Delay DLC

Mod releases and conversions.
Gribbleshnibit8
Posts: 481
Joined: Sun Nov 04, 2012 2:06 am

Delay DLC

Post by Gribbleshnibit8 » Sun Apr 07, 2013 12:02 am

DESCRIPTION:


This does exactly what it says in the title. It delays the DLC from starting immediately.


It stops the annoying messages that display when a new DLC is loaded, and requires that you be within a certain distance of the broadcast location before you can pick up the radio signal. Once you do have the signal, you have to listen to the WHOLE thing in order to get the quest and map marker for the location. This was done because I like it that way.


So, enjoy not being bombarded with "DLC Loaded" and "Level cap increased" messages in your new games.


 


DETAILS:


Fallout New Vegas




  • Dead Money: Limits the radio transmission range to about the middle of the Novac bridge. Introduces the requirement that you listen to the ENTIRE broadcast before you get the quest or the location.


  • Honest Hearts: Limits the radio transmission range to a radius that extends to the Durable Dunn caravan wreckage. Introduces the requirement that you listen to the ENTIRE broadcast before you get the quest or the location.


  • Old World Blues: Limits the radio transmission range to just to the south of Nipton if the player is below level 12, and just to the western side of Nipton Road Pit Stop if the player is over level 12.


  • Lonesome Road: Prevents the quest from appearing until you meet one of the following criteria: above level 25, have completed all 3 of the other DLC, or approach very close to the Canyon Wreckage (walk up the pass). In addition, the first two will not trigger unless you are outside in the Mojave proper.


  • Gun Runners' Arsenal: Stops the messages from letting you know you have GRA installed.


 


Fallout 3 TTW




  • Operation Anchorage: Limits the radio transmission range to near the Super-Duper Mart. Introduces the requirement that you listen to the ENTIRE broadcast before you get the quest or the location.


  • The Pitt: Limits the radio transmission range to a radius that extends about to Oasis. Introduces the requirement that you listen to the ENTIRE broadcast before you get the quest or the location.


  • Broken Steel: Stops the "Installed" message from appearing.


  • Point Lookout: Prevents the quest from appearing until you get close to The Citadel. You must will hear a ship's horn and some bells, and be given the quest as your Pip-Boy homes in on the source of the sound.


  • Mothership Zeta: Limits the beacon broadcast range to a radius that extends about to MDPL-13 Power Station. The broadcast has a very high static content that will get less the closer you are, allowing you to home in on the beacon.


Nexus



User avatar
Risewild
Posts: 2371
Joined: Mon Oct 01, 2012 9:14 am

I can say this mod is

Post by Risewild » Sun Apr 07, 2013 1:31 am

I can say this mod is Risewild approved yes. Works great and makes the game more immersive.


A must have if you play TTW in my opinion. laugh



JaxFirehart
Posts: 3003
Joined: Wed Sep 12, 2012 12:33 am

Already downloaded and is in

Post by JaxFirehart » Sun Apr 07, 2013 1:58 am

Already downloaded and is in my list of must-haves.



chucksteel
Posts: 1356
Joined: Wed Aug 15, 2012 3:20 pm

looking forward to this one

Post by chucksteel » Sun Apr 07, 2013 2:36 am

looking forward to this one myself 


thanks



tizerist
Posts: 234
Joined: Mon Sep 17, 2012 10:24 am

Nice one, 10 files becomes 1.

Post by tizerist » Sun Apr 07, 2013 11:11 am

Nice one, 10 files becomes 1.


Were you aware that the NV merged version contained a glitch not allowing LR to start?



dmcgee627
Posts: 57
Joined: Fri Sep 28, 2012 3:19 pm

Is it an actual glitch?

Post by dmcgee627 » Sun Apr 07, 2013 9:33 pm

Is it an actual glitch? Thought it was a feature where you had to do the other 3 dlc first.



tizerist
Posts: 234
Joined: Mon Sep 17, 2012 10:24 am

Not according to first post ^

Post by tizerist » Sun Apr 07, 2013 9:48 pm

Not according to first post ^^



User avatar
Risewild
Posts: 2371
Joined: Mon Oct 01, 2012 9:14 am

tizerist wrote:

Post by Risewild » Sun Apr 07, 2013 11:37 pm

[quote=tizerist]


Nice one, 10 files becomes 1.


Were you aware that the NV merged version contained a glitch not allowing LR to start?


[/quote]


Are you above level 25? and It won't trigger if you are in the playground, you have to get out of it and walk in the direction of the canyon, at least that was what I had to do with my test version.



Gribbleshnibit8
Posts: 481
Joined: Sun Nov 04, 2012 2:06 am

Sorry for the confusion, I

Post by Gribbleshnibit8 » Mon Apr 08, 2013 1:17 am

Sorry for the confusion, I realized I had forgotten to update the LR description. I changed it at the last minute to be a bit more immersive. 


From above: Prevents the quest from appearing until you meet one of the following criteria: above level 25, have completed all 3 of the other DLC, or approach very close to the Canyon Wreckage (walk up the pass). In addition, the first two will not trigger unless you are outside in the Mojave proper.



Gribbleshnibit8
Posts: 481
Joined: Sun Nov 04, 2012 2:06 am

Fixed the crash that was

Post by Gribbleshnibit8 » Mon Mar 10, 2014 4:53 am

Fixed the crash that was occurring during the MZ start sequence. Silly script mistake, found by pintocat.



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