All Phalanx Modules
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- Description:
-
FO3 Phalanx is intended as a full-featured set of modules to create a balanced, multi-follower Fallout 3 implementation. It is still in development at the time of this release.
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INSTALLATION WARNING *****
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IF YOU ARE UPDATING FROM A PRIOR VERSION THAT CONTAINS FILES
NAMED LIKE THIS, WITH VERSION NUMBERS:
Phalanx-NewFollowers.1.1.esp
Phalanx-NewFollowers.1.0.esp
And, you have hired the new male follower in Megaton:
SEE: UPDATE.0.3.txt included in this zipfile!
Unless you want him to disappear along with whatever he has on him,
plus bug the NPC's variables a bit, you need to follow a set of
installation instructions. See the text file "UPDATE.0.3.txt" for these
instructions. This problem will not exist in subsequent versions of Phalanx.
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Phalanx version 0.3 - Primary changes:
Addition of new follower to be hired in Rivet City. Requires neutral or positive karma
to hire, will re-hire at any karma. Unlike the Megaton follower, the hire dialogue of
this follower is generally completed. Unvoiced in this release.
Bugfixes to the Megaton follower's tactics control menu.
Versioning tags have been removed from all file names. This was necessary because the
game treats new objects within differently-named .esp files as, actually, different
objects. One cannot make changes within the .esp filename and have it work properly
within savegames that contain persistent, new objects (such as NPC followers). From
the player's perspective, the effect is that the new NPC disappears, has to be re-hired,
and the pre-hire dialogue options are strange.
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Phalanx-NewFollowers version 1.2
In this release version, there are two additional follower NPCs to obtain. The newest one is
a female, positive/neutral karma follower to be obtained in Rivet City at a cost. The earlier
one is a karma-clear, no-cost, male follower you can pick up in Megaton.
Later releases of this mod will,over time, add all of Phalanx's extra followers to the game.
And also, as of the date of this release, there's a bug in the game itself (or
the editor, not sure) to where you must edit this file:
C:\Documents and Settings\your-username\My Documents\My Games\Fallout3\fallout.ini
and add this line below "[General]" (near the top of the file):
bLoadFaceGenHeadEGTFiles=1
If you don't do this, the new follower's head will have the skin color of a white person's
ass, but his arms will look tanned. A beautiful sight (not).
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Changes with version 1.1:
The NPC in the first release had not had its face completed. oops!
Issues with non-vanilla followers and the Vault 87 portion of the main quest have been
addressed, although it's not the cleanest implementation. I might do this better later.
Dialogue changed slightly.
This version includes an updated form of Phalanx's essential NPC management system. One
effect of this is that you cannot force the NPC to go non-essential and stay that way
as long as he is hired, even if you use console commands to do it.
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All of the normal follower functions (following distance, trading, tactics, hiring, firing,
etc) are implemented. He should function like your other followers in every way, except that
he does not come with an ammo-free weapon. When fired he goes to Megaton, like Jericho. You
will need to provide his ammunition once he runs out of his initial batch. This ammo usage
is not a bug, it's an intended trend for all new Phalanx followers. This follower becomes
essential upon hire (does not die, just falls unconcious) and loses essential upon being fired.
In this release, the new follower gives no back story at all in the hire dialogue and
is not voiced. In a later release he will have both of these things added, and he will
also be mildly integrated into general Megaton incidents where it is appropriate. He's a
former security guy from Rivet City who is now in Megaton as a deputy to Lucas Simms.
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Phalanx-VanillaHire.1.4.esp
Re-implementation of "Vanilla" Fallout 3 follower hire characteristics.
This is not the final version of this .esp but it will do for now.
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Followers affected:
Dogmeat, RL3, Jericho, Charon, Butch, Fawkes, Clover, Dogmeat, StarPaladinCross.
Changes with version 1.4:
Essential flag management is now done more powerfully. It automatically catches
if a hired follower is nonessential for any reason and fixes it, independent of player
actions. This means that when you load up this module with an old savegame and some of
your followers aren't essential, it sets those followers essential automatically. It
also means that if you set a follower unessential from the console, it will pop back
essential "out of nowhere".
Changes with Version 1.3:
The "You have too many followers" message should no longer appear. To do this, the game
setting that causes the message was increased from 6 to 99. It isn't the ideal way to
fix this but it works.
The default "follow distance between followers" has been changed to 32 (default was 192).
They work much better as a team this way and stick closer together. This is not the final
Phalanx implementation of follower distance but it works for now.
If you attack a follower or any other usually non-aggressive NPC, you can "Yield" by
putting your weapon away and cause the NPC to stop the combat for the first 20 seconds
of the fight. Default was 10 seconds. Note that you can only yield once every 600 seconds
to any NPC, this is necessary to prevent abuse. If eventually I find that I am able to
seperate out the yield response behavior of followers from that of other NPCs, I'll
remove all yield time controls as they relate to hired followers.
I've tried to decrease the panning head movement when talking to the RL3 follower but I'm
not sure if my changes made enough of a difference (or any, frankly).
Version 1.2:
All entries within the follower-related scripts which aimed to prevent more than one follower
at a time were removed.
All followers are made essential upon hire (including RL3), drop the essential flag when
fired, then pick it back up upon re-hire. In testing, the Raven Rock follower exodus was
noted to not cause the essential flag to drop in 3 test followers.
