[Relz] BOSS for FO3 - Thread 3

Post » Sat Feb 19, 2011 8:38 am

BETTER OBLIVION SORTING SOFTWARE
Past Threads:
http://www.gamesas.com/index.php?/topic/1098111-relz-boss-f-thread-2/
http://www.gamesas.com/index.php?/topic/1058962-relz-boss-for-fallout-3/

A simple "one-click" program for users to quickly optimise and avoid detrimental conflicts in their Fallout 3 mod load-order.

Features:
  • Checks and correctly positions all the mod files involved with a FOOK install
  • Supports over a large number of mods
  • Warns the user about any commonly miss-installed files.
  • Provides useful load order notes.
  • Provides Wrye Bash for FO3 with Bash Patch tag suggestions which it will import.
  • Is mostly right (most of the time)!
  • Is under constant development and improvement by a team of modders and Fallout 3 experts.
  • Differentiates between FOOK and non-FOOK set-ups.
Better Oblivion Sorting Software (BOSS) will reorder all the mods it knows about (listed in the masterlist.txt database file) and puts ones it doesn't know after. The unknown mods will be in the same order as you had them before running BOSS.

BOSS is designed to assist installing a wide variety of other mods and help mod users avoid serious conflicts. It isn't a complete solution to load ordering issues as there are far too many mods out there (estimated at about 30 thousand). To properly place mods the program doesn't know about, a good working knowledge of Fallout 3 mod load ordering is going to be necessary. Some research and documentation reading will go a long way.


REQUIREMENTS:

Windows (or Wine), Fallout 3, some mods.


DOWNLOADS:

http://www.fallout3nexus.com/downloads/file.php?id=10193

There are no official mirrors at this time.


INSTALLATION AND USE:

1. Backup your load order with FOMM or Wrye Flash (Wrye Bash for FO3).

2. If you have Wrye Flash, make sure it has its "Lock Times" function deactivated.

3a. Run BOSS_1-65_Installer.exe and choose which games you have installed (recommended)

3b. Unzip BOSS_1-65_Archive into your data folder.

The output of the utility will be displayed immediately. Read any notes, install errors if applicable and/or Wrye Flash Bashed Patch suggestions. Wrye Flash can import suggestions from BOSS for Fallout and apply them automatically.

You will need to re-order "unknown" mods by hand with FOMM or Wrye Flash.

Wrye Flash automatically integrates BOSS's Bashed Patch suggestions from the masterlist.txt file. Some Bashed Patch suggestion can come with conditions and notes that require human intervention so read the suggestions BOSS makes thoroughly and adjust tags by hand if necessary.


UNINSTALLATION:

Run BOSS-1.65 uninstallation wizard

Delete BOSS.exe, "BOSS - Update Masterlist.bat", "BOSS - Undo Last Run.bat", "BOSS - Print Debug Info.bat" and, if BOSS has been run, the BOSS folder in your ..\Oblivion\Data folder.

TROUBLESHOOTING:

Won't run: Using BOSS-F version under 1.6:
Update to version 1.65

Won't run: BOSS not extracted (unzipped) to ...\Fallout3\data but a sub-folder or the Fallout3 folder.

All BOSS exe/bat files must share the same folder as your mods.

Check you have:
  • BOSS.exe
  • BOSS - Undo Last Run.bat (optional)
  • BOSS - Update Masterlist.bat (optional)
  • BOSS - Print Debug Info.bat (optional)
in your ...\fallout\data folder.

and
  • masterlist.txt (will be created if it doesn't exist if you run update (via batch file, cmd prompt, update shortcut from the installer or Wrye Bash)
  • userlist.txt (optional)
  • BOSS ReadMe.html (optional)
  • BOSS User Rules ReadMe.html (optional)
in your ...\fallout\data\BOSS folder.

Note - This version no longer comes with a masterlist.txt file, run the BOSS - Update Masterlist.bat or download from the http://code.google.com/p/better-oblivion-sorting-software/updates/list

Won't change load order: OS is Vista and FO3 is installed in Program Files.

Install FO3 outside the Program Files folder where possible. Otherwise temporarily deactivate UAC.

Won't Change load order and generating a blank text file: OS is Windows 7:

Give group or users name: BATCH controls of the Oblivion folder


Won't change load order: Wrye Flash's load order locking feature is enabled.

Disable before changing load order.

FURTHER DETAILS:

There are no options, command-line switches or run-time choices to make.

The only thing this tool does is re-date files and create a couple of text files including one that is displayed to the user with (hopefully!) handy comments and/or install error messages.

