[RELz] Fake Patch v_1.4.0.6 (Thread #2)

Post » Fri Aug 21, 2009 3:51 am

[size=4][src="http://www.fallout3nexus.com/downloads/file.php?id=4635"][u]Download Fake Patch v_1.4.0.6 @ FO3 Nexus[/u][/url][/size]

[src="http://www.gamesas.com/bgsforums/index.php?showtopic=963764"]Previous Thread[/url]

FOSE, DLC, UF3P, Mod friendly...

[src="http://www.fallout3nexus.com/downloads/images/4635-1-1236342293.jpg"][u]Pic in FO3Edit[/u][/url]

NOTE: If you have multiple graphics cards, you might not want to revert to 1.0.0.15 as 1.1.0.35 had fixes for SLI, in which case this probably isn't for you.
:deal: +-->
QUOTE (READ ME CAREFULLY! :deal: )
  • [u]Contents:[/u] FakePatch_v1.4.0.6.esm and FakePatch_v1.4.0.6.txt


  • [u]Description[/u]: This is simply an .esm file containing all the [src="http://fallout.gamesas.com/eng/downloads/updates-v1.4updatesnotes-UK.html#4"][u]official edits[/u][/url] to date applied to Fallout3.esm from the consecutive official patches. It allows the user to have their game effectively patched to 1.4.0.6 minus the VATS changes introduced in the newer Fallout3.exe's, a quick fix for the interim until a newer patch is released. This allows for, if used properly, use of DLC, FOSE, and the last Fallout version which VATS worked as intended with, namely v1.0.0.15, and all in tandem.


  • [u]Installation[/u]: Reinstall Fallout and patch to [src="http://www.fallout3nexus.com/downloads/file.php?id=163"][u]v_1.0.0.15[/u][/url], then extract contents of Fake Patch to Fallout\Data and activate via *[src="http://www.fallout3nexus.com/downloads/file.php?id=640"][u]FOMM[/u][/url] making sure that it loads directly before [src="http://www.fallout3nexus.com/downloads/file.php?id=3808"][u]Unofficial Fallout 3 Patch[/u][/url], which you should have if you don't already. If you have DLC(s), however, load it directly after Fallout3.esm.

    • Note: FOMM/FOSE will not load Fallout v1.0.0.15 if you're using FOSE and do not have the appropriate fose_1_0.dll. Also, you might notice FOMM will want to load other plugins before Fallout3.esm, so you'll also want to redate your .esm before playing. See more below...



  • [src="http://www.gamesas.com/bgsforums/index.php?showtopic=963756"][u]FOSE - 1.0.0.15 Compatibility[/u][/url]: If using Fallout Script Extender, grab [src="http://fose.silverlock.org/beta/fose_v1_1_beta2.zip"][u]v.1.1 beta 2[/u][/url] and the [src="http://fose.silverlock.org/beta/fose_v1_1_beta2_10015.zip"][u]1.0.0.15 support DLL[/u][/url] to accompany the .exe from patch v_1.0.0.15.


  • [u]Redating your .esm or mods[/u]: After any official patch, your Fallout3.esm will be replaced. You'll either need to make your mods' dates newer (all different timestamps) or make your .esm's date older to keep everything working properly after setting up any given patch/reinstall. Use this [src="http://www.petges.lu/"][u]Attribute Changer Utility[/u][/url] to do so, just make sure you check ONLY the "modify date and timestamp" box and NOT the "Archive" or "Index" boxes which are checked by default. Also, FOMM has a date changing function.


  • [u]DLC compatibility[/u]: Although [s]the official patch is needed to acquire the DLC[/s], the content, if [src="http://www.gamesas.com/bgsforums/index.php?showtopic=959505&st=0&p=13872813&#entry13872813"][u]Playing DLC offline[/u][/url], does not need the 1.1.0.35 or 1.4.0.6 patch to work provided you manually add the DLC .bsa's to your Fallout3.ini as described below OR you can extract all contents of the .bsa's to your Fallout 3 \Data directory with FOMM. Imagine fully functional VATS in the simulator and Pitt!

