[RELz] Fake Patch (Thread IV)

Post » Fri Oct 16, 2009 6:10 am

[size=4][src="http://www.fallout3nexus.com/downloads/file.php?id=4635"][u]Download Fake Patch 1.5.0.22 @ FO3 Nexus[/u][/url][/size]

Previous Threads:[src="http://www.gamesas.com/bgsforums/index.php?showtopic=963764"]I[/url], [src="http://www.gamesas.com/bgsforums/index.php?showtopic=970907&hl="]II[/url], [src="http://www.gamesas.com/bgsforums/index.php?showtopic=986842&hl="]III[/url]

FOSE, *DLC, UF3P, Mod friendly

*Broken Steel is somewhat... iffy.

[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+ have fixes for SLI, in which case this probably isn't for you.
:deal: +-->
QUOTE (READ ME CAREFULLY! :deal: )
  • [u]Contents:[/u] FakePatch_v1.5.0.22.esm and FakePatch_v1.5.0.22.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 minus the VATS changes introduced in the newer Fallout3.exe's, a [s]quick[/s] fix [s]for the interim until a newer patch is released[/s]:(. 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 after Fallout3.ESM and 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.
    • 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=984389&hl="][u]FOSE - 1.0.0.15 Compatibility[/u][/url]: If using Fallout Script Extender, grab [src="http://fose.silverlock.org/beta/fose_v1_1_beta6.7z"][u]v.1.1 beta 6[/u][/url] which they've kindly included a 1.0.0.15 support .dll 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, so simply drag Fallout3.ESM to the very top of your load order and it should then be the oldest is its attributes will be automatically changed..


  • [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! v1.5.0.22 has a new RemapWaterType function which will take some doing to ...fake. As an example for the water switch, plug [src="http://download681.mediafire.com/5fbz4y5zmyjg/uemmioz4onn/WaterTest.7z"]THIS[/url] in, hotkey the Party Hat added to your inventory when the game starts, ~player.moveto 420, then put on the hat and [src="http://i196.photobucket.com/albums/aa150/JustinCoherent/Fallout%203/WaterON.jpg"]look at the water[/url]. Take it off and [src="http://i196.photobucket.com/albums/aa150/JustinCoherent/Fallout%203/WaterOFF.jpg"]look again[/url]. This, provided the new function is for swapping the water after spoilerish stuff, could be used on a grander scale to make the same change by different means. This will take a little while...

    • 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. Here's a guide to [src="http://www.gamesas.com/bgsforums/index.php?showtopic=984580"]Mega Condensing .bsa's[/url]. Alternatively, you can extract all your DCL .bsa's to a temp folder then repack them with FOMM into a DLC.BSA or just extract them all to Fallout3\Data and play them like normal mods.
    • 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 this [src="http://www.fallout3nexus.com/downloads/file.php?id=5586"][u]mod[/u][/url] to fix it.
    • Broken Steel:
      • Here's [src="http://www.fallout3nexus.com/downloads/file.php?id=4635"][u]RemapWaterType.esp[/u][/url] Plug it in after you enter Jefferson Memorial but before you activate Project Purity. As it turns out, the new function is necessary for it to be done w/o a separate plugin editing the worldspace records, activated in a timely manner. Over time, this plugin will be refined, but does remap the seven instances where DLC03TBPotomacWater is swapped with DLC03TBCleanWater in BrokenSteel.ESM by the new 1.5.0.22 function, RemapWaterType.
      • Also, here's a [src="http://download635.mediafire.com/45e2o54zd1cg/gmzkbfwvjqe/BS+Deleted+REFS.7z"][u]plugin[/u][/url] which undeletes, adds/removes "initially disabled" parent markers to/from the 34 "deleted' REF's in BrokenSteel.ESM. Just in case they cause anyone grief.
      • Save frequently while wrapping up "Take It Back" as it has been reported Lyons will sometimes not follow.


  • [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 [s]the next patch won't exhibit any problems so this temporary fix will eventually be unneccessary[/s]:(. 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. 1.5.0.22's fixes were all in the .exe, so there won't be a Fake Patch_v1.5.0.22 until some other things can be added, namely the RemapWaterType work-around and a means of safley raising the level cap to 30. When these are ready, a FakePatch_v1.5.0.22 will be available.


  • [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. Broken Steel might take some doing, but will work once the water swap thing and level cap are ready.


  • [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, open your Pipboy and select a radio station, then turn it off, then all will work fine, including VATS.
[/quote]

Although patch 1.5.0.22 did, thankfully, fix the below VATS perks, it's exhibiting other [src="http://www.gamesas.com/bgsforums/index.php?showtopic=986847"]problems[/url], particularly with user made mods. Note that 1.5.0.22 doesn't allow for successful targeting of grenades/missiles, so 1.0.0.15 still has its allure.
  • 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].

