[RELz] BOSS-F Thread 2!

Post » Fri Feb 18, 2011 9:05 pm

brilliant, thanks again
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James Shaw
 
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Post » Sat Feb 19, 2011 8:08 am

hey, couple more to add.

http://www.fallout3nexus.com/downloads/file.php?id=11881 __ StarWarsArmorV2.esp (same guy that made eyebots and handys in Core Robots)

http://www.fallout3nexus.com/downloads/file.php?id=15283 __ FLY_weapons.esp (Oblivion port, but like it -new file)

http://www.fallout3nexus.com/downloads/file.php?id=15716 __ Gundam_Armors.esp (same as above)
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Josee Leach
 
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Post » Fri Feb 18, 2011 10:43 pm

Got a few more for you:

Unknown mod file: http://fallout3nexus.com/downloads/file.php?id=11366
Unknown mod file: http://fallout3nexus.com/downloads/file.php?id=1502 (I would load this before most other mods that effect Dogmeat to reduce any conflicts)
Unknown mod file: http://fallout3nexus.com/downloads/file.php?id=4660
Unknown mod file: http://fallout3nexus.com/downloads/file.php?id=6423
Unknown mod file: http://fallout3nexus.com/downloads/file.php?id=7449
Unknown mod file: http://fallout3nexus.com/downloads/file.php?id=7561
Unknown mod file: http://fallout3nexus.com/downloads/file.php?id=8314
Unknown mod file: http://fallout3nexus.com/downloads/file.php?id=8532
Unknown mod file: http://fallout3nexus.com/downloads/file.php?id=11634
Unknown mod file: http://fallout3nexus.com/downloads/file.php?id=14665 (Needs to load after the main mod and any patches for it)
Unknown mod file: http://fallout3nexus.com/downloads/file.php?id=15624
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Suzie Dalziel
 
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Post » Fri Feb 18, 2011 11:33 pm

hey, couple more to add.

http://www.fallout3nexus.com/downloads/file.php?id=11881 __ StarWarsArmorV2.esp (same guy that made eyebots and handys in Core Robots)

http://www.fallout3nexus.com/downloads/file.php?id=15283 __ FLY_weapons.esp (Oblivion port, but like it -new file)

http://www.fallout3nexus.com/downloads/file.php?id=15716 __ Gundam_Armors.esp (same as above)

Added

Got a few more for you:

Unknown mod file: http://fallout3nexus.com/downloads/file.php?id=11366
Unknown mod file: http://fallout3nexus.com/downloads/file.php?id=1502 (I would load this before most other mods that effect Dogmeat to reduce any conflicts)
Unknown mod file: http://fallout3nexus.com/downloads/file.php?id=4660
Unknown mod file: http://fallout3nexus.com/downloads/file.php?id=6423
Unknown mod file: http://fallout3nexus.com/downloads/file.php?id=7449
Unknown mod file: http://fallout3nexus.com/downloads/file.php?id=7561
Unknown mod file: http://fallout3nexus.com/downloads/file.php?id=8314
Unknown mod file: http://fallout3nexus.com/downloads/file.php?id=8532
Unknown mod file: http://fallout3nexus.com/downloads/file.php?id=11634
Unknown mod file: http://fallout3nexus.com/downloads/file.php?id=14665 (Needs to load after the main mod and any patches for it)
Unknown mod file: http://fallout3nexus.com/downloads/file.php?id=15624

and added too
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Albert Wesker
 
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Post » Fri Feb 18, 2011 11:43 pm

I found another:

Unknown mod file: http://fallout3nexus.com/downloads/file.php?id=7766

Doesn't really look too much like it needs to go anywhere specific in the listing, so anywhere ya want to toss it I wager.

