[RELz] Fake Patch (Thread IV)

Post » Fri Oct 16, 2009 2:43 am

I want to thank all of you guys for your amazing work here. But I'm still concerned about the weapons bug. I switched to 1.5+FO3MasterUpdater, everything worked fine, I even had almost no VATS lag, but the way some NPCs "equip" their weapons makes me cry and laugh. So I switched back to FAKE patch and 1.0.0.15...Maybe there is a way to fix this?
User avatar
Spaceman
 
Posts: 3429
Joined: Wed May 23, 2007 10:09 am

Post » Fri Oct 16, 2009 8:22 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.

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.

It's weird... The piece actually is there. It's as if the game engine is confusing whether or not the piece is disabled or not. If I select the piece through the PickReferenceID console command (or "PRID", its refID is xx008c62), then enter the command "GetDisabled", it returns 0. If I use "Disable" and then subsequently use "Enable", it appears properly. The fix doesn't persist in the savegame, however...
User avatar
Stephy Beck
 
Posts: 3492
Joined: Mon Apr 16, 2007 12:33 pm

Post » Fri Oct 16, 2009 2:06 am

It's weird... The piece actually is there. It's as if the game engine is confusing whether or not the piece is disabled or not. If I select the piece through the PickReferenceID console command (or "PRID", its refID is xx008c62), then enter the command "GetDisabled", it returns 0. If I use "Disable" and then subsequently use "Enable", it appears properly. The fix doesn't persist in the savegame, however...

The problem is related to the engine optimizations enabled by room markers.

If the player is inside a room marker, then only objects that are contained in the same room marker will be drawn. (ok, That's a bit oversimplified, there are also portals that can enable other rooms to be drawn, but the general principle should be clear).

I would guess that the object in question is so big that part of it is not contained in the room marker, so the engine thinks it's not part of the room and doesn't draw it.
User avatar
abi
 
Posts: 3405
Joined: Sat Nov 11, 2006 7:17 am

Post » Fri Oct 16, 2009 2:11 am

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. ^__^

Yes, it will be interesting.
User avatar
Jynx Anthropic
 
Posts: 3352
Joined: Fri Sep 08, 2006 9:36 pm

Post » Fri Oct 16, 2009 1:52 am

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. ^__^


Sure, just tell me what you need.
User avatar
Paula Ramos
 
Posts: 3384
Joined: Sun Jul 16, 2006 5:43 am

Post » Fri Oct 16, 2009 2:40 am

NGK. Stupid Old Olney! Ever since I went there, the 1.5 saving crashes have been back.

Except I'm using the fake patch.

*tears out hair*
User avatar
Shannon Marie Jones
 
Posts: 3391
Joined: Sun Nov 12, 2006 3:19 pm

Post » Thu Oct 15, 2009 9:51 pm

I think I may have a potential solution to the "Tesla Cannon Not Popping Vertibirds Like Flying Zits Like It Should" problem...

It'll involve adding or editing object scripts on all the vertibird objects (not the triggers or any ancillary stuff, the actual object we see land) with something along the following script block:

begin onhitwith DLC03WeapTeslaCannondo 1000end


"do" is not actually the word, but a code shorthand for "http://geck.gamesas.com/index.php/DamageObject", something that deals damage to destructible objects (to which Vertibird meshes are). There are much less than I thought there were, actually, so it may not be as difficult as I thought.

I'll have a test run done by tomorrow afternoon hopefully, after work.
User avatar
Hella Beast
 
Posts: 3434
Joined: Mon Jul 16, 2007 2:50 am

Post » Fri Oct 16, 2009 5:38 am

Awesome MadCat! :) The list of 1.0.0.15 - Broken Steel problems is getting systematically lined up and shot down.

  • RemapWaterType
  • Missing ref's in Old Olney Powerworks
  • Vertibird one hit Tesla Canon
  • Level 20-30 Karma Titles?
  • Lyons following
  • ?
If your solution works for the Tesla Canon, we'll be that much closer to a final 'fake' supplement for Broken Steel. Here's hoping 1.6 or whatever for Point Lookout sets things straight.
User avatar
john page
 
Posts: 3401
Joined: Thu May 31, 2007 10:52 pm

Post » Fri Oct 16, 2009 2:34 am

What about the "Paralyzed in the Citadell" and "Unresponsive Scribe Rothchild" glitches? Were these found to be the result of mod conflicts, or something only v1.5 is able to fix so far?
User avatar
Saul C
 
Posts: 3405
Joined: Wed Oct 17, 2007 12:41 pm

Post » Fri Oct 16, 2009 6:53 am

Could somebody upload VATSFixOff.esp from page 8 again, because it has been removed from that site?
User avatar
Brandon Wilson
 
Posts: 3487
Joined: Sat Oct 13, 2007 1:31 am

Post » Fri Oct 16, 2009 11:50 am

Could somebody upload VATSFixOff.esp from page 8 again, because it has been removed from that site?


