[RelZ] Fallout Interoperability Program

Post » Sat May 28, 2011 2:18 am

FOIP patch MMM_FWE_Primary_Needs is keeping my game from launching... something seriously wrong with that file.
I can use any other Primary needs patch, either FWE or the original file, with no problem... only Martigen's FOIP is preventing game launch.

long as i am here.... much thanks to ALL Modders for making this great game 10x better :fallout:
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Natasha Callaghan
 
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Post » Sat May 28, 2011 3:55 am

Ditto.

Great Mods.

Thanks
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Rebecca Clare Smith
 
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Post » Sat May 28, 2011 12:41 am

@Mez, sorry for so many questions. This happens to be a different subject.
I have been working on a mod which alters only the appearances of some npcs (ie Jericho, and more). The FWE Spawns esp alters the "NPCs" as well but none of them touch the actual appearance. I am debating releasing it for the simple reason that it would conflict with SO many mods. Is there a way to set up the mod to ONLY touch the appearance of NPCs rather than overriding the entire NPC package which my changes wouldn't even touch and which would cause massive incompatibilities with all of these mods and others for absolutely no reason?

Thanks a lot for your time.
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Monika Krzyzak
 
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Post » Sat May 28, 2011 6:40 am

I use WMK-FOOK-FWE
By WeaponModKits - FOOK + FWE.esp
the non-unique weapons were better than unique weapons
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Epul Kedah
 
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Post » Fri May 27, 2011 6:15 pm

FOIP seems like a nice tool.
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Mandi Norton
 
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Post » Fri May 27, 2011 6:11 pm

FOIP patch MMM_FWE_Primary_Needs is keeping my game from launching... something seriously wrong with that file.
I can use any other Primary needs patch, either FWE or the original file, with no problem... only Martigen's FOIP is preventing game launch.

long as i am here.... much thanks to ALL Modders for making this great game 10x better :fallout:


Are you sure you're using the current version of FWE and in particular the current version (Beta 4) of Mart's Mutant Mod?
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Nikki Morse
 
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Post » Fri May 27, 2011 7:30 pm

I should probably post my question in the GECK section, thinking about it...However if anyone has any suggestions at all before-hand, I'd be really happy too.
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Lew.p
 
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Post » Fri May 27, 2011 7:37 pm

I should probably post my question in the GECK section, thinking about it...However if anyone has any suggestions at all before-hand, I'd be really happy too.


this sounds like an appropriate spot to ask...i mean, it's all about compatibility. maybe no one cares since your mod isn't a famous overhaul so nobody bothers to answer. -_- i think you're doing something good by asking up front so that you can avoid any problems. maybe people in geck will care to help more, but this really seems like the right place to ask in terms of knowing how to make things compatible. :shrug:
i really wish i could help you there but i have no idea how appearances look. i checked through geck but i couldn't come up with anything to help you since the only reference is an entire npc package.

maybe try the other active FOIP thread too.
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Mrs Pooh
 
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Post » Sat May 28, 2011 12:16 am

I should probably post my question in the GECK section, thinking about it...However if anyone has any suggestions at all before-hand, I'd be really happy too.


Well, you could always make your NPC appearance mod, and release it with versions that work under FOOK, FWE, etc... The companion changes are really basic, mostly just reassigning what ammo and weapon they use, it would be a snap to copy those entries from the relevant FOIP patches into a standalone version of your mod that contains the appearance changes. So long as people load your mod last, it should properly override.
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Fam Mughal
 
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Post » Sat May 28, 2011 6:50 am

this mod would fix any conflict between the localized versions and the music mods?
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Trevor Bostwick
 
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Post » Sat May 28, 2011 4:23 am

To give people a heads-up; I just updated the WMK FOIP package to include a compatibility patch for Weapon Mod Kits and FOOK. :)
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carly mcdonough
 
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Post » Sat May 28, 2011 6:59 am

To give people a heads-up; I just updated the WMK FOIP package to include a compatibility patch for Weapon Mod Kits and FOOK. :)


now that's very cool. 8)

Gonna have to take a look at it now. :D
Maybe i can even help you in the future with keeping it updated.
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Arrogant SId
 
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Post » Sat May 28, 2011 3:41 am

now that's very cool. 8)

Gonna have to take a look at it now. :D
Maybe i can even help you in the future with keeping it updated.