Also, looking some in FO3Edit at AutoGates.esp by WillieSea it seems there is a script conflict in there with FWE for the Rivet City gate, but the FWE script is exactly the same as the Fallout3.esm file regarding the Rivet City Bridge, so loading AutoGates.esp after the FWE Main file should be able to resolve any conflict here. Presently it looks like AutoGates loads pretty high up in the LO, so it just needs to be dropped down.
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Music Show
 
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Post » Fri Feb 18, 2011 8:34 pm

I found another:

Unknown mod file: http://fallout3nexus.com/downloads/file.php?id=7766

Doesn't really look too much like it needs to go anywhere specific in the listing, so anywhere ya want to toss it I wager.

Also, looking some in FO3Edit at AutoGates.esp by WillieSea it seems there is a script conflict in there with FWE for the Rivet City gate, but the FWE script is exactly the same as the Fallout3.esm file regarding the Rivet City Bridge, so loading AutoGates.esp after the FWE Main file should be able to resolve any conflict here. Presently it looks like AutoGates loads pretty high up in the LO, so it just needs to be dropped down.

Added the unknown.
Moved Autogates.esp to middle misc, and also tagged it Scripts, which would have probably fixed the issue anyhow, but it was very early loading tho.
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Rik Douglas
 
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Post » Sat Feb 19, 2011 12:33 pm

Yea, I always forget about tags :mellow:
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Ruben Bernal
 
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Post » Sat Feb 19, 2011 11:41 am

I have used a few tags to get what I want with the mods that I have loaded but I am surprised that no one has caught this one yet:

FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp (or even the non-broken steel)

In the batch patch for both the followers NPC and Creatures and want the essential flag, ai data and stat health, the mod needs to be tagged with the following:

Actors.ACBS
Actors.AIData
Actors.Stats

EDIT: Just rememberd if you use destruction mods and busworld, I tagged

FO3 Wanderers Edition - Main File.esp

with the destruction flag so that the "health" stat in FWE is carried over to vehicles.
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naome duncan
 
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Post » Fri Feb 18, 2011 11:44 pm

Unfortunaltley most people who moddify FO3 don't use Wrye Flash, so not a great deal of suggestions for tags get made. I don't know if using FOEdit to create a merged patch utilises tags (I'd be suprised if it did and it could only get them from the mod discription, not BOSS), but I never, ever intend to use a merged patch as Flash does (almost) everything I need.
I have been adding tags to mods as I find they need them, like LingsPrettyThings.esp and I will be adding tags to Caravan Upgrades to get these 2 working together, so please advise as many tags as you deem appropriate or required. Unfortunatley I'll be unable to make any commits for a couple days due to stupid long shifts. Weekend then...
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Lauren Denman
 
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Post » Sat Feb 19, 2011 7:24 am

No I do not think that FO3edit's merged patch uses tags either. Regarding FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp you would only load that cause you want make Followers essential, sets the aidata for unnaggressive mode and sets the new health values intended by that mod. So those using Wrye Flash with the 3 tags - Actors.ACBS. Actors.AIData and Actors.Stats - will do what the modders intended and eliminates all red conflicts in FO3edit in my load order (over 140 now).

Without the tags, that esp is worthless.
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Blaine
 
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Post » Sat Feb 19, 2011 7:06 am

Hi,

2 Unknown mods found.
Adjustable HUD @ http://www.fallout3nexus.com/downloads/file.php?id=15886
Immersive HUD @ http://www.fallout3nexus.com/downloads/file.php?id=15790http://www.fallout3nexus.com/downloads/file.php?id=15790

BOSS Output:

Masterlist Revision: 2402
Unknown mod file: aHUD.esm
Unknown mod file: iHUD.esm

Regards,
niche99
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Bones47
 
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Post » Fri Feb 18, 2011 8:13 pm

I have used a few tags to get what I want with the mods that I have loaded but I am surprised that no one has caught this one yet:

FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp (or even the non-broken steel)

In the batch patch for both the followers NPC and Creatures and want the essential flag, ai data and stat health, the mod needs to be tagged with the following:

Actors.ACBS
Actors.AIData
Actors.Stats

EDIT: Just rememberd if you use destruction mods and busworld, I tagged

FO3 Wanderers Edition - Main File.esp

with the destruction flag so that the "health" stat in FWE is carried over to vehicles.