Fallout.esm is never touched and all file dates are derived from it.

The program archive contains masterlist.txt which is, obviously, the master list of mods the program recognises and is the most frequently updated component of BOSS.

The output for the user to read is called BOSSlog.txt and is saved as a text file and displayed by Window's default text file handling program once BOSS has finished re-dating files.

The program generates a text file called modlist.txt which is your list of mods prior to re-ordering.

The changes BOSS makes can be undone in the following way:
  • Rename masterlist.txt to masterlist.old (or any temporary name).
  • Rename modlist.txt to masterlist.txt .
  • Run BOSS for Fallout.bat .
  • Delete masterlist.txt .
  • Rename masterlist.old to masterlist.txt .
If modlist.txt already exists (when you run the program for the second time or more), it will be renamed to modlist.old before a new modlist.txt file is created. This gives you two levels of undo.

One of the best ways more experienced users can use BOSS is to edit your own copy of masterlist.txt and include there any mods not listed. You can "merge" in new updates with the excellent free open-source WinMerge software. http://www.winmerge.org


CONTRIBUTIONS AND HELP:

Questions, suggestions, unrecognised mods and general discussion takes place http://www.gamesas.com/index.php?/topic/1058962-relz-boss-for-fallout-3/.

User corrections to the masterlist are vital. Let us know what you know.

Lists of unrecognised mods are welcome but the only way we can include them in the database in a timely way is if we get:
  • The ESP/ESM file name(s) and
  • A link to where the description, download or readme can be found to read or download.
  • A brief description of each mod will also help. Feel free to make load order suggestions.



UPDATES:

Updates are published from and the latest masterlist is always on Google Code Repository and the latest masterlist is always on Google Code Repository.
Files on Nexus are updated once a month or so. Always use latest dated files.




CREDITS:

Sources for the mod list and its order include: The guy that made FOLOT (Clatvicus or some such, correct me!!!!!) ; suggestions and instructions from many other modders; lots of advice and information from users. Some people have gone out of their way and provided continuing, expert and detailed help - thank you very much!


PROJECT MEMBERS

BOSS since the middle of 2009 been a collaborative project on Google Code using the SVN version tracking and editing engine.

Google Code Administrators:
  • Arthmoor
  • PacificMorrowind
  • Random007
  • WrinklyNinja


Oblivion Masterlist Developers:
  • Alithelord
  • Arthmoor
  • PacificMorrowind
  • Random007
  • Riddling Lynx
  • Tokc/Tokc.D.K.
  • Vacuity
  • WrinklyNinja
  • ZiggyX


FO3 Masterlist Developers
  • Alithelord
  • Arthmoor
  • PacificMorrowind
  • Valda
  • Torrello



Project members can be contacted on the Bethesda Game Studios Oblivion (and FO3) modding forum. Most can also be contacted on TesNexus.

LICENSE:

Better Oblivion Sorting Software and periodic updates are distributed under the [URL=http://creativecommons.org/licenses/by-nc-nd/3.0]Creative Commons Attribution Noncommercial No Derivative Works 3.0 Unported copyright license, some rights reserved, 2009-2010. Copyright is owned wholly by the Better Oblivion Sorting Software development team (see list of project members).
  • BOSS may be copied and distributed freely as long as it is not changed and includes all the original files including this documentation.
  • Commercial use of this software or masterlist.txt file is not permitted without permission.
  • Publishing derivations and customisations of the program or masterlist.txt file is not permitted without permission. Ask first.

User avatar
phil walsh
 
Posts: 3317
Joined: Wed May 16, 2007 8:46 pm

Post » Sat Feb 19, 2011 12:54 pm

Got a new one for, since it is a pretty new mod:

Unknown mod file: http://www.fallout3nexus.com/downloads/file.php?id=15881

For the time being I am tossing it at the end of my LO, just above the Bashed Patch, until I can test it out some (mainly looking into how it plays with FWE and if any LO considerations will be needed there).

EDIT 1: Tested with it loaded to the spot just above Bashed Patch and it seemed to work just fine, didn't do any testing with it loaded before FWE though, so should probably fall somewhere after.

EDIT 2: I was digging around in FO3Edit, and I was peeking through some things in the Bashed Patch, and I am now inclined to think that Phalanx needs to have some tags added to it in order to compensate in the Bashing Process. I http://www.otherfamily.net/gallery2/d/18898-1/FO3E_BP_Issue.png of what my concern is regarding Phalanx so far:

EDIT 3: It looks like the NPC Packages from Phalanx are not making it into the cut, my guess is it should have an Actors.AIPackages tag added to it for the main follower module it looks like (could be wrong, still getting used to the Tags). Looking over the Masterlist shows that Phalanx currently has no tags attached to it at all, which I imagine could be an issue.

