[RELz] Fake Patch (Thread IV)

Post » Thu Oct 15, 2009 10:48 pm

You've NOT solved your problem only moved it to another bsa.
Basically you've exceeded the 255 character per line count limit for .ini entries.
RE-read the OP specifically the 'IMPORTANT - Manually adding archives to your Fallout3.ini' bit in the DLC compatibility section for info on shortening the bsa names.
Plus do yourself a favor and get the Little Boy handy utility linked to in that section.


Nope. That wasn't the case. It was like that:

SArchiveList=AII.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, Unofficial Fallout 3 Patch.bsa, BrokenSteel - Main.bsa, BrokenSteel - Sounds.bsa

And changed it to that to fix the problem with missing firing sound:

SArchiveList=AII.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, BrokenSteel - Main.bsa, BrokenSteel - Sounds.bsa, Unofficial Fallout 3 Patch.bsa,
User avatar
Julie Serebrekoff
 
Posts: 3359
Joined: Sun Dec 24, 2006 4:41 am

Post » Thu Oct 15, 2009 11:52 pm

SArchiveList=AII.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, BrokenSteel - Main.bsa, BrokenSteel - Sounds.bsa, Unofficial Fallout 3 Patch.bsa,

Your new line still exceeds the 255 char limit and you will now find that the Unofficial Fallout 3 Patch.bsa doesn't load, basically you need to shorten some more (Unofficial Fallout 3 Patch.bsa not loading shouldn't cause any problems as it doesn't add anything new...you just won't get the fixes included in it)
suggest you look at the link regarding condensing bsa names in the same section i mentioned before
User avatar
Sammygirl
 
Posts: 3378
Joined: Fri Jun 16, 2006 6:15 pm

Post » Thu Oct 15, 2009 11:29 pm

Absolutely. I visited the coil room and there was a floor with 1.0.0.15. Read the OP about the bsa's...


hmm just seems wierd that everything else would work. guess i'll go check my bsa list.

alright well no spaces is 236 and with spaces is 247. guess i'll go give this a shot.

lol yup. that was it. full sounds now. almost makes me want to go replay, but i guess i'll leave that for the next playthrough lol.
User avatar
JaNnatul Naimah
 
Posts: 3455
Joined: Fri Jun 23, 2006 8:33 am

Post » Thu Oct 15, 2009 11:11 pm

Ah.. bugger, I suspected it! :lol: Well got the little boy and turned ArchiveInvalidationInvalidated!.bsa and Unofficial Fallout 3 Patch.bsa on... so will that thing do the trick? Just turn the .bsa's on and launch the game with FOSE from FOMM? Eh?
User avatar
Raymond J. Ramirez
 
Posts: 3390
Joined: Sun Oct 14, 2007 8:28 am

Post » Fri Oct 16, 2009 8:54 am

Ah.. bugger, I suspected it! :lol: Well got the little boy and turned ArchiveInvalidationInvalidated!.bsa and Unofficial Fallout 3 Patch.bsa on... so will that thing do the trick? Just turn the .bsa's on and launch the game with FOSE from FOMM? Eh?

You will still need to make sure that the SArchiveList entry is below the char limit, which may involve renaming some of your bsa files.
(oh...and make sure that the bsa order in littleboy starts with the AII.bsa aka. ArchiveInvalidationInvalidated!.bsa and that you don't have both AII.bsa and ArchiveInvalidationInvalidated!.bsa).
User avatar
Causon-Chambers
 
Posts: 3503
Joined: Sun Oct 15, 2006 11:47 pm

Post » Thu Oct 15, 2009 8:48 pm

Hey guys, this is a bit confusing for me.

I'm just looking to patch FO3 (it's vanilla right now, I haven't patched it at all) so I can use mods, and eventually play the DLC's when I get there. Any suggestions for the simplest way to do this so I won't run into any problems?
User avatar
michael danso
 
Posts: 3492
Joined: Wed Jun 13, 2007 9:21 am

Post » Fri Oct 16, 2009 6:10 am

Ok done.. shortened the names and it seems to be just fine now no "!" marks or anything like that. Thank you guys. :bowdown:
User avatar
Alexander Horton
 
Posts: 3318
Joined: Thu Oct 11, 2007 9:19 pm

Post » Fri Oct 16, 2009 5:14 am

Hey guys, this is a bit confusing for me.

I'm just looking to patch FO3 (it's vanilla right now, I haven't patched it at all) so I can use mods, and eventually play the DLC's when I get there. Any suggestions for the simplest way to do this so I won't run into any problems?


Just follow the instructions on the first page and post of this thread. by the way I recommend using FOMM and FOSE for mods.

Speaking of fose... what happens if I use a newer version of the fose and have that fose_1_0.dll in my fallout 3 folder?
User avatar
Liii BLATES
 
Posts: 3423
Joined: Tue Aug 22, 2006 10:41 am

Post » Fri Oct 16, 2009 3:51 am

What do we do if our Steam version is patched to 1.5? Do I use the Steam .exe and the .esm and water .esp? Or do I need to reinstall?
User avatar
Chelsea Head
 
Posts: 3433
Joined: Thu Mar 08, 2007 6:38 am

Post » Fri Oct 16, 2009 3:37 am

What do we do if our Steam version is patched to 1.5? Do I use the Steam .exe and the .esm and water .esp? Or do I need to reinstall?

