for someone who really wants to exploit the game system.
(Save/Load for lockpick/hack/theft/speechcraft and so on.)

There are mods that alter this but with other issues and problems instead though reworking the entire "ruleset" or what to call it would be quite difficult and much is hardcoded and can't be altered much at all.
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Epsilon
Dr. Strangelove



Posts: 9240
Location: War Room
PostPosted: Tue, 23rd Jun 2009 16:04    Post subject:
AnimalMother wrote:
Epsilon wrote:
I'm still waiting for a dlc or mod that truly removes level limit or atleast sets it to 50.


The problem is that your stats would be maxed out way before level 50, so they would need to rework the whole exp system to do something like that.

Yep when 100 is max, I remember there was an "uncapper" for oblivion using obse which allowed something near 200.
Another solution is less points per level.
Part of whats driving you forward in this game is the level gain, and when you're already maximum level theres not much point imho.
The version I currently have installed I've removed all the bubble head attribute gains and lessened the gains from skillbooks.
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AnimalMother




Posts: 12390
Location: England
PostPosted: Tue, 23rd Jun 2009 16:16    Post subject:
Epsilon wrote:

Part of whats driving you forward in this game is the level gain, and when you're already maximum level theres not much point imho.


Absolutely, that's why Broken Steel got me playing again with the increased level cap. I would love a further level increase, but I'm not sure if it's workable.


"Techniclly speaking, Beta-Manboi didnt inject Burberry_Massi with Benz, he injected him with liquid that had air bubbles in it, which caused benz." - House M.D

"Faith without logic is the same as knowledge without understanding; meaningless"
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CookieCrumb




Posts: 4670
Location: Celephaïs
PostPosted: Tue, 23rd Jun 2009 16:43    Post subject:
Anybody else had problems getting the DLC to work properly on vista 64? Fallout 3 version 1.0.0.15 and the fake patch and fose all installed correctly but somehow all applications somehow refused to edit the fallout3.ini file O.o
had to do it manually and even than it's not completly working (ie. in the middle of the citadel I've still got a big exclamation mark and while in Broken Steel I can't go anywhere east of Jefferson Memorial or my game just crashes O.o)
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JBeckman
VIP Member



Posts: 34968
Location: Sweden
PostPosted: Tue, 23rd Jun 2009 16:51    Post subject:
Shorten the BSA archive names, there's a limit for 255 characters in that field so if you have a lot of BSA files you will need to shorten the name of a few of them.

Also 1.5 added engine specific stuff for some of the Broken Steel functions like a few scripts related to the water system and one of the new weapons, there are workaround modifications but for everything to work properly you need 1.5
(1.5 had a few bugs but reading the changes in 1.6 these are now fixed.)
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CookieCrumb




Posts: 4670
Location: Celephaïs
PostPosted: Tue, 23rd Jun 2009 16:59    Post subject:
JBeckman wrote:
Shorten the BSA archive names, there's a limit for 255 characters in that field so if you have a lot of BSA files you will need to shorten the name of a few of them.

I know that, I did that but still the app I used (which was BSA manager) didn't do what was advertised.

JBeckman wrote:
Also 1.5 added engine specific stuff for some of the Broken Steel functions like a few scripts related to the water system and one of the new weapons, there are workaround modifications but for everything to work properly you need 1.5
(1.5 had a few bugs but reading the changes in 1.6 these are now fixed.)

Yes I know that as well and I'm pretty sure I handled it because I could play through the "main" part of BS without problem but like I said: If I try to move even 20 feet east of the Jefferson Memorial my game crashes.
But again I had to fiddle with the ini myself because neither BSA Manager nor the "toggle invalidation" button in FOMM did anything - afaik the invalidation is supposed to change a line in the fallout3.ini, right?
But that still doesn't explain why I can't go anywhere near Rivet City or why there's something missing (aka big exclamation mark in the middle of the citadel)
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JBeckman
VIP Member



Posts: 34968
Location: Sweden
PostPosted: Tue, 23rd Jun 2009 17:04    Post subject:
Have you been past Jefferson memorial earlier?

To be more specific have you killed anything near the area where you get those crashes?

There's a bit of AI corruption happening to actors (NPC's and Monsters.) so what happens is that they can cause crashes as it's not properly purged or reset after the initial "clean up" period (Respawn value, 72 hours by default, game time obviously.)

To test this enter "TAI" in the console and try to travel trough the area, unfortunately the issue can not be fixed easily so you'll have to live with this inconvenience or start over.
(It's part of a savegame corruption issue, same with Morrowind and Oblivion as gamedata is worse and worse the longer you play, very subtle and might take hundreds of house like in Oblivion.)

One way to limit this somewhat is to never load a game in a current game as to properly purge existing data you must exit back to the main menu and then load the game, explained on the official forums a bit better than I can do.

Obviously mods that alter or rather increase spawns will accelerate this problem and mods that uses buggy or faulty AI routines will trigger it even faster.
(I can't explain why it happens or how as I don't know everything about it.)
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CookieCrumb




Posts: 4670
Location: Celephaïs
PostPosted: Tue, 23rd Jun 2009 17:43    Post subject:
JBeckman wrote:
Have you been past Jefferson memorial earlier?

