[RelZ] FWE - FO3 Wanderers Edition #7

Post » Sun Oct 11, 2009 7:41 pm

And, um, uh, Craft.esm, what is that from?

I had set up FWE Master, and now I'm checking it with FO3Edit, and its crashing due to the dependency of Craft and Calibr, not included in the Master Release.

Thanks


I've included links to both CRAFT and CALIBR in the readme. Search Nexus for them. These are community mod resources that FWE requires. Very small mods, CALIBR adds standard new ammo types, and CRAFT adds a system for adding custom items to workbench that won't cause mod conflicts.

Mez, do you have a preferred 1.5 fix method? As in, FakePatch or FO3MasterUpdate, which do you use?


Either should work fine. If you're using broken steel, it's probably best to use the 1.5/master update method. Otherwise, FakePatch is a perfectly fine way to go. The mod was built on a non-1.5 patch build, so it should be backwards compatible just fine.
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Gen Daley
 
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Post » Sun Oct 11, 2009 2:30 pm

I need help- can't start the game. Menu and cursor don't appear.
I use F3 ver 1.5
My minimal load order
[X] Fallout3.esm
[X] CALIBR.esm
[X] CRAFT.esm
[X] FO3 Wanderers Edition - Main File.esm
[X] CRAFT - Activation Perk.esp
[X] WeaponModKits.esp
[X] WeaponModKits - FWE Master Release.esp
When I uncheck WeaponModKits - FWE Master Release.esp- all works fine.

What to do? :(
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Ebou Suso
 
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Post » Sun Oct 11, 2009 9:48 am

I need help- can't start the game. Menu and cursor don't appear.
I use F3 ver 1.5
My minimal load order
[X] Fallout3.esm
[X] CALIBR.esm
[X] CRAFT.esm
[X] FO3 Wanderers Edition - Main File.esm
[X] CRAFT - Activation Perk.esp
[X] WeaponModKits.esp
[X] WeaponModKits - FWE Master Release.esp
When I uncheck WeaponModKits - FWE Master Release.esp- all works fine.

What to do? :(


Also had this happen. Even when only running the absolute minimum # of esm's/esp's (all converted with FO3Edit's -MasterUpdate function), enabling 'WeaponModKits - FWE Master Release.esp' causes the 'missing menu + cursor' error as described above.
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Jennifer May
 
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Post » Sun Oct 11, 2009 9:44 pm

Also had this happen. Even when only running the absolute minimum # of esm's/esp's (all converted with FO3Edit's -MasterUpdate function), enabling 'WeaponModKits - FWE Master Release.esp' causes the 'missing menu + cursor' error as described above.


I've uploaded an .esp fix for that plugin on the Nexus page. It was totally and completely messed up, and I have no idea why. Should be corrected now, let me know if you still have an issue.
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Dona BlackHeart
 
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Post » Mon Oct 12, 2009 12:47 am

I've uploaded an .esp fix for that plugin on the Nexus page. It was totally and completely messed up, and I have no idea why. Should be corrected now, let me know if you still have an issue.

All is good for now, thank you
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Peter P Canning
 
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Post » Sun Oct 11, 2009 6:26 pm

This mod looks really nice, im gonna try to install it, all the DLC and all the recommended mods with it. Wish me luck, it seems very complicated and i dont really know in what order to install everything. Wish me luck :(

(Anyone able to give me a short list of what to install and in what order? Including the mods recommended by the readme, all the DLC's and the latest 1.5 patch. Pleeaaaase? *begs*)
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P PoLlo
 
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Post » Sun Oct 11, 2009 10:28 am

All is good for now, thank you


Thanks for letting me know that it worked =)

This mod looks really nice, im gonna try to install it, all the DLC and all the recommended mods with it. Wish me luck, it seems very complicated and i dont really know in what order to install everything. Wish me luck

(Anyone able to give me a short list of what to install and in what order? Including the mods recommended by the readme, all the DLC's and the latest 1.5 patch. Pleeaaaase? *begs*)


Reallyyou should read the mod guide stickied here in the mod sub-forum if trying to do all of this in one pass. It's long but worth the read. Otherwise:

Step 1: Download Everything

- FWE and the recommended mods
- The utility programs (Mod Manager, Script Extender, FO3Edit/MasterUpdater)
- 1.5 Patch and DLC

Step 2: Install Everything

- Install Mod manager and the script extender
- Run the 1.5 patch and make sure the DLC is installed.
- Extract all the mods to your data folder (or make FOMODS out of them using the mod manager)

Step 3: Lord Order

- Adjust the load order of the mods using FOMM (mod manager) so it matches the load order in the FWE readme (towards the end of the install section, before the questions)

Step 4: Run FO3MasterUpdate + then Launch the game!

I've probably missed some intuitive step or another. But seriously, read the mod guide.
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Nuno Castro
 
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Post » Sun Oct 11, 2009 5:05 pm

This mod looks really nice, im gonna try to install it, all the DLC and all the recommended mods with it. Wish me luck, it seems very complicated and i dont really know in what order to install everything. Wish me luck :(

(Anyone able to give me a short list of what to install and in what order? Including the mods recommended by the readme, all the DLC's and the latest 1.5 patch. Pleeaaaase? *begs*)

If you already use previous versions of the mod- then there is no big difference.
But...
1. Fallout 3 ver 1.5, if you new- it is recommended.
Unofficial patch, FOMM, FOSE, FO3EDIT- utilities, URL you found in the readme.
2. Load order.
[X] Fallout3.esm[X] Anchorage.esm[X] ThePitt.esm[X] BrokenSteel.esmother esm-s[X] CALIBR.esm[X] CRAFT.esm[X] FO3 Wanderers Edition - Main File.esm[X] Mart's Mutant Mod.esm[X] Unofficial Fallout 3 Patch.esp[X] Unofficial Fallout 3 Patch - The Pitt.esp[X] Unofficial Fallout 3 Patch - Operation Anchorage.espother esp-s[X] DarNifiedUIF3.esp[X] DUIF3Extras.esp[X] CASM.esp[X] CRAFT - Activation Perk.esp[X] FO3 Wanderers Edition - DLC Anchorage.esp[X