Here’s an example of the Patreon only content I’ve been putting out the past week, sneak peeks and trailers as well as general CK stuff. I’m going to try and market the page more in general, so I can remove ads from this site as well as get funding for other mod related stuff.
For the 12 or 13 people that played the Fallout 3 bundle, there were a handful of bonus conversations you might not have caught. For example, with one of the companions, taking her to one of the two vanilla grocer buildings would start a little scene where she’d pretend to be the a cashier as the Lone Wanderer bought some groceries.
I plan on doing the same with the Fallout 4 companions, and one obvious place to take advantage of is Amelia’s Espresso. Here’s a little teaser for the next update.
So this is a bit embarrassing, but I don’t think I ever gave Vincent a thorough examination, because some of the conversation trees are a bit out of whack. I guess it’s because the assumption was he’d be a Fallout 4 character, and not a New Vegas one. Then the voiced protagonist was announced, and plans changed. Of course, given he never had a quest, and most of his dialogue consists of idles, I might still be able to add him to Boston, depending on if Damien wants to voice it. In any case, I fixed up a few conversations and also a script that I think was preventing a bonus conversation from happening. Here’s a full changelog:
Okay, I didn’t plan on doing another mini-update, but I saw something horrific on a Let’s Play recently that prompted a quick fix. Well, not a quick fix, because it took me forever to change, but a fix nonetheless. Look upon this horror, if you dare.
See that? That’s some kind of modification that displays the prompts as I typed them. Thing is, I had originally (and improperly) assumed that there would be two kinds of players, the vanilla kind, in which case prompts would be converted to ALL CAPS, and the Full Dialogue crowd, who wouldn’t see the prompts at all. This middle ground of dialogue in list form + prompts was not expected, and it’s horrifying to look at unless grammatically correct.
So this should fix that, and a few other things which I’ll list below.
Changelog from v1.7:
Fixed prompts to be properly capitalized, previous versions didn’t account for mods and assumed all prompts were all-caps
Indecent Exposure – Fixed Noon priest’s clue to imply the correct number of apostles and headstones
Auction House – Fixed issue where junk items weren’t being given to the player after winning auction
Auction House – Removed bounty amount when committing crimes
House that Bruce Built – Fixed Charisma check to check player’s charisma instead of Bruce’s
Added three Brotherhood of Steel NPCs at Boston Airport
Added “Likes” to R4-04 to help push affinity along faster
Fixed MHDT and MLEV changes removed by older versions of xEdit
Fixed Robot Clinic entrance so it’s not blocking the Mechanist Lair’s exit
Altered Birdie’s generic idles to fire while traveling as opposed to only when in conversation
Fixed “Get to know you better” line where R4-04 uses Birdie’s voice
Atom’s Glow – Fixed issue where clearing Mass Disposal of mutants before meeting the cult would improperly advance the quest
Human Nature – Fixed objective to speak to R4-04 not completing
Changelog from v1.3:
Added 29 new generic idles for Birdie
Fixed bad condition on Birdie’s post-romance “How’s our relationship” dialogue
Another bowling alley was found west of Libertalia. I must’ve been drunk with the CTRL+V button when I copy/pasted the one in East City Downs. This time I combed through FO4edit and didn’t find another one, but I’ll likely be seeing them in my sleep. If you see any in your travels, let me know.
Changelog from v1.2:
One of the greets for R4-04 used to clear the affinity forcegreet referenced the wrong stage and as a result never cleared, thus blocking the greet for her companion quest
Changelog from v1.1:
When I “fixed” Birdie’s Affinity conversation, I messed up the condition. So instead of not firing, it fired right away. Fixed to only fire if stage 500 of f3DNPC_ComBirdie is done (stage is triggered at 1000 max affinity)
Changelog from v1:
New R4-04 companion quest “Human Nature”
Removed duplicated Bowling Alley near the USS Constitution
Fixed Birdie’s final 1000 affinity conversation to properly trigger (he was forcegreeting endlessly but the dialogue was improperly conditioned)
Doctor Singh – PotasticPanda
Gomez – Will Handford
Nilesh Singh – J.T. Decker
Harvey – Matthew Dixon
Rick – James McLauchlan
John – James McLauchlan
Jeff – Jeff Wereden
Josh – J.T. Decker
Beth – Alice Bell
Craig – Michael Kennedy
Alex – Michael Kennedy
This is version 0.05 of the Fallout 3 Bundle. Apparently two holotapes for Spider‘s quest were stereo instead of mono, and as such, they didn’t play when you popped ’em in your Pip-Boy. If you already have version 0.04, all you need to update is the Spider mod here.