FO4 - Sortta

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posted on April 21st, 2017, 8:56 pm
ok so as some of you are aware i was working on bringing fo4 to fo3.2.7 and i have been away for a looooong time so apologies.

Anyway i had lost the work i had started so i finally decided to restart and i think ive now finished (seams stable when ive tested but then i dont last very long and bound to have missed bits

This is a Beta because i really need testers to help me find bug so i can fix them

but any way here it is just install over your 3.2.7 install

https://drive.google.com/open?id=0B2tZu ... jhfS21JUVE
posted on April 23rd, 2017, 8:40 am
Hey Blade,

Could you explain what the FO4 loader does and what advantages may come with installing it over my current Windows 10 install ??
posted on April 23rd, 2017, 10:16 am
the main things the fo4 loader does is add xml techtrees which allow a lot more control over the. it does change the behavior of somethings like replace weapon. It also contains some bug fixes that allows the classic a2 mod to work better (think it was the trade menu or something). It also allows dds textures which mean for much smaller file sizes (which i havnt included in this version) and some extra odf codes such as the codes to allow fed ships to have hull registries. The loader was released in the last release of the sigma mod by The Undying Nephalim but it made FO itself unplayable due to the changes.

for more info
tech tree
http://guide.fleetops.net/guide/modding ... htrees/xml

odf
http://guide.fleetops.net/guide/modding ... d-in-FO4.0

hope that helps
posted on April 25th, 2017, 2:35 am
thanks Blade,

Ill give it a try
posted on April 25th, 2017, 5:55 pm
kool hope you enjoy it

i need it testing by people to ensure things are working ok or not so hope everything goes ok
posted on May 6th, 2017, 7:19 pm
The Borg Dodecahedron doesn't finish deploying. It gets caught in a constant deployment loop, plays great otherwise

Edit: Appears Federation Warp-ins also don't work
posted on May 11th, 2017, 7:00 pm
right ok must be due to changes to replace weapon i'll have a look into it but thanks its the sort of feedback needed
posted on May 14th, 2017, 4:53 pm
I'm just glad someone is breathing life back into this genre :D
posted on May 14th, 2017, 9:57 pm
found the issue forgot instant replace weapons no longer use shotdelay and use the instandreplacedelay instead so other weapons probably dont work either :( im also got plans for some changes but will need to decide on it
posted on June 3rd, 2017, 2:19 pm
Keep up the work. I've been looking forward to an update to the game for awhile.
posted on June 6th, 2017, 6:23 pm
i fixed the warpin aswell so will upload at weekend
posted on June 6th, 2017, 9:32 pm
Wow, I didn't realize you'd made so much progress. I'm about to have several days off in a row, so I'll take a look at this!
posted on June 6th, 2017, 9:40 pm
Something new to get my bat'leth into this weekend?! :wub:
posted on June 7th, 2017, 8:40 pm
Bugs noticed:


FED (Risner) :

Starfleet Command - shows special station (0/1) twice. Also shows crew as a required resource at 750? No warp ins work

All buildable stations seem to be showing crew - maybe this is intentional and you are bringing back crew in some way ? :o

No experimental yard (maybe that is just in tryptics mod?)

Guided quantum torpedoes - normally only 2/3 hit even with mode activated?

Canveral sensor synergy does not do anything - sorry only activates if near a station (checked after)

Sensor station map ping UI timer is stuck at about 15% and doesn't move

Venture class - progressive scan doesn't seem to do anything - certainly doesn't disable weapons and the ship does not animate any pings....

ROM AI:

Sluggish on normal. Built one mining station between 2 moons and seems focused on titanium only which is a bit odd?

Laval took an extraordinary time to kill fed scout?

Builds excessive construction ships and then doesnt do anything with them



GENERAL:

Sound is a bit heavy on fed phaser effects - maybe that's just me being weird





Hope this helps!
posted on June 12th, 2017, 6:03 pm
Starfleet Command - shows special station (0/1) twice. Also shows crew as a required resource at 750? No warp ins work - I think its something to do with the new techtree but will look but warpins work just need to upload

All buildable stations seem to be showing crew - maybe this is intentional and you are bringing back crew in some way ? :o - it may just be a fo4 thing fo always had crew didnt realise it never used to show it but it was essentially unlimited so we never noticed

No experimental yard (maybe that is just in tryptics mod?) - try modless im sure when i tested the yards showed

Guided quantum torpedoes - normally only 2/3 hit even with mode activated? more details needed (which ship uses it etc)

Canveral sensor synergy does not do anything - sorry only activates if near a station (checked after) - what is it supposed to do?

Sensor station map ping UI timer is stuck at about 15% and doesn't move - errr not sure will look

Venture class - progressive scan doesn't seem to do anything - certainly doesn't disable weapons and the ship does not animate any pings.... - Fixed just need to upload

ROM AI:

Sluggish on normal. Built one mining station between 2 moons and seems focused on titanium only which is a bit odd?

Laval took an extraordinary time to kill fed scout?

Builds excessive construction ships and then doesnt do anything with them



GENERAL:

Sound is a bit heavy on fed phaser effects - maybe that's just me being weird
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