Consistent CTD in subway

Post » Fri Feb 18, 2011 11:03 pm

I am getting a very consistent CTD in the subways. I don't know the exact one (I suppose I could fire up the game and tell you, if need be), but it's after you restore the dish on the Washington monument and are heading back to tell Three Dog. It's a cell transition crash. I have my load order ESMify'd via MasterUpdate. I'm going to post my load order to see if there are any known mods that cause frequent CTD's.

Spoiler
Active Mod Files:00  Fallout3.esm01  ThePitt.esm02  StreetLights.esm03  BrokenSteel.esm04  Unofficial Fallout 3 Patch.esm  [Version 1.2.0]05  CRAFT.esm06  CALIBR.esm  [Version 1.4]07  Project Beauty.esm08  EVE.esm09  FO3 Wanderers Edition - Main File.esm0A  Mart's Mutant Mod.esm0B  Enhanced Weather - Rain and Snow.esm0C  RH_IRONSIGHTS.esm0D  Unofficial Fallout 3 Patch - Broken Steel.esp  [Version 1.2.0]0E  DarNifiedUIF3.esp**  Project Beauty- Broken Steel.esp0F  CASM.esp10  TinCanCRAFTing.esp  [Version 2.0]11  RH_IronSights_Basic_VanillaPlugin.esp12  RH_IronSights_Basic_PittPlugin.esp13  PurgeCellBuffers.esp  [Version 2.1]14  GalaxyNewsRadio100[M].esp15  UPP - Original Perks.esp16  WastelandMastery.esp17  bzArmour.esp18  MegatonLights.esp19  megalight.esp1A  FO3 Wanderers Edition - Main File.esp1B  FO3 Wanderers Edition - DLC The Pitt.esp1C  FO3 Wanderers Edition - DLC Broken Steel.esp1D  FO3 Wanderers Edition - Optional Restore Tracers.esp1E  RH_FWE_Patch.esp1F  WeaponModKits.esp20  WeaponModKits - FWE Master Release.esp21  WeaponModKits - ThePitt.esp22  WeaponModKits - BrokenSteel.esp23  WMK-RH IronSights.esp24  EVE.esp25  EVE - FWE Master Release.esp26  Mart's Mutant Mod.esp27  Mart's Mutant Mod - DLC The Pitt.esp28  Mart's Mutant Mod - DLC Broken Steel.esp29  Mart's Mutant Mod - Tougher Traders.esp2A  Mart's Mutant Mod - Master Menu Module.esp2B  Mart's Mutant Mod - FWE Master Release + Project Beauty.esp2C  Headshot Realist.esp2D  1PipboyPDA.esp2E  Lucky_hacking_5.esp2F  dD - Enhanced Blood Main.esp30  LED pipboy light extended.esp31  Enhanced Weather - Rain and Snow in Fallout.esp32  Enhanced Weather - Radioactive Rain and Snow Plugin.esp33  Enhanced Weather - Weather Sounds in Interiors.esp34  Enhanced Weather - Sneak Bonus during Storms.esp35  Enhanced Weather - REBOOT.esp36  URWL.esp37  Merged Patch.esp38  Bashed Patch, 0.esp


Any ideas would be appreciated.
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Alyna
 
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Post » Sat Feb 19, 2011 1:28 am

Is it Metro Central? That's the huge Metro station with several different exits and levels. Try saving in front of the door and use the Wait function to wait for an hour or two before trying to enter.
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Trevor Bostwick
 
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Post » Sat Feb 19, 2011 9:34 am

Okay. I'll try that.

EDIT:

Nope. Didn't help. I guess I have to start deactivating mods one at a time. I hate that.
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Jessica White
 
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Post » Sat Feb 19, 2011 6:11 am

I started deactivating mods, but as I got further into it, it turned out my save game wouldn't load without some of those mods active. So, I started thinking. What about AI...so I decided to try the ToggleAI (tai) console command. BAM! No CTD.
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Laura-Lee Gerwing
 
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Post » Fri Feb 18, 2011 11:07 pm

Nope. I typed too soon. Using TAI worked the one time, but I quit the game to tell my "triumph" and the game won't load the new save outside of the door that is giving me troubles. The only save that will load is the one before I exit the door. Using TAI doesn't help now though. I wonder why it helped the one time.