    • Note: Some have reported problems getting O:A to work properly unless FOSE was installed. If you have tried everything else to get O:A to work to no avail and don't have FOSE, I recommend installing it as there's everything to gain and nothing to lose by having it.

    • IMPORTANT - Manually adding archives to your Fallout3.ini: [quote name='Quarn' post='13941048' date='Mar 9 2009, 05:07 PM']They only implemented esm\esp loading of BSA's when THEY needed it (for the release of OA in v1.1), so what does that mean? it means if you are using the v1.0 exe you have to add Operation Anchorage's BSA's to the sArchiveList in Fallout.ini.[/quote]
    • If you have Operation: Anchorage:

    • If you have both The Pitt and Operation: Anchorage: There is a 255 character count limit for .ini entries. To shave a few characters, rename your ArchiveInvalidationInvalidated!.bsa to AII.bsa and change your Fallout.ini accordingly. AII will work exactly the same, but getting the character count under 255 will allow for all the DLC .bsa's to load properly.
    • Note: If ever you download a mod which contains a new .bsa, you must either extract its contents to Fallout3\Data with FOMM or manually add it to the sArchivesList= entry in the same manner as the DLC's. [src="http://www.fallout3nexus.com/downloads/file.php?id=2094"][u]This handy utility[/u][/url] will check for .bsa's and do it for you.
    • Note: The spaces after the commas aren't needed, nor are the spaces before and after the hyphens provided you change the names of not only the archives but also the .ini entries. GECK's .ini will also need to be updated if you condense the archive names.
    • The Pitt's Ammo Press: If you have problems with the ammo press in The Pitt, either load it before Anchorage if you have both DLC's or use [src="http://www.fallout3nexus.com/downloads/file.php?id=5586"][u]mod[/u][/url] to fix it.


  • [u]Xbox LIVE! compatibility[/u]: Don't know and don't care. This does not add achievements to GFWL or do anything to it for that matter.


  • [u]Future[/u]: Hopefully the next patch won't exhibit any problems so this temporary fix will eventually be unneccessary. IF the next patch either introduces new bugs or does not fix current bugs, I'll be sure to make an updated version of FakePatch available asap.


  • [u]Thanks[/u]: ElminsterEU for FO3Edit, the tool with which this was made, the FOSE team for kicking azz in general and providing support for v_1.0.0.15, Bethesda for the game and numerous fixes listed above, Quarn for fixing so much other stuff in UF3P and figuring out the O:A .bsa solution, and, of course, God for making us all.


  • [u]Feedback/help[/u]: If you encounter any problems with installation or getting everything working post here and I'll do my best to help or, if necessary, make changes to the FakePatch.esm or install instructions. I've tested with the newest version of FOSE including the the fose_1_0.dll with Fallout3 v_1.0.0.15 .exe/.esm, The Pitt, and O:A and all works fine.


  • [u]STEAM users ONLY![/u]: Your Fallout 3 cannot be reverted as STEAM automatically updates to the newest version. Usually, this would make perfect sense, but... :shrug: There's a *1.0.0.15 Fallout3.exe on the download page to be used with your 1.4 install. You might intermittently experience difficulty upon startup getting your mouse to respond in the main menu and/or have problems with the title music following you into the game when using a mismatched Fallout3.esm. If this happens, restart the game and try again. Once you get into your game though, all will work fine, including VATS.
[/quote]

  • VATS perk bonuses (v_1.0.0.15)