EDIT 4: Further investigation shows Phalanx losing a lot out on the ACBS section so an Actors.ACBS is probably going to be needed as well. Again this would be the Main Followers Module that it should be tacked on to. That should help ensure it comes over to the Bashed Patch correctly and doesn't get overwritten in potentially breaking places.

In regards to another mod, ReenersRadioMod should probably get a Scripts tag thrown onto it (if it doesn't have it already, didn't get a chance to look into the Masterlist on that one)
User avatar
Josh Sabatini
 
Posts: 3445
Joined: Wed Nov 14, 2007 9:47 pm

Post » Sat Feb 19, 2011 12:49 pm

Tested the above tag suggestions out with my userlist and it looks like they worked like a charm for the needed effects. Checked things over in FO3Edit after making my new patch with it and I don't notice any glaring anomalies from it or anything that would be a game breaker.
User avatar
Nomee
 
Posts: 3382
Joined: Thu May 24, 2007 5:18 pm

Post » Fri Feb 18, 2011 9:29 pm

Torrello - found another:

Mart's Mutant Mod - FWE Master Release.esp = from the FOIP = must be the only mod with relations tag

You need to "remove" the relations tag from the folllowing mods:

FO3 Wanderers Edition - Main File.esm
Mart's Mutant Mod.esm
Mart's Mutant Mod - FWE Master Release + DLCs.esp (not needed for any reason)

The problem is that about a dozen factions end up in conflict as dog factions end up treating deathclaws as neutral but deathlclaws treating dogs as the enemy. I suspect that may be why some people report certain creatures/factions run when they should be fighting or just stand like idiots until pounded and killed by the other faction. With just the relations tag in Mart's Mutant Mod - FWE Master Release.esp set as the only mod with that tag, I get no red conflicts at all with a full FWE setup.

However - I run FWE and MMM together and I dont know if MMM needs to be tagged if not run with FWE.


EDIT: Found another, the following needs a relev tag added:
Mart's Mutant Mod - DLC The Pitt.esp
Otherwise the 1 leveled creature it adds misses a few of marts levels and adds back the main Pitt leveled creatures in the bash patch. Safe to relev since it only affects 1 creature.

EDIT2: Found another, minor, but if you want to have FWE names in WMKs need to add the names tag here too:
WeaponModKits - FWE Master Release.esp
User avatar
Natasha Biss
 
Posts: 3491
Joined: Mon Jul 10, 2006 8:47 am

Post » Fri Feb 18, 2011 9:36 pm

Tested the above tag suggestions out with my userlist and it looks like they worked like a charm for the needed effects. Checked things over in FO3Edit after making my new patch with it and I don't notice any glaring anomalies from it or anything that would be a game breaker.

Added tags to Phalanx and RRM as suggested, plus APP added too.

Torrello - found another:

Mart's Mutant Mod - FWE Master Release.esp = from the FOIP = must be the only mod with relations tag

You need to "remove" the relations tag from the folllowing mods:

FO3 Wanderers Edition - Main File.esm
Mart's Mutant Mod.esm
Mart's Mutant Mod - FWE Master Release + DLCs.esp (not needed for any reason)

The problem is that about a dozen factions end up in conflict as dog factions end up treating deathclaws as neutral but deathlclaws treating dogs as the enemy. I suspect that may be why some people report certain creatures/factions run when they should be fighting or just stand like idiots until pounded and killed by the other faction. With just the relations tag in Mart's Mutant Mod - FWE Master Release.esp set as the only mod with that tag, I get no red conflicts at all with a full FWE setup.

However - I run FWE and MMM together and I dont know if MMM needs to be tagged if not run with FWE.


EDIT: Found another, the following needs a relev tag added:
Mart's Mutant Mod - DLC The Pitt.esp
Otherwise the 1 leveled creature it adds misses a few of marts levels and adds back the main Pitt leveled creatures in the bash patch. Safe to relev since it only affects 1 creature.

