[RELz] Fake Patch (Thread IV)

Post » Thu Oct 15, 2009 11:31 pm

Not to nitpick..but you care about the railway rifle...why? Its a junky piece of..well..junk, just like all the other 'build it yourself' weapons with the exception of the nuka grenade


Because my current character's story is that she ONLY uses the custom built weapons. (Excepting, of course, for the baseball bat until she left the vault) And it's been a blast. I did indeed have to make some geck'ish concessions with the railway rifle to make it stand up. I've increased the clip from 8 to 12 and reduced the spread to only slightly worse than the hunting rifle rather than much worse. I also modified The Pitt's ammo press to allow it to make railway spikes (which is a mod I've thrown up on nexus) because those damn things are so rare.

It has been a truly fantastic and interesting play through. When I reach the level 30 cap or hit every spot in the wasteland (which ever comes first, i've also made a custom "slow as hell" leveling mod), I'm probably going to write a little blurb about it.
User avatar
lacy lake
 
Posts: 3450
Joined: Sun Dec 31, 2006 12:13 am

Post » Fri Oct 16, 2009 8:05 am

Not to nitpick..but you care about the railway rifle...why? Its a junky piece of..well..junk, just like all the other 'build it yourself' weapons with the exception of the nuka grenade (which needs converted to use regular cola or else a mod to add about twice as much quantum), and the deathclaw hand...and ....MAYBE...the dart gun (good for sneaky types).
Instead of worrying about Moiras mad little inventions, tell that twit to bugger off and install Weapon Mod Kits. Your computer will thank you. Especially if you are like me and cant use FOOK reliably without massive constant crashes. (no idea why).

This is strange, indeed, FOOK work perfect for me (except FOOK-Anchorage)
And fully agreed about WMK
SPEAKING of which. Does anyone know why, and if there is a workaround for, crashing on quicksaves at/near/around/within farting distance of: Project Purity while playing BS?

In my case it was some components of Real Ihjury/Real Hunger mod, but... Potomak is also unstable without mods.
User avatar
kristy dunn
 
Posts: 3410
Joined: Thu Mar 01, 2007 2:08 am

Post » Fri Oct 16, 2009 1:37 am

Have potential fixes for Olney Powerworks missing pieces & Sarah not following you into the project purity control room as well as the level 21+ w/ evil karma workaround Blade Arachnos mentioned. Currently found at: http://home.comcast.net/~angleae/site/

Screenshot of Tesla Coil chamber w/ 1.0.0.15 & Fake Patch with and without my fix:

http://i256.photobucket.com/albums/hh177/Angleae/ScreenShot84.jpg
http://i256.photobucket.com/albums/hh177/Angleae/ScreenShot83.jpg
User avatar
Michael Russ
 
Posts: 3380
Joined: Thu Jul 05, 2007 3:33 am

Post » Thu Oct 15, 2009 10:23 pm

Have potential fixes for Olney Powerworks missing pieces & Sarah not following you into the project purity control room as well as the level 21+ w/ evil karma workaround Blade Arachnos mentioned. Currently found at: http://home.comcast.net/~angleae/site/

Screenshot of Tesla Coil chamber w/ 1.0.0.15 & Fake Patch with and without my fix:

http://i256.photobucket.com/albums/hh177/Angleae/ScreenShot84.jpg
http://i256.photobucket.com/albums/hh177/Angleae/ScreenShot83.jpg

Wow! That would be great if we are finally sorting out the remaining problems with not using 1.5. If these are indeed fixed and the follower AI is improved/fixed with the latest Fake Patch, the only thing remaining is the Tesla Cannon gimp, and that is pretty minor.
I haven't seen any confirmation that the newest Fake Patch actually fixes companions following into cells properly...is this confirmed?
User avatar
Siobhan Wallis-McRobert
 
Posts: 3449
Joined: Fri Dec 08, 2006 4:09 pm

Post » Fri Oct 16, 2009 8:18 am

I'm still wondering if I can just put the new fake patch into my data files or otherwise install it, without first uninstalling the old version of the FP I'm using currently....
User avatar
-__^
 
Posts: 3420
Joined: Mon Nov 20, 2006 4:48 pm

Post » Thu Oct 15, 2009 11:32 pm

Have potential fixes for Olney Powerworks missing pieces & Sarah not following you into the project purity control room as well as the level 21+ w/ evil karma workaround Blade Arachnos mentioned. Currently found at: http://home.comcast.net/~angleae/site/

Screenshot of Tesla Coil chamber w/ 1.0.0.15 & Fake Patch with and without my fix:

http://i256.photobucket.com/albums/hh177/Angleae/ScreenShot84.jpg
http://i256.photobucket.com/albums/hh177/Angleae/ScreenShot83.jpg


Super awesome.

