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WilliamSea - Roy Batty

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RoyBatterian

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139 comments

  1. grnsuperman4
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    Giving this a shot, hope it works. Thanks.
  2. Gigaknight000
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    For the most part, I'm enjoying this mod. I have two criticisms, however:

    First, the Reset Contract Location option. From what I understand, this can fix a target's absence at a quest location. That's great, until you find out--if what I read is true--that the option can cost you the perk you get at the end of the 47 quests. Why code a bug fix option to cause harm to the player (i.e., removes chance of a reward, specifically one of the mod's final rewards, no less)? The fix option will likely become necessary, as this concerns the naturally buggy FNV--and a mod, at that; and no, reloading the game did not help. As a result of this, I had to lose two hours of gameplay because I couldn't find conclusive information anywhere on the Web regarding whether or not the Reset Contract Location option will cost you that perk.

    Second, the mod gives you the option to equip and station four Heavy Regulators outside of the HQ to defend it. I activated one of them, and saw him go out into the wastes for some reason--heard some shots, then nothing. Some seconds later, I saw a wounded deathclaw walking toward the HQ. I killed it and traced its path back: as I'd thought, the deathclaw killed the "Heavy" Regulator--who was only equipped with a Cowboy Repeater. No, the CR isn't a .22 Pistol--I get it, these are stronger than average. At the same time, this is TTW, which eventually has things like that deathclaw or albino radscorpions paying the HQ fairly frequent (the deathclaw described above was the second one I'd killed in only a few minutes) visits; wouldn't a "Heavy Regulator" be equipped with armament heavier and therefore stronger than what you'd normally expect the Regulators to pack? If not, then why spend 1000 caps on "Heavy Regulators" that are just stress sacks for giant lizards and scorpions? The turrets would be the only cost-effective defensive purchases, in that case. Similarly, if the "Heavy" Regulators are too fragile to handle direct combat with the aforementioned inevitable encounters--even if only one patrols at ground level--why invest in them if the biggest effect they'll have is on your cap count?

    Speaking of the turrets...I also have a suggestion: why not elevate their towers or otherwise place them out of direct reach of enemies that are most able and likely to destroy them? That is, if replacing them will run you another 1000 caps--I've yet to lose one (except during those aforementioned lost two hours; I didn't attempt to repair them, though). The whole purpose of these defensive measures--as stated in the description--is to defend the HQ, not give the player another (massive) cap sink.
    1. RoyBatterian
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      I'm not the maker of the mod, I just converted it best I can, warts and all.

      I'll check the heavy regulators, but they should spawn with miniguns. I can check their inventories a bit closer, there is a lot of bugs with those.

      There's not a whole lot I can do about missing targets being deleted by the game if something else kills them, I don't feel like rebuilding the mod to not use scripted spawns. I've been able to complete it many times, my advice is if you take a contract, do it immediately, and start the mod before you get anywhere near level 20.
    2. Gigaknight000
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      First, I want to thank you for replying to my previous post (I've dealt enough with the alternative) and for your work on this mod. My criticisms aside, it is good stuff--I do hope to see an update soon.

      Second, here's a heads-up: the game crashes for me when I get within....98~105m of the Storage Trailer location; fast traveling directly there results in a crash as well, without being able to get past the loading screen.

      Third, I just discovered another strange bug: one of the turrets was low on structural integrity (i.e., health) after a major albino radscorpion incursion (one near turret B, close to the brahmin pen--which entered the pen to attack another turret; two at turret F; and one at a turret close to F). Turret F was nearly destroyed by the onslaught of those two, so I went into the HQ to repair it--but found that it was not available for repair, only replacement. So I replaced it--which caused a new turret F to spawn, as the original hadn't been destroyed.

      Fourth, it'd be great if you could add some way to keep the brahmin from being spooked into the Regulators' HQ.
    3. RoyBatterian
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      The Brahmin are already marked "can't use doors" so this is obviously a bug in FNV, and was probably done on purpose by Obsidian to address some other issue they had.

      The turret thing is odd, I don't even know how I would address that. I'll have to check the script.

