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Discussion in 'Fallout General Modding' started by Lexx, Aug 23, 2019.
What are satellite quest locations?
Quite simple really..
there are about 3 quests that send you to another location ( radscorpion caves in shady sands, Irwin's Farm, and Deathclaw Lair in Hub)
originally you were just teleported to those places, once you've talked to the right people. with Satellite locations enabled you will now have to go to the worldmap ( red exit grid ) and travel to those locations by yourself, once you get the coordinates, and they'll show on your worldmap.
simple as that.
Is NovaRain's PerkEveryLevel Mod compatible with E Tu? Also what happened to the bonus items when starting from V13 with the game setting on "Easy"? Yeah, I'm one of those players who also save scum.
Finally is there any way I can tweak the new barter formula? Vanilla barter was so busted, but the modded version is too harsh for my taste. If not I'll stick to vanilla but just try not to abuse it.
The process giving the starting loadout is fixed. Now it correctly gives bonus items based on your tagged skills, as you are not supposed to receive extra stuff from other skills.
You can write your own barter formula script using gl_z_fo1barter.ssl as the base.
Thanks, I might check on that! And considering you made the mod variant, can I extract your version of PerkEveryLevel(or similarly your perk every two levels) into Fallout1in2? Thanks.
They should work fine, I don't see any conflict between them and ettu.
No idea what you mean, starting items are not changed.
I took the request from Michael to give Sophia the pulse grenades, but if I give it to her, the game crashes with memory reference. If not, Michael gets pissed off and unwilling to give me stuff.
Known issue: https://github.com/rotators/Fo1in2/issues/190
Thanks, I managed to resolve it by using F2 explorer and taking down the flag of accepting the request.
You could have just updated the script file like mentioned in the ticket.
Sure but by the time I checked if there's a reply, I already did it, and since I noticed halfway that a bunch of settings were not activated in the ini, I'll do another playthrough where I will use it.
I wanted to ask though, is there some sort of walkthrough for all the additional content that Et Tu gives to F1? I checked out the changelogs but I'm sure I'll overlook something eventually.
Which difficulty settings you think are the most balanced and fair in Et Tu?
Would normal/normal with tougher humans and mutants enabled give me plenty of challenge without constant frustration?
Keep in mind, that this time I want to try different build with only 6 Agility and without Gifted trait.
I'm also prone to disabling upgraded weapons option.
Setting up the latest version after finishing the game with v1.8.3032. I wasn't able to solve my occasional combat crashes by disabling the extra mods I was using, I think one of them must have corrupted my save file at some point.
I noticed that some Fixt-related options have been removed from fo1_settings.ini (GVAR_AGATHA_IS_ENABLED, GVAR_BOS_LORRI_CHA_ENABLED, GVAR_BOS_LORRI_SEX_ENABLED), have these been folded into GVAR_FIXT_ENABLED, or might readding their entries allow me to toggle them?
Agatha is moved to cut characters option, and Lorri's extra content is removed from the game.
Hi @Lexx, I'm playing Fallout Et Tu v1.9.3359 + sfall v4.4.1 with this small issues (see screenshots):
1. Task "Find and destroy the Deathclaw" is still active even after task is done.
2. Wrong critter possition (behind wall).
3. Task "Stop the Gangs from attacking Adytum" is still active.
did you spoke to the mutant in the lair to get the holodisk?
did you spoke to Butch from the far go traders and presented the evidence (a.k.a the holodisk from the cave?)
ad2. shit like this happen, since mob spawn is a bit random, and sometimes they end up on the wrong side of the wall. but nothing prevents you from looting the bike key out of Griffith's corpse right?
ad3. after getting the weapons for the Blades(a.k.a talking to gunrunners after killing mother deathclaw + eggs), did you spoke to Razor afterwards? the "stop gangs attacking adytum" quest is sepose to end in blades taking over adytum, either with your help or without it, however you need to let Razor know that the weaponry is ready to be taken from the gunrunners.
1. Yes, I spoke to the mutant + Yes, I spoke to Butch (problem still occurs).
2. No problem, I moved critter to correct position via F2Explorer tool.
3. Yes I spoke with Razor (problem still occurs).
there's an additonal step to talk to Butch's assistant on your way out. that step should conclude the quest.
I usually say I'll go talk to zimmerman about the holodisk Razor gave me earlier. after that there is a whole invasion on adytum with you your party, and the Blades equipped with gunnrunner toys attack the regulators ( adytowners are on your side too). after this fight is done, you need to talk to Razor one final time and the quest should cross out.
Butch has nothing to do with the Boneyard quests.