Can you give those of us in a position to try these some tips as to how we should use them, and when? I.e. like the remapwater fix, where we reload with it active, pass a threshold, then reload without it? Or can we just activate it and go? In either case, where should they go WRT load order?
User avatar
Maria Leon
 
Posts: 3413
Joined: Tue Aug 14, 2007 12:39 am

Post » Thu Oct 15, 2009 10:40 pm

Super awesome.

Can you give those of us in a position to try these some tips as to how we should use them, and when? I.e. like the remapwater fix, where we reload with it active, pass a threshold, then reload without it? Or can we just activate it and go? In either case, where should they go WRT load order?


All can be loaded constantly. The level 21 fix should be loaded last in the load order to avoid dialog conflicts, but if such conflicts occur, it should be cosmetic (like Three Dog referring to you as a saint even though you have neutral karma), the only problem is if you're already using a karma mod that changes the overall karma range (from -1000 to 1000 to something else), the Old Olney shouldn't conflict with anything and therefore can load anywhere, and the Sarah fix (now two different files, use only one), can also load anywhere unless there exists a mod that alters the two doors leading to the control room (or their scripts).

Note: the new Sarah follows file (with followers) is completely untested and will not work with custom followers.
User avatar
Your Mum
 
Posts: 3434
Joined: Sun Jun 25, 2006 6:23 pm

Post » Fri Oct 16, 2009 7:17 am

One small question ...

The instructions in this thread recommend using 1.0.0.15 (which is what I have) and the Unofficial Patch, but the Unofficial Patch says it's for "versions 1.1+ only." So do these two actually work together, or is some other step needed to bridge them?
User avatar
Mrs shelly Sugarplum
 
Posts: 3440
Joined: Thu Jun 15, 2006 2:16 am

Post » Fri Oct 16, 2009 1:57 am

Not to nitpick..but you care about the railway rifle...why? Its a junky piece of..well..junk, just like all the other 'build it yourself' weapons with the exception of the nuka grenade (which needs converted to use regular cola or else a mod to add about twice as much quantum), and the deathclaw hand...and ....MAYBE...the dart gun (good for sneaky types).

Instead of worrying about Moiras mad little inventions, tell that twit to bugger off and install Weapon Mod Kits. Your computer will thank you. Especially if you are like me and cant use FOOK reliably without massive constant crashes. (no idea why).

------------------------

SPEAKING of which. Does anyone know why, and if there is a workaround for, crashing on quicksaves at/near/around/within farting distance of: Project Purity while playing BS?


The railway rifle has a very high ratio of limb damage thanks to a 3x limb damage multiplier. It's very handy for softening up the heavier muties: A spike in each arm and a spike in a leg makes a mutie effectively cannon fodder because they're now slow (on top of being big targets) and their aim is pretty much crap. With its crit multiplier, it has 3x the chance of doubling its already massive limb damage.

All of the make-it-yourself weapons at least verge on the border of being overpowered, while some even cross it (Shishkebab, Nuka Nade/Bottlecap mine with more than one schematic, dart gun).

Deathclaw gauntlet is balanced out by the fact that its armor piercing only works when the opponent actually has armor (as in... not like Mirelurk carapaces).
Railway rifle is balanced out by its slow projectile shot making its range limited.
Rock-it launcher's versatile ammo source is balanced by the fact that its ammo takes up weight.
Shishkebab is unbalanced because it deals way too much damage way too quickly
Bottlecap mine is unbalanced because you can make more than one if you have improved schematics (how does one get two lunchboxes out of one, exactly?)
Same goes with Nuka 'Nades (and their tin can containers)
And the Dart Gun.... makes Deathclaws, something that should make you either apply excessive force or flee in fear of your life, an absolute joke.
User avatar
Jack Bryan
 
Posts: 3449
Joined: Wed May 16, 2007 2:31 am

Post » Fri Oct 16, 2009 12:52 am

One small question ...

The instructions in this thread recommend using 1.0.0.15 (which is what I have) and the Unofficial Patch, but the Unofficial Patch says it's for "versions 1.1+ only." So do these two actually work together, or is some other step needed to bridge them?
Just rename the BSA that comes with UF3P to UF3P.BSA and add it to your sArchiveList= entry
User avatar
Honey Suckle
 
Posts: 3425
Joined: Wed Sep 27, 2006 4:22 pm

Post » Thu Oct 15, 2009 9:17 pm

The instructions in this thread recommend using 1.0.0.15 (which is what I have) and the Unofficial Patch, but the Unofficial Patch says it's for "versions 1.1+ only." So do these two actually work together, or is some other step needed to bridge them?

