Thursday, December 17, 2009

RR Companions Vault v5.1

Is here.

Assuming no catastrophic problems that didn't occur in my personal game, this version will mark yet another large step forward in playability, reliability, and sheer coolness of the Vault 1 experience.

Soon, you won't even need to venture into settlements for supplies, anymore.

http://www.fallout3nexus.com/downloads/file.php?id=3644

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Update 5.1:

The largest change this time is that the prisoner system is no more. IT HAS CEASED TO BE. IT IS AN EX-SYSTEM... sorry. Too much Monty Python. Anyway. The system as it stood was beyond repair. The alternate system I tried was not viable. Thus, I have simply disabled it, until I decide what to do.

I recommend that you collect up any equipment you may have given to prisoners, before installing this update. Once you load a game with 5.1 running, your prisoners go poof. You may also want to make sure your companions are set to not take prisoners, although this will also be automatically reset by a script, the first time you load the game with 5.1 installed. If, for some amazingly inconvenient reason the script decides not to fire, the order to take no prisoners has been left in place. It will now appear in the top level of dialog, but only if you are currently set to take prisoners.

Of course, the 'Mercy' weapons disappear, as well.

I realize this may bother some of you who liked the idea of taking people captive, but all I can tell you is deal with it. I'm not spending months completely rewriting a system that I don't even like. I hear Enclave Commander lets you play jailer if you're into that sort of thing.

The Access Tunnels have received a hefty overhaul this time, as well. The tunnels now have a group of six roving guards, complete with spiffy new V1 logo'd black combat armor. Three guards are on duty, and three off at any given time. The new guards have their own living space, mess, locker room, and shower facilities. There is an equipment storage room for the guards, near their quarters. It contains weapons, ammo, and armor. There is a crate containing not only the new V1 combat armor, but also the standard V1 security uniforms and hats. The new guards are there to guard, and can NOT be taken as companions.

The new armor has also been added to the security uniform crate in the Vault 1 armory.

There is now a new, recruitable merchant. Chloe is beautiful, articulate, well stocked... and may quite possibly be the anti-christ. Still, her inventory is impressive, and she has caps enough to clean out even the highest level player's stock of loot.

Though I use the term "recruit", one does not recruit Chloe so much as stay out of her way. A message will appear on screen, letting you know where to go looking for her. Once you find Chloe, talk to her. She'll invite herself into the vault in short order.

You can find Chloe's new shop in the access tunnels, just before you reach the Paradise Falls exit tunnel. The two opposing doorways are now blocked off by inaccessible doors, until Chloe is recruited.

Chloe brings her own guards with her. The three guards live on their own rotation, and have a room across the tunnel from the shop.

New loudpseakers have been added to the Vault 1 museum and armory. These are nominally slaved to the Jukebox in the Player's bedroom, and will turn on and off with it. However, as with many other things in this game, they don't always behave properly.

There have been several other, minor updates. Doors moved slightly to line up better, occlusion plane tweaks, and so forth.

Height settings have been adjusted for the five companions that come with RRCompanionVault.esm.

The master file has received some optimizations, that not only decrease the size, but should also help prevent conflicts, and smooth things out all around.

The game setting that controls the number of followers you're allowed to have has been reset, to its maximum of 99. This is not because I endorse so many followers, but simply because I don't want to listen to people whine. The setting has been present in my companions pack for quite awhile now, so you'll only notice the difference if you don't run it; you strange, strange person.

The readme has also been overhauled, to not only reflect the new changes, but to rectify a few omissions I had made previously. Hopefully I got it all, this time.

Because of the new armor, it's VERY important with this update that you unzip the meshes and textures directories, rather than just overwriting the .esm file. Archiveinvalidationinvalidated may need to be removed and reapplied, as well.

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