I must say: the Fallout engine uses the same as that of Oblivion, but Oblivion is much more forgiving when it comes to mods. I can play for almost 2 hours with all kinds of cell transitions in Oblivion without a CTD. Fallout has a fraction of the number of mods I use in Oblivion, and crashes much much more. I remember that the devs didn't release a SDK with Fallout initially, it took time and requests from people for them to release one. I personally don't think this game is optimized for mods.
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Rachel Eloise Getoutofmyface
 
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Post » Sat Feb 19, 2011 4:31 am

Well I was finally able to advance. I only had to unload all my mods. Oh well.
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Elizabeth Falvey
 
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Post » Fri Feb 18, 2011 8:52 pm

When you 'MasterUpdate', is that removing 'vanilla game' changes from the mods you have loaded?

If one of your loaded mods made changes to a cells vanilla objects, or teleport doors, it would cause untold problems when you 'clean' the mod of those changes.
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Crystal Clear
 
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Post » Sat Feb 19, 2011 8:58 am

All the MasterUpdate does is flip a bit in the plugin to make it an ESM instead of an ESP. I do clean my mods, but they are only cleaned of identical to master edits, and faulty references.
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Claire Mclaughlin
 
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Post » Fri Feb 18, 2011 10:39 pm

I am curious since I never do that to any of my mods I am playing and have no CTD problems. The 'Identical to master' edits. Would this 'remove' all changes to vanilla object changes that a mod makes?
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Harry-James Payne
 
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Post » Fri Feb 18, 2011 10:43 pm

How many mods are you running? Identical to master edits are changes made by a mod that are completely the same as the changes found in the master file, ie Fallout.esm. For example (random and not based on actual changes, of course), Fallout.esm could set damage to 1.25, and another mod also sets damage to 1.25. When that plugin is cleaned with FOEdit, the damage set to 1.25 by the plugin is removed, because it doesn't do anything that the Fallout.esm doesn't do.
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Ray
 
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Post » Sat Feb 19, 2011 12:18 am

I have 27 mods loaded. As well as modifications to bodies, textures and some objects on top of that.
I was mostly curious because people that do the 'cleaning' on some of my mods find they no longer work. But they are probably doing something else.
For example, they 'clean' my mod and since I 'attached' my mod via a teleport door to a vanilla cell. That vanilla cell no longer works for them when they use the mod because of the cleaning.
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Christie Mitchell
 
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Post » Sat Feb 19, 2011 2:54 am

Save game corruption or unfinished troubleshooting.
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kat no x
 
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Post » Fri Feb 18, 2011 9:40 pm

I have 27 mods loaded. As well as modifications to bodies, textures and some objects on top of that.
I was mostly curious because people that do the 'cleaning' on some of my mods find they no longer work. But they are probably doing something else.
For example, they 'clean' my mod and since I 'attached' my mod via a teleport door to a vanilla cell. That vanilla cell no longer works for them when they use the mod because of the cleaning.


Yeah, you have understand that cleaning a mod isn't perfect. But I found with Oblivion (more so than Fallout) that cleaning prevents CTD's.
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Tiff Clark
 
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Post » Sat Feb 19, 2011 12:43 am

Sounds like you've gotten through this crash... but I'll say that I recall, somewhat vaguely, reading about a nasty crash that occurred for some people in a downtown subway that may have been caused by the Unofficial Patch- perhaps only when paired with one of the official patches and/or Broken Steel.

I see that I have a replacement .esp for the Unofficial Fallout 3 Patch - Broken Steel.esp, of which the archive is named "Unofficial Fallout 3 Patch - Broken Steel (RC and Utility Tunnel Fixes)". If you aren't using it already, search around the Nexus for it.

I completed that quest a while ago and had no problems.
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Cassie Boyle
 
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Post » Sat Feb 19, 2011 3:14 am

Sounds like you've gotten through this crash... but I'll say that I recall, somewhat vaguely, reading about a nasty crash that occurred for some people in a downtown subway that may have been caused by the Unofficial Patch- perhaps only when paired with one of the official patches and/or Broken Steel.

I see that I have a replacement .esp for the Unofficial Fallout 3 Patch - Broken Steel.esp, of which the archive is named "Unofficial Fallout 3 Patch - Broken Steel (RC and Utility Tunnel Fixes)". If you aren't using it already, search around the Nexus for it.

I completed that quest a while ago and had no problems.


Yes, I managed to get through the crash by deactivating all my mods except official Bethesda releases. Not the way I would have preferred to do it, but it worked.

