[RELz] Fake Patch v_1.4.0.6 (Thread #2)

Post » Fri Aug 21, 2009 4:23 am

I was one of the few to cancel this morning before Broken Steel was pulled. Later I re downloaded it and currently I am running the Fake Patch and it is currently working (on a new char of course as adding and then messing with the new install before reverting messed it up). I just received confirmation in game about Broken Steel being loaded. I will update later if anything happens.
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lolli
 
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Post » Fri Aug 21, 2009 12:13 am

I was one of the few to cancel this morning before Broken Steel was pulled. Later I re downloaded it and currently I am running the Fake Patch and it is currently working (on a new char of course as adding and then messing with the new install before reverting messed it up). I just received confirmation in game about Broken Steel being loaded. I will update later if anything happens.


Excellent. You are a good man. Could you do past the Take it Back quest, just to make sure the 2 weeks later and water sequence is working?
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Alyna
 
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Post » Fri Aug 21, 2009 11:17 am

I was one of the few to cancel this morning before Broken Steel was pulled. Later I re downloaded it and currently I am running the Fake Patch and it is currently working (on a new char of course as adding and then messing with the new install before reverting messed it up). I just received confirmation in game about Broken Steel being loaded. I will update later if anything happens.

Sounds good, but the deal breaker is the endgame. beat "take it back" and tell us the result :P
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k a t e
 
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Post » Fri Aug 21, 2009 5:45 am

The script for that part will simply fail to run and leave... hmm, unwanted effects.
To make it work correctly you need to comment out that line. That way the script won't halt at that stop (and suicide itself). And continue running.
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Rebecca Dosch
 
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Post » Fri Aug 21, 2009 10:14 am

Sounds good, but the deal breaker is the endgame. beat "take it back" and tell us the result :P
1.0.0.15 doesn't have RemapWaterType, so I'll have to jury rig it to do the same thing in a different way, which shouldn't be a problem. As an example, Plug http://download681.mediafire.com/5fbz4y5zmyjg/uemmioz4onn/WaterTest.7z in, hotkey the Party Hat added to your inventory when the game starts, ~player.moveto 420, then put on the hat and http://i196.photobucket.com/albums/aa150/JustinCoherent/Fallout%203/WaterON.jpg. Take it off and http://i196.photobucket.com/albums/aa150/JustinCoherent/Fallout%203/WaterOFF.jpg. All the radiation markers, water, etc. can be swapped/disabled using a similar method and commenting out the RemapWaterType line in the "Take It Back" script and adding some new script using normal functions. It might take some time to rig, but it should work.
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Bonnie Clyde
 
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Post » Fri Aug 21, 2009 9:36 am

1.0.0.15 doesn't have RemapWaterType, so I'll have to jury rig it to do the same thing in a different way, which shouldn't be a problem. As an example, Plug http://download681.mediafire.com/5fbz4y5zmyjg/uemmioz4onn/WaterTest.7z in, hotkey the Party Hat added to your inventory when the game starts, ~player.moveto 420, then put on the hat and http://i196.photobucket.com/albums/aa150/JustinCoherent/Fallout%203/WaterON.jpg. Take it off and http://i196.photobucket.com/albums/aa150/JustinCoherent/Fallout%203/WaterOFF.jpg. All the radiation markers, water, etc. can be swapped/disabled using a similar method and commenting out the RemapWaterType line in the "Take It Back" script and adding some new script using normal functions. It might take some time to rig, but it should work.

I assume by this time tomorrow (granted if broken steel is working then) we'll have the fakepatch fix for it.
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Blaine
 
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Post » Thu Aug 20, 2009 9:05 pm

I assume by this time tomorrow (granted if broken steel is working then) we'll have the fakepatch fix for it.
Uh... Not sure. Every altered body of water will need to have parent marker(s) added and a new bodies will have to be laid out in their stead to be enabled when their common parent(s) are disabled. Don't assume anything as I'm not on the clock and won't break my back over this, but it should be possible. Borken Steel not being available isn't helping...
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SiLa
 
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Post » Fri Aug 21, 2009 7:35 am

Uh... Not sure. Every altered body of water will need to have parent marker(s) added and a new bodies will have to be laid out in their stead to be enabled when their common parent(s) are disabled. Don't assume anything as I'm not on the clock and won't break my back over this, but it should be possible. Borken Steel not being available isn't helping...


Awesome. Anyway, new thread time?
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Chelsea Head
 
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Post » Fri Aug 21, 2009 12:59 am

Awesome. Anyway, new thread time?

Yep. :)
http://www.gamesas.com/bgsforums/index.php?showtopic=986842
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Lori Joe
 
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