Yup. I asked the same question on http://www.fallout3nexus.com/downloads/file.php?id=3808 and Quarn confirmed that the Unofficial Fallout 3 Patch works with v1.0.0.15. Aside from JustinOther's tip regarding the sArchiveList entry, you must also disable UF3P's VATS fix (by entering "Set UF3PVATSFixOff to 1" into the console) each session because this feature isn't necessary for your version of the game.
User avatar
benjamin corsini
 
Posts: 3411
Joined: Tue Jul 31, 2007 11:32 pm

Post » Fri Oct 16, 2009 9:26 am

Yup. I asked the same question on http://www.fallout3nexus.com/downloads/file.php?id=3808 and Quarn confirmed that the Unofficial Fallout 3 Patch works with v1.0.0.15. Aside from JustinOther's tip regarding the sArchiveList entry, you must also disable UF3P's VATS fix (by entering "Set UF3PVATSFixOff to 1" into the console) each session because this feature isn't necessary for your version of the game.


VERY good info to know, thanks. But is this necessary? I mean, not disabling it in the console can result in something bad?

Also do we have to do it only once or do this every time we load F3, or just when we start new game and then it is stored in save games or something so we don't have to type it again?

Cheers.
User avatar
Taylah Illies
 
Posts: 3369
Joined: Fri Feb 09, 2007 7:13 am

Post » Thu Oct 15, 2009 9:11 pm

But is this necessary? I mean, not disabling it in the console can result in something bad?

Nothing game breaking bad, it's just that your VATS will become too accurate if you don't deactivate the perk fix.

Also do we have to do it only once or do this every time we load F3, or just when we start new game and then it is stored in save games or something so we don't have to type it again?

No, unfortunately, it's not stored with the game save. The VATS perk variable always reverts to its default value (= "on"). Consequently, you'll have to reset the value every time you start a new game session or reload a saved game.

BTW, Quarn says that the VATS Perk Fix will be taken out of the next v1.15 compatible UF3P patch since it's no longer necessary with that version of the game.
User avatar
Joie Perez
 
Posts: 3410
Joined: Fri Sep 15, 2006 3:25 pm

Post » Fri Oct 16, 2009 12:08 pm

Thank you for your answer, Slowhand02. Damn, I knew there was something odd with accuracy, I could snipe with a pistol like with a rifle. But I said to myself "I guess this was how VATS used to work".

So for now we just have to type this command after reloading every save game? Nothing too terrible, I just need to remember this. :)

Cheers.
User avatar
Davorah Katz
 
Posts: 3468
Joined: Fri Dec 22, 2006 12:57 pm

Post » Thu Oct 15, 2009 9:28 pm

So for now we just have to type this command after reloading every save game? Nothing too terrible, I just need to remember this. :)
Cheers.

Place this command into v.txt file, place v.txt where all exe files placed
Than you can simply type in console
bat v
And that's it :)
User avatar
D LOpez
 
Posts: 3434
Joined: Sat Aug 25, 2007 12:30 pm

Post » Fri Oct 16, 2009 4:47 am

Nothing game breaking bad, it's just that your VATS will become too accurate if you don't deactivate the perk fix.


No, unfortunately, it's not stored with the game save. The VATS perk variable always reverts to its default value (= "on"). Consequently, you'll have to reset the value every time you start a new game session or reload a saved game.

BTW, Quarn says that the VATS Perk Fix will be taken out of the next v1.15 compatible UF3P patch since it's no longer necessary with that version of the game.


Globals can have their values altered if set up right in the GECK. There's a little tic-box labeled "Constant" in the GLOB form. Un-ticking it will allow changes to the value to persist in gamesaves. Not sure if Quarn knew this at the time he made the fix though.
User avatar
Jesus Duran
 
Posts: 3444
Joined: Wed Aug 15, 2007 12:16 am

Post » Fri Oct 16, 2009 10:38 am

http://tinyurl.com/p2mgqd

Load it anywhere after Unofficial Fallout 3 Patch.esp and it will shut off that feature since it's not needed with 1.0.0.15. You might be able to get away with unplugging it after saving if the global's value change is saved as the script won't run unless the global is set to '0' and the plugin will set it to '1', so the effect shouldn't happen even though the quest is "start game enabled".
User avatar
Milagros Osorio
 
Posts: 3426
Joined: Fri Aug 25, 2006 4:33 pm

Post » Thu Oct 15, 2009 11:56 pm

Thanks, JustinOther!!