    • [src="http://i196.photobucket.com/albums/aa150/JustinCoherent/Fallout%203/1_No_Perks.jpg"][u]No Gunslinger[/u][/url] | [src="http://i196.photobucket.com/albums/aa150/JustinCoherent/Fallout%203/2_Gunslinger.jpg"][u]Gunslinger[/u][/url]
    • [src="http://i196.photobucket.com/albums/aa150/JustinCoherent/Fallout%203/NoPerkChineseAssaultRifle.jpg"][u]No Commando[/u][/url] | [src="http://i196.photobucket.com/albums/aa150/JustinCoherent/Fallout%203/Commando.jpg"][u]Commando[/u][/url]
    • [src="http://i196.photobucket.com/albums/aa150/JustinCoherent/Fallout%203/NoPerkConcentratedFire.jpg"][u]No Concentrated Fire[/u][/url] | [src="http://i196.photobucket.com/albums/aa150/JustinCoherent/Fallout%203/ConcentratedFire.jpg"][u]Concentrated Fire[/u][/url]
    • [src="http://i196.photobucket.com/albums/aa150/JustinCoherent/Fallout%203/1_No_Perks.jpg"][u]No Wired Reflexes[/u][/url] | [src="http://i196.photobucket.com/albums/aa150/JustinCoherent/Fallout%203/WiredReflexes.jpg"][u]Wired Reflexes[/u][/url]
    • [src="http://i196.photobucket.com/albums/aa150/JustinCoherent/Fallout%203/1_No_Perks.jpg"][u]No Sniper[/u][/url] | [src="http://i196.photobucket.com/albums/aa150/JustinCoherent/Fallout%203/Sniper.jpg"][u]Sniper[/u][/url]


  • VATS perk [s]bonuses[/s] (v_1.1.0.35/1.4.0.6)

    • [src="http://i196.photobucket.com/albums/aa150/JustinCoherent/Fallout%203/NoPerkK.png"][u]No Gunslinger[/u][/url] | [src="http://i196.photobucket.com/albums/aa150/JustinCoherent/Fallout%203/Gunslinger.png"][u]Gunslinger[/u][/url]
    • [src="http://i196.photobucket.com/albums/aa150/JustinCoherent/Fallout%203/NoCommando.png"][u]No Commando[/u][/url] | [src="http://i196.photobucket.com/albums/aa150/JustinCoherent/Fallout%203/Commando14.png"][u]Commando[/u][/url]
    • [src="http://i196.photobucket.com/albums/aa150/JustinCoherent/Fallout%203/NoC.png"][u]No Concentrated Fire[/u][/url] | [src="http://i196.photobucket.com/albums/aa150/JustinCoherent/Fallout%203/ConcentratedFire-1.png"][u]Concentrated Fire[/u][/url]
    • [src="http://i196.photobucket.com/albums/aa150/JustinCoherent/Fallout%203/NoWiredReflexes.png"][u]No Wired Reflexes[/u][/url] | [src="http://i196.photobucket.com/albums/aa150/JustinCoherent/Fallout%203/WiredReflexes-1.png"][u]Wired Reflexes[/u][/url]
    • [src="http://i196.photobucket.com/albums/aa150/JustinCoherent/Fallout%203/NoSnipe.png"][u]No Sniper[/u][/url] | [src="http://i196.photobucket.com/albums/aa150/JustinCoherent/Fallout%203/Snipe.png"][u]Sniper[/u][/url]


  • Also, 1.1/1.4 introduced a weird animation bug where NPC's hold their weapons in an [src="http://i196.photobucket.com/albums/aa150/JustinCoherent/Fallout%203/Que.png"][u]odd manner[/u][/url].


  • Before 1.1.0.35, you could target midair [src="http://i196.photobucket.com/albums/aa150/JustinCoherent/Fallout%203/MidAirGrenadeVATS.jpg"][u]grenades[/u][/url] and [src="http://i196.photobucket.com/albums/aa150/JustinCoherent/Fallout%203/MidairMissileVATS.jpg"][u]missiles[/u][/url] with VATS and not invariably get a [src="http://i196.photobucket.com/albums/aa150/JustinCoherent/Fallout%203/0ChanceToHit.jpg"][u]0% chance to hit[/u][/url].