Well that would be good - and that's what FOIP is all about, after all. ;)

Hopefully updates to FOOK or WMK won't break this compatibility patch (since it only deals with the vanilla FO3 weapons), and keeping it updated will be unnecessary/easy.
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Robert Jr
 
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Post » Sat May 28, 2011 8:33 am

I have a question.
I want to use MMM Beta 4, XFO, FOOK, and Weapon Mod Kits, along with a few other mods that I don't believe will interfere with these large ones.
I had my game running smooth with XFO, MMM, and WMK, but when I decided to add FOOK I checked out this project and downloaded what I thought I needed. I played for a while and thought that it was working nicely but then I noticed that my ghoul's were running fast, which I believe either XFO or MMM changes so that they are really slow but only take damage in the head. I decided to load up the MMM - XFO (not FOOK) plug-in that came with XFO and that solved the ghoul problem but now it seems that I am crashing quite a bit...
I noticed that on XFO's site it says not to use it with the current version of FOOK, but I wasn't sure if the plug-ins in your project work with the newest versions or not...
So basically what I'm wondering is if I am doing something wrong, or are the mods just not compatible right now and I'll need to wait a little bit for an update?
If they should be compatible, is there anywhere I could find the correct load order for XFO+MMM+FOOK+WMK to make sure that I don't have anything where it shouldn't be?
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Stephanie Valentine
 
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Post » Fri May 27, 2011 5:59 pm

To my knowledge, the XFO's patches have not been properly updated in a while, given that Xod's been on Haiatus. That isn't to say they won't work, but it could be cause of the errors you are seeing.
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Steve Smith
 
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Post » Sat May 28, 2011 7:23 am

I would really like to see an updated patch for WMK for T3T Weapon Tweaks, FWE seems to have T3Ts tweaks included but it's version 1.8 and there are so many other changes in FWE that I don't want.

If it's not too much work I really would appreciate it, thank you.
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Cody Banks
 
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Post » Sat May 28, 2011 4:29 am

Updated CALIBR to v1.1, which adds a few new calibers. Updating is not strictly necessary for most, but overhaul/compilation-authors may want to update for their next releases.

http://www.fallout3nexus.com/downloads/file.php?id=3447.
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I’m my own
 
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Post » Fri May 27, 2011 11:20 pm

hey all great tool but i cant get into the washington memorial area without CTD. please help
my load order is:
Fallout3.esm
CALIBR.esm
FOOK.esm
FWE_FO3_Wanderers_Edition.esm
HairPack.esm
GalaxyNewsRadio100[M].esp
hair_add_npc.esp
CBOv1.4.esp
Dogmeat Leather Armor - no crafting.esp
Project Beauty.esp
FOOK.esp
FOOK - Owned!.esp
FOOK Armor Remix.esp
FWE_00_QUEST.esp
FWE_01_COMBAT.esp
FWE_02_COMBAT_II.esp
FWE_03_CHARACTER.esp
FWE_04_CHARACTER_II.esp
FWE_05_ITEMLOOT.esp
FWE_05_ITEMLOOT_II.esp
FWE_05_ITEMLOOT_III.esp
FWE_06_SPAWNS.esp
FWE_07_IMMERSION.esp
FWE_08_FEATURES.esp
FWE Compatibility - FOOK.esp
WeaponModKits.esp
WeaponModKits - FOOK + FWE.esp
Dread Pack Brahmin Bess.esp

Total active plugins: 28
Total plugins: 28

Thank you
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Casey
 
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Post » Fri May 27, 2011 9:40 pm

This looks like a great project! Very cool. :tops:
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Emily Martell
 
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Post » Fri May 27, 2011 8:52 pm

so i finally got into "the mall" (washington memorial area)i had to swap the weaponmodkit.esp and the weaponmodkit - fook + fwe.esp which is in contrast to the recemended load order. now i cant get into the lincoln monument. i tried swapping the load order back it's recomended settings but as soon as the door becomes selectable i get CTD please help.
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Kevin S
 
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Post » Sat May 28, 2011 2:41 am

It doesn't sound like a problem with WMK/FOOK/FWE, but I guess you can never be sure with Fo3-modding... Have you tried disabling all your other mods?
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Mashystar
 
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Post » Fri May 27, 2011 7:50 pm

i did and that didn't change anything. But, i did start working but i have know idea why. i want into the game and waited alittle bit then tried going in and it worked. not sure what happened. before that i had tried systematicly disabling each mod and combanation of mods and rearranging load orders but none of that did anything. i still dont know what happened. if i had to guess i'd say somthing was in the area that the game couldn't render correctly but once it moved from the area everything worked fine. when i say something i mean like a creature or item on a creature allowing it mobilaty. damn i wish i'd thought making a save so i could further trouble but right now i just want to finish the game. right now i'm finding that weapon mod kit doesn't seem to be working but i can live without that till i start a new game.
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Louise
 
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Post » Fri May 27, 2011 10:44 pm

This looks like a great project! Very cool. :tops:


Thanks dev_akm; that's kind of you to say (not that I personally contributed that much to FOIP).