Added these tags as requested, plus some some Caravan upgrades

Hi,

2 Unknown mods found.
Adjustable HUD @ http://www.fallout3nexus.com/downloads/file.php?id=15886
Immersive HUD @ http://www.fallout3nexus.com/downloads/file.php?id=15790http://www.fallout3nexus.com/downloads/file.php?id=15790

BOSS Output:

Masterlist Revision: 2402
Unknown mod file: aHUD.esm
Unknown mod file: iHUD.esm

Regards,
niche99

Added these too two
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R.I.P
 
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Post » Fri Feb 18, 2011 9:09 pm

Just ran the most recent update and got these returned:

Masterlist Revision: 2424
Unknown mod file: http://fallout3nexus.com/downloads/file.php?id=14394
Unknown mod file: http://fallout3nexus.com/downloads/file.php?id=15649

I do need to get around to using BOSS still so I can suggest tags with stuff I bring up
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Lyndsey Bird
 
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Post » Sat Feb 19, 2011 7:18 am

Torrello - I am using both Lings.esm and Project Beauty.esm. Without much work, got both to work together. But I did need to add the eyes and hair tags to LingsDLC.esm since it includes all of Lings.esm eyes and hair plus some extras. I also don't think if I were using Lings only without PB it wouldn't hurt to use the eyes and hair tags anyway.
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Nicola
 
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Post » Fri Feb 18, 2011 11:03 pm

Just ran the most recent update and got these returned:

Masterlist Revision: 2424
Unknown mod file: http://fallout3nexus.com/downloads/file.php?id=14394
Unknown mod file: http://fallout3nexus.com/downloads/file.php?id=15649

I do need to get around to using BOSS still so I can suggest tags with stuff I bring up

Added these 2. Do you mean Bash? If so, you should. On TESNexus, Altern1ty has done a Bash pictoral guide for newbies which is very good, and very appropriate for Wrye Flash! I'd love to link it but TEsNexus seems to ahve semi crashed :(
Torrello - I am using both Lings.esm and Project Beauty.esm. Without much work, got both to work together. But I did need to add the eyes and hair tags to LingsDLC.esm since it includes all of Lings.esm eyes and hair plus some extras. I also don't think if I were using Lings only without PB it wouldn't hurt to use the eyes and hair tags anyway.

Added these tags, and thanks for the suggestions. I was personally using some tags on Lings.esm, but never considered the DLC one. Despite what the mod descriptions say, Lings and PB should work together, providing we use bash, and have the appropriate tags. As I understand it, PB changes both sixes, but Lings concentrates on the ladies, so we need to keep Lings stuff loading just after PB and tag it all up!
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Love iz not
 
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Post » Sat Feb 19, 2011 3:09 am

Added these 2. Do you mean Bash? If so, you should. On TESNexus, Altern1ty has done a Bash pictoral guide for newbies which is very good, and very appropriate for Wrye Flash!

Hehe, yea, I sure did mean Bash (my brain was shot at that point from fiddling with too many things at once, my bad) - and, yes, I know I really need to get onto it, that is going to be my next thing to learn here for my FO3 modding time now that I have gotten things sorted out to where I want - at this point it is time to learn the tool that give me full control over things.
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Kim Bradley
 
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Post » Sat Feb 19, 2011 8:38 am

Believe me its much easier than people think. The proof? I can use it!
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Dezzeh
 
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Post » Fri Feb 18, 2011 8:15 pm

You exude an aura of confidence like none I have seen before, my friend :D
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Alexis Estrada
 
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Post » Sat Feb 19, 2011 5:04 am

Torrella - I found 1 thing strange with Lings and PB loaded, I tagged LingsDLC with eyes and hair and it works fine as it has almost all of the eye and hair options that Lings.esm has and PB is already tagged with eyes and hair and I thought that seemed to carryover in the bash patch all eye and hair options.