User avatar
Far'ed K.G.h.m
 
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Post » Thu Aug 20, 2009 10:54 pm

Well, I got the 1.0.0.15 .exe (thankeeverymuchso) and now I think it (and the Fake Patch, of course) works. Haven't had any mouse issues, but I still have the issue of not being able to start a new game.

(Well, I can start a new game, it's jsut that at some random point during the initial childbirth sequence, FO3 will stop running the scripted event and my father will just stand there, leering down at me. Once I got as far as being able to pick my name. Most of the time though, I won't even be allowed to pick my gender. ;-;

Gonna try searching FO3Nexus to see if there's a fresh, clean save game from the earliest possible point in the game...)

Speaking of mouse issues, anyone know how to get the 1.1.0.35 accelerated mouse? I personally liked it super-sensitive. 1.0.0.15's was too sluggish for me.

-- Griffinhart
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Anthony Rand
 
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Post » Thu Aug 20, 2009 8:41 pm

Mouse sensetivity may be controllable in the Controls menu. Mouse accel may be something available only in v1.1+ (like the fixed hair glossiness shader).
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Isaiah Burdeau
 
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Post » Thu Aug 20, 2009 10:42 pm

I just made a new game and the birth scene went w/o a hitch. It's not Fake Patch doing it. Try starting a new game without any other mods and I'll bet it will work, then turn them back on after saving.

About the mouse acceleration, you can probably use http://www.gamesas.com/bgsforums/index.php?s=&showtopic=892715&view=findpost&p=13705395 info to rig it the way you want it.
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Lovingly
 
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Post » Thu Aug 20, 2009 10:14 pm

I just made a new game and the birth scene went w/o a hitch. It's not Fake Patch doing it.


D: I never meant to imply that it was Fake Patch's fault. I've been having this issue ever since I patched to 1.1.0.35.

Try starting a new game without any other mods and I'll bet it will work, then turn them back on after saving.


I just did, with only four .esm files loaded: Fallout3, FakePatch, Anchorage, and the Pitt (in that order). Couldn't pick my gender. :(

About the mouse acceleration, you can probably use http://www.gamesas.com/bgsforums/index.php?s=&showtopic=892715&view=findpost&p=13705395 info to rig it the way you want it.


Thanks! :D

-- Griffinhart
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Shelby McDonald
 
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Post » Thu Aug 20, 2009 8:49 pm

It's a stab in the dark...but have you install a UI mod at any point ?
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james reed
 
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Post » Fri Aug 21, 2009 4:21 am

Yeah; http://www.gamesas.com/bgsforums/index.php?showtopic=967619.

-- Griffinhart
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Flash
 
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Post » Fri Aug 21, 2009 5:44 am

Try a new start with it activated (don't forget the fonts in the ini)
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Kellymarie Heppell
 
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Post » Fri Aug 21, 2009 10:52 am

Nope, still nothin'. ;-;

-- Griffinhart
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Rudi Carter
 
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Post » Fri Aug 21, 2009 4:37 am

Try re-installing DUI
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Bones47
 
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Post » Thu Aug 20, 2009 8:56 pm

Can we move this discussion of your birth scene bug to a different thread? It has nothing to do with Fake Patch and I'm in no rush for this thread to reach its post limit... Your birth scene bug was pre-existing and I don't want it dominating this thread. :) Try reinstalling the game, then follow the instructions in the OP, making a new character. There's probably something wrong with your initial install since you say it happens with no mods at all.
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katsomaya Sanchez
 
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Post » Fri Aug 21, 2009 5:59 am

Will do. (And I've tried all of the things suggested. None worked. So, like I said, I just went to FO3Nexus and downloaded a clean save.)

@Topic: Seems like everything's working so far (well, at the very least, VATS seems to be fixed). I got the message boxes for both The Pitt and Anchorage, though I haven't had time to actually check them out yet. Only thing of note is that the radio stations for both Anchorage and the Pitt aren't playing any audio, but I'm not sure if that's FO3 being wonky or if that's Fake Patch's fault.