EDIT2: Found another, minor, but if you want to have FWE names in WMKs need to add the names tag here too:
WeaponModKits - FWE Master Release.esp

I'm slightly reticent about removing tags from these mods as they probably need them with different set-ups. If there's a conflict then a patch might be more appropriate.
Not sure what to do about that then, I could add notes about removing the tags for certain set-ups tho :shrug:
Did add other suggested tags tho
User avatar
Jenna Fields
 
Posts: 3396
Joined: Mon Dec 11, 2006 11:36 am

Post » Sat Feb 19, 2011 2:14 am

Torrello - I agree as the untagging of the relations tag with MMM.esm and FWE.esm may cause problems in other users load orders so I do not know how to figure out for a universal fix. Maybe put a user suggested taging under the Mart's Mutant Mod - FWE Master Release.esp from FOIP in BOSS to suggest removing the relations tags of the esms but check through FO3edit for conflicts under the Factions section. I also think you can add the relations tags to the above esp anyway but suggest just removing the other 2 but a user needs to check themselves the faction sections of each mod.

I can really see the problem is that the FIOP esp changes the relations in a drastic way for almost all of the factions and is completely different than MMM and FWE. Bashing it without removing the tags really messes things up. I dont know why the FIOP people did that way but I can see it makes for a really much more violent wasteland when tagging as I suggested...I had always thought something was wrong with a number of creatures (including raiders) and I am glad I figured it out.


However, I do not think I have anymore suggestions for FWE so moving on to some other mods:

Imp's More Complex Needs.esp
IMCN - MMM Meats, Bloods, and Eyeballs.esp

By tagging both esps with delev and relev, it will correct the leveled items lists for the IMCN mod without interferance to other mods unless they affect leveled food items on dead creatures. The MMM patch levels MMM food sources in a different way than MMM but more according to the mod IMCN. If IMCN is loaded with these tags, IMCN wins. If a user doesn't use IMCN, no harm as MMM wins.
User avatar
Charlotte Lloyd-Jones
 
Posts: 3345
Joined: Fri Jun 30, 2006 4:53 pm

Post » Sat Feb 19, 2011 8:48 am

Asked this over in the Bash thread, but figure I will ask here as well as I didn't get an answer over there:

EDIT: Actually, I did think of a quick question, the FormIDs option - is that something that is recommended to be run and included in the Bash Patch - the guide seemed to indicate no, but I figured I would get clarification.

Since the guide seems to indicate to not include this section, I have been omitting it on my Bashed Patch, but I am worried that may be incorrect.

EDIT: Also, I was just looking over the FO3 Wanderers Edition - Main File.esp in FO3Edit, and I just realized that the Perks that FWE adds to creatures seem to be getting overwritten due to MMM placement. I am not sure if there is a Tag that pulls in the Actor Effects, I couldn't quite figure one out that seemed to looking over the listing (might just be too out of it right now), but it would be nice to see those get pulled over to the patch (would certainly bring back some of the difficulty intended from FWE that is apparently lacking presently with the mix).
User avatar
BethanyRhain
 
Posts: 3434
Joined: Wed Oct 11, 2006 9:50 am

Post » Sat Feb 19, 2011 6:21 am

Problem is, not even sure what FIOP is, but looks like it causes some issues with FWE and MMM. BOSS does have the ability to only process lines...

Added those tags...

I am using those FormID Deflst tags, but only the unofficial patches have them in my game.
User avatar
Victoria Bartel
 
Posts: 3325
Joined: Tue Apr 10, 2007 10:20 am

Post » Sat Feb 19, 2011 8:57 am

Asked this over in the Bash thread, but figure I will ask here as well as I didn't get an answer over there:


Since the guide seems to indicate to not include this section, I have been omitting it on my Bashed Patch, but I am worried that may be incorrect.

EDIT: Also, I was just looking over the FO3 Wanderers Edition - Main File.esp in FO3Edit, and I just realized that the Perks that FWE adds to creatures seem to be getting overwritten due to MMM placement. I am not sure if there is a Tag that pulls in the Actor Effects, I couldn't quite figure one out that seemed to looking over the listing (might just be too out of it right now), but it would be nice to see those get pulled over to the patch (would certainly bring back some of the difficulty intended from FWE that is apparently lacking presently with the mix).


