[RelZ] Fallout Interoperability Program

Post » Fri May 27, 2011 10:05 pm

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

Ha, from the master of integration and interoperability himself :)

Good to see you dev, hang around, this place is maturing.
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Eire Charlotta
 
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Post » Fri May 27, 2011 9:11 pm

I'm getting the odd CTD since I upgraded and started using FOIP, but there doesn't seem to be anything specific causing it. All the mods work, so it kinda feels like the old 'Fallout will now crash. Have a nice day.' scenario I'd get playing vanilla. I'd appreciate it if you could cast your eyes over my load order, make sure I'm not screwing anything up.

Fallout3.esmCALIBR.esmFWE_FO3_Wanderers_Edition.esmMart's Mutant Mod.esmFWE_00_QUEST.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.espWeaponModKits.espWeaponModKits - FWE.espMart's Mutant Mod.espMart's Mutant Mod - Zones Respawn.espMart's Mutant Mod - Increased Spawns.espMart's Mutant Mod - Feral Ghoul Rampage.espMart's Mutant Mod - Natural Selection.espMart's Mutant Mod - Hunting & Looting.espMart's Mutant Mod - No Corpse Flies.espMart's Mutant Mod - Tougher Traders.espMart's Mutant Mod - FWE.espOwned!.espRobCo Certified.espWasteland Whisperer.espTotal active plugins: 29Total plugins: 48


I know MMM Zones Respawn is included with FWE, but when I turned it off I got a message saying 'This may remove some objects etc etc.' so I turned it back on again in case it broke my game further.

Dragonlover
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Janette Segura
 
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Post » Sat May 28, 2011 9:41 am

Ha, from the master of integration and interoperability himself :)

Good to see you dev, hang around, this place is maturing.


:D

Indeed, I can see that. It's looking better all the time around here. I bought the game as soon as Bethesda released GECK and I like what little I've played so far. I'll almost certainly end up spending some time here once I finish my current Oblivion projects.

:foodndrink:
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stevie critchley
 
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Post » Sat May 28, 2011 7:57 am

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.


Files from WMK shouldn't overwrite anything from other mods (and other mods shouldn't overwrite anything from WMK)...

If nothing is happening when you try to modify weapons at a workbench, it sounds like you don't have FOSE running. Check out the FAQ in the WMK readme, anyway.


I'm getting the odd CTD since I upgraded and started using FOIP, but there doesn't seem to be anything specific causing it. All the mods work, so it kinda feels like the old 'Fallout will now crash. Have a nice day.' scenario I'd get playing vanilla. I'd appreciate it if you could cast your eyes over my load order, make sure I'm not screwing anything up.

(snip)

I know MMM Zones Respawn is included with FWE, but when I turned it off I got a message saying 'This may remove some objects etc etc.' so I turned it back on again in case it broke my game further.

Dragonlover


The 'This save relies on content that is no longer present. Some objects may no longer be available. Continue loading?' message always appears when deactivating a plugin then loading a game that was saved when that plugin was activated. It doesn't necessarily mean anything is (or will be) wrong.


:D

Indeed, I can see that. It's looking better all the time around here. I bought the game as soon as Bethesda released GECK and I like what little I've played so far. I'll almost certainly end up spending some time here once I finish my current Oblivion projects.

:foodndrink:


Sounds good. :)
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Jeff Tingler
 
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Post » Sat May 28, 2011 6:03 am

i've started a new game, im using the FOIP load order, i have an assault rifle and laser siting weapon kit in my inventory. i goto the work bench choose modify weapon and the only option i get is "cancel" what am i missing here. i do know that 9 times out of 10 when i cant get something to work it's me. but i just cant find it here. please help. my load order is up above
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Saul C
 
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Post » Sat May 28, 2011 9:43 am

never mind I got it. 1D10T Error. readme says carrying i took that to mean in the inventory not nessasarly equiped.
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TWITTER.COM
 
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Post » Fri May 27, 2011 11:41 pm

never mind I got it. 1D10T Error. readme says carrying i took that to mean in the inventory not nessasarly equiped.