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jessica breen
 
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Post » Fri Oct 16, 2009 3:33 am

the two links in the broken steel section are giving errors, which is unforyunate because I kinda need those files so broken steel works with your mod. btw nice job on the "patch" mod. love that it fixes vats for me.
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Francesca
 
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Post » Thu Oct 15, 2009 10:56 pm

Still having the issue with the powerworks... why won't this stop? The models are obviously there, as the collision is present, but the model is just invisible...
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Isaiah Burdeau
 
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Post » Fri Oct 16, 2009 2:13 am

Wow...it seems that if someone knowledgable could just post a summary of what problems there actually are consistently between using Broken Steel and patch 1.4/Water Fix or patch 1.0.0.15/Fake Patch and NOT using patch 1.5, it would be very helpful. So far I have seen conflicting reports and discussion regarding:

1) if we can actually level past 20 without crashing
2) if we can actually gain XP past level 20
3) if there is missing architechture around the Powerworks or possibly elsewhere
4) if we can advance from the end of vanilla FO3 into BS without crashing
5) if we can advance from the end of vanilla FO3 into BS with new water or are still stuck with out
6) if the Tesla Cannon is functional, if it crashes the game, or if it merely doesn't one shot Vertibirds

I know 1.5 is basically incompatible with any mod that adds substance to the gameworld vs just textures/gameplay changes so we are forced to use one of the above options and continue our mods or turn off our mods and use 1.5. I would love to play the game, use all 3 DLC's, use any mods I want, and have the game work and not crash (or not in a gamebreaking way anyway). So if someone could please clarify what problems there actually are by using BS and NOT using patch 1.5 that would help me, and others, out a lot. If it is merely a gimped Tesla Cannon which is all I originally thought was lost, I can certainly live with that. If there are other problems such as those listed above, I guess I either have to shelve FO3 and pray Beth/modders fix the issues in the future or just skip BS for now.
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Marilú
 
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Post » Thu Oct 15, 2009 10:19 pm

Wow...it seems that if someone knowledgable could just post a summary of what problems there actually are consistently between using Broken Steel and patch 1.4/Water Fix or patch 1.0.0.15/Fake Patch and NOT using patch 1.5, it would be very helpful. So far I have seen conflicting reports and discussion regarding:

1) if we can actually level past 20 without crashing
2) if we can actually gain XP past level 20
3) if there is missing architechture around the Powerworks or possibly elsewhere
4) if we can advance from the end of vanilla FO3 into BS without crashing
5) if we can advance from the end of vanilla FO3 into BS with new water or are still stuck with out
6) if the Tesla Cannon is functional, if it crashes the game, or if it merely doesn't one shot Vertibirds

I know 1.5 is basically incompatible with any mod that adds substance to the gameworld vs just textures/gameplay changes so we are forced to use one of the above options and continue our mods or turn off our mods and use 1.5. I would love to play the game, use all 3 DLC's, use any mods I want, and have the game work and not crash (or not in a gamebreaking way anyway). So if someone could please clarify what problems there actually are by using BS and NOT using patch 1.5 that would help me, and others, out a lot. If it is merely a gimped Tesla Cannon which is all I originally thought was lost, I can certainly live with that. If there are other problems such as those listed above, I guess I either have to shelve FO3 and pray Beth/modders fix the issues in the future or just skip BS for now.


Well for now all I can say is that for me is that for me 2, 4 & 5 haven't happened but 1 has.
Someone said earlier that not allocating points into Energy Weapons while leveling fixes the problem but I haven't tried it yet.

I think the person that had problems with not gaining XP managed to fix the problem.

And I haven't got to the Powerworks yet or got the Tesla Cannon so no comment on those.

Also there was a bug where Sarah wouldn't follow me into the purifier room but you can bypass that with the console so that's just a minor bug.
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A Dardzz
 
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Post » Thu Oct 15, 2009 9:07 pm

Well, I'm STILL having the powerworks issue...

Does anyone have a confirmed report of the models appearing correctly after installing 1.5?
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Georgia Fullalove
 
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Post » Fri Oct 16, 2009 12:11 am

Just a confirmation that everything is working, for me, using the fake patch and broken steel.

1: I was able to finish Take it Back by entering the door to the rotunda that puts you out of LoS from Autumn and using prid and moveto player to get Fawkes and Sarah in the room with me. I Then saved, quit, activated the water remap plugin and wrapped it up.
2: Finished the game and the video played, got Two Weeks Later and woke up in the bed without issue.
3: I am able to gain experience and level past 20 (currently at 22).
4: Have not yet had any unusual crashes or freezes.
5: I am running my regular list of mods for the current playthrough alongside BS without any noticeable issues.
6: I have not yet gotten the Tesla Cannon so I can't test 1hko on Vertibirds, but I'm willing to give that up since shooting them works just fine in vanilla.

