[RelZ] FWE - FO3 Wanderers Edition #4

Post » Fri Apr 01, 2011 2:46 pm

Thanks Mez,

So:

1) I messed up with having the FOOK files overwrite the FWE files? If so, should I go back and reinstall everything?

2) I should sit tight on the weapon and armor images not showing up for now?


I find it extremely helpful to use 7zip or winzip or something similar to maintain archives of various mod versions. This includes ANYTHING that goes into my data folder. I try to get it set up to how it will look after everything is done. (ie: If you take some of the FWE resources from the resources subdirectory and put them in the data directory (ie: optional mods, compatability patches, etc), then do so in this zip file too. ie: The file should have whatever the particular mod would look like in the data folder.

Then, use the fallout mod manager's package functionality to actually install or uninstall. This makes updating, reverting, etc. very easy.

ie: If you were using this, and you accidentally made FOOK overwrite FWE instead of the other way around, you would just "deactivate" each one in the package manager, then reactivate in the proper order.

If you have many mods, and they interact with each other (ie: overwrite each others files, etc), or if you have a different set of mods for a different set of characters (say you are playing a vanilla runthrough, as well as a fully modded runthrough, as well as a runthrough with XFO, etc etc), you can use the package manager to only install the mods (including all textures, sounds, and so on) that you are currently using.
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Krista Belle Davis
 
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Post » Sat Apr 02, 2011 12:24 am

Also, I am not exactly sure what you mean by the repair lists needing to be updated, but it seems I am having a lot of trouble repairing even vanilla items...items that should be combinable to repair are blacked out. Hopefully this can be resolved soon.

The items are visible in the repair list but greyed out? It sounds like the item is already repaired to the maximum level your character is capable of. Try it on a more damaged item, or take some chems to increase your repair skill and see if it works then.


Then, use the fallout mod manager's package functionality to actually install or uninstall. This makes updating, reverting, etc. very easy.

QFT. It's what I do as well.
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LADONA
 
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Post » Fri Apr 01, 2011 10:01 pm

That sounds great Morikal, but it also sounds a bit beyond my skill level with these things :)
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Vincent Joe
 
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Post » Fri Apr 01, 2011 11:46 pm

and I can no longer pick up my robco portable bed. once i lay it down, it only gives me the option to sleep.


I seem to have this same problem with the portable bed and the water purifier - no option to pick them back up after I have placed them down. They work fine where they are - but I just can't take them anywhere else.
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Rachel Cafferty
 
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Post » Fri Apr 01, 2011 8:48 pm

The note you get when buying it says to hold down the "pick stuff up key", whatever it's called, while pressing "use". For me it becomes Z+E, and works for me.
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Soku Nyorah
 
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Post » Sat Apr 02, 2011 5:16 am

That sounds great Morikal, but it also sounds a bit beyond my skill level with these things :)


Sorry if I made it sound complicated (i'm bad like that).

The super easy way: Mods that come pre-zipped and ready to go, with no changes needed to what it will look like in the Data folder of Fallout 3.
Just add the downloaded .zip or .7z file to the FOMMs packages.

The not as super easy, but still easy way (For mods that require some alteration, or don't come packaged correctly. I use FWE here as an example):
1) Download desired mod and any patches/addons. In this example, lets call it "Fallout 3 Wanderer's Edition"
2) Create a new folder somewhere, lets call it ModPackages
3) Create a folder under ModPackages for your new mod. Lets call it FWE. So now we have ModPackages\FWE
4) Extract the mod you downloaded into its new folder as if that folder were the data folder for fallout 3. So, all the ESPs go into ModPackages\FWE\
All the subfolders, like meshes, textures, sound, etc, also go into ModPackages\FWE

5) Do any alterations needed. ie: If when you install FWE you normally use one of compatability patches, move the compatability patch from ModPackages\FWE\FWE Resources\Compatability\ to ModPackages\FWE\
(I am at work right now and don't know the exact structure FWE extracts to... FWE Resources may be the wrong folder name)

6) Use winzip or 7zip to create a new archive. There should be an option in your context menu (right click on stuff and you should see it).
The easy way: Go to ModPackages\FWE and then select everything. Right click and select "Send to -> Compressed Folder"

7) Move the new compressed folder to be just under ModPackages

8) Delete the first folder you created (ie: FWE)

9) Rename your new compressed folder if you like

10) use FOMMs package manager to add the new compressed folder. Now when you want to install the mod, just activate it. When you want to uninstall, deactivate it.