Actually the readme does say 'currently equipped':

To modify a weapon, take it - plus one or more applicable Weapon Mod Kits - to a standard Workbench. Activate the Workbench and select 'Weapon Modification' from the menu. You can then either add modifications to - or remove modifications from - your CURRENTLY EQUIPPED weapon. Successfully adding a modification only requires that you are carrying an appropriate Mod Kit.

Q) Why is nothing happening when I try to modify a weapon?
A) Ensure you have FOSE installed and that you are running it correctly (read the FOSE documentation carefully). Also ensure that the weapon you want to modify is the one you have currently equipped - and that it is supported by WMK, of course.


The in-game menu that appears when you go to modify a weapon also says "How would you like to modify your currently equipped weapon?".

Good to hear that's all the problem was, though - that it wasn't some heretofore unknown compatibility problem.
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Melly Angelic
 
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Post » Fri May 27, 2011 10:20 pm

I posted this to the FOOK thread but I'm not sure that's the right place - my problem could like with the compatibility patches, there's just no easy way for me to test for sure. I'm getting an unavoidable crash when I have FOOK loaded. I also use MMM and FWE, and have them loaded along with the various compatibility patches as recommended.

Specifically, when trying to enter "The Mall", my game CTDs. This even happens if I use coc to go there immediately after character creation. When I unload FOOK but leave the rest enabled (changing compatibility patches accordingly) my crash goes away.

Any ideas?
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Harry Leon
 
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Post » Sat May 28, 2011 3:04 am

It seems that the combo of MMM/FWE/FOOK is causing CTD's for a lot of people, either with saving or visiting certain areas. No one knows why. The consensus seems to be that the FWE/FOOK patches need work, both with balance and stability unfortunately. Read the last couple pages of the FWE thread and you will see some discussion.
I spent 4 nights and >12 hours reinstalling, restarting, disabling mods one by one and I can't figure out why my game CTD's every time I near Springvale. I have FWE/FOOK/MMM loading fine with no problems, as long as I keep my mod number below 155. Above that, my game CTD's...very strange.
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willow
 
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Post » Sat May 28, 2011 2:58 am

Yes, I agree that something is going on . . . there has been now 5 or 6 threads with people reporting similar issues. In "http://www.gamesas.com/bgsforums/index.php?showtopic=984162" the poster went through the other threads looking for common mods people were running for errors. MMM + FOOK come up as a potential issues, although I doubt it has anything to do with the two mods on their own, rather with the FOIP patch. Unfortunetly I don't have time right now to look for potential issues. The other issue is any combination of other non-major mods might be causing problems. When folks have 150+ mods and they haven't used FO3Edit or some other tool to weed out conflicts, then it hard to find a solution.

FWE + FOOK certainly have issues playing together at the moment, with both potential glitches/crashes as well as a general need for consistent balancing. Interoperability is unfortunetly getting tricker and tricker with the more optional modules and features that get added to our respective mods. Honestly, I'm likely going to wait until I have my next release ready to go (which will merge most of the FWE modules into a smaller set of files), wait for the FOOK v2 release, and then address compatibility issues from the ground up again.

I recognize that many of you like playing with FWE + FOOK, but unless you're willing to put up with some glitches, I can't really suggest doing it =( Pick one or the other.
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Rude_Bitch_420
 
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Post » Fri May 27, 2011 7:24 pm

I recognize that many of you like playing with FWE + FOOK, but unless you're willing to put up with some glitches, I can't really suggest doing it =( Pick one or the other.


That's sound advice, however unfortunate it might be - sadly I can't really work around my "glitch" as The Mall is a fairly critical area if you are following the main plot!

Aside from purely texture mods, I don't have anything loaded that isn't discussed in FOIP, so further conflicts and >155 mod count are certainly not the issue here. It's definitely something to do with having both FWE and FOOK loaded.