So yeah, for those wondering, that is all done with the 1.0.0.15 exe and fake patch to 1.4. Nothing out of the ordinary once you condense the .bsa lists a little more to account for BS. Thanks a ton to everyone who put in time to work things out so quickly.
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Makenna Nomad
 
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Post » Fri Oct 16, 2009 12:45 am

Sorry for regurgitating this, but if anyone knows a better solution than upgrading to patch 1.1+, I'd appreciate it.


RAGE :D Recently reverted to 1_0_0_15 + fake patch...problem being, I've always had securom issues. I know securom had a fix at the site originally, only now, they just refer you here in order to patch to the latest version. Naturally, I'd rather not ;p Ideas?

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Farrah Lee
 
Posts: 3488
Joined: Fri Aug 17, 2007 10:32 pm

Post » Fri Oct 16, 2009 12:22 am

Just a confirmation that everything is working, for me, using the fake patch and broken steel.

1: I was able to finish Take it Back by entering the door to the rotunda that puts you out of LoS from Autumn and using prid and moveto player to get Fawkes and Sarah in the room with me. I Then saved, quit, activated the water remap plugin and wrapped it up.
2: Finished the game and the video played, got Two Weeks Later and woke up in the bed without issue.
3: I am able to gain experience and level past 20 (currently at 22).
4: Have not yet had any unusual crashes or freezes.
5: I am running my regular list of mods for the current playthrough alongside BS without any noticeable issues.
6: I have not yet gotten the Tesla Cannon so I can't test 1hko on Vertibirds, but I'm willing to give that up since shooting them works just fine in vanilla.

So yeah, for those wondering, that is all done with the 1.0.0.15 exe and fake patch to 1.4. Nothing out of the ordinary once you condense the .bsa lists a little more to account for BS. Thanks a ton to everyone who put in time to work things out so quickly.

What about the olney powerworks? any issues there?
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Trey Johnson
 
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Post » Fri Oct 16, 2009 8:56 am

Wow...it seems that if someone knowledgable could just post a summary of what problems there actually are consistently between using Broken Steel and patch 1.4/Water Fix or patch 1.0.0.15/Fake Patch and NOT using patch 1.5, it would be very helpful. So far I have seen conflicting reports and discussion regarding:

1) if we can actually level past 20 without crashing


I might have a fix for this one. Am still testing it (without BS, but with OA & Pitt) and it seems to work fine on both full good or full evil karma (the original bug is you can't level past L20 with evil karma).
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Leticia Hernandez
 
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Post » Thu Oct 15, 2009 6:41 pm

What about the olney powerworks? any issues there?


Ah dang, I'm not that far yet. I tested it on my original character because it was saved right outside the memorial, once I verified I could level and did the initial mission for Tristan I canned it. Let me read through the end of the last thread and see if I can think of anything.
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cheryl wright
 
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Post » Fri Oct 16, 2009 12:50 am

Ah dang, I'm not that far yet. I tested it on my original character because it was saved right outside the memorial, once I verified I could level and did the initial mission for Tristan I canned it. Let me read through the end of the last thread and see if I can think of anything.

use this, and turn on godmode:

Spoiler
coc DLC03powerworks01


The issue is the area where the tesla coil is, is invisible. the collision is there, but you can't see it at all.
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Lily Something
 
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Post » Thu Oct 15, 2009 7:38 pm

I'm on my way out the door, but I will try that a when I get back, I can try at least 3 different characters+mod loadouts.
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Multi Multi
 
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Post » Fri Oct 16, 2009 5:38 am

I have a stupid question. If i totally ignore the Broken Steel content and just go on my merry way playing as normal would i need to bother with any fixes or anything? I'm guessing not except for a evil karma past 20 if i ever find one.

I might have a fix for this one. Am still testing it (without BS, but with OA & Pitt) and it seems to work fine on both full good or full evil karma (the original bug is you can't level past L20 with evil karma).


I definitely would like that fix especially if it doesn't leave any mess behind so when i do patch up just disable it and it switches seamlessly.
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Franko AlVarado
 
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Post » Thu Oct 15, 2009 11:04 pm

Alright, i look forward to your report.

as for me, I'm installing 1.5 (another reinstall isn't too bad) to see if that's the issue.
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sarah taylor
 
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Post » Fri Oct 16, 2009 2:29 am

Alright, i look forward to your report.

as for me, I'm installing 1.5 (another reinstall isn't too bad) to see if that's the issue.