11 (optional): Delete the compressed folder. FOMM has already copied it to a safe place; you don't need to keep the copy you put in ModPackages.


Hope that helps
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Tyler F
 
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Post » Fri Apr 01, 2011 11:38 pm

Hm... Everytime i add in the FWE Extras and FOIP's for MMM and WMK my game goes weird....

My game starts fine.. It takes a few seconds longer to start for some reason (Note this is only AFTER i add the optional mods for MMM and WMK) Then it goes through the bethesda slides and whatnot, gets to the main menu picture and just sits there. No cursor no buttons, Cant alt tab.

Its frustraiting trying to fix it as in if my fix dosent work after i start the game.... I have to reboot. Alot more tedious then just the game itself crashing.

Could it be my load order? I think i have it right. I cant figure it out.
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djimi
 
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Post » Fri Apr 01, 2011 8:03 pm

Thanks Morikal, I will work through that and see if I can get it to work!

Cheers
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SiLa
 
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Post » Sat Apr 02, 2011 2:20 am

Ok, I am getting the sinking feeling that the reason I am getting the file not found error I reported is that I might have unzipped the retextures folder of FOOK to the wrong place. Also, since I rewrote the FOOK files over the FWE instead of vice versa like I wanted, I am just going to bite the bullet and uninstall and reinstall everything and hopefully do it right this time. I've got all my notes laid out, so hopefully the only thing I am losing here is time.

I wanted to see what people think of this final load order though:

Fallout3.esm
Hairpack.esm
CALIBR.esm
Mart's Mutant Mod.esm
FWE_F03_Wanderers_Edition.esm
FOOK.esm
FOOK.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_09_OPT_NoFastTravel.esp
FWE_09_OPT_SkillBasedHackingPicking.esp
FWE_09_OPT_lessviewdistance.esp
FWE_09_OPT_VATS_Fast_100.esp
FWE_09_OPT_PrimaryNeeds_MMM_full.esp
Owned!.esp
WeaponModKits.esp
Mart's Mutant Mod.esp
Mart's Mutant Mod-Hunting & Looting.esp
Mart's Mutant Mod-No Corpse Flies.esp
Mart's Mutant Mod-XFO + FOOK.esp
FOIP_FWE_MMM.esp
FOIP_FWE_WMK.esp
FOIP_FOOK_FWE_MMM.esp
FOIP_FOOK_FWE.esp

Cheers
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Cool Man Sam
 
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Post » Sat Apr 02, 2011 1:17 am

I wanted to see what people think of this final load order though:


Couple issues I see at the end of the load order.

1) Remove Mart's Mutant Mod-XFO + FOOK.esp - you're not using XFO

2) Don't use "FOIP_FWE_MMM.esp" and don't use "FOIP_FWE_WMK.esp". Instead, go to Martigen's Mutant Mod page on Nexus and download his optional compatiblity files. Use only the "Mart's Mutant Mod - XFO + FOOK.esp" - this is updated to support the current version of FOOK (v1.4), and contains all the patching needed to get MMM working with FWE. I just said this same thing last page ;)

Otherwise it looks good.

Hm... Everytime i add in the FWE Extras and FOIP's for MMM and WMK my game goes weird....

My game starts fine.. It takes a few seconds longer to start for some reason (Note this is only AFTER i add the optional mods for MMM and WMK) Then it goes through the bethesda slides and whatnot, gets to the main menu picture and just sits there. No cursor no buttons, Cant alt tab.

Its frustraiting trying to fix it as in if my fix dosent work after i start the game.... I have to reboot. Alot more tedious then just the game itself crashing.

Could it be my load order? I think i have it right. I cant figure it out.


Read through pages 5-6 of this thread . . . the brief version is that other people were having the same error as a result of their Weapon Mod Kit not being updated. The compatiblity patch is looking for a newer version of the Mod, and it's causing the game to crash. Make sure FOOK, MMM, and WMK are all up-to-date. Let me know if that doesn't work.
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Isabella X
 
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Post » Sat Apr 02, 2011 12:44 am

The note you get when buying it says to hold down the "pick stuff up key", whatever it's called, while pressing "use". For me it becomes Z+E, and works for me.