Thanks so much for this. Now I don't have to deal with gamesas's [censored] up patches [censored] up all my [censored]. :D

-- Griffinhart
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darnell waddington
 
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Post » Fri Aug 21, 2009 8:23 am

Only thing of note is that the radio stations for both Anchorage and the Pitt aren't playing any audio, but I'm not sure if that's FO3 being wonky or if that's Fake Patch's fault.
That's covered in the OP. :deal: You didn't add the DLC .ini's to your Fallout.ini, huh? Also, if you just grabbed the .exe and didn't follow the directions, we can never be on the same page.
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Caroline flitcroft
 
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Post » Fri Aug 21, 2009 5:39 am

I'd like to add that http://www.fallout3nexus.com/downloads/file.php?id=2094 offers a means to add new BSAs with a simple click of a checkbox.

One question I'd like to ask... is there a 256-character limit to the BSA load line like there was in Oblivion?
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Carlos Vazquez
 
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Post » Fri Aug 21, 2009 7:44 am

I'd like to add that http://www.fallout3nexus.com/downloads/file.php?id=2094 offers a means to add new BSAs with a simple click of a checkbox.

One question I'd like to ask... is there a 256-character limit to the BSA load line like there was in Oblivion?
Nice! I'll link to it in the OP. As for the character limit for the .ini, I'm not sure. If there is a character max and it's ever exceeded, one could always extract the contents of a few of their .bsa's then remove them from the sArchivesList.
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emily grieve
 
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Post » Thu Aug 20, 2009 11:28 pm

It's great that you're doing this for the community, JustinOther! :thumbsup:
I'm using 1.0.0.15 with this (and no DLC) and everything works fine.

I have to admit though, that I don't understand how this works. I know it does work, but I don't understand how. V.A.T.S. is broken by the exe not the esm, but it's still not advisable to run the 1.0.0.15 exe with the 1.1.0.35 esm (or the 1.4.0.6 esm), because exe and esm should have a corresponding version number, right? The thing I don't get is how this works with the Pitt, because I've read in the forum, that 1.4.0.6 is required for the Pitt (for the stupid achievements :rolleyes: ). Although I'm not even getting the DLC until V.A.T.S. has been fixed, I'd like to know how you got around this issue.
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jessica Villacis
 
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Post » Fri Aug 21, 2009 7:28 am

It's great that you're doing this for the community, JustinOther! :thumbsup:
I'm using 1.0.0.15 with this (and no DLC) and everything works fine.
I'm glad it's appreciated. :)
I have to admit though, that I don't understand how this works. I know it does work, but I don't understand how. V.A.T.S. is broken by the exe not the esm, but it's still not advisable to run the 1.0.0.15 exe with the 1.1.0.35 esm (or the 1.4.0.6 esm), because exe and esm should have a corresponding version number, right?
Correct. Although it can work all right intermittently, I've found through a lot of experimentation that mismatched .esm's/.exe's will exhibit some problems (namely no controls in the main menu and the title music following you into the game). VATS is negatively impacted by the 1.1 and 1.4 patches resulting in 4 perks doing nothing at all and the inability to target mid-air grenades/missiles along with a *crazy lag when targeting anything.

*if you use antialiasing
The thing I don't get is how this works with the Pitt, because I've read in the forum, that 1.4.0.6 is required for the Pitt (for the stupid achievements :rolleyes: ). Although I'm not even getting the DLC until V.A.T.S. has been fixed, I'd like to know how you got around this issue.
Can't blame you for waiting. Their ox is in front of their cart in that they're releasing DLC's before restoring VATS to its former grandeur. When the time arrives and you do want the DLC's, all you have to do is either extract the DLC .bsa contents to Data or add them to your Fallout.ini's sArchiveList= entry that the content will be available. The only reason other than "the stupid achievements" which 1.1/1.4 were "needed" for the DLC's is that the original and 1.0.0.15 .exe's won't autoload archives. Rest assured, they both work just fine with a 1.0.0.15 install. :)
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Javaun Thompson
 
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Post » Thu Aug 20, 2009 11:55 pm

I'm glad it's appreciated. :)Correct. Although it can work all right intermittently, I've found through a lot of experimentation that mismatched .esm's/.exe's will exhibit some problems (namely no controls in the main menu and the title music following you into the game).


