Sunday, December 27, 2009

RR Companions Vault, v5.2, Upcoming

Well, we here at NosCo have made it through yet another Christmas without eating a .45 hollowpoint, seeing how many sleeping pills we could swallow, or running amok with my ever-trusty Ka-Bar Kukri machete, so it's time for work to resume on FO3 modding.

v5.2 is already in the works. Thus far, we have:

*Fixed clipping room pieces in Chloe's bedroom.

*Fixed tunnel guard patrol paths, a broken chain of linked references had previously rendered the path dead at point 17. This is fixed now, and patrols should run through point 33 and restart as intended.

*More edits made to Chloe's guards' faction interactions, setting them as "friendly" to Canterbury Commons to hopefully avoid the bloodbath one user reported. Personally? I like the reality of pissed off guards kicking the holy living shit out of townsfolk that don't know when to shut up, but what do I know.

*Preliminary fix made to Chloe's inventory. Caps have been heavily reduced. This is due to a bug in the Fallout 3 engine, explained here:

To whit: There is a cut off in bottle caps where the merchant will display buggy behavior and stop paying the PC for items. The Merchant will take the items but the PC will not receive the bottle caps. If the merchant has 32767 bottle caps they will behave correctly. However, if the merchant has 32768 bottle caps they will take the player's items but no bottle caps will be transferred to the player.

As this is on the page for adding items to an existing vendor, I didn't see it, else I wouldn't have added so many to her inventory to begin with.

Special thanks go to Sgt Ovakil for pointing it out to me.

The new change should fix her from the get-go for new players, but I still have to test to see if it does likewise for people that have had the bug already manifest.

Also: two new plugins are in the works, for the "optional files" category of the file entry.

1) A plugin that removes the Protectrons from Vault 1. Not only have these damned things never worked right, but they constantly get in the way, and refuse to stay in their pods. At a later time, I may remove the protectrons from the base mod itself, and replace the protectron pods with something else.

2) A plugin that will stop the auto-opening and closing doors in Vault 1. Can't vouch for anyone else, but that crap has annoyed me since the first time I ran the mod, way back in v3.7.

Both plugins should be fully compatible with Refurbished - provided the door plugin is loaded AFTER Refubished in your load order.

That's it for this update. I must now return to endlessly bug-testing this mess.

Tune in next time when I'll rant and rave and swear some more, while occasionally actually adding content to my mods.

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