Hmm, I don't use FOOK though, if that's what causing problems.
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Jennifer Munroe
 
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Post » Sat Apr 02, 2011 12:09 am

1) Remove Mart’s Mutant Mod-XFO + FOOK.esp - you're not using XFO

2) Don't use "FOIP_FWE_MMM.esp" and don't use "FOIP_FWE_WMK.esp". Instead, go to Martigen's Mutant Mod page on Nexus and download his optional compatiblity files. Use only the "Mart's Mutant Mod - XFO + FOOK.esp" - this is updated to support the current version of FOOK (v1.4), and contains all the patching needed to get MMM working with FWE. I just said this same thing last page ;)



Sry, I don't understand.

He should delete Mart’s Mutant Mod-XFO + FOOK.esp and then install the same file again?


From the FWE_interoperability_load_order_guide:

			Fallout3.esm		 	CALIBR.esm			Mart's Mutant Mod.esm			FWE_FO3_Wanderers_Edition.esm			FOOK.esm						FOOK.esp			FWE Modules (00 - 08)			FWE Optional Modules			*** FWE_09_OPT_PrimaryNeeds_MMM_full.esp			WeaponModKits.esp			Mart's Mutant Mod.esp			*** MMM Optional Mods	*** Any MMM optional mods except Increased Spawns, Zones Respawn, Tougher Traders		FOIP_FWE_MMM.esp			FOIP_FWE_WMK.esp			FOIP_FOOK_FWE_MMM.esp			FOIP_FOOK_FWE.esp


So what is the right load order now?
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Nathan Barker
 
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Post » Fri Apr 01, 2011 2:40 pm

Sorry, typo's and confusion will be the death of me.

Don't use "Mart's Mutant Mod - XFO + FOOK.esp"

Use "FOIP_FOOK_FWE_MMM.esp" from the FWE download as per the mod load order guide.

I'm crazy today.
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Sarah Unwin
 
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Post » Sat Apr 02, 2011 5:07 am

Ok, I'm confused now, ha!

So, I DON'T USE Mart's Mart's Mutant Mod - XFO + FOOK.esp? I think I understand that much, at least.

But which FOIP files should I be using?

NOT FOIP_FWE_WMK.esp, even if I am using WMK?

NOT FOIP_FWE_MMM.esp?

YES TO: FOIP_FOOK_FWE_MMM.esp?

Also YES TO: FOIP_FOOK_FWE.esp?

Any other FOIP files I should have or just FOIP_FOOK_FWE_MMM.esp and FOIP_FOOK_FWE.esp?


EDIT:

Right now, based on my current understanding, I would have the following:

Fallout3.esm
Hairpack.esm
CALIBR.esm
Mart’s Mutant Mod.esm
FWE_F03_Wanderers_Edition.esm
FOOK.esm
FOOK.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_09_OPT_NoFastTravel.esp
FWE_09_OPT_SkillBasedHackingPicking.esp
FWE_09_OPT_lessviewdistance.esp
FWE_09_OPT_VATS_Fast_100.esp
FWE_09_OPT_PrimaryNeeds_MMM_full.esp
Owned!.esp
WeaponModKits.esp
Mart’s Mutant Mod.esp
Mart’s Mutant Mod-Hunting & Looting.esp
Mart’s Mutant Mod-No Corpse Flies.esp
FOIP_FOOK_FWE_MMM.esp
FOIP_FOOK_FWE.esp

Is this right?

Thanks!
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matt
 
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Post » Sat Apr 02, 2011 1:19 am

Mez, I have an idea : I'm just throwing it out there.

Would it be possible to combine your entire mod into two giant files? This load order business is getting to be rather complex even for a computer programmer like myself. Instead of choosing optional mods, you would incorporate a stable version of all the optional mods, and you would create a script that would let you decide what optional features to enable in game. A series of menus would appear when you start the game, letting you decide whether to enable modules like the one that changes VATs settings or Real Injuries.


While it would be more work to write such a script, it would vastly simplify the process for the end users. There would no longer be a 'wrong' way to do the load order causing the game to crash, and there would be just one single mod to install, not 5.
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Adrian Powers
 
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Post » Fri Apr 01, 2011 7:23 pm

Or implement it as a FOMM-script, going through menus in-game usually feels pretty slow and clunky to me :)
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Dragonz Dancer
 
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Post » Fri Apr 01, 2011 7:09 pm

Or implement it as a FOMM-script, going through menus in-game usually feels pretty slow and clunky to me :)


Didn't know you could do that. That would be PERFECT : mez could use the scripting language to guarantee that only the "safe" combos of the mods he recommends about are allowed.