Wait a minute. I have .15 exe and 1.1 esm. I know for a fact because I get the title music following me into the game. How would I switch the esm back to .15? If I do that, will it mess up anything?
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Solina971
 
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Post » Fri Aug 21, 2009 3:25 am

Wait a minute. I have .15 exe and 1.1 esm. I know for a fact because I get the title music following me into the game. How would I switch the esm back to .15? If I do that, will it mess up anything?
Reinstall from your disc and then patch to 1.0.0.15 only, just be sure you redate your .esm afterward as the OP describes. Point in case that a matching .esm is optimal.

Try just running the 1.0.0.15 patch first and it might do the same thing w/o reinstalling. You'll still need to redate Fallout3.esm afterward.
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Mandy Muir
 
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Post » Fri Aug 21, 2009 2:50 am

All the sounds that are unique to the pitt don't seem to work
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Jesus Sanchez
 
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Post » Fri Aug 21, 2009 8:06 am

Cut and paste your sArchiveList= entry from your Fallout.ini?
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Adam
 
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Post » Fri Aug 21, 2009 4:04 am

SArchiveList=ArchiveInvalidationInvalidated!.bsa, Fallout - Textures.bsa, Fallout - Meshes.bsa, Fallout - Voices.bsa, Fallout - Sound.bsa, Fallout - MenuVoices.bsa, Fallout - Misc.bsa, Anchorage - Main.bsa, Anchorage - Sounds.bsa, ThePitt - Main.bsa, ThePitt - Sounds.bsa

I also copied and pasted the dlc's .bsa's and .esm's to the fallout3/data folder, and selected those esm's with FOMM
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Enny Labinjo
 
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Post » Fri Aug 21, 2009 12:41 am

SArchiveList=ArchiveInvalidationInvalidated!.bsa, Fallout - Textures.bsa, Fallout - Meshes.bsa, Fallout - Voices.bsa, Fallout - Sound.bsa, Fallout - MenuVoices.bsa, Fallout - Misc.bsa, Anchorage - Main.bsa, Anchorage - Sounds.bsa, ThePitt - Main.bsa, ThePitt - Sounds.bsa

I also copied and pasted the dlc's .bsa's and .esm's to the fallout3/data folder, and selected those esm's with FOMM
That's covered in the OP. o_0 Your entry is 271 characters and there's a 255 character limit. The solution is also in the OP in the DLC compatibility section.
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Vicky Keeler
 
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Post » Thu Aug 20, 2009 11:27 pm

sounds great, but i got a question...
what changes were done to the exe, by the official patches?
so we can know what we lost by using this method to fix vats...
on the other hand.. some mods, say to be only compatible with 1.1, will they work with the fake patch?
or they need the specific exe version to work?

thats it, keep the good work
greetings

pd: sry for my english
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willow
 
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Post » Fri Aug 21, 2009 10:19 am

You lose nothing unless you have multiple graphics cards as 1.1 and 1.4 have SLI fixes. No mod is incompatible with this setup or relies on a particular .exe. The only drawback, really, is that the 1.0.0.15 .exe doesn't autoload archives, thus the need to keep your sArchiveList under 255 characters, but that's a cinch.

Also, if you remap your Pipboy to anything other than its default and open it, you have to use its default to get it to close. Not a big deal unless you remap your keys, but 1.1 and 1.4 actuallly fixed that issue. If only VATS had just been left alone... >_<
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Ryan Lutz
 
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