The MMM mod is pretty tricky. Take the first conflict you should see with Feral Ghoul Glowing One [0001CF7B] (just put that ID in FormID field at top of FO3edit). It seems that yes, you see the perks from FWE main.esp seems to conflict and not carryover the perks. However, MMM has a template that refers to a leveled creature VarFeralGhoulGlowingzMMMSkins [11018EB7]. If you go to that leveled creature by typing in the FormID, you come to 3 different feral ghouls plus original to make 4 variations that will spawn and look different but all refer back to the final template CrFeralGhoulGlowingOne1 [11018EB6]. If you want to track the other 3 variations of the glowing ghoul the IDs are [1100AC77, 1100AC78, 1100AC79]. But the final template is [11018EB6] and guess what - really tricky - the required Mart's Mutant Mod - FWE Master Release.esp fixes that final template and places 8 nasty perks with the 4 different possibilities of different looking, but same stats of Feral Ghoul Glowing creatures.
User avatar
Pants
 
Posts: 3440
Joined: Tue Jun 27, 2006 4:34 am

Post » Sat Feb 19, 2011 5:39 am

Thanks for explaining that, would have taken me forever to figure that out
User avatar
saharen beauty
 
Posts: 3456
Joined: Wed Nov 22, 2006 12:54 am

Post » Sat Feb 19, 2011 10:31 am

Hi Redeye - I should probably do some modding myself but just dont have the time. I can track other peoples work like what you did with the revelation mods which you explained quite well (unlike some modders).


Hi Torello - I am focusing mostly on patches and just suggesting them so to minimize any impact on any other mod unless of course you use these mods with FWE.

FO3 Wanderers Edition - Talon Loot Crash Fix.esp => "delev,relev" tags again as it wont work and fix the 5 leveled cig items that talon loot crash problem its trying to fix in the first place.

Compatibility_Plugin_TalonExtraArmor_FWE_BrokenSteel.esp => "delev, relev" tags again as it will fix 3 talon armors to match FWE otherwise the fixes wont work either.


BTW, the FOIP mods are here that tie it all together:
http://www.fallout3nexus.com/downloads/file.php?id=4968

And the FWE website is here that explains all and then look at the recommended mods section if you ever get interested in FWE:
http://sites.google.com/site/fo3wanderersedition/
User avatar
Undisclosed Desires
 
Posts: 3388
Joined: Fri Mar 02, 2007 4:10 pm

Post » Sat Feb 19, 2011 12:38 pm

To be fair, I am in the same boat, and should really make some mods, instead of digging around in everyone elses, but, in the end the work pays off with BOSS updates :D

EDIT: I was just looking things over, and I noticed that Clothed American Soldiers.esp has the Invent Tag and merges directly into the bashed patch, yet Clothed Sarah Lyons - Sleepwear.esp does not. I was just wondering, because in this case I am really not sure, if the Lyon one should be set similar to the American Soldiers one? Looking the Lyons mod over in FO3Edit leads me to believe this would probably be the best line of action, but if someone else wants to weigh in on this it would be appreciated, as I am not 100% on this one.
User avatar
Ann Church
 
Posts: 3450
Joined: Sat Jul 29, 2006 7:41 pm

Post » Sat Feb 19, 2011 9:22 am

I looks like IMCN, and the various compatibility mods for it (FWE, MMM meats/blood, etc.) need the stats tag for the changes to food weight and value to carry over into the Bashed Patch.
User avatar
Silvia Gil
 
Posts: 3433
Joined: Mon Nov 20, 2006 9:31 pm

Post » Sat Feb 19, 2011 6:27 am

I looks like IMCN, and the various compatibility mods for it (FWE, MMM meats/blood, etc.) need the stats tag for the changes to food weight and value to carry over into the Bashed Patch.


I would suggest that tag be optional. When I look at the first 2 conflicts in my load order, beer and scotch, by not having it tagged for stats the FWE weight correctly changes the weight from 1 to .75 for beer and leaves scotch alone at 1 versus 2.5 which is taken from FWE Main.esm and/or esp. But if you want IMCN's weights, then of course use the stats tag.


Torrello: 2 more unknowns but modder states to load in this order:
FWE-COL-Brotherhood-compatibilitypatch.esp
FWE-COL-Outcast-compatibilitypatch.esp

I have them placed before the next mod which was develeped by the same modder - and no tags needed as they seem to work well with the bashed patch:
FWE-COL-Enclave-compatibilitypatch.esp
User avatar
Michael Russ
 
Posts: 3380
Joined: Thu Jul 05, 2007 3:33 am

Post » Sat Feb 19, 2011 1:18 am

FO3 Wanderers Edition - Talon Loot Crash Fix.esp => "delev,relev" tags again as it wont work and fix the 5 leveled cig items that talon loot crash problem its trying to fix in the first place.

Compatibility_Plugin_TalonExtraArmor_FWE_BrokenSteel.esp => "delev, relev" tags again as it will fix 3 talon armors to match FWE otherwise the fixes wont work either.

