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( AQFH3 ) A Quest for Heaven 3 - Deep Blue

General help and troubleshooting.
jaassu
Posts: 58
Joined: Mon Feb 18, 2013 1:14 pm

( AQFH3 ) A Quest for Heaven 3 - Deep Blue

Post by jaassu » Tue Jan 28, 2014 9:56 am

Anyone tried ( AQFH3 ) A Quest for Heaven 3 - Deep Blue


http://www.nexusmods.com/fallout3/mods/19717/?


I converted the mod with the conversion script, mod worked well in first area "TT ruins", but then when entering inside "Outpost 23" game goes almost standstill, screen refresh is about once in a second. I was able to do the needed things inside outpost, and when returning out from the outpost, screen refresh was normal again.


I wonder if anyone has yet tried it with TTW 2.4a.



ArgusMercenary
Posts: 54
Joined: Sun Sep 08, 2013 9:24 pm

I think that mod requires

Post by ArgusMercenary » Tue Jan 28, 2014 8:44 pm

I think that mod requires FOSE, converting it for TTW will require additional editing, anything with FOSE has to be converted to NVSE. 


I remember converting the previous iterations of that mod, the only issue I had is that the voices for some of the NPCs never worked, I wasn't really sure if it was silent dialogue or if they just didn't work though. However, those other mods never used FOSE as far as I'm aware. 



jaassu
Posts: 58
Joined: Mon Feb 18, 2013 1:14 pm

Yep, Freddy Farnsworth said

Post by jaassu » Tue Jan 28, 2014 9:08 pm

Yep, Freddy Farnsworth said that FOSE is used heavily in (Outpost 23), but so far does not seem to affect anywhere else.


Outpost 23 is as a player home, and during the quest one needs to visit there few times, which makes it a bit bad experience. But quest itself seem to work well with TTW, i am at the moment going to naval base in point lookout and no other problems.


Also previous episodes AQFH1 and AQFH2 worked well with TTW.



User avatar
rickerhk
Posts: 123
Joined: Mon Sep 17, 2012 1:50 pm

You just have to load it in

Post by rickerhk » Wed Jan 29, 2014 3:22 am

You just have to load it in the Geck with the NVSE loader, open the scripts and press the save button. The source code should be ok, but I think opcodes between FOSE and NVSE are different. So they have to be re-compiled (that's what the 'save' button does).



jaassu
Posts: 58
Joined: Mon Feb 18, 2013 1:14 pm

Yep, i finally decided to

Post by jaassu » Wed Jan 29, 2014 10:37 am

Yep, i finally decided to install geck on my machine, starting geck with nvse_loader, and compiling all scripts and save.


The problem disappeared. Thanks for the tip.


 



ArgusMercenary
Posts: 54
Joined: Sun Sep 08, 2013 9:24 pm

Just a little question now

Post by ArgusMercenary » Wed Jan 29, 2014 3:58 pm

Just a little question now that the issue is fixed, how is the mod? I haven't played it yet but I played the previous mods, and I wasn't all that happy with them, particularly because of the annoying mazes. 



tact
Posts: 109
Joined: Sat Oct 05, 2013 1:05 am

any chance of a released

Post by tact » Wed Jan 29, 2014 4:14 pm

I have no experience with the geck so it would be appreciated 



tact
Posts: 109
Joined: Sat Oct 05, 2013 1:05 am

any chance of a released

Post by tact » Wed Jan 29, 2014 4:14 pm

any chance of a released conversion? If not I guess I could try it myself but the last time I tried converting it I couldn't even load my game.



jaassu
Posts: 58
Joined: Mon Feb 18, 2013 1:14 pm

Well, here is the version

Post by jaassu » Fri Jan 31, 2014 3:47 pm

Well, here is the version that i use now. Its not an official conversion and therefore new armors have DR instead DT.


Is has been run through the conversion script and newly compiled scripts with Geck.


You will need an original installation first, the overwrite esp with this.


Edit: found a problem when played a little further on the quest, I could not activate Daedalus Computer at the pentagon, seems that some scripts related to that needs to be edited somehow, but don't know how. Daedalus encounter is somekind scripted event.


I solved the Daedalus encounter by swiching temporarily to an other AQFH3.esp which scripts had NOT been recompiled in the Geck.


Seems that porting this mod needs a bit more knowledge what i have.



Kainschylde
Posts: 136
Joined: Fri Oct 12, 2012 9:47 pm

I played through all of the

Post by Kainschylde » Sun Feb 02, 2014 12:54 am

I played through all of the AQFH series in FO3 and loved them, though I agree that the first one was way too maze-y. You get the sense in the first chapter that the employees of those facilities never got any work done because they kept getting lost.


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