Question, you said
You might be able to get away with unplugging it after saving if the global's value change is saved
, but we don't have to right? I would prefer to leave it checked for the whole time, just to be sure.

Cheers
User avatar
мistrєss
 
Posts: 3168
Joined: Thu Dec 14, 2006 3:13 am

Post » Thu Oct 15, 2009 11:12 pm

Thanks so much for the patch patch, JustinOther. You're spoiling us silly, once again. I can't say enough about how much I admire you mods for tirelessly helping the FO3 community with your persistent good work and dedication. You, Quarn, Elminster, Madcat, Alystin and many others (who will hopefully pardon me for neglecting to mention their names here) have carried this community over every rocky Bethesda release, and you can't be commended enough for it.

TBH, I feel a bit ashamed about not being able to contribute anything worthwhile myself. After a while, merely taking w/o returning favors just doesn't feel right. Consequently, I've signed up for Elminster's FO3MasterUpdate beta test. He's looking for volunteers and it seems the reactions have been lukewarm so far. Upgrading to v1.5 in order to test his utility may bork my game. But it's a small price to pay in order to help the community move forward, besides offering a pay back for services rendered so far.
User avatar
Invasion's
 
Posts: 3546
Joined: Fri Aug 18, 2006 6:09 pm

Post » Fri Oct 16, 2009 10:02 am

I'm a bit unclear on the "Redating your .esm or mods" bit, does this include the .esm files from the DLCs or just the main Fallout files?
User avatar
Madison Poo
 
Posts: 3414
Joined: Wed Oct 24, 2007 9:09 pm

Post » Fri Oct 16, 2009 8:59 am

Thanks so much for the patch patch, JustinOther. You're spoiling us silly, once again. I can't say enough about how much I admire you mods for tirelessly helping the FO3 community with your persistent good work and dedication. You, Quarn, Elminster, Madcat, Alystin and many others (who will hopefully pardon me for neglecting to mention their names here) have carried this community over every rocky Bethesda release, and you can't be commended enough for it.
TBH, I feel a bit ashamed about not being able to contribute anything worthwhile myself. After a while, merely taking w/o returning favors just doesn't feel right. Consequently, I've signed up for Elminster's FO3MasterUpdate beta test. He's looking for volunteers and it seems the reactions have been lukewarm so far. Upgrading to v1.5 in order to test his utility may bork my game. But it's a small price to pay in order to help the community move forward, besides offering a pay back for services rendered so far.

+100500 in all!
User avatar
Undisclosed Desires
 
Posts: 3388
Joined: Fri Mar 02, 2007 4:10 pm

Post » Thu Oct 15, 2009 9:37 pm

Thanks, JustinOther!!

Question, you said , but we don't have to right? I would prefer to leave it checked for the whole time, just to be sure.

Cheers
You can leave it on if you like. The game won't even run a check on the global with it activated as it also unchecks the "start game enabled" flag which initiates the quest which, in turn, runs the script regardless of the global's value. With it on, your game will actually be doing that much less work...
Thanks so much for the patch patch, JustinOther. You're spoiling us silly, once again. I can't say enough about how much I admire you mods for tirelessly helping the FO3 community with your persistent good work and dedication. You, Quarn, Elminster, Madcat, Alystin and many others (who will hopefully pardon me for neglecting to mention their names here) have carried this community over every rocky Bethesda release, and you can't be commended enough for it.

TBH, I feel a bit ashamed about not being able to contribute anything worthwhile myself. After a while, merely taking w/o returning favors just doesn't feel right. Consequently, I've signed up for Elminster's FO3MasterUpdate beta test. He's looking for volunteers and it seems the reactions have been lukewarm so far. Upgrading to v1.5 in order to test his utility may bork my game. But it's a small price to pay in order to help the community move forward, besides offering a pay back for services rendered so far.
Garsh :embarrass: I'm glad it's been of some use and to be counted among the roster of utility modders. Don't forget the FOSE team as without their continued support for 1.0.0.15, Fake patch would have died off long ago. I'm still really hoping Beth coughs up a 1.6 patch soon which puts an end to this. Although 1.5.0.22 does fix the VATS perks, still no grenade/missile targetting and it slows to a crawl after 2-10 minutes of playing every time while 1.0.0.15 cuts through it all like a hot knife through butter, thus the retro-patch is still my preferred way to play. Thanks for testing for Elminster, as without his expertise and wonderful and ever more useful FO3Edit, none of this would even be possible.
+100500 in all!
Huh?
User avatar
Nadia Nad
 
Posts: 3391
Joined: Thu Aug 31, 2006 3:17 pm

Post » Fri Oct 16, 2009 2:30 am

Thanks for those extra notes regarding the VATS accuracy fix and the UF3P bsa file.