Thanks for the tip. I will search for that file on Nexus.
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Skrapp Stephens
 
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Post » Sat Feb 19, 2011 4:39 am

_earthling_

I can't find the fix on Nexus. Are you sure you got it there? Do you think you could help me out?
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des lynam
 
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Post » Fri Feb 18, 2011 8:10 pm

I can't recall where I first encountered it... I generally don't download stuff that some random person linked to, so there must of been some corroborating info at the time. The esp comes in a 7zip archive and can be found http://www.mediafire.com/?z3qmlzyzomy- IIRC, this is where I got it.

I re-found it with google... just search "Unofficial Fallout 3 Patch - Broken Steel (RC and Utility Tunnel Fixes)" and read through stuff, particularly the discussions at thenexusforums and fookunity.

Edit: I believe that the problem is that the UP was never updated by it's authors after either Broken Steel or one of the patches was released.
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Dalton Greynolds
 
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Post » Sat Feb 19, 2011 10:33 am

I can't recall where I first encountered it... I generally don't download stuff that some random person linked to, so there must of been some corroborating info at the time. The esp comes in a 7zip archive and can be found http://www.mediafire.com/?z3qmlzyzomy- IIRC, this is where I got it.

I re-found it with google... just search "Unofficial Fallout 3 Patch - Broken Steel (RC and Utility Tunnel Fixes)" and read through stuff, particularly the discussions at thenexusforums and fookunity.

Edit: I believe that the problem is that the UP was never updated by it's authors after either Broken Steel or one of the patches was released.



Thanks a million!
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Isabell Hoffmann
 
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Post » Sat Feb 19, 2011 5:38 am

I don't even use the unofficial fallout patch. Thing is more trouble than it's worth and I'm pretty sure it doesn't do much, and some of what it does do was fixed in later official patches anyway I'm sure.

But what the heck, I could be wrong. I'm too lazy to go through the entire change list although I got through the DLC's before giving up just now. I decided to get it when I noticed it fixed flying protectrons. Boy I'm sick of those!
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Baylea Isaacs
 
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Post » Fri Feb 18, 2011 9:33 pm

I've read that the unofficial patch, though compatible with the 1.7 patch, was made on an earlier patch. I've also read that it causes crashes. I'm not going to remove it now because I already played through the main quest, but I will never use it again.
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Mason Nevitt
 
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Post » Sat Feb 19, 2011 10:48 am

So did that replacement esp work.

I think I had it and that metro station was still buggy for me. I forgot how I got around it. I think just there was a corrupt spawn.

Malon - I've seen you on the Oblivion forums, so I know you probably have a good idea how golden this method can be:

http://www.gamesas.com/index.php?/topic/1033875-tracking-down-a-corrupt-spawn-point/

Or the simpler version is wait out a cell respawn then see if the issue resolves itself.
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Yung Prince
 
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Post » Sat Feb 19, 2011 11:31 am

I've read that the unofficial patch, though compatible with the 1.7 patch, was made on an earlier patch. I've also read that it causes crashes. I'm not going to remove it now because I already played through the main quest, but I will never use it again.



Well people say everything causes crashes. Even I have made a few mistakes before figuring out how to throughly troubleshoot fallout. I've blamed MMM for a crash that turned out to be a setting I screwed up in FSR. The problem only occured with MMM turned on, but then again that just happened to be because MMM was the only thing increasing the amount of AI spawns. It was the screwed up FSR that was unable to deal with the AI increases. I think what I screwed up was getting a new version of FSR without updating its ini actually, but the point is, even when you're almost 100% positive and have figured out that the crash only occurs with this one particular mod enabled -- it could STILL be something else. For instance, I was getting this horrible crash before the game could even load to the main menu and it turned out to be a simple matter of having put in the FWE+darn UI compatibility patch in without the darn UI installed (if I remember correctly). But I ended up like, reinstalling the entire game because of it. Because even with no .esps checked, apparently having the wrong files in the menu folder caused the crash. So sometimes it isn't even a mod that's the source of the problem, it can simply be a misplaced or improperly placed file anywhere in your data folder (or incorrect ini setting). Scary thought!
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Chloé
 
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Post » Sat Feb 19, 2011 7:31 am

Not that scary at all - that is how all programs are. Think of it like this - the exe is the start button you push to then have it compile all the instructions given (es/esp/ess + all replacers) to then result in the game you play. If out of place then yeah issues will arise. Like a missing master - the game calls for references that don't exist = crash. It seems overwhelming because people find it so easy to add new mods, just not test them.

And so there are several factors that can lead to ctds: Hardware issues (including drivers and hardware malfunction), game settings (including bad ini edits), bad replacers (corrupt custom meshes can crash your game), and of course bad edits in plugins themselves.