Tags added

EDIT: I was just looking things over, and I noticed that Clothed American Soldiers.esp has the Invent Tag and merges directly into the bashed patch, yet Clothed Sarah Lyons - Sleepwear.esp does not. I was just wondering, because in this case I am really not sure, if the Lyon one should be set similar to the American Soldiers one? Looking the Lyons mod over in FO3Edit leads me to believe this would probably be the best line of action, but if someone else wants to weigh in on this it would be appreciated, as I am not 100% on this one.

Thats because I didn't add it ;) Tags added tho now!

I looks like IMCN, and the various compatibility mods for it (FWE, MMM meats/blood, etc.) need the stats tag for the changes to food weight and value to carry over into the Bashed Patch.

Added these tags to some of them before saw below post. Dih

I would suggest that tag be optional. When I look at the first 2 conflicts in my load order, beer and scotch, by not having it tagged for stats the FWE weight correctly changes the weight from 1 to .75 for beer and leaves scotch alone at 1 versus 2.5 which is taken from FWE Main.esm and/or esp. But if you want IMCN's weights, then of course use the stats tag.


Torrello: 2 more unknowns but modder states to load in this order:
FWE-COL-Brotherhood-compatibilitypatch.esp
FWE-COL-Outcast-compatibilitypatch.esp

I have them placed before the next mod which was develeped by the same modder - and no tags needed as they seem to work well with the bashed patch:
FWE-COL-Enclave-compatibilitypatch.esp

Will add notes regards thos tags in FWE set-up

Will need links for above files. These sore of patch mods really need looking at with bash/edit to get their position correct
User avatar
zoe
 
Posts: 3298
Joined: Sun Nov 12, 2006 1:09 pm

Post » Fri Feb 18, 2011 11:38 pm

Hi Torrello: I wouldnt put a stat tag on IMCN mods as that may conflict with FWE intentded weights - more optional in my opinion - without digging deeper, I am not sure if hte mod author kept up with the FWE releases.


Here is the link to the original author of the FWE Colossus Armor Comp Mods:
http://www.fallout3nexus.com/downloads/file.php?id=15020

And his one for Enclave which you have already placed correctly:
http://www.fallout3nexus.com/downloads/file.php?id=15011


Fabolous looking power armor for all the above btw...


EDIT2:

There is another:
Compatibility_Plugin_TalonExtraArmor_FWE_BrokenSteel.esp

But dont move it at all cause it affects Talon inventory for Talon NPCs and needs to be where you have it currently....
User avatar
Jose ordaz
 
Posts: 3552
Joined: Mon Aug 27, 2007 10:14 pm

Post » Fri Feb 18, 2011 10:51 pm

Hi Torrello: I wouldnt put a stat tag on IMCN mods as that may conflict with FWE intentded weights - more optional in my opinion - without digging deeper, I am not sure if hte mod author kept up with the FWE releases.


Looking more closely, it looks like chems tend to have the same weight and cost, but food does not (it's frequently more expensive. Whether it's heavier or lighter depends on the food).
User avatar
Amie Mccubbing
 
Posts: 3497
Joined: Thu Aug 31, 2006 11:33 pm

Post » Sat Feb 19, 2011 4:40 am

Here's a complete list of my unknown mods thanks again!!!

Unknown mod file: EnclaveCommander-NoFreeRide.esm
http://www.fallout3nexus.com/downloads/file.php?id=15462

Unknown mod file: ObjectPlacementFix.esp
Unknown mod file: CinderblockRockFix2.esp
http://www.fallout3nexus.com/downloads/file.php?id=15600

Unknown mod file: RH_IronSights_Vanilla_BetterUniques.esp
Unknown mod file: RH_IronSights_Vanilla_NewWeapons.esp
http://www.fallout3nexus.com/downloads/file.php?id=6938

Unknown mod file: 50CaliberSniperRifle.esp
http://www.fallout3nexus.com/downloads/file.php?id=1723

Unknown mod file: Crossbow.esp
http://www.fallout3nexus.com/downloads/file.php?id=11454

Unknown mod file: HZ_M249.esp
http://www.fallout3nexus.com/downloads/file.php?id=6272

Unknown mod file: RH_FWE_Bridge.esp
http://www.fallout3nexus.com/downloads/file.php?id=6938

Unknown mod file: Better Looking Combat Shotgun.esp
http://www.fallout3nexus.com/downloads/file.php?id=7022