Maybe it's just me, but it seems like the UF3P could REALLY use some actual included documentation or instructions or something... it doesn't even come with anything on load order.. ugh.
User avatar
TWITTER.COM
 
Posts: 3355
Joined: Tue Nov 27, 2007 3:15 pm

Post » Fri Oct 16, 2009 8:32 am

Huh?

I mean- I totally agree with previous autor :)
User avatar
Elizabeth Falvey
 
Posts: 3347
Joined: Fri Oct 26, 2007 1:37 am

Post » Fri Oct 16, 2009 8:54 am

.....maybe its the couple beers that has addled my brain, or my surprise at seeing 'Fake Patch 1.5.0.22' standing announced proudly at the nexus site, but I just wanna make sure...if I load BS and fake patch 1.5......is it safe to have world altering mods, such as Canterbury Commons Embiggened, Beefed up Citadel, and Megaton outskirts?

Load order is as follows (minus BS and Fakepatch 1.5 until I can get confirmation of the effects of altered world exteriors)
Fallout3.esmFakePatch_v1.4.0.6.ESMThePitt.esmAnchorage.esmCALIBR.esmFOOK.esmMart's Mutant Mod.esmUnofficial Fallout 3 Patch.espUnofficial Fallout 3 Patch - The Pitt.espUnofficial Fallout 3 Patch - Operation Anchorage.espSPARTANVI_PrettyGirls v2.1.espsunglassescollection.espBlackWolf Backpack.espBlackWolf Backpack - Vendor Script Replenish.espTactical Vest CIRAS.espTactical Vest CIRAS - Vendor Restock Script.espH&K_M8_redlineC64.espColtM4Carbines.espSkrees_BF2142.espHZ_M249.espHZ_M14.espHZ_USP.esp3EFhelmlessstealthsuit.esp3EFdrgplate.espEnclavePACollars.espEnclavePACollarsforEnclavePAImproved.espbittercup_comp.espDeputy Weld and Steel - Badges and Hats.espMTC Wasteland Travellers.espranger den.espBS_1.3EN.espThe Yard V1.3.espRowens Personal Vault.espThe Car Fort With Quests.espMegaton Outskirts.espArefu_Expanded.espBeefedUpCitadel.espCanterburyCommonsEmbiggened.espCRI-Squad-new.espCivilDefenseBroadcastSystem.espGalaxyNewsRadio100[M].espRemove That Glove.espPip-Boy Remover.espFollowersRelax.espPCIdles.espBurnification.espFleshBurningPlasma.espRealPhysicsWithCarExplosions.espAuto Aim Fix v1.1.espFOOK.espFOOK - The Pitt.espFOOK - Additional Power Armor Training.espFOOK - Free Play After MQ.espFOOK - No Requirements for Miniguns, Gatlings, 20mm Flak.espXFO_Sneak_Rebalance_mild.espXFO_barter_fix_mild.espXFO_Timescale_slow.espXFO_VATSdmg_50.espXFO_Karma_changes.espXFO_Radiation_changes.espXFO_Cripple_fixes.espXFO_Gore_fixes.espXFO_Stat_changes.espXFO_Pacing_mild.espXFO_misc_tweaks.espXFO_food_water_changes.espXFO_Degradation_fixes.espXFO_Weapon_Jamming.espUPP - Pack 1.espUPP - Original Perks.espUPP - Beverage Perks.espUPP  - Quest Perks.espUPP - Pack 2.espMart's Mutant Mod.espMart's Mutant Mod - Increased Spawns.espMart's Mutant Mod - Feral Ghoul Rampage.espMart's Mutant Mod - Natural Selection.espMart's Mutant Mod - Hunting & Looting.espMart's Mutant Mod - Tougher Traders.espMart's Mutant Mod - Zones Respawn.espMart's Mutant Mod - XFO + FOOK.esp


((ps: couldn't figure out how to get the show/hide bbcode to work. Edit: Got it to work, kind of.))
User avatar
Soraya Davy
 
Posts: 3377
Joined: Sat Aug 05, 2006 10:53 pm

PreviousNext

Return to Fallout 3