I'll look forward to all the new versions with great anticipation :)

Thanks for all your hard work Mez :)
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Marta Wolko
 
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Post » Sat May 28, 2011 2:47 am

Currently, I'm having CtD on specific exterior cell, OP:Anch's listening post and fuel depot.
However I'm not sure it's caused by compatibility issue people having lately, or just because of load orders.
Could anyone please check my load order? At this moment I'm using fake patch setup.
(Please excuse some of cheating plugins, I'm too lazy to start all over the game for Broken steel :P)

Fallout3.esmFakePatch_v1.4.0.6.ESMThePitt.esmAnchorage.esmCALIBR.esmFOOK.esmMart's Mutant Mod.esmUnofficial Fallout 3 Patch.espUnofficial Fallout 3 Patch - Operation Anchorage.espUnofficial Fallout 3 Patch - The Pitt.espFOOK.espFOOK - The Pitt.espFOOK - Anchorage.espFOOK - Owned!.espFOOK - Additional Power Armor Training.espFOOK - No Requirements for Miniguns, Gatlings, 20mm Flak.espDarNifiedUIF3.espDUIF3Extras.espXFO_Weapskill_dmg_and_accuracy_mild_FOOK.espXFO_Timescale_fast.espXFO_Degradation_fixes.espWeaponModKits.espWMKAA12Shotgun.espWeaponModKits - FOOK.espWMKAA12Shotgun - FOOK.espMart's Mutant Mod.espMart's Mutant Mod - Zones Respawn.espMart's Mutant Mod - Increased Spawns.espMart's Mutant Mod - Tougher Traders.espMart's Mutant Mod - No Corpse Flies.espMart's Mutant Mod - XFO + FOOK.espnorepairneeded(Pitt).espNoSlowdown.espno blur on hit.espSomePoses.espROTS3.espMegatonHouseExtraStorage.espBobbleheadDelivery.espEssentialFollowers+Caravans.espAll Perks Unlocked.espPrecision_AutoAim_6000.espsunglassescollection.espLucyWestCompanion.espPip-Boy Remover.espFaster Player.espV1gear.espTotal active plugins: 46Total plugins: 46


Any advice would be appreciated.
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Alkira rose Nankivell
 
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Post » Sat May 28, 2011 5:50 am

There seems to be some kind of problem with WMK and FWE regarding unique weapons.

I did some testing with Xuanlong Assault Rifle and FWE (FWE_ItemLoot_III.esp) adds scope and silencer to it.

If I run FWE + WMK + foip_patch then I can't add anything to this rifle.
If I skip the foip_patch and just run FWE + WMK then I can add mod kits to the rifle but the original scope and silencer will disappear as long as I have a modification to the weapon.

My load order is
FWE
WMK
foip_patch

all those are directly after the .esm files.
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Richard
 
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Post » Fri May 27, 2011 5:37 pm

Modding uniques is disabled with FWE, since many of them have unique models anyway. Think of them as pre-customised. ;)
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Laura Ellaby
 
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Post » Fri May 27, 2011 8:52 pm

Modding uniques is disabled with FWE, since many of them have unique models anyway. Think of them as pre-customised. ;)

Wouldn't that just make most of the uniques worse then fully modified common weapons ?
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emily grieve
 
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Post » Sat May 28, 2011 4:38 am

Wouldn't that just make most of the uniques worse then fully modified common weapons ?


No, because the damage of uniques and other attributes more than offsets the bonus created by any (or even all 4) of the mod kits. Accuracy for most of the uniques is better than what you get with a scope + laser sight, and damage is higher as well. Uniques also do more crit damage and have a higher crit chance than even mod'd weapons.

Hope thats helpful.
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xxLindsAffec
 
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Post » Fri May 27, 2011 9:39 pm

No, because the damage of uniques and other attributes more than offsets the bonus created by any (or even all 4) of the mod kits. Accuracy for most of the uniques is better than what you get with a scope + laser sight, and damage is higher as well. Uniques also do more crit damage and have a higher crit chance than even mod'd weapons.

Hope thats helpful.