Sure, here you go.

http://www.mediafire.com/?sharekey=e374f3ec4783fe57111096d429abd360e04e75f6e8ebb871
User avatar
gemma king
 
Posts: 3523
Joined: Fri Feb 09, 2007 12:11 pm

Post » Fri Oct 16, 2009 2:17 am

*Went through mod by mod and solved the problem, forget which mod it was though
User avatar
Scott
 
Posts: 3385
Joined: Fri Nov 30, 2007 2:59 am

Post » Fri Oct 16, 2009 4:49 am

There's a bug in some of the AI packages belonging to Rachael, Mary, & Shawna (Republic of Dave). Both Rachael and Mary seem to track down the player wherever you are (taking a roundabout way of getting there), possibly when it's their turn to guard the gate. Last game Rachael & Mary caught up to me at Adams AFB, today Mary found me near Rockbreaker's Last Gas, Rachael is wandering between SpringVale and Me. I still have no idea where Shawna goes, she does however leaves the Rep of Dave. Uninstall fake patch and they go home and stay there (I can track all 4 kids around the wasteland by a custom quest). I'm also not the only one to see this. http://www.gamesas.com/bgsforums/index.php?showtopic=993734&hl=
User avatar
Natasha Biss
 
Posts: 3491
Joined: Mon Jul 10, 2006 8:47 am

Post » Fri Oct 16, 2009 4:20 am

Yup, one of the kids accosted me in Megaton and in Junkyard in the dead of night.
User avatar
Laurenn Doylee
 
Posts: 3427
Joined: Sun Dec 03, 2006 11:48 am

Post » Fri Oct 16, 2009 10:42 am

There's a bug in some of the AI packages belonging to Rachael, Mary, & Shawna (Republic of Dave). Both Rachael and Mary seem to track down the player wherever you are (taking a roundabout way of getting there), possibly when it's their turn to guard the gate. Last game Rachael & Mary caught up to me at Adams AFB, today Mary found me near Rockbreaker's Last Gas, Rachael is wandering between SpringVale and Me. I still have no idea where Shawna goes, she does however leaves the Rep of Dave. Uninstall fake patch and they go home and stay there (I can track all 4 kids around the wasteland by a custom quest). I'm also not the only one to see this. http://www.gamesas.com/bgsforums/index.php?showtopic=993734&hl=
Ah... I see what happened. The "changes" to the AI packages weren't from 1.5.0.22 but were added by the GECK as I'd evidently opened and saved Fake Patch in it. >_< I've just uploaded a corrected version (1.5.0.22c) minus the AI package group, so sorry for the mishap. One can just delete the Package group in FO3Edit if they'd rather to achieve the same effect.
User avatar
louise fortin
 
Posts: 3327
Joined: Wed Apr 04, 2007 4:51 am

Post » Fri Oct 16, 2009 8:51 am

Ah... I see what happened. The "changes" to the AI packages weren't from 1.5.0.22 but were added by the GECK as I'd evidently opened and saved Fake Patch in it. >_< I've just uploaded a corrected version (1.5.0.22c) minus the AI package group, so sorry for the mishap. One can just delete the Package group in FO3Edit if they'd rather to achieve the same effect.

Thanks for fixing this JustinOther.

I've been busy with RL stuff the past few days, so I haven't been playing much. But I've installed your update and appreciate your effort getting this fixed. :foodndrink:
User avatar
Veronica Martinez
 
Posts: 3498
Joined: Tue Jun 20, 2006 9:43 am

Post » Fri Oct 16, 2009 8:39 am

I made my own thread about this, but seeing as this happened after updating Fake Patch I'm posting it here as well...

Well, whenever I enter Tenpenny Tower or try to I CTD as soon as the loading screen is done.

Here is my load order...