If using an older savegame where RL3 is already hired but not set essential, you can fire
and re-hire him to cause the flag to be set. Setessential's "unconcious" behavior in RL3
behaves like it does with any other follower when set this way. The fire/rehire works on
any follower to set them essential, actually.
Dogmeat: Is essential before it meets the player, drops the essential flag if the player does
not do the hire, then picks the flag back up if the hire is completed later. Also, there is
a bug fix in the hire script as explained below.
Charon: The punctuation in one of Charon's lines in the Ahzrukhal scene was not a good match
with the voice actor's delivery, so the punctuation was changed (IMO: the voice acted line was
the "keeper" and the punctuation change to match it was ideal).
RL3, Butch, Jericho: All karma-related hiring restrictions removed, and all informational
references to karma in the hiring-related dialogue were dropped.
Clover, StarPaladinCross, and Fawkes retain their original Karma requirements for hire and
re-hire. This means that Clover requires negative karma for initial hire but can be re-hired
at any karma, and StarPaladinCross and Fawkes require positive karma for initial hire and
any re-hires.
The behavior of followers who are left waiting for too long (they return to an area near their
hire location) was preserved in the multi-follower environment. The thing to change to make this
happen was a little obscure.
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Bug fixed:
During the dogmeat hire quest, under certain circumstances (dialogue choice TakeDogmeat3D), the
scriptpackage FFEU255DogmeatWait is added to Dogmeat. However, it was not being removed if Dogmeat
was hired later in the quest. The effect was that if you chose this dialogue option during Dogmeat's
hire quest, the resulting Dogmeat would stand in the area of the hire location and not move. IMO
this issue in Dogmeat's hire script should be patched out of Vanilla FO3.
Issues noted but not corrected:
During Dogmeat hire, some of the dialogue options (including the more common ones) result in the
ultimately-hired Dogmeat standing and doing nothing until the player uses the dialogue options to
say "Let's Go, Dogmeat". Other followers do not do this. I'm not sure why this happens, it may be
intentional, but whatever it is I didn't cause it.
RL3 is intended in Vanilla FO3 to be essential until the player gets the chance to hire it. RL3's
script has a characteristic where, before hire, the player can attack RL3, causing it to drop its
essential flag, and then if the player yields, RL3 and its seller will proceed off with no essential
flag applied to RL3. Also there's this, which seems to get left in place:
"FFER54NPC1REF.modav DamageResist -85". There is a position to be made for the eventual death of the
seller + RL3 after the player attacks it, but I don't know if this was actually intended.
Some savegames cause the "snomorefollowers" message to be displayed after temporarily firing followers
and re-hiring them. It could also happen upon hiring new followers in some older savegames. I think
there's an unused and kinda out of control follower counter somewhere in Vanilla FO3 and the maximum
number of followers that it thinks are allowed may be 6. The error message related to "snomorefollowers"
doesnt seem to make anything actually change with either Vanilla FO3 or with savegames loaded up with
this Phalanx module. But, when it happens, it looks stupid. This is not caused within the hire scripts
so if it's addressed by an .esp, it'll be done in a different module.
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Phalanx-Obedient-Dogmeat.1.1.esp
Dialogue options to help control Dogmeat's combat behavior
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Former version: 1.0
Followers affected:
Dogmeat
Dogmeat now has a dialogue option for discussing his tactics, and you can
choose from 5 options to change what types of enemies he will charge vs. run away from.
Do not mess with Dogmeat's "strength" via console commands if you use this mod.
If you do, it will change how the combat choices work. This mod will set it to a
value of 6 and try to keep it there. This change does not nerf Dogmeat's damage,
so don't worry about it!
I'm interested in feedback on how Dogmeat works out for you with these settings!
I did some playtesting and evaluation but I know that others will do much, much more.
Which enemies Dogmeat will attack at each configured level is changeable.
For example, this version has Dogmeat attacking raiders at "Charge Sensibly!" but not
Centaurs and Enclave Soldiers. The Phalanx forum can be used for feedback, at
http://www.finhosting.fi/~fallout/cgi-bin/yabb2/YaBB.pl .
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Changes in this release:
Change made to dog fight AI should now cause Dogmeat (and other dogs in the game world) to
attempt to get away from exploding dangers (grenades, exploding cars). Dogs ignored that
kind of threat before. Also, dogs should be more willing to withdraw or flee from a fight
where they are getting into trouble. I was initially concerned that this setting might cause
Dogmeat to back down in fights when it shouldn't, but during playtesting I saw no problems.
I tested both multi-follower and solo with Dogmeat and it seemed fine. We'll have to see if
this change messes anything up with the behavior of attacking "vicious" dogs and so on.
I did a more comprehensive survey of enemies and made small adjustments in certain monster
types that decreased Dogmeat's willingness to charge them.
(Activated two dog fight AI toggles - Ignore Threats is turned off and Flee Based On Personal
Survival is turned on.)
(In the survey, "Strength" was typically increased from 5 to 6 in the selected enemies, maybe
one had it lowered.) - Submitted On:
- 03 Jan 2009
- Submitted By:
- Administrator (admin)
- File Date:
- 03 Jan 2009
- File Author:
- Phalanx
- File Version:
- 0.3
- File Size:
- 45.0 KB
- File Type:
- zip
- Downloads:
- 286
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