Is this something that would be "easy" for a user to change by removing or editing any particular module? I would like to be able to modify my unique weapons; the scope in particular has a lot more use than just it's bonuses, and the laser sight looks damned cool :)
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Chloe Lou
 
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Post » Fri May 27, 2011 10:20 pm

As said, some of the uniques have unique models, so then you'd loose that. :(
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Cat Haines
 
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Post » Sat May 28, 2011 4:03 am

hi yall, any problem installing the new patch and broken steel with mmm/fwe/fook? are their ctd issues like with some other mods?
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Maddy Paul
 
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Post » Sat May 28, 2011 3:52 am

hi yall, any problem installing the new patch and broken steel with mmm/fwe/fook? are their ctd issues like with some other mods?


Probably. I haven't tested FWE with B/S or 1.5 yet.
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Tanika O'Connell
 
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Post » Fri May 27, 2011 7:12 pm

As far as load order is concerned to this project, has anything like an updatable load order/sorter been thought about. Maybe it could be based on the "name" of esm/esp file, and/or some type of checksum to differentiate older to newer version esm/esp files.

Similar in nature to the former FCOM helper app, now called "Better Oblivion Sorting Software" http://www.tesnexus.com/downloads/file.php?id=20516.
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Claire
 
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Post » Sat May 28, 2011 12:26 am

Hey folks,

there seems to be a serious problem with the FOIP for FOOK atm. As you can read here : http://forum.fookunity.com/showthread.php?t=299 it seems the FOIP patch correctly works for the FOOK weaponry, but NOT for armors, especially Power armors - leading to FOOK modified power armors, together with non FOOK armors (with double the weight etc) inGame.

Please take a look in the threat i posted above, it includes the problem, screenshots and also screens from the FO3Edit detailing the problem.
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daniel royle
 
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Post » Sat May 28, 2011 12:18 am

looking at the situation briefly it does seem like you're getting both FOOK + non-FOOK (i.e. FWE) armors spawning. This is entirely attributed to the fact that the FOIP patches for FOOK haven't been updated in a while with respect to FWE. Further, the Tribal armor (from the Pitt) and the winterized Pa (from Op: Anchorage) haven't been updated for FWE yet (I just got the DLC about a week ago!) . . . so the FOOK changes are taking priority.

What's odd (from your screenshots) is that you're getting both non-FOOK outcast and FOOK outcast armor spawning. FWE uses the vanialla formID's for the armor, so it has to mean that FOOK has some outcast (and maybe other?) armors that use their own FormID's and don't override the original entry. This can be fixed when I get around to updating the FOIP patch.

Frankly . . . (I'll try this again) . . . if anyone would like to take the reins on FWE + FOOK compatability, I'd be more than willing to help / offer guidance, etc . . . but I just don't have time to do the job justice right now. All that's really needed is a basic understanding of FO3Edit and how overrides work.
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Kaylee Campbell
 
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Post » Sat May 28, 2011 12:31 am

Looking in FA3Edit the FWE Compatibility - FOOK.esp is simply not overwriting the armors with the FOOK values, which it does for the weapons. So ya, the FWE Compatibility - FOOK.esp needs some updating.
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Gaelle Courant
 
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Post » Fri May 27, 2011 10:29 pm

I've just updated the WMK FOIP package with the WMK-FOOK v1.1 update:

Version 1.1 (27-05-09)
- Added the ability to modify many of the new weapons in FOOK with Mod Kits. See the Description section above for a list of affected weapons.
- Where possible and applicable, unique versions of vanilla Fallout 3 weapons again have a unique appearance compared to their non-unique counterparts (as in FOOK without the WMK-FOOK compatibility patch v1.0).
- Fixed Wanda variants to have correct clip size (30 or 60, rather than 20 or 40).
- Miss Launcher (EC) now has the correct firing sound (rather than the standard Missile Launcher firing sound as before).
- Reduced Auto-Fire Plasma Rifle variants' rate of fire to 5 shots/sec from 6 shots/sec.


The WMK package is now a fair bit larger (8-9 Mb rather than ~50kb) as it contains the meshes required by WMK-FOOK v1.1.


I've also updated the tracker to reflect that WMK v1.1.5 (just released) is now the most recent version.

Edit: Oh yes - I also uploaded a screenshot of one of the modifiable weapons from WMK-FOOK so that the FOIP Nexus page has at least one image. :) I don't mind if it's replaced or deleted or whatever.
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Adrian Powers
 
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