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thommaal

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thommaal last won the day on April 30 2016

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  1. Weird. Just to be sure: You did add to the "general.ini" in the bin/config/base folder of your witcher installation the following line, right? If you have a non-English keyboard, the key to activate the console might be hard to find. AFAIK, it's the 'ö'-key on a German keyboard. It can also be the '@' and '§'.
  2. Have you tried to add the schematics via console? The enhanced boots should be
  3. The questline finished fine. There were a few situations when the next quest-stage could not start due to .. well, it's F3, but every single problem could be solved either by going back to an older save or with the console. You might consider mentioning in your guide the one incompatibility between Crimson Caravan and Big Town Overhaul and how to solve it via the console since it's the one hiccup that cannot be remedied by replay. Something like: Mod incompatibility: If you use Big Town Overhaul and Crimson Caravan together, a Regulator Brahmin will get stuck in the Big Town fence during one quest. Solution: Get the reference.id of the brahmin by pointing the mouse at it while in the console. Move around the fence and type into the console: prid <reference.id> moveto player The brahmin will teleport to the player at the other side of the fence and continue its run.
  4. At one point you have to fight Super Mutants who are attacking the regulators at a bridge. The dialogue afterward doesn't trigger reliably. I had to do the fight three times before I could proceed with the next quest stage (I didn't want to set it manually to avoid unintentional consequences). And a later sub-quest (find another of the Famous Five, Victoria Persaud) is unfinished. Even though I talked to the family and found her, the quest remained in my quest queue. I have not yet finished the search for all the Five, so I don't know yet, if that means I can't finish the quest regularly.
  5. Well, no reset of any kind has managed to get the broken quest back on track. The residents still act as if Shorty made it but not Red. But at least I don't have to deal with frequent messages about states of unconsciousness. So, that's something. I'd recommend to play this quest in one go and see if everything has worked out alright for you. If it didn't you won't lose much progress at least.
  6. "The Famous Five" quest, which is part of the "Crimson Caravan" mod, leads to a subquest called "Regulator Country" which triggers after you have met one of the Five, Robert Foster, in Minefield, followed him to the Scrapyard and helped him overcome the regulators that were chasing him. The goal of the subquest is the liberation of another member of the Famous Five and for that you need to follow a Regulator Brahmin that leads you from the Scrapyard to the location where he is held. Problem: The Brahmin eventually tries to follow the road next to Big Town which is usually accessible but now cut off by the fence which is part of the "Big Town Overhaul". The Brahmin finally gets stuck in the fence and won't move. The problem can be solved via the console but such a solution is definitely immersion breaking.
  7. Since it might be interesting for other players, here is what I have done so far: 1. Easy solution via CompleteAllObjectives (failed) I reset the quest (resetquest 00014e94) and simply tried to complete it via CompleteAllObjectives <base id> / CompleteQuest. That didn't work. The residents expressed their unhappiness with the situation and Red & Shorty lay dead in the streets of Big Town. When I tried to revive them, they collapsed instantly again. 2. Elaborate attempt by setting the quest stages. (Failed) So, after resetting the quest once more, I manually set the quest stages as indicated by the Wiki. That failed too. When talking to Flash, the dialogue offered only the options to admit failure or tell him that Shorty had made it but not Red - though both bodies lay still on the ground in Big Town. That's why I set the proper variables manually at any quest stage (there are far more, btw, than indicated by the WIKI which doesn't list plenty of stages and variables that follow the initial rescue operation) in the next attempt. Yet, Red and Shorty stayed dead, though the residents in Big Town were congratulating me for saving the town from the Super Mutant threat and everyone acted as if the dead ones were still alive. Waiting for a cell reset didn't help - R & S stayed dead. 3. Next steps I assume that Red and Shorty need to vanish from Big Town first - after a reset of the quest and before starting it again - so that they can be alive in the end. This might happen automatically when the cells reset ... so, I am going to wait it out and see if this has the desired effect. If this doesn't work, I will add them manually to the proper locations at the start of the quest.