Unknown mod file: EVE - FWE Master Release (pulse fix).esp
http://www.megaupload.com/?d=752S4RMQ

Unknown mod file: RH_EVE_Bridge.esp
http://www.fallout3nexus.com/downloads/file.php?id=6938

Unknown mod file: Focused Plasma.esp
http://www.fallout3nexus.com/downloads/file.php?id=3956

Unknown mod file: SbkTougherEnclave.esp
http://www.fallout3nexus.com/downloads/file.php?id=2578

Unknown mod file: BackpackFixForShishkebabENG.esp
http://www.fallout3nexus.com/downloads/file.php?id=2578

Unknown mod file: Better Caravans.esp
Unknown mod file: Better Companions Ess.esp
Unknown mod file: Better Companions Clover Ess.esp
http://www.fallout3nexus.com/downloads/file.php?id=1385

Unknown mod file: Spartan Armor.esp
"I can no longer find this mod. Basically, it puts a container on

top of an overpass and in said container, there are 20 variations of

Halo armor and a variety of custom weapons from the Halo game. This

includes, pistol, rifle, energy weps etc... The container is on the

overpass behind Megaton, near Vault 101."

Unknown mod file: 100% Speech.esp
http://www.fallout3nexus.com/downloads/file.php?id=10980

Unknown mod file: MGSBox.esp
http://www.fallout3nexus.com/downloads/file.php?id=5321

Unknown mod file: RealFragGrenade3.esp
http://www.fallout3nexus.com/downloads/file.php?id=503

* Could you also please look into this:
"RH_IronSights plus Weapon Mod Kits plugin"
http://www.fallout3nexus.com/downloads/file.php?id=13347

* I wasn't aware this even existed until I started poking around

looking for RH Ironsights page. I will most certainly be using this

stuff too, so could you please order the three files from this mod

as well? Thx!!!
User avatar
Penny Flame
 
Posts: 3336
Joined: Sat Aug 12, 2006 1:53 am

Post » Fri Feb 18, 2011 9:49 pm

Also, please don't forget this one too!!!!

"Chems and Meds Retexture Pack"
http://www.fallout3nexus.com/downloads/file.php?id=15960
User avatar
Dean
 
Posts: 3438
Joined: Fri Jul 27, 2007 4:58 pm

Post » Sat Feb 19, 2011 12:42 am

Here's a complete list of my unknown mods thanks again!!!

Unknown mod file: EnclaveCommander-NoFreeRide.esm
http://www.fallout3nexus.com/downloads/file.php?id=15462

Unknown mod file: ObjectPlacementFix.esp
Unknown mod file: CinderblockRockFix2.esp
http://www.fallout3nexus.com/downloads/file.php?id=15600

Unknown mod file: RH_IronSights_Vanilla_BetterUniques.esp
Unknown mod file: RH_IronSights_Vanilla_NewWeapons.esp
http://www.fallout3nexus.com/downloads/file.php?id=6938

Unknown mod file: 50CaliberSniperRifle.esp
http://www.fallout3nexus.com/downloads/file.php?id=1723

Unknown mod file: Crossbow.esp
http://www.fallout3nexus.com/downloads/file.php?id=11454

Unknown mod file: HZ_M249.esp
http://www.fallout3nexus.com/downloads/file.php?id=6272

Unknown mod file: RH_FWE_Bridge.esp
http://www.fallout3nexus.com/downloads/file.php?id=6938

Unknown mod file: Better Looking Combat Shotgun.esp
http://www.fallout3nexus.com/downloads/file.php?id=7022

Unknown mod file: EVE - FWE Master Release (pulse fix).esp
http://www.megaupload.com/?d=752S4RMQ

Unknown mod file: RH_EVE_Bridge.esp
http://www.fallout3nexus.com/downloads/file.php?id=6938

Unknown mod file: Focused Plasma.esp
http://www.fallout3nexus.com/downloads/file.php?id=3956

Unknown mod file: SbkTougherEnclave.esp
http://www.fallout3nexus.com/downloads/file.php?id=2578

Unknown mod file: BackpackFixForShishkebabENG.esp
http://www.fallout3nexus.com/downloads/file.php?id=2578

Unknown mod file: Better Caravans.esp
Unknown mod file: Better Companions Ess.esp
Unknown mod file: Better Companions Clover Ess.esp
http://www.fallout3nexus.com/downloads/file.php?id=1385

Unknown mod file: Spartan Armor.esp
"I can no longer find this mod. Basically, it puts a container on

top of an overpass and in said container, there are 20 variations of

Halo armor and a variety of custom weapons from the Halo game. This

includes, pistol, rifle, energy weps etc... The container is on the

overpass behind Megaton, near Vault 101."