Well, you are lucky then :)
For me Steam refuse to patch my game to 1.5 (very smart from they side)
Yes, you can do as you say- without reinstall the whole game.
User avatar
Kitana Lucas
 
Posts: 3421
Joined: Sat Aug 12, 2006 1:24 pm

Post » Thu Oct 15, 2009 9:46 pm

Mother F... fudge...

1.5 worked. the interior is now showing correctly...

Why it vanishes without 1.5, I have no clue...

Well, I guess I'll just go through my mods, and disable any that have an issue with 1.5

I want to play BS more than anything... i'll just tough it... and hope we either come up with a fix, or we get a new patch.


Is Anyone Successfully using ANY of the Major Mods - like UF3P, FOOK, MMM, Caliber, etc., with v1.5 without any problems.

Would you please post which major mods seem to be working for you if you are using 1.5

So we can decide if we want to live with the somewhat fixed vats and still have some of our mods with a functional Broken Steel and not have to deal with all the hassle of trying to work around it!
Thank you!!
User avatar
Avril Louise
 
Posts: 3408
Joined: Thu Jun 15, 2006 10:37 pm

Post » Fri Oct 16, 2009 4:30 am

Is Anyone Successfully using ANY of the Major Mods - like UF3P, FOOK, MMM, Caliber, etc., with v1.5 without any problems.

Would you please post which major mods seem to be working for you if you are using 1.5

So we can decide if we want to live with the somewhat fixed vats and still have some of our mods with a functional Broken Steel and not have to deal with all the hassle of trying to work around it!
Thank you!!

I use FOOK (including CALIBR) and MMM bugfree with 1.5

UF3P will have to wait until the next big release, when it moves to an ESM. THEN you'll be able to use it again.
User avatar
Cathrine Jack
 
Posts: 3329
Joined: Sat Dec 02, 2006 1:29 am

Post » Fri Oct 16, 2009 12:23 am

Any updates to report for those keenly watching with crossed fingers :)
User avatar
Lauren Dale
 
Posts: 3491
Joined: Tue Jul 04, 2006 8:57 am

Post » Fri Oct 16, 2009 3:40 am

I use FOOK (including CALIBR) and MMM bugfree with 1.5

UF3P will have to wait until the next big release, when it moves to an ESM. THEN you'll be able to use it again.


NICE!

Well I think I'm gona update to 1.5 pretty soon then... right after finals.. no more games till then.

I didn't even start playing FO3 til march so I never even got to experience a working VATS from the get-go until I uninstalled and patched only to 1.0 a few weeks ago. I think I can live with the broken VATS, though it is annoying
User avatar
Tina Tupou
 
Posts: 3487
Joined: Fri Mar 09, 2007 4:37 pm

Post » Fri Oct 16, 2009 7:34 am

I've just uploaded FakePatch_v1.5.0.22.ESM as I've discovered there were some changes applied to the NPC AI packages in the 1.5.0.22 Fallout3.ESM which FakePatch_v1.4.0.6.ESM was missing.
User avatar
Kerri Lee
 
Posts: 3404
Joined: Sun Feb 25, 2007 9:37 pm

Post » Thu Oct 15, 2009 8:59 pm

Thanks for continuing with fakepatch justin. My love is with npc/house/companion/quest & realism mods, & 4 out of 5 of those categories are utterly broke by the horrors of 1.5.
User avatar
Jenna Fields
 
Posts: 3396
Joined: Mon Dec 11, 2006 11:36 am

Post » Thu Oct 15, 2009 10:28 pm

Thanks for continuing with fakepatch justin. My love is with npc/house/companion/quest & realism mods, & 4 out of 5 of those categories are utterly broke by the horrors of 1.5.
Glad it's appreciated. :) The only thing I've noticed with 1.0.0.15 and BS so far is one missing reference in the Old Olney Powerworks, [REFR:0100B391] (places FacRmCorInExSmL01 [STAT:00018E9A] in GRUP Cell Persistent Children of DLC03Powerworks01 "Olney Powerworks" [CELL:010035A1]). I can't get it to render with 1.0.0.15! >_< I've tried laying out another just like it, making it persistent, and that one REF just won't budge w/o 1.5.0.22. Provided I can eventually get it and any REF's like it to render, Borken Steel should be playable with 1.0.0.15 but there might be more unforeseen complications. Those AI package edits in 1.5.0.22 just might help the followers follow the player, so please post if it helps. Also, if anyone can give me the form ID(s) of any other missing BS REF's that only show with 1.5.0.22, I'll do my best to get them all to render.
User avatar
Mrs shelly Sugarplum
 