As for bad edits nothing beats http://cs.elderscrolls.com/constwiki/index.php/TES4Edit_Cleaning_Guide. This is more understood with Oblivion and not so understood here. (since people will jump on me for not saying ... don't clean MMM or other overhauls or the UFP).

The whole master update thing is another, I think, red herring of an issue. The problem is that major mod makers don't want to wait for this company to finish their patching of the game and so forge ahead with mods that then get invalidated with the next patch. it so happens patch 5 was a debacle and the temporary work around was to create MasterUpdate instead of just waiting for the next official update. This company will only update so much, so it is not like a long wait. Anyway then a whole school of thought arose that it was necessary. I've never used it and the few times that I did use it - it didn't solve diddly.

People also advocate for using http://www.gamesas.com/index.php?/topic/1117083-merged-patch-or-bashed-patch-or-both - and granted the bashed patch was not available for a while, but now it is and it is a more sophisticated problem solver than the merged any day.

The motto is my load order is my responsibility. Take http://www.gamesas.com/index.php?/topic/1165533-need-serious-load-order-help-cant-find-whats-causing-this/ for instance. He is trying to combine all major overhauls that even basic reading of readmes would reveal they are not compatible.

It is best to go slow when learning how to mod these games from bethesda - and while it may be possible to add much and there is much to add - the more you add the more potential issues could arise.

Sometimes they are timebombs that may not cause issues until you visit a specific area in the game. It is just like that.