Unknown mod file: 100% Speech.esp
http://www.fallout3nexus.com/downloads/file.php?id=10980

Unknown mod file: MGSBox.esp
http://www.fallout3nexus.com/downloads/file.php?id=5321

Unknown mod file: RealFragGrenade3.esp
http://www.fallout3nexus.com/downloads/file.php?id=503

* Could you also please look into this:
"RH_IronSights plus Weapon Mod Kits plugin"
http://www.fallout3nexus.com/downloads/file.php?id=13347

* I wasn't aware this even existed until I started poking around

looking for RH Ironsights page. I will most certainly be using this

stuff too, so could you please order the three files from this mod

as well? Thx!!!

1st off, RealFragGrenade3.esp and RH_IronSights plus Weapon Mod Kits plugins already on the masterlist - make sure you've got the latest version. Other 2 files from RH_IronSights plus Weapon Mod Kits plugin do not have espms!
Added all (I think!)
except
Unknown mod file: SbkTougherEnclave.esp
http://www.fallout3nexus.com/downloads/file.php?id=2578
file not in that link
Also, please don't forget this one too!!!!

"Chems and Meds Retexture Pack"
http://www.fallout3nexus.com/downloads/file.php?id=15960

Added this too,

Plus, Chakka, added
Unknown mod file: FWE-COL-Brotherhood-compatibilitypatch.esp
Unknown mod file: FWE-COL-Outcast-compatibilitypatch.esp
too!
User avatar
Anna Kyselova
 
Posts: 3431
Joined: Sun Apr 01, 2007 9:42 am

Post » Sat Feb 19, 2011 10:43 am

Thanks again Torrello!!!! I updated Boss and everything, with four remaining unknowns:

"Super Stimpack Effects"
http://www.fallout3nexus.com/downloads/file.php?id=11368

Unknown mod file: DrySewrOurLadyOfHopeHospitalRequestedFix.esp
Unknown mod file: James Invisible wall bugs remove.esp
http://www.fallout3nexus.com/downloads/file.php?id=15877

Unknown mod file: SbkTougherEnclave.esp (The Elite Enclave Tweak)
http://www.fallout3nexus.com/downloads/file.php?id=10126
User avatar
Connor Wing
 
Posts: 3465
Joined: Wed Jun 20, 2007 1:22 am

Post » Sat Feb 19, 2011 12:15 am

Thanks again Torrello!!!! I updated Boss and everything, with four remaining unknowns:

"Super Stimpack Effects"
http://www.fallout3nexus.com/downloads/file.php?id=11368

Unknown mod file: DrySewrOurLadyOfHopeHospitalRequestedFix.esp
Unknown mod file: James Invisible wall bugs remove.esp
http://www.fallout3nexus.com/downloads/file.php?id=15877

Unknown mod file: SbkTougherEnclave.esp (The Elite Enclave Tweak)
http://www.fallout3nexus.com/downloads/file.php?id=10126

Added above
User avatar
Mark Hepworth
 
Posts: 3490
Joined: Wed Jul 11, 2007 1:51 pm

Post » Sat Feb 19, 2011 12:03 am

Posting a note here to say that I'm looking for beta testers to test out the next version of BOSS, which is now very close to release. I've already had Oblivion players testing it and ironing out the kinks for the last week and a bit, so now is the time to make sure that everything works as expected on Fallout 3.

If you're interested in helping out (and getting your name listed in the readme credits section), just send me a PM and I'll send you everything you need to get started.
User avatar
TIhIsmc L Griot
 
Posts: 3405
Joined: Fri Aug 03, 2007 6:59 pm

Post » Fri Feb 18, 2011 11:10 pm

Unknown mod file: http://fallout3nexus.com/downloads/file.php?id=14832
... though it seems as though it was recognized before.

I place in miscellaneous weapon section after overhauls, but probably could before as well.
User avatar
~Sylvia~
 
Posts: 3474
Joined: Thu Dec 28, 2006 5:19 am

Post » Sat Feb 19, 2011 11:39 am

Unknown mod file: http://fallout3nexus.com/downloads/file.php?id=14832
... though it seems as though it was recognized before.

I place in miscellaneous weapon section after overhauls, but probably could before as well.

Forgot to say.... added!
User avatar
QuinDINGDONGcey
 
Posts: 3369
Joined: Mon Jul 23, 2007 4:11 pm

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