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.
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Amanda Furtado
 
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Post » Fri Oct 16, 2009 12:48 am

I might have a fix for this one. Am still testing it (without BS, but with OA & Pitt) and it seems to work fine on both full good or full evil karma (the original bug is you can't level past L20 with evil karma).


Please let me know when you release the fix with a PM or just post again on this thread since I have full evil karma and have this problem.
I'm pretty much stuck without it. :(
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Miragel Ginza
 
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Post » Fri Oct 16, 2009 3:54 am

the two links in the broken steel section are giving errors, which is unforyunate because I kinda need those files so broken steel works with your mod. btw nice job on the "patch" mod. love that it fixes vats for me.
*fix'd
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Alexis Estrada
 
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Post » Thu Oct 15, 2009 8:41 pm

Would like to report that the game crashes anytime a player reaches level 21 with Evil or Very Evil karma. Tried with player.setlevel and the game crashed immediately.
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Ross
 
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Post » Fri Oct 16, 2009 5:42 am

Would like to report that the game crashes anytime a player reaches level 21 with Evil or Very Evil karma. Tried with player.setlevel and the game crashed immediately.


I've looked through the GECK and i don't think this can actually be fixed by a mere mod. I'm pretty sure it's hard coded into the exe. I've got the esm patched to v1.5 but the exe v1.4. And with broken steel it still crashes on going evil past 20.

Curious to see if Alystin's fix actually works.
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Lizs
 
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Joined: Mon Jul 17, 2006 11:45 pm

Post » Thu Oct 15, 2009 11:12 pm

1) if we can actually level past 20 without crashing I'm Level 24
2) if we can actually gain XP past level 20 Worked Fine For Me
3) if there is missing architechture around the Powerworks or possibly elsewhere Finished the Main Quest and the only example was the Powerworks (I just TLCed through)
4) if we can advance from the end of vanilla FO3 into BS without crashing Yep
5) if we can advance from the end of vanilla FO3 into BS with new water or are still stuck with out Got the New Water
6) if the Tesla Cannon is functional, if it crashes the game, or if it merely doesn't one shot Vertibirds Doesn't crash but does shoot down vertibirds


The only problem for me is that my Followers will not follow through doors, after installing BS. The annoying thing is that this is apparantly fixed in 1.5.
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Davorah Katz
 
Posts: 3468
Joined: Fri Dec 22, 2006 12:57 pm

Post » Fri Oct 16, 2009 3:44 am

I have played through the DLC and the only big problem (other than general instability) is the the missing meshes in the powerworks (the model is there, its collision mesh is active so you can still walk on it, just not see it) So it might be a room bound glitch.
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Nuno Castro
 
Posts: 3414
Joined: Sat Oct 13, 2007 1:40 am

Post » Fri Oct 16, 2009 4:12 am

I have played through the DLC and the only big problem (other than general instability) is the the missing meshes in the powerworks (the model is there, its collision mesh is active so you can still walk on it, just not see it) So it might be a room bound glitch.

We need to get official word from the devs... I have a feeling this might be something dealing with 1.5's engine.

The only way I could solve that issue, was by installing 1.5

Sounds to me like a graphics/engine update.
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George PUluse
 
Posts: 3486
Joined: Fri Sep 28, 2007 11:20 pm

Post » Fri Oct 16, 2009 10:29 am

Ok, quick update before I leave again:

Using the coc command to teleport to
Spoiler
DLC03powerworks01
results in no immediate graphics anomalies. I can see the ceiling, walls, floor, and electrical coils and they all map out to the collision zones as far as I can tell. I am going to explore the general area further and see if I can't trip the error thats been described.

Hrm.. immediate testing indicates that the turrets located outside the cell I teled to can hit me, but I cannot hit them. I used 3 rounds of vats using: Blackhawk, Chinese AR, and Terrible Shotgun as well as a few non-vats potshots with Lincoln's Repeater to no avail. I lose life as normal but they do not seem to register hits.
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Sanctum
 
Posts: 3524
Joined: Sun Aug 20, 2006 8:29 am

Post » Fri Oct 16, 2009 7:30 am

Ok, quick update before I leave again:

Using the coc command to teleport to
Spoiler
DLC03powerworks01
results in no immediate graphics anomalies. I can see the ceiling, walls, floor, and electrical coils and they all map out to the collision zones as far as I can tell. I am going to explore the general area further and see if I can't trip the error thats been described.

When you first coc there, you'll see some large machines spouting electricity. Those aren't the issue.

Near the middle of the facility, there's a large pit, with a tesla coil in the center, and huge bolts of lightening all over the place. if you can see the pit it's in the center of, you don't have the issue. BUT if you see it's just floating in the middle of space, then it's the issue.

Like I said, my only solution was installing 1.5...
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Nymph
 
Posts: 3487
Joined: Thu Sep 21, 2006 1:17 pm

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