[edit] also let me add that by cleaning mods, using a bashed patch (wrye flash), and testing each mod before adding a new one I have a very stable load order which very much does include the UFP:
Spoiler
Active Mod Files:00  Fallout3.esm01  Anchorage.esm02  ThePitt.esm03  BrokenSteel.esm04  PointLookout.esm05  Zeta.esm06  Unofficial Fallout 3 Patch.esm  [Version 1.2.0]07  StreetLights.esm08  Inventory Access.esm09  IMCN.esm0A  Destruction.esm0B  PointLookout-FollowersGetToGo.esm  [Version 2.]0C  Impervious Power Armour.esm0D  CRAFT.esm0E  CALIBR.esm  [Version 1.4]0F  xCALIBR.esm10  xCALIBRuniverse.esm11  Project Beauty.esm12  Refurbishes [ALL].ESM13  CubeExperimental (EN).esm14  Project Genesis.esm  [Version 1.00]15  FO3 Wanderers Edition - Main File.esm16  Mart's Mutant Mod.esm17  Companion Core.esm18  Companion Share & Recruit.esm19  RobCo Certified v2.esm1A  Wasteland Whisperer v2.esm1B  Enhanced Weather - Rain and Snow.esm1C  Xepha's Dynamic Weather.esm1D  DCInteriors_ComboEdition.esm1E  Zumbs' Overhauled Real Time Security.esm1F  SS Master File.esm20  Ambient Temperature.esm21  Unofficial Fallout 3 Patch - Operation Anchorage.esp  [Version 1.2.0]22  Unofficial Fallout 3 Patch - The Pitt.esp  [Version 1.2.0]23  Unofficial Fallout 3 Patch - Broken Steel.esp  [Version 1.2.0]24  Unofficial Fallout 3 Patch - Point Lookout.esp  [Version 1.2.0]25  Unofficial Fallout 3 Patch - Mothership Zeta.esp  [Version 1.2.0]26  FireLightFix.esp27  DarNifiedUIF3.esp28  Ambient Temperature HUD.esp**  Project Beauty- Broken Steel.esp**  Project Beauty- Point Lookout.esp29  StreetLights - Wasteland.esp2A  DoF-PureLow.esp2B  TinCanCRAFTing.esp  [Version 2.0]2C  CRAFT - EnergyAmmo.esp2D  CALIBRxMerchant.esp2E  LMDExpandedHotkeysFO3.esp  [Version 0.6]2F  Princess Better Prompts v1pt1.esp++  Zombie Sounds V2.esp++  GeneratorSound.esp30  Moshman's Wasteland Ambiance.esp31  GalaxyNewsRadio100[M].esp32  RadioBlues.esp33  WAR_radio.esp34  People_Radio.esp35  InvasionRadio.esp36  KBATRadio.esp37  VTAP25.esp38  GhostRadio.esp39  mutantradio.esp3A  LookoutRadio.esp3B  RadioTenpenny.esp3C  Radio Stutter fix.esp3D  RadioHotkey.esp3E  RadioHotkey_RadioBluesAddon.esp3F  TCOS.esp40  CONELRAD 640-1240.esp41  Existence2.0.esp42  UPP - Pack 1.esp43  UPP - Pack 2.esp44  UPP - Original Perks.esp45  UPP - Experience Perks.esp46  UPP  - Quest Perks.esp47  PreWar Book Titles and Perks.esp48  Combat Style Perks.esp49  NotSoFast.esp4A  HeirApparent.esp4B  NightmareRealm.esp4C  MarkB50K_Wasteland_Patrols.esp4D  tubRRCompound.esp4E  Stealth Kills Enabled.esp++  Stealth Kills Enabled - Pitt Compatibility.esp4F  Echo_BatteryCharger.esp50  HouseholdWaterPurifier.esp51  BlackWolf Backpack.esp52  GunnySack.esp  [Version 1.3]53  1Animated Nightvision goggles.esp54  FNVFOV.esp55  Xepha's Radial Blurred Zoom.esp56  Directional PipLight HDR.esp57  Down Under.esp  [Version 1.0]58  Expanded Megaton House V3.esp59  MaintenanceShed.esp  [Version 1.3]5A  merc.esp5B  MoreMapMarkers.esp5C  MaxLevelWorkaround-HP-BS.esp5D  WastelandMastery.esp5E  SkillCheck.esp5F  Treasure Maps_Underground.esp60  Treasure Maps_Secrets of the Wasteland.esp61  Treasure Maps_Bobblehead Edition.esp62  Treasure Maps_A Fist Full of Caps.esp++  Destruction - Main.esp63  Destruction - Main - Statics.esp++  Destruction - DLC.esp64  Destruction - DLC - Statics.esp65  BusworldV1.05d.esp66  SS Enhanced Combat Maneuvers.esp67  MTC Wasteland Travellers.esp68  DCInteriors_DLC_Collectables.esp69  Rivet City Realignment.esp6A  megalight.esp++  WastelandRecovery5.esp6B  MovinOnUp3.0.esp6C  Canterbury Estates 0.8 beta.esp6D  FO3 Wanderers Edition - Main File.esp6E  FO3 Wanderers Edition - DLC Anchorage.esp6F  FO3 Wanderers Edition - DLC The Pitt.esp70  FO3 Wanderers Edition - DLC Broken Steel.esp71  FO3 Wanderers Edition - DLC Point Lookout.esp72  FO3 Wanderers Edition - DLC Mothership Zeta.esp73  FO3 Wanderers Edition - Alternate Travel.esp++  FO3 Wanderers Edition - Optional Restore Tracers.esp74  FO3 Wanderers Edition - Optional VATS Realtime.esp++  FO3 Wanderers Edition - Project Beauty.esp++  FO3 Wanderers Edition - Project Beauty (Followers Enhanced).esp75  FO3 Quest Patch - FWE + BS.esp76  WeaponModKits.esp77  WeaponModKits - FWE Master Release.esp78  WeaponModKits - OperationAnchorage.esp79  WeaponModKits - ThePitt.esp7A  WeaponModKits - BrokenSteel.esp7B  WeaponModKits - PointLookout.esp7C  WeaponModKits - Zeta.esp++  Echo_UseBothGloves.esp7D  AlexScorpion's  and Weijiesen's Smoking Fun.esp7E  SolarScorcher.esp7F  Tactical Weapons by gRs Frederyck.esp80  ZL-ACR.esp81  