  8. Weird problem. Since I have been to Big Town and saved Red & Shorty, I get frequent messages that its residents (Bittercup, Kimba etc.) are unconscious. When I first got the message, I teleported there almost immediately to see what was going on - but the expected Mutant attack wasn't underway. Nothing was going on. Interestingly, only the original residents of Big Town were unconscious, all the added ones (by mods) were fine. I went back to an older save, played on, and soon enough, the original residents were unconscious again. When I start a game, the residents might be walking about - but sooner or later, I get the now dreaded message again and again and again and again ... Does anyone know what triggers this and how to either solve the problem or circumvent it? At the very least I want it out of my message queue as those endless reminders make it hard to see any other - more relevant - news. Addendum: One observation might be relevant. The expected mutant attack after I got back to the town with Red & Shorty didn't occur. At that time, I thought "Big Town Overhaul" had changed that but maybe the quest line is now messed up and I need to manually set a stage to get things back to normal ...?
  9. The advanced reports done by my firewall have confirmed its interference. It became suspicious of the MO => fose calls and, consequently, started to block any call to 3rd party tools. I'll look into it a bit more, but I doubt that the answer to the why will be of any interest to the MO developers.
  10. That was my first suspect too - but I haven't found any evidence that my AV has interfered in any way. But my firewall (Private Firewall) might be involved, even though every critical component in process and application management is explicitly allowed to work freely. Yet, when I closed my LAN connection and shut down the firewall, fose started - at first. A second attempt was not successful. A third one was .. and so on. Still, I reset the firewall to its default settings - but to no avail. And uninstalling the Skyrim MO and reinstalling the F3 MO to another location wasn't successful either. There is obviously some weird interference that only gets troublesome with the F3-MO combination but I have yet to figure it out.
  11. In the past couple of days, I have also experienced the more and more frequent problem that FOSE won't start through MO. I always get the message that a component of the loader doesn't work anymore. At first, the loader started whenever I had done a restart of my PC. But since yesterday, that workaround has stopped .. working. And it doesn't matter which profile I use or how few mods are involved - even a default profile with just the DLCs fails to get going. And yes, Fallout starts without any problem outside of MO, even when I use the "fose_loader.exe". OS: Win7 64bit; MO: v1.3.11 Actually, after some experimentation, no exe starts by now via MO, not Wrye Flash, nor LOOT, nor the fallout.exe. Curiously, I have no trouble whatsoever with my 2nd MO that deals with Skyrim.
  12. It looks like your new entry "Collision Meshes FO3 Pack" shows mixed up hyperlinks: The "FO3_pack25.08.15.7z"-package is linked through Collison Meshes FNV, and the link for the "Collision Meshes FO3 Pack" points to the package: "FNV_pack25.08.15.7z". And a little layout glitch: The new headline is integrated into the layout of your installation information for the previous entry: "Precision Collision - Clutter".
  13. I can login, check for updates, execute them etc. I can't, however, add new exes manually -- but that problem is already known. It might be relevant that I kept my old "ModOrganizer.ini".
  14. Not Kelmych. Still, the recommendations done within the packs you'll find here at STEP are usually diligently researched by the author -- and feedback reduces the error rate even more. As far as I can see, Kelmych is right with his recommendations, and no one has objected to them yet. That doesn't mean you can be totally sure the cleaning of a specific mod won't add some problem to your game (I doubt that anyone has drawn a thorough before-after manual comparison of all the changes in all the mods -- correct me if I'm wrong), but the few comparisons I have made, show plenty of advantages to an uncleaned mod list. Regardless, if you happen to stumble upon a problem through cleaning -- please, do report it!
  15. Funny thing happened while trying out different characters with the pack: Butch killed me at my birthday party. He just didn't stop attacking and was unkillable, of course. Was I tempted to do a setessential 0 in his case. I have no idea if this is pack-specific but it's the first time this happened in any of my playthroughs.
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