[RELz] Fake Patch (Thread IV)

Post » Fri Oct 16, 2009 5:14 am

((ps: couldn't figure out how to get the show/hide bbcode to work.))

Last icon in the left group in the second line above the input window :biglaugh:
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Roberto Gaeta
 
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Post » Fri Oct 16, 2009 7:22 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".


Awesome, thanks!

Sadly, it looks like work is going to demand 100% of my cortex cycles this week, but I'll give it a try this weekend ...
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Noraima Vega
 
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Post » Fri Oct 16, 2009 12:15 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.





I dont even know how to say this strongly enough... THANK YOU F3 COMMUNITY! I would have given up on this game months ago if not for the vast unpaid R&D dept. I am new to the Beth forums but i have been following the fake patch business since 1.5 came out. I had been playing 1.4 with a few mods (MMM, More GNR songs, Ultimate perk pack, 100 lvl cap) but no UF3P. I have a crappy video card (nvidia 7300gt) so i thought that the VATS lag was because of my video card. Then when broken steel came out, i was like heck yea! update, extract the BSAs, tick the box in FOMM and enjoy my already lvl22 a little more.... but wait. 1.5 is well and truely broken. Thus i start looking around forums and not only find that 1.5 isn't required for BS, but that i had been playing a BROKEN GAME for months. I go through the whole process of a fresh install, fake patch, UF3P, DLCs, mods.... hold my breath the first time i start up fose and... WOW! VATS IS FAST! heck, the WHOLE GAME played better for me. gained about 5fps overall but i stopped getting as much lag during heavy encounters (swarms of night ghouls). I swear it is like a whole different game.

I started playing fallout games way back. I played fallout and Fallout2 (even wasteland, the dos game that started it all). when you first install fallout2 (the best one, imo) you need to get the patch right away becuase saves don't work between patches... So that was what i did when i got F3... ugh what a mess. the only reason i can think that beth would screw with the PC users so much it to drive sales to the xbox.

heres a thought; if you (as a customer) got real support for mods, the GECK, and WORKING PATCHES, would you be willing to pay more for fallout3? Professional software packages cost hundreds of dolors (photoshop, ms office, etc) so i was thinking that charging a professional price might get a professional game? $200 too much? maybe beth could afford a QA dept then.

again, thank you everyone who has made F3 the game it should be. If there is anything i can help anyone with. I am very computer savvy and would like to give back to the community. PM or email me.
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Rodney C
 
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Post » Fri Oct 16, 2009 10:24 am

this is [censored] [censored] that i have to got through all this [censored] [censored] trouble to make my mods work, [censored] [censored] [censored] IT ALL
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jessica breen
 
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Post » Fri Oct 16, 2009 6:03 am

Question... In extracting the Broken Steel stuff from the GFWL stash, I see several new Bink movies. Do they just go in the root Data folder, or should they be put in with the other Binks in their own subfolder?
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Melanie
 
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Post » Thu Oct 15, 2009 9:08 pm

Question... In extracting the Broken Steel stuff from the GFWL stash, I see several new Bink movies. Do they just go in the root Data folder, or should they be put in with the other Binks in their own subfolder?


They go in the video folder.
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Krystina Proietti
 
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Post » Fri Oct 16, 2009 1:51 am

Question... In extracting the Broken Steel stuff from the GFWL stash, I see several new Bink movies. Do they just go in the root Data folder, or should they be put in with the other Binks in their own subfolder?
I put 'em in the video folder, but I can't confirm they'll work there as I've not actually played through BS just yet.
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Claire Lynham
 
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Post » Thu Oct 15, 2009 8:46 pm

Yes, they do go into the Fallout 3\Data\Video folder. Confirm overwrite when asked.
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Paula Rose
 
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Post » Fri Oct 16, 2009 12:07 am

I'm not sure if you're aware of this, but using Fake Patch 1.5 with the 1.0.0.15 Fallout3.esm keeps Operation: Anchorage and The Pitt from initiating upon exiting Vault 101 at the beginning.

I tried everything i could think of, even resting and waiting for a week, but they STILL didn't initiate. The DATA is in the game (the radio tower you go to and see the dude fighting pitt raiders is there) but the radio transmissions never start.

I installed patch 1.5 and disabled Fake Patch 1.5 and viola! problem fixed.

I think using Fake Patch 1.5 is probably intended for a game already in progress, not for a new game.
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Ronald
 
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Post » Fri Oct 16, 2009 5:08 am

Could it be something else?

I'm using the latest fake-patch with 1.0015 and they activated fine after exiting.

Do you have your sArchive set up properly within the character limit?
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louise tagg
 
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Post » Thu Oct 15, 2009 8:41 pm

Yeah, I tried that method, too.

The only thing that made the OA and TP radio transmissions show up is to use the 1.5 patch.

I tried everything. Adding them to the sarchivelist, extracting the bsa's into the data folder, disabling all mods except for Fallout3.esm and the 3 DLC....

NOTHING worked except for to install 1.5
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Agnieszka Bak
 
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Post » Fri Oct 16, 2009 1:22 am

I'm not sure if you're aware of this, but using Fake Patch 1.5 with the 1.0.0.15 Fallout3.esm keeps Operation: Anchorage and The Pitt from initiating upon exiting Vault 101 at the beginning.

I tried everything i could think of, even resting and waiting for a week, but they STILL didn't initiate. The DATA is in the game (the radio tower you go to and see the dude fighting pitt raiders is there) but the radio transmissions never start.

I installed patch 1.5 and disabled Fake Patch 1.5 and viola! problem fixed.

I think using Fake Patch 1.5 is probably intended for a game already in progress, not for a new game.