ZL-SVD-CALIBR.esp++  InverseCombatKnife.esp82  Playing With Firepower.esp83  Dogmeat Leather Armor - CRAFT.esp84  Dragonskin Tactical Outfit.esp85  DragonskinBonusPack.esp86  Stealthboy Recon Armor - CRAFT.esp87  Powered Power Armor.esp88  PPA - Operation Anchorage.esp89  PPA - Broken Steel.esp8A  PPA - The Pitt.esp8B  PPA - Mothership Zeta.esp8C  PPA - FWE.esp8D  CALIBR Ammo Schematics - CRAFT.esp8E  CRAFT Improvised Weaponry.esp8F  CRAFT Improvised Weaponry - Unmodeled.esp90  DogmeatEssentialModv1.2.esp91  Move-Dogmeat.esp++  DogmeatStealth.esp++  ZORTS - Custom HP - FWE.esp92  ZORTS - Disable FWE activate.esp93  Companion Core DLC Addon.esp94  Wasteland Whisperer v2 Broken Steel Addon.esp95  RobCo Certified v2 Mechanist's Edition.esp96  RobCo Certified v2 Zeta Addon.esp97  Mr Smith's Scrapyard.esp++  tubURP.esp++  ThePitt-NoFireFollowers.esp98  ImmersiveHealth.esp99  FalloutFood.esp++  FalloutFoods - FWE Master Release.esp**  Gunfire Sound Range Increased.esp9A  EVE.esp9B  EVE Operation Anchorage.esp9C  EVE - FWE Master Release.esp++  EVE - FWE Master Release (Follower Enhanced).esp++  EVE Anchorage - FWE DLC Anchorage.esp++  EVE - FWE with WeaponModKits.esp9D  Mart's Mutant Mod.esp9E  Mart's Mutant Mod - DLC Anchorage.esp9F  Mart's Mutant Mod - DLC The Pitt.espA0  Mart's Mutant Mod - DLC Broken Steel.esp++  Mart's Mutant Mod - DLC Point Lookout.espA1  Mart's Mutant Mod - DLC Zeta.espA2  Mart's Mutant Mod - FWE Master Release.espA3  Mart's Mutant Mod - FWE Master Release + DLCs.espA4  Mart's Mutant Mod - FWE Master Release + Project Beauty.espA5  Mysteriouswoman_corsetntrousers.espA6  Imp's More Complex Needs.espA7  IMCN - 5 DLC Merged.espA8  IMCN - FWE Compatibility and Ingestibles.espA9  IMCN - MMM Meats, Bloods, and Eyeballs.espAA  IMCN - Ambient Temperature.esp++  PPA - IMCN.esp++  T3T_MiscItemIcons.esp++  ACRForFWE.esp++  SVDForFWE.esp++  DTOForFWE.espAB  Zumbs' Smaller Condition Effect On Item Value.espAC  Gifts4Kids.espAD  NTFS.espAE  Phalanx-Obedient-Dogmeat.esp++  lessviewdistance.esp++  PiPBoy Light Range x4.esp++  PiPBoy Yellow Light.espAF  Enhanced Weather - Rainbows.espB0  Enhanced Weather - Weather Sounds in Interiors.espB1  Realistic Interior Lighting.espB2  Realistic Interior Lighting - BS.espB3  Realistic Interior Lighting - OA.espB4  Xepha's Dynamic Weather - Main.espB5  Xepha's Dynamic Weather - Anchorage.espB6  Xepha's Dynamic Weather - The Pitt.espB7  Xepha's Dynamic Weather - Broken Steel.espB8  Xepha's Dynamic Weather - Point Lookout.espB9  Xepha's Dynamic Weather - Rain.espBA  Xepha's Dynamic Weather - Sandstorm.espBB  Xepha's Dynamic Weather - Sandstorms Damage Armor.espBC  Xepha's Dynamic Weather - Dynamic Sneak Bonus.espBD  Xepha's Dynamic Weather - Green Tint Remover.espBE  RobCo Certified v2 Omnipatch.esp++  RobCo Certified v2 Impervious FWE.espBF  xCALIBRuniverse.espC0  xCALIBR - Alternative Path.espC1  xCALIBRUniverse - WMK.espC2  xCALIBRuniverse_FWE_FPS.esp++  xCALIBRammo_FWE.esp++  frederyck+FWE+xCALIBR.espC3  tubunarFWE.espC4  tubunarCombatFWE.espC5  Bashed Patch, 0.esp
I have about 5 more mods I want to add, but it will take me a week or more to get them in because of the testing phase on them to make sure that when I add them all I don't get confused and think I have to tear it all apart again. The thing is you will spend the time learning it all - just the choice is yours - do you want to learn it after failing over and over and getting confused and overwhelmed or do you want to take it steady and pace yourself?
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cutiecute
 
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Post » Fri Feb 18, 2011 10:16 pm

How does one go about creating a bashed patch? I really didn't want to learn python!
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Chica Cheve
 
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Post » Sat Feb 19, 2011 8:15 am

Actually all you need to run bash is install python then install wrye flash. No need to learn any programing.

The good folks at team Wrye Bash have created an installer for all the python components you need. Go http://www.tesnexus.com/downloads/file.php?id=22368 and download the Wrye Python 03a installer - run it and install outside the UAC areas (if using Vista/Win7) then when you install Wrye Flash it will find the python and utilize it.

Wrye Flash can be a bit intimidating at first, but totally worth it for what it can do - so take your time.
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Tamara Primo
 
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