To be more specific have you killed anything near the area where you get those crashes?

Yes, I've frequented that area quite alot before getting into the Broken Steel quests.

JBeckman wrote:
There's a bit of AI corruption happening to actors (NPC's and Monsters.) so what happens is that they can cause crashes as it's not properly purged or reset after the initial "clean up" period (Respawn value, 72 hours by default, game time obviously.)


JBeckman wrote:

To test this enter "TAI" in the console and try to travel trough the area, unfortunately the issue can not be fixed easily so you'll have to live with this inconvenience or start over.
(It's part of a savegame corruption issue, same with Morrowind and Oblivion as gamedata is worse and worse the longer you play, very subtle and might take hundreds of house like in Oblivion.)


Well, guess I'll have to start over then. Doesn't bug me too much as I completed the "main" quest line of BS anyway.

But what would interest me more is if anybody else had problems getting the DLC to work through FOMM using Vista 64...
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JBeckman
VIP Member



Posts: 34968
Location: Sweden
PostPosted: Tue, 23rd Jun 2009 17:56    Post subject:
FoMM works fine here, latest version doesn't really support Broken Steel yet (From what I know.) but the rest should work.
(It doesn't really need to cover Broken Steel and now also Point Lookout as long as you copy the files over manually first.)

If it doesn't handle the INI at all then it might be a bug in the program, author is mainly oriented towards XP for the Windows OS's and I don't think he uses x64 which is a bit different. (Registry values mainly though the program should work with it.)

Oh and 1.6 is out now.
http://fallout.bethsoft.com/eng/downloads/updates.html
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CookieCrumb




Posts: 4670
Location: Celephaïs
PostPosted: Tue, 23rd Jun 2009 19:21    Post subject:
JBeckman wrote:
Oh and 1.6 is out now.
http://fallout.bethsoft.com/eng/downloads/updates.html

Which the current version of fose doesn't work with Very Happy

JBeckman wrote:
If it doesn't handle the INI at all then it might be a bug in the program, author is mainly oriented towards XP for the Windows OS's and I don't think he uses x64 which is a bit different. (Registry values mainly though the program should work with it.)

That's what I wanted to know and after I now know how to fix it, it isn't that big of a deal.

Btw. I just fiddled around some more and I'm not sure what exactly solved it (maybe shortening all .bsa files to a bare minimum) but the red exclamation mark in the citadel is gone now and another problem I had (that the room with the tesla coil in the powerworks was missing textures and all) was related to the fake patch and I found a fix for that.
So now, if the game doesn't crash when I try to go to Rivet during BS then I'm happy.
But it's gonna be a while until I'm at that point again.
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greenblood82




Posts: 115

PostPosted: Tue, 23rd Jun 2009 19:39    Post subject:
Whats the difference between the english US and UK patches? I still don't know which one to use with the avenged release.
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djaoni




Posts: 8061

PostPosted: Tue, 23rd Jun 2009 19:44    Post subject:
Is there any fix for mass CTDs? Unplayable for me with patch 1.5(I think) and all DLCs + a couple mods(mostly higher res textures). Crashes like every 10 min on my ~3 hours played save.
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CookieCrumb




Posts: 4670
Location: Celephaïs
PostPosted: Tue, 23rd Jun 2009 19:53    Post subject:
greenblood82 wrote:
Whats the difference between the english US and UK patches? I still don't know which one to use with the avenged release.

I'm not sure but I have the avenged release as well and I use the US patches and they work without problem Smile

djaoni wrote:
Is there any fix for mass CTDs? Unplayable for me with patch 1.5(I think) and all DLCs + a couple mods(mostly higher res textures). Crashes like every 10 min on my ~3 hours played save.

I'm not 100% sure so don't pin me down on it but I believe that 1.5 introduced (for a couple of people) massive amount of CTDs (although I could be some incompatibility thing with the mods you use) so I'd say patch up to the new 1.6
but like I said in my previous post fose doesn't work with 1.6 (yet) so if you use any mods that depend on fose you shouldn't (yet) update the game.
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Karmeck




Posts: 3345
Location: Sweden
PostPosted: Tue, 23rd Jun 2009 21:55    Post subject:
It's on the bay.


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fearwhatnow




Posts: 3451

PostPosted: Wed, 24th Jun 2009 15:23    Post subject:
Point Lookout will be the last dlc or Mothership Zeta will be released in July?


Q6600 OC 3.0ghz, MSI R9 280x Gaming Edition, 7gb ram, Asus P5KC
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FireMaster




Posts: 13475
Location: I do not belong
PostPosted: Wed, 24th Jun 2009 15:26    Post subject:
point lookout is out now

Mothership Zeta next month
I'm really liking this DLC each month thing, keeps me interested in the game since I've pretty much seen and done all there is to do
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CookieCrumb




Posts: 4670
Location: Celephaïs
PostPosted: Wed, 24th Jun 2009 16:00    Post subject:
I'm not sure what to think of Mothership Zeta.. I mean, Alien abduction? O.o
The alien Crash sites were always a funny encounter but that might take it a bit too far...
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