The Vault Dev. Canteen (General Discussion)

So I've been trying to mod fallout 3, it keeps crashing, with or without mods. But I have noticed that with the mod it crashes after my companion my companion vanishes and I try to change cells or wait.

What irks me is that it isn't consistent. Sometimes I'm able to travel the breadth of the wasteland with no crashes. But other times I get into a fight and my companion runs off to attack something or I turn my back and they vanish and then the game crashes.

Spoiler :
Makes a post, lib opens a new thread :lol:
Spoiler :
It just seems that way
Spoiler :
:lol:
 
Did you try to make oyur own mod or use someone elses?

fallout3_zpsl2wxue2l.png


My own. I'm not sure why but sometimes they will just randomly vanish, not die, just cease to exist/be where they are. Then the game crashes when I change cells. Its weird.

Spoiler :
Adding robots to this game didn't make much sense
 
:clap:

But of course adding magical ponies was the height of logic!

I'm surprised no one did so sooner! :lol:

Did you try comparing them with other companion mods?

See if anything pops out.

My guess is there is a comma somewhere! :D It's always the comma's fault!

There is surprising little scripting involved. But there is still some, I'll have to look into that.
 
I am also thinking about changing robots so that when you kill them you can capture a broken robot, take it back to town and repair it to get a fixed robot, that has none of the prereqs, but is also not quite as powerful as a brand new robot...

I am also thinking I need to increase the prereq city size for a lot of units.. to make robots potentially more desirable as they won't drop the pop. unit threshold
 
Instead of upping things like the city prereq size why not do the normal thing and up the cost of the unit so it takes longer to build? You can build a robot with a 100 people just as you can with 500 ... it just takes longer, which is what the cost is meant to represent
 
yes but when all 100 people are bringing in the crops, or training the next batch of soldiers, or working in the steel factory, no one has the time to be trained as an elite fighting force, or build a state of the art robot (or learn how to do both of these things).

The numbers aren't like civ, where they represent the faceless thousands and millions, these are small towns and very minor cities, you need to have people who are free from the daily toils of survival and production to reach the 'high-end' industries and systems that we take for granted today, and that are a given in civ.

I do think I need to increase the costs of some of the stuff in the game, especially the early mid game and beyond.

Not so much the techs, they may be ok (I need to look more at the AI's performance because they are not growing like I think they should, or in comparison to me).

In FTTW, we need the right amount of both popprereq and production, so that high end units and buildings take sufficienty long to build, but also that they are not available to a group of struggling farmers eeking out a new city who suddenly drop everything and to go make a combat robot.

The fact is we will be doing both, to get the balance right. One is not mutaully exclusive from the other.
 
The big benefit of making a robot, is that robots can be made as fast as you can make them, more people, better organisation, better techniques all mean more robots faster.

People are not so good, because they always take a fixed amount of time to grow. Other than having a larger crop, you cannot do anything to make people faster.
 
yes but when all 100 people are bringing in the crops, or training the next batch of soldiers, or working in the steel factory, no one has the time to be trained as an elite fighting force, or build a state of the art robot (or learn how to do both of these things).

Is that not what production represents. The production, time, and talent being put in to make something. Wouldn't the population that is converted to said soldier be the one which is being trained. I just don't feel that each individual entity whether it be building or unit should have a whole laundry list of requirements. It adds unneeded complication to an already complex game.

Different Subject:
Ahh fallout 3 modding is annoying. No debug no error reports. I tried figuring out the cause of the crash and have narrowed it down to the pony mesh. I removed the quest scripts entirely and still got inconsistent occasional crashes. I'm starting to wonder if its just because my computer sucks.

The pony actor will sometimes, but not every time, just vanish for no reason. Its not linked to an animation, combat, movement, VATs, or anything. It'll just happen for absolutely no reason. And there is distinct difference between the pony mesh and any other nif mesh in fallout 3. I am at wits end with this thing.
 
I continue to dislike F3 and NV purely on principle :D

Production represents productivity and man power, not long term training/experience/infrastructure.

There are certain things that require a dedicated 'free' population, to acquire the level of skill needed, to have the free or dedicated time, to develop and evolve techniques.

Civilization didn't really start to 'evolve' before agriculture because everyone was busy with the need to get food. with agriculture suddenly a small dedicated group could feed a muh larger group and people had the free time to become experts at other things.

That is what pop. size represents. It's hardly a laundry list.. it just requires more vigilance, because if you spam out a load of people, you empty out your town of all the skilled labour.
 
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