Also, whenever he updates his mod, the script could ensure that the load order doesn't get all messed up, which is what happens when you update the mod right now.
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Chad Holloway
 
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Post » Sat Apr 02, 2011 12:06 am

Well I uninstalled everything, reinstalled everything, this time making sure I did FOOK first and FWE overwriting the FOOK files. So, that worked fine. I also didn't do the optional FOOK retextures files this time in case that was a mistake I made that was responsible for the error I am getting. Then I did the most recent load order I posted above. Then I fired it up and started a new game, vault dweller opening. Everything worked fine. I got to Megaton and went to Moira and I am STILL getting the PipOs [file not found] error on the guns and armor! GAH!

So, imo, it seems like it has something to do with the compatibility between FOOK and FWE, but I am no expert on this and look forward to any expert help I can get.

Cheers

EDIT: BTW, everything else to do with these mods except for this one issue (that I can tell) seems to be working incredibly well!!!!!!!!!!!!!!!!!!!!! :D
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matt
 
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Post » Sat Apr 02, 2011 1:22 am

btw retextures won't cause issues.
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Kahli St Dennis
 
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Post » Fri Apr 01, 2011 10:26 pm

Would it be possible to combine your entire mod into two giant files? This load order business is getting to be rather complex even for a computer programmer like myself. Instead of choosing optional mods, you would incorporate a stable version of all the optional mods, and you would create a script that would let you decide what optional features to enable in game. A series of menus would appear when you start the game, letting you decide whether to enable modules like the one that changes VATs settings or Real Injuries.


In theory that would be possible, although to be perfectly honest I don't know how to write a script like that :I will probably be looking into creating a single merged plugin down the road.

I apologize for the load order insanity and not being able to give you a clear answer. I had tested all the various combinations outlined in the load order guide in the FWE_docs folder, and they all worked fine on my end, so if you stick to that, it "should" be okay.

In addition, we're all trying to sort out the FOIP program, which provide a single resource point for managing mod compatibility, so we don't have versions of compreable compatiblity mods floating around as part of different mod packages.

Sorry I can't be more helpful at the moment, but in my limited time I need to work on getting the overall package correctly updated, then I can work on specific issues. Thanks for hangin' in there :)
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Avril Churchill
 
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Post » Fri Apr 01, 2011 11:07 pm

No problem Mez, you're doing amazing work! One error is not a huge deal in the grand scheme of things by any stretch of the imagination. Definitely loving all the work you and the FOOK and MMM modders and all the other modders whose work you are drawing on are doing. It's making a great game much, much better, which makes for a really outstanding game imo. Maybe I will get irradiated enough that I will grow another thumb and I can give you guys 3 thumbs up!
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Greg Cavaliere
 
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Post » Sat Apr 02, 2011 2:54 am

btw retextures won't cause issues.



Well, the issue that I am having is that a bunch of the weapon and armor images are not showing up, so I thought that the retextures might have something to do with it. But, I have managed to rule that out as a possibility.

Cheers
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Celestine Stardust
 
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Post » Sat Apr 02, 2011 12:54 am

Releasing an FOMOD version of FWE sounds like a very good way to avoid the worst of the load order confusion. You can find details on making a scripted FOMOD install http://fomm.wiki.sourceforge.net/Scripting+functions If you and Martigen stick to your naming conventions, the script wouldn't need rewriting every time the content gets an update either.

I'd offer to make one for you, but I don't know the first thing about scripting and I've already promised all my FO3 messing-about time to Jedidia for the next few weeks. Sorry.

Edit:

@ futurehermit, have you Archive Invalidated?
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Eire Charlotta
 
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Post » Fri Apr 01, 2011 4:38 pm

@ futurehermit, have you Archive Invalidated?


Yep, sure did. I double checked it too just to make sure.

Cheers
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Sweets Sweets
 
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Post » Sat Apr 02, 2011 2:34 am

One thing that would resolve the load order problems for many people is an automated sorting software like http://tesnexus.com/downloads/file.php?id=20516.
The latest beta version is supposed to work with FO 3 but unfortunately it doesn't work on my system.

Of course someone would have to make a masterlist first, which isn't an easy task.

I also found http://www.fallout3nexus.com/downloads/file.php?id=3596, but I did not test it yet.
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Emma Copeland
 
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