Did you wait at the vault entrance or did you move away into Springvale? If you are at the cave entrance, try moving into Springvale or Megaton or anywhere else.
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Ells
 
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Post » Fri Oct 16, 2009 4:04 am

I wandered all the way over to the radio tower where the pitt transmission comes from....

Trust me, I did EVERYTHING to try to get it to start with the Fake Patch on....
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Sheila Esmailka
 
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Post » Thu Oct 15, 2009 10:00 pm

I wandered all the way over to the radio tower where the pitt transmission comes from....

Trust me, I did EVERYTHING to try to get it to start with the Fake Patch on....


Did you try running FOSE?
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Kelly James
 
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Post » Fri Oct 16, 2009 1:25 am

Did you try running FOSE?

Good tip, Alendrin. Now that you mention it, I recall that the Operation Anchorage and The Pitt radio signals initially didn't trigger for me either. Then I re-read JustinOther's Fake Patch OP in which he mentions that running FOSE solved this issue for some players. Sure enough, after installing the Script Extender, both signals popped up within a few secs of loading the game (v1.0.0.15 + UF3P + Fake Patch + FOMM + FOSE).
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Gill Mackin
 
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Post » Fri Oct 16, 2009 7:33 am

FOSE always crashes if i try to use it with fake patch. even though it SAYS to use beta 6 of FOSE, it still doesn't work.

No matter, though...I'm not using any mods that put non-persistant objects or npc's into the game, so it's all good.

Besides, once that program that converts all plugins to esm comes out, it won't even matter anymore.
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carla
 
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Post » Fri Oct 16, 2009 1:15 am

FOSE always crashes if i try to use it with fake patch. even though it SAYS to use beta 6 of FOSE, it still doesn't work.

No matter, though...I'm not using any mods that put non-persistant objects or npc's into the game, so it's all good.

Besides, once that program that converts all plugins to esm comes out, it won't even matter anymore.


It is out... It's called FO3Edit.
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Dawn Porter
 
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Post » Fri Oct 16, 2009 9:08 am

It is out... It's called FO3Edit.


hmmmmm.....

I was under the impression it would be called FO3MasterUpdate....Must've been an old thread, huh? http://www.gamesas.com/bgsforums/index.php?showtopic=990884&view=findpost&p=14328090
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Petr Jordy Zugar
 
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Post » Thu Oct 15, 2009 11:23 pm

FO3Edit is FO3MasterUpdate. Just rename it to FO3MasterUpdate and run it...
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elliot mudd
 
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Post » Thu Oct 15, 2009 10:37 pm

FO3Edit is FO3MasterUpdate. Just rename it to FO3MasterUpdate and run it...



Hence my edit a mere two minutes after my post....lol
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Loane
 
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Post » Fri Oct 16, 2009 8:21 am

Was there ever a fix for the problem of Broken Steel tileset pieces disappearing? I got to Olney Powerworks, and the tesla chamber is missing.
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Juan Suarez
 
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Post » Fri Oct 16, 2009 5:09 am

Was there ever a fix for the problem of Broken Steel tileset pieces disappearing? I got to Olney Powerworks, and the tesla chamber is missing.

Yes i think so http://www.gamesas.com/bgsforums/index.php?s=&showtopic=988596&view=findpost&p=14332497
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teeny
 
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Post » Fri Oct 16, 2009 7:16 am

Yes i think so http://www.gamesas.com/bgsforums/index.php?s=&showtopic=988596&view=findpost&p=14332497
Try extracting the BS archived to your Data folder? http://i196.photobucket.com/albums/aa150/JustinCoherent/Fallout%203/ScreenShot114.jpg That room renders fine for me but for one thing, ][REFR:0100B391] (places FacRmCorInExSmL01 [STAT:00018E9A] in GRUP Cell Persistent Children of DLC03Powerworks01 "Olney Powerworks" [CELL:010035A1]). If that ref's covered with the above plugin, that cell should be fully operational.

Edit: Just checked with the Olney Powerworks plugin and evry single piece was rendering. The only change to that cell was the repositioning of the room markers. o_0 If there are any other cases of missing refs, perhaps a similar fix will take care of it.
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Rich O'Brien
 
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Post » Fri Oct 16, 2009 7:55 am

Try extracting the BS archived to your Data folder? http://i196.photobucket.com/albums/aa150/JustinCoherent/Fallout%203/ScreenShot114.jpg That room renders fine for me but for one thing, ][REFR:0100B391] (places FacRmCorInExSmL01 [STAT:00018E9A] in GRUP Cell Persistent Children of DLC03Powerworks01 "Olney Powerworks" [CELL:010035A1]). If that ref's covered with the above plugin, that cell should be fully operational.


Actually, it's a problem with a roommarker being too small or something to that effect (that one stat mesh is bloody huge). The "fix" I made simply relocates the roommarkers down 8000 units and out of the way. I'll go back into it later to see which roommarker it is and see if I can expand it to proper proportions (next time I'm in the powerworks).
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Katie Samuel
 
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Post » Fri Oct 16, 2009 8:39 am

Actually, it's a problem with a roommarker being too small or something to that effect (that one stat mesh is bloody huge). The "fix" I made simply relocates the roommarkers down 8000 units and out of the way. I'll go back into it later to see which roommarker it is and see if I can expand it to proper proportions (next time I'm in the powerworks).
I'm looking at it right now in FO3Edit and the only thing changed is their Z coordinates. Nicely done! :) If/when all the 1.0.0.15-1.5.0.22 discrepancies are covered, are you interested in a cummulative Broken Steel supplemental plugin set? There could be two plugins with the same records save the remapping of the water, to be swapped out at the appropriate time and limit the number of plugins needed to 'Fake' Broken Steel.

This will all be worth it just to target those new ghoul grenades in VATS. ^__^
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OJY
 
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