However I noticed conflict errors in the race section, Hispanic options as LingsDLC.esm does not add eye and hair options for that race but Lings.esm proper does. So I decided to tag Lings.esm with both hair and eyes but I end up with a traceback error stating problem with male right eye path. Hair tag works but eye tag doesnt for Lings.esm which is strange and applies only to hispanic race options only.

My first traceback error besides one I get with Dangerous Radroaches for MMM as that has a problem with the merge file process so I just dont merge it and it is fine so I fixed that one myself. Dangerous Radroaches for MMM does not show in BOSS but should load right after MMM DLC mods.
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GLOW...
 
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Post » Fri Feb 18, 2011 11:08 pm

I've updated http://www.fallout3nexus.com/downloads/file.php?id=10193 to the latest version which is 1.65 from that on TES Nexus - the one file fits all Ob, FO3, NV and Nehrim.

Please make sure you're using the latest version guys and ghouls!
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Mylizards Dot com
 
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Post » Sat Feb 19, 2011 12:51 am

Torrello - well I have been experimenting - I noticed the naming convention in FWE is different than MMM for quite a few types - so I switched the names tag on for FWE.esm and switched off the names tag for MMM and now I have FWE names and it works well.

MMM for the most part sticks to FO.esm and FWE adds more unique names to raider, enclave, outcast and brotherhood types to diversify them more which I thinks add more value to immersion. But you cant have both ESMs tagged because MMM will win do to load order. However, to get them to work whether you have FWE or not, you could make the FWE.esp have the name tag instead as that would be lower down in the load order than MMM.esm and would pick up FWE naming conventions.
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Zosia Cetnar
 
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Post » Sat Feb 19, 2011 7:37 am

Torrella - I found 1 thing strange with Lings and PB loaded, I tagged LingsDLC with eyes and hair and it works fine as it has almost all of the eye and hair options that Lings.esm has and PB is already tagged with eyes and hair and I thought that seemed to carryover in the bash patch all eye and hair options.

However I noticed conflict errors in the race section, Hispanic options as LingsDLC.esm does not add eye and hair options for that race but Lings.esm proper does. So I decided to tag Lings.esm with both hair and eyes but I end up with a traceback error stating problem with male right eye path. Hair tag works but eye tag doesnt for Lings.esm which is strange and applies only to hispanic race options only.

My first traceback error besides one I get with Dangerous Radroaches for MMM as that has a problem with the merge file process so I just dont merge it and it is fine so I fixed that one myself. Dangerous Radroaches for MMM does not show in BOSS but should load right after MMM DLC mods.

Added hair tag to Lings.esm. Really need exact file name for Dangerous Radroaches for MMM so I can add it. I'm not using FWE or MMM (Yet :ninja:) I'm dping a 'vanilla' 1st playthrough with just the 100 mods :blush:

Torrello - well I have been experimenting - I noticed the naming convention in FWE is different than MMM for quite a few types - so I switched the names tag on for FWE.esm and switched off the names tag for MMM and now I have FWE names and it works well.

MMM for the most part sticks to FO.esm and FWE adds more unique names to raider, enclave, outcast and brotherhood types to diversify them more which I thinks add more value to immersion. But you cant have both ESMs tagged because MMM will win do to load order. However, to get them to work whether you have FWE or not, you could make the FWE.esp have the name tag instead as that would be lower down in the load order than MMM.esm and would pick up FWE naming conventions.

Added NAmes tag to FWE main file .esp.
Many thanks for taking the time to experiment with these :tops:
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Charles Mckinna
 
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Post » Sat Feb 19, 2011 8:29 am

Here are a couple where I put them in my user list:

DangerousRadroaches_MMM.esp => I put it under the MMM DLC mods however it doesnt bash right when merged (it comes over as green color) because I dont know what tag to use for "combat style" because CCSD simple at end of record doesnt carry over into the bash patch (the only record below it changes is combat radius from 2000 to 4000). So the only way to solve it is not to merge it unless you can tell me what tag to use.

