Sorry - I haven't thought about this mod for years. Honestly I have no idea whether it works with ToTW or not, or what would need to be changed if it does not.
If it *does* work as is, it will only provide the achievements for FO3, not FONV.
Hi, I installed the mod and I see a list of all 72 achievements in the log with no way to determine which ones are still yet to be unlocked. How is it supposed to work?
In the notes section, you will see a list of all the achievements. In your quests section, you will see a “Personal Achievements Log” quest which updates as soon as you fulfill a requirement for one.
Basically the note with the 72 achievements is there for your reference, so you know which achievements are there and how to get them. The place to see which ones you’ve actually unlocked is in that quest I mentioned.
Also, quick question, you say that you see all 72 achievements in the log. In my game, I only see 71 and am missing the “Alien Archivist” achievement for Mothership Zeta. Do you see that one too?
WHAT THIS MOD DOES IS Adds in-game achievements, the same ones found on the PS3/Xbox 360 versions and the now-defunct GFWL service. You will receive notifications upon unlocking them and can view them in the Pip-Boy. If installed in the middle of a playthrough, a holotape will be placed outside of Vault 101, which upon picking up, unlocks any achievements you have already met the requirements for.
I think I just encountered a bug in the script. It concerns the achievement 40: Weaponsmith, which does not trigger when making all the craftable weapons. Here's the snippet from your script (well, technically it would be your predecessor, I suppose, but whatever:):
The thing is, countWeapAchievement is a global variable that will be set to 1 in the original SchematicsWorkbenchScript script, and therefore the above snippet will never be entered. You should be able to change your script to just check for the value of countWeapAchievement to be 1 instead.
Please note that all of the above is mere conjecture, but I did manage to fix the issue with the current version of your script by writing "set countWeapAchievement to 0" in the in-game console, thereby allowing the above block to be entered.
Sorry for the delay in my response, but I must confess to not checking back here that often.
Thanks for this. Sounds like reasonable conjecture to me. I'm not actively modding at the moment - but I will be coming back to it at some point, at which point I will test and incorporate your suggestion.
In the meantime, if anyone would like to test/fix this, feel free to send the file over and I'll upload it here and provide you with appropriate credit.
I tested the unaltered mod myself carefully. I set the 7 requirements for the 40th achievement (Weaponsmith) to 1, and it actually unlocked normally. Nothing needs fixing.
Other than the single potential bug report from Fanadring (which due to RL and other interests I have not had a chance to verify yet) I'm not aware that it needs any updates. What were you looking for?
21 comments
If it *does* work as is, it will only provide the achievements for FO3, not FONV.
Thanks
Basically the note with the 72 achievements is there for your reference, so you know which achievements are there and how to get them. The place to see which ones you’ve actually unlocked is in that quest I mentioned.
Also, quick question, you say that you see all 72 achievements in the log. In my game, I only see 71 and am missing the “Alien Archivist” achievement for Mothership Zeta. Do you see that one too?
Adds in-game achievements, the same ones found on the PS3/Xbox 360 versions and the now-defunct GFWL service. You will receive notifications upon unlocking them and can view them in the Pip-Boy. If installed in the middle of a playthrough, a holotape will be placed
outside of Vault 101, which upon picking up, unlocks any achievements
you have already met the requirements for.
I think I just encountered a bug in the script. It concerns the achievement 40: Weaponsmith, which does not trigger when making all the craftable weapons. Here's the snippet from your script (well, technically it would be your predecessor, I suppose, but whatever:):
;Weapons created
if countWeapAchievement == 0
if countBottlecap >= 1 && countDartgun >= 1 && countDeathclaw >= 1 && countNuka >= 1 && countRailway >= 1 && countRockit >= 1 && countShishkebab >= 1
...
set countWeapAchievement to 1
endif
endif
The thing is, countWeapAchievement is a global variable that will be set to 1 in the original SchematicsWorkbenchScript script, and therefore the above snippet will never be entered. You should be able to change your script to just check for the value of countWeapAchievement to be 1 instead.
Please note that all of the above is mere conjecture, but I did manage to fix the issue with the current version of your script by writing "set countWeapAchievement to 0" in the in-game console, thereby allowing the above block to be entered.
Sorry for the delay in my response, but I must confess to not checking back here that often.
Thanks for this. Sounds like reasonable conjecture to me. I'm not actively modding at the moment - but I will be coming back to it at some point, at which point I will test and incorporate your suggestion.
In the meantime, if anyone would like to test/fix this, feel free to send the file over and I'll upload it here and provide you with appropriate credit.
1st time playing FO3... I love have this mod! appreciate the fix!!!
Endorsed!
Question, do I need to install the original Personal Achievement's log plus this in order for it to work, or will the fix work by itself?
You do not need the original mod to use this.
Glad I could help!