so i finally got into "the mall" (washington memorial area)i had to swap the weaponmodkit.esp and the weaponmodkit - fook + fwe.esp which is in contrast to the recemended load order. now i cant get into the lincoln monument. i tried swapping the load order back it's recomended settings but as soon as the door becomes selectable i get CTD please help.

i did and that didn't change anything. But, i did start working but i have know idea why. i want into the game and waited alittle bit then tried going in and it worked. not sure what happened. before that i had tried systematicly disabling each mod and combanation of mods and rearranging load orders but none of that did anything. i still dont know what happened. if i had to guess i'd say somthing was in the area that the game couldn't render correctly but once it moved from the area everything worked fine. when i say something i mean like a creature or item on a creature allowing it mobilaty. damn i wish i'd thought making a save so i could further trouble but right now i just want to finish the game. right now i'm finding that weapon mod kit doesn't seem to be working but i can live without that till i start a new game.


The load order given for FOIP-related plugins is what is required for the affected mods (and the compatibility patches) to work as intended together. I can only speak directly for Weapon Mod Kits and the WMK-FOOK compatibility patch as that is all I made myself, but the FOIP compatibility patches were made to be used in the load order described on the FOIP pages: if someone (and this isn't directed exclusively at you, freakydoo) is getting CTDs, it is unlikely to be caused by the load order of FOIP-related plugins (as described here). That said, it's always possible to have different mods disagree with one another in some unexpected way (though it's less likely to be an issue between FOIP-related mods, for obvious reasons).

Mesh files with problems can cause graphical anomalies for some (apparently) and CTDs for others (I've experienced this problem before myself). This can make the CTD-culprit harder to find if the problem mesh file is from a replacer rather than part of a plugin...

Anyway, on a specific note, if you change around the load order of WMK and WMK-FOOK-FWE as you described, then the WMK-FOOK-FWE patch will no longer work as intended. I don't know if that would cause the problem you're getting with WMK based on the info you've given. How exactly is it not working for you?
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Eve Booker
 
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Post » Sat May 28, 2011 8:44 am

Hey there. I just want to say thanks to the makers of FOOK, MMM, WMK, FWE, XFO and UPP for all the hard work put into each mod. The Fallout experience is more dynamic and interactive now, and I'm enjoying playing the game again. And a special thanks goes out to the FOIP community for making the compatibility patches to ensure all mods work alongside each other. Keep up the good work, and thanks again :)
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vanuza
 
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Post » Fri May 27, 2011 10:17 pm

Thanks dev_akm; that's kind of you to say (not that I personally contributed that much to FOIP).





The load order given for FOIP-related plugins is what is required for the affected mods (and the compatibility patches) to work as intended together. I can only speak directly for Weapon Mod Kits and the WMK-FOOK compatibility patch as that is all I made myself, but the FOIP compatibility patches were made to be used in the load order described on the FOIP pages: if someone (and this isn't directed exclusively at you, freakydoo) is getting CTDs, it is unlikely to be caused by the load order of FOIP-related plugins (as described here). That said, it's always possible to have different mods disagree with one another in some unexpected way (though it's less likely to be an issue between FOIP-related mods, for obvious reasons).

Mesh files with problems can cause graphical anomalies for some (apparently) and CTDs for others (I've experienced this problem before myself). This can make the CTD-culprit harder to find if the problem mesh file is from a replacer rather than part of a plugin...

Anyway, on a specific note, if you change around the load order of WMK and WMK-FOOK-FWE as you described, then the WMK-FOOK-FWE patch will no longer work as intended. I don't know if that would cause the problem you're getting with WMK based on the info you've given. How exactly is it not working for you?

i'm just not sure. i've got everythig back to the load order it should be in per FOIP but the workbench just doesn't work for me. Uhhh you know after messing with everything the messes and textures and info from weaponmodkit were overridden by the other mods. i'll try reinstalling it and see what happens.

current load order is:
Fallout3.esm
HairPack.esm
CALIBR.esm
FOOK.esm
FWE_FO3_Wanderers_Edition.esm
GalaxyNewsRadio100[M].esp
CBOv1.4.esp
Dogmeat Leather Armor - no crafting.esp
hair_add_npc.esp
FOOK.esp
FOOK - Owned!.esp
FWE_00_QUEST.esp
FWE_01_COMBAT.esp
FWE_02_COMBAT_II.esp
FWE_03_CHARACTER.esp
FWE_04_CHARACTER_II.esp
FWE_05_ITEMLOOT.esp
FWE_05_ITEMLOOT_II.esp
FWE_05_ITEMLOOT_III.esp
FWE_06_SPAWNS.esp
FWE_07_IMMERSION.esp
FWE_08_FEATURES.esp
FWE Compatibility - FOOK.esp
WeaponModKits.esp
WeaponModKits - FOOK + FWE.esp
Project Beauty.esp

Total active plugins: 26
Total plugins: 26
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Budgie
 
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