Trucker Holotapes.esp => should load around GaryHoloTape.esp = both should be tagged with name tag

PPA - Ambient Temperature.esp => around other PPA fix files

GNR Shop.esp => before BusworldV1.05d.esp

WasteWearGloves.esp => not sure but put it around the backpack mod

Purified Megaton Player House Sink.esp => a minor cheat mod but makes your Megaton sink water purified - with the real life mods it can help you not use so many purified water bottles - I put it after the MegatonHouseExtraStorage.esp mod


Oh - I just looked at your latest masterlist = I dont think its a problem but the main FWE.esm doesnt need the names tag but the main FWE.esp one does to overright the names tags from MMM.esm. I dont think it will hurt but I dont think the name tag is needed FWE.esm file.
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Kortniie Dumont
 
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Post » Sat Feb 19, 2011 12:51 am

One more for you here:

http://fallout3nexus.com/downloads/file.php?id=14994 (I would suggest somewhere after the FWE plugins, as this does make some small mods to the Roving Trader Outfit and Hat stats as well, so to not have FWE overwrite those, needs to come after - or, there may be a tag for that :D)

EDIT: As a side note, I did finally get around to installing Python and Bash today during a lull with work, so now I just need to start getting myself familiarized with it and all should be well moving forward here soon (as such expect Bash Tag suggestions coming from me shortly).

Also, as an overall note, I think BOSS should just be described as Better Order Sorting Software now (as it applies to much more than Oblivion these days)
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Justin
 
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Post » Sat Feb 19, 2011 7:07 am

Here are a couple where I put them in my user list:

DangerousRadroaches_MMM.esp => I put it under the MMM DLC mods however it doesnt bash right when merged (it comes over as green color) because I dont know what tag to use for "combat style" because CCSD simple at end of record doesnt carry over into the bash patch (the only record below it changes is combat radius from 2000 to 4000). So the only way to solve it is not to merge it unless you can tell me what tag to use.

Trucker Holotapes.esp => should load around GaryHoloTape.esp = both should be tagged with name tag

PPA - Ambient Temperature.esp => around other PPA fix files

GNR Shop.esp => before BusworldV1.05d.esp

WasteWearGloves.esp => not sure but put it around the backpack mod

Purified Megaton Player House Sink.esp => a minor cheat mod but makes your Megaton sink water purified - with the real life mods it can help you not use so many purified water bottles - I put it after the MegatonHouseExtraStorage.esp mod


Oh - I just looked at your latest masterlist = I dont think its a problem but the main FWE.esm doesnt need the names tag but the main FWE.esp one does to overright the names tags from MMM.esm. I dont think it will hurt but I dont think the name tag is needed FWE.esm file.

Added all the above, try the Actors.CombatStyle tag on that dangerous roaches mod. I've added that PPA-Ambient Temp mod before! It must have been the one that got lost when a commit failed and I had to do it all again - grrr
I left the names tag on FWE Main esm but added a note about possibly removing it if using MMM too
One more for you here:

http://fallout3nexus.com/downloads/file.php?id=14994 (I would suggest somewhere after the FWE plugins, as this does make some small mods to the Roving Trader Outfit and Hat stats as well, so to not have FWE overwrite those, needs to come after - or, there may be a tag for that :D)

EDIT: As a side note, I did finally get around to installing Python and Bash today during a lull with work, so now I just need to start getting myself familiarized with it and all should be well moving forward here soon (as such expect Bash Tag suggestions coming from me shortly).

Also, as an overall note, I think BOSS should just be described as Better Order Sorting Software now (as it applies to much more than Oblivion these days)

Added that one, I put it in the armour/clothes section which is after FWE, although all the other Backpack mods are very early loading. And YES! There is a tag for that (Stats) - you two should check out http://code.google.com/p/better-oblivion-sorting-software/wiki/BashTags
Good luck with Flash, you'll never look back soon!

S'pose it's about time I dropped a
http://www.gamesas.com/index.php?/topic/1175276-relz-boss-for-fo3-thread-3/ bomb - KAbooom!
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Matt Bee
 
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