Fallout3.esmFakePatch_v1.5.0.22c.ESMAnchorage.esmThePitt.esmBrokenSteel.esmCRAFT.esmCALIBR.esmFOOK.esmFWE_FO3_Wanderers_Edition.esmMart's Mutant Mod.esmVATSFixOff.espUnofficial Fallout 3 Patch.espUnofficial Fallout 3 Patch - Operation Anchorage.espUnofficial Fallout 3 Patch - The Pitt.espAchievement Remover [All].espCASM.espCRAFT - Activation Perk.espCALIBR Ammo Schematics - CRAFT.espno blur on hit.espNo Blur Effect.espFellout-Full.espCentered 3P Cam.espTL_Color.espNPC Height Randomizer Less Variance.espLadyDeadlock_BeerAddsCap.espImproved Turret Reprogramming.espKTs_SpeedSquad.espWastelandMastery.espRealPhysicsNoCarExplosions.espSuite-Suite.espTenpenny Suite.espGhouls Cohabitate.espEcho_UseBothGloves.espEcho_BatteryCharger.espchoose_XP_FOSE.espDarNifiedUIF3.espDUIF3Extras.espFOOK.espFOOK - Anchorage.espFOOK - The Pitt.espFOOK - Owned!.espFOOK - Tougher Enemies.espFOOK - No Requirements for Miniguns, Gatlings, 20mm Flak.espFOOK - Additional Power Armor Training.espFWE_01_COMBAT.espFWE_02_COMBAT_II.espFWE_03_CHARACTER.espFWE_04_CHARACTER_II.espFWE_05_ITEMLOOT.espFWE_05_ITEMLOOT_II.espFWE_05_ITEMLOOT_III.espFWE_06_SPAWNS.espFWE_07_IMMERSION.espFWE_08_FEATURES.espFWE_09_OPT_VATS_Fast_50.espFWE_09_OPT_Bypass Module.espFWE Compatibility - FOOK.espMichaelMasterFix.espHouseholdWaterPurifier.espWSG Improved.espBottleRefill.espAnother Pip-Boy Light.espExplosive Entry.espPhalanx-Obedient-Dogmeat.espMighty Mouse Alternative 4.espTUPAM+FOOK.espTUPAM+FOOK - Anchorage Addon.espTUPAM+FOOK - The Pitt Addon.espWeaponModKits.espMart's Mutant Mod.espMart's Mutant Mod - Natural Selection.espMart's Mutant Mod - Hunting & Looting.espMart's Mutant Mod - No Geckos.espMart's Mutant Mod - Increased Spawns.espMart's Mutant Mod - FOOK + FWE.espMMM- Mutants and monster perk addon for RC1.11.espMart's Mutant Mod - Tougher Enemies.espUWWUT.espUWWUT - UF3P Addon.espUWWUT - WMK Addon.esp

User avatar
elliot mudd
 
Posts: 3426
Joined: Wed May 09, 2007 8:56 am

Post » Fri Oct 16, 2009 11:41 am

I made my own thread about this, but seeing as this happened after updating Fake Patch I'm posting it here as well...

Well, whenever I enter Tenpenny Tower or try to I CTD as soon as the loading screen is done.

Fake Patch doesn't touch Tenpenny01 "Tenpenny Tower Lobby" [CELL:00017F34] but something else might be doing so. Check out that cell in FO3Edit as maybe something in there has been "deleted"? I just double checked and it doesn't look like Fake Patch touches anything that would cause that. :shrug: Deactivate it and see?
Thanks for fixing this JustinOther.

I've been busy with RL stuff the past few days, so I haven't been playing much. But I've installed your update and appreciate your effort getting this fixed. :foodndrink:
No prob and I'm glad it was brought up so I could fix it on the ASAP. :)
User avatar
john page
 
Posts: 3401
Joined: Thu May 31, 2007 10:52 pm

Post » Fri Oct 16, 2009 11:09 am

Fake Patch doesn't touch Tenpenny01 "Tenpenny Tower Lobby" [CELL:00017F34] but something else might be doing so. Check out that cell in FO3Edit as maybe something in there has been "deleted"? I just double checked and it doesn't look like Fake Patch touches anything that would cause that. :shrug: Deactivate it and see?No prob and I'm glad it was brought up so I could fix it on the ASAP. :)


I did a filter and searched for Editor ID only for CELL:00017F34 and nothing popped up.

EDIT: Searching for Tenpenny and then manually finding the cell in the Fallout3.esm I found the following edited the lobby, UF3P, FOOK - Owned!, Weapon Mod Kits. However these have not been updated and this only happened after install Fakepatch. Perhaps there is some weird conflict?
User avatar
Sweets Sweets
 
Posts: 3339
Joined: Tue Jun 13, 2006 3:26 am

Post » Fri Oct 16, 2009 8:39 am

Hello,

I have a question, is it possible to download fake patch 1.4 somewhere? I had some problems, half of my files are gone including my mods (I have most of them redownloaded but not 1.4 fake patch).