Posts: 3440
Joined: Thu Jun 15, 2006 2:16 am

Post » Thu Oct 15, 2009 8:57 pm

After all this trouble do I really need to reinstall? :o My game is at that 1.0 version and it uses fakepatch 1.4 ..so me thinks I just try what happens now when the fakepatch 1.4 is turned off and fakepatch 1.5 is turned on.
User avatar
celebrity
 
Posts: 3522
Joined: Mon Jul 02, 2007 12:53 pm

Post » Fri Oct 16, 2009 2:16 am

Glad it's appreciated. :) The only thing I've noticed with 1.0.0.15 and BS so far is one missing reference in the Old Olney Powerworks, [REFR:0100B391] (places FacRmCorInExSmL01 [STAT:00018E9A] in GRUP Cell Persistent Children of DLC03Powerworks01 "Olney Powerworks" [CELL:010035A1]). I can't get it to render with 1.0.0.15! >_< I've tried laying out another just like it, making it persistent, and that one REF just won't budge w/o 1.5.0.22. Provided I can eventually get it and any REF's like it to render, Borken Steel should be playable with 1.0.0.15 but there might be more unforeseen complications. Those AI package edits in 1.5.0.22 just might help the followers follow the player, so please post if it helps. Also, if anyone can give me the form ID(s) of any other missing BS REF's that only show with 1.5.0.22, I'll do my best to get them all to render.


Thanks for keeping this going, it is the only reason I can still play the game and develop my mod! :).

We sound like we are getting closer to a full fakepatch version for BS and that is exciting in itself, if only because I can finally buy it.
User avatar
Schel[Anne]FTL
 
Posts: 3384
Joined: Thu Nov 16, 2006 6:53 pm

Post » Thu Oct 15, 2009 11:22 pm

Can i just put the new fake patch over the old fake patch? Or should i need to uninstall the old fake patch first?
User avatar
LijLuva
 
Posts: 3347
Joined: Wed Sep 20, 2006 1:59 am

Post » Thu Oct 15, 2009 10:08 pm

After all this trouble do I really need to reinstall? :o My game is at that 1.0 version and it uses fakepatch 1.4 ..so me thinks I just try what happens now when the fakepatch 1.4 is turned off and fakepatch 1.5 is turned on.
You don't need to reinstall. Just swap out the Fake Patch plugin as it contains a few new Beth edits from 1.5.0.22's ESM.
Thanks for keeping this going, it is the only reason I can still play the game and develop my mod! :).

We sound like we are getting closer to a full fakepatch version for BS and that is exciting in itself, if only because I can finally buy it.
No prob. :) Although I can't make any promises, I will try to get BS fully working with 1.0.0.15's exe. I want to target those Feral Ghoul grenades in VATS! They took the time to make them http://i196.photobucket.com/albums/aa150/JustinCoherent/Fallout%203/VATSTargetable.jpg, although 1.5.0.22's .exe won't let it happen... >_<
User avatar
Amy Gibson
 
Posts: 3540
Joined: Wed Oct 04, 2006 2:11 pm

Post » Fri Oct 16, 2009 12:07 am

Hmmmm...would it be possible for you to make a Fake Patch for users of patch 1.4...basically just create an esm with only the 1.4 to 1.5 changes. I think there are a lot of us out there that prefer 1.4 due to using SLI/Crossfire, stability issues, etc, but still can't use patch 1.5 because of the mod issues. So a Fake Patch with the few changes between the 1.4 and 1.5 esm would be great to fill that gap!
User avatar
Ross Thomas
 
Posts: 3371
Joined: Sat Jul 21, 2007 12:06 am

Post » Thu Oct 15, 2009 10:32 pm

Hmmmm...would it be possible for you to make a Fake Patch for users of patch 1.4...basically just create an esm with only the 1.4 to 1.5 changes. I think there are a lot of us out there that prefer 1.4 due to using SLI/Crossfire, stability issues, etc, but still can't use patch 1.5 because of the mod issues. So a Fake Patch with the few changes between the 1.4 and 1.5 esm would be great to fill that gap!
The newest Fake Patch file has all of the missing 1.5 edits, so it could just as easily be used to bridge the gap from 1.4.0.6 to 1.5.0.22.
User avatar
Emmie Cate
 
Posts: 3372
Joined: Sun Mar 11, 2007 12:01 am

Post » Fri Oct 16, 2009 11:39 am

So having all the pre-1.5 edits in the Fake Patch esm won't conflict with the original 1.4 Fallout esm (doubling up the "fixes")?
User avatar
Darlene DIllow
 
Posts: 3403
Joined: Fri Oct 26, 2007 5:34 am

Post » Thu Oct 15, 2009 11:21 pm

So having all the pre-1.5 edits in the Fake Patch esm won't conflict with the original 1.4 Fallout esm (doubling up the "fixes")?
Nope, as they're all just 'dirty' entries except for the AI package edits if your Fallout3.ESM is a 1.4.0.6
User avatar
brandon frier
 
Posts: 3422
Joined: Wed Oct 17, 2007 8:47 pm

PreviousNext

Return to Fallout 3