      Crashing bugs are caused by other mods that delete navmeshes, this mod doesn't so look at your other mods.
    4. Gigaknight000
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      Well, that's fine--as long as you keep the Storage Trailer problem and the Turrets' vulnerability in mind.
    5. RoyBatterian
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      I've been all over the entire wasteland, the crashing problem is likely a mesh replacer and not this mod.
  3. Steele74
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    Tips to avoid ctd bug saving near, or entering inside "Drainage Tunnel" quest location under the road between Dickerson Tabernacle Chapel and Fort Constantine: completely ignore raging 5-way battle going on outside between radscorpions, raiders, deathclaw, super mutant, and yao guai; enter straight into drainage tunnel and fight raiders inside, then run like hell away from location. Some sort of script bug clashes from original mod. I kept crashing until I experimented to discover this solution.

    In the original mod posts, there are reported deleted navmeshes that cause ctd's.

    https://www.nexusmods.com/fallout3/mods/15645?tab=posts

    Just to be clear, it appears that WillieSea left the original mod a bit buggy. NOT Roy's fault at all.
    1. RoyBatterian
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      There are no deleted navmeshes in this mod, I redid them all from scratch.

      There is no script errors either, I've cleared that area many times.

      If you are using heap replacer, disable it.
    2. Steele74
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      Ok, I will continue experimentation. I don't use heap replacer, as it screwed up a NV playthrough. Waiting for HR to be fixed.
  4. Steele74
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    Not sure why, but after I turned in 1,000 fingers (literally, yes, I saved them up) I got almost no change in reputation with the regulator faction, and only went up to "accepted". A while playing, and up to level 50, I can't improve rep with them no matter how hard I try. The repeatable boss raider quests, don't raise rep either. Why so difficult?
    1. RoyBatterian
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      Fingers are base game, they have no rep, it's only cash reward and XP.

      This mod uses the terminal only in the lower floor room. There is a set amount of bounties.
  5. Seraphiel999
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    Is this compatible with a trail of crumbs and a world of pain? Can i use all 3 of these mods together?
    1. RoyBatterian
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      Yes.
  6. PumpedUpB
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     It doesn't get any more Fallout 3 than 42 empty "go here and kill this nameless guy" quests!
    1. Retrogam3r96
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      skyrim radiant quests it just works 
    2. RoyBatterian
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      Achtually 47.
  7. draganbukejlovic
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    There are several occasions when my targets got killed by random spawning sentry bots or deathclaw before I arrive, and the raider boss is always naked and unarmed
    1. RoyBatterian
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      That's pretty strange, there shouldn't be any issue anymore with not being able to complete the bounty as I removed the death item lists and added the fingers to inventory and anti-pickpocket script instead.

      I will check the mod again to see if I can reproduce this issue.
    2. RoyBatterian
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      Should be all fixed now in this update.
    3. draganbukejlovic
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      Will have to download asap. Thanks for your hardwork 
    4. RoyBatterian
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      yw
  8. LorneHitman
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    Annoying spelling error, when getting a new contract it says "Aquire new contract" It's spelled acquire. Not to be that guy
    1. RoyBatterian
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      Fixed
  9. JackRipe
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    Mixed feelings about this Mod.  

    1. Buggy (Had 10 naked slavers attack me, the Regulator HQ had Brahmin and people walking into walls)

    2. A bit unpolished (Spelling mistakes, bad game mechanics)  

    3. 47 is way too many bounties, they get extremely repetitive and dull by the end. 

    4. The safes + bounty rewards vomit far too many rewards at you.  

    My suggestion: Lower the number of bounties, give fewer resource rewards for each bounty, but add some other unique rewards. Change the perk to something more unique than just some stat buffs.  

    Also what exactly is the point of being able to purchase turrets and heavily armed regulators? It's not like anything ever attacks the HQ (as far as I know). Maybe I just didn't figure it out but it seems pointless.
    1. RoyBatterian
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      1 - Fixed (The Brahmin issue is a bug in the NV Engine, they are already marked can't open doors)
      2 - Grammar errors fixed, bit more polish (this mod is not mine, I converted it, but I have been improving it over time).
      3 - That's the way the mod was designed, I won't change that.
      4 - They were already nerfed, and the balance is fine to me

      I'll mull over what to do with the perk. Btw I already removed a lot stuff like skill books.

      After you reach level 22, a lot of albino radscorps and other high level enemies spawn around the area.
  10. ozmods
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    i got the pylon tent quest, done the mission, but it doesnt direct me back to the regulatorshq, suggestions?
    1. RoyBatterian
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      Addressed in latest update.