Now there is that I was always using the slower leveling mods and they were working fine. But with the fake patch 1.5 it sometimes work, sometimes doesn't. I mean, in 90% cases I don't get experience points for kills in real time. I get them in VATS but not in real time.

edit: I don't know if I am right. Fake patch 1.5 is basically a full 1.5 patch, so some of the mods won't work well with it, right?
User avatar
Laura Samson
 
Posts: 3337
Joined: Wed Aug 29, 2007 6:36 pm

Post » Thu Oct 15, 2009 9:23 pm

Is there a stealth field fix? Whenever I'm wearing the Chinese Stealth suit and I load my game, I'm in stealth mode, but I'm still standing. This was fixed in later official patches.
User avatar
Cayal
 
Posts: 3398
Joined: Tue Jan 30, 2007 6:24 pm

Post » Fri Oct 16, 2009 12:16 pm

edit: I don't know if I am right. Fake patch 1.5 is basically a full 1.5 patch, so some of the mods won't work well with it, right?


Incorrect. Fake Patch is only the updates to fallout3.esm. The 1.5 vs mods problem is in the exe.

Is there a stealth field fix? Whenever I'm wearing the Chinese Stealth suit and I load my game, I'm in stealth mode, but I'm still standing. This was fixed in later official patches.


I'm confused, I always thought that's what it does, what's it supposed to do?
User avatar
N3T4
 
Posts: 3428
Joined: Wed Aug 08, 2007 8:36 pm

Post » Fri Oct 16, 2009 1:10 pm

Incorrect. Fake Patch is only the updates to fallout3.esm. The 1.5 vs mods problem is in the exe.


Oh, awesome news! Very good to know, thank you. :)

So it seems that my problem lies elsewhere. I honestly don't know what to do, never had any problems with this mod.

When I disable it, I get the exp for kills in real-time without any problems. Whit it enabled I get the exp only from kills done in Vats-mode, and 1 in 10 in real time.

I tried changing load order and nothing helped, I have tried waiting for 4 days in place where there was no NPC (I'm using the MMM) and still nothing.

I hope someone might help me, in any case here is my load order:

Fallout3.esmFakePatch_v1.5.0.22.ESMAnchorage.esmThePitt.esmCALIBR.esmFOOK.esmMart's Mutant Mod.esmUnofficial Fallout 3 Patch.espUnofficial Fallout 3 Patch - Operation Anchorage.espUnofficial Fallout 3 Patch - The Pitt.espSlower Levelling - very slow.espDarNifiedUIF3.espDUIF3Extras.espAmplifiedCrippledEffectsV1-3.espGalaxyNewsRadio100[M].espRealFragGrenade.espAuto Aim Fix v1.1.espVATSFixOff.espUPP - Original Perks.espUPP - Pack 1.espFellout-SOTD.espFellout-Anchorage.espEnhanced Weather - Rain.espdD-Less Blood Time.espFOOK.espFOOK - Anchorage.espFOOK - The Pitt.espMyFOOK - NV Toggle - FOOK+OA.espFOOK - Anchorage hotfix.espFOOK - Tougher Enemies.espFOOK - Strength Requirements for Miniguns, Gatlings, 20mm Flak.espFOOK - Additional Power Armor Training.espFOOK - Reduced Armor Boni.espFOOK - Free Play After MQ.espFOOK - Owned!.espMart's Mutant Mod.espMart's Mutant Mod - Increased Spawns.espMart's Mutant Mod - Hunting & Looting.espMart's Mutant Mod - Tougher Traders.espMart's Mutant Mod - Zones Respawn.espMart's Mutant Mod - Natural Selection.espMart's Mutant Mod - FOOK.espTotal active plugins: 42Total plugins: 42


If anyone knows that something might be wrong, please do tell. I'll try to search for some sort of fix.

EDIT: So, I have deleted the old mod (but my experiance gained was the same even though it shouldn't be like that) and I have installed choose_XP (http://www.fallout3nexus.com/downloads/file.php?id=2812) - so far I have been getting exp with no problems.

Default values, low, high etc. all give me experiance points. Maybe the slower leveling mod was incompatible with the fake 1.5 patch, maybe with some other mod, maybe something just got corrupted. I don't know. After all it hasn't been updated in quite a while.

Cheers.
User avatar
sam smith
 
Posts: 3386
Joined: Sun Aug 05, 2007 3:55 am

Post » Fri Oct 16, 2009 1:42 am

Is there a reason people are still using this instead of FO3Edit?
User avatar
Kevin S
 
Posts: 3457
Joined: Sat Aug 11, 2007 12:50 pm

Post » Fri Oct 16, 2009 4:21 am

Is there a reason people are still using this instead of FO3Edit?


Yes, we don't like the way 1.1/1.4/1.5 broke VATS (time delay, can't hit grenades, can't target missiles, wonky hit percentages, etc)
User avatar
Craig Martin
 
Posts: 3395
Joined: Wed Jun 06, 2007 4:25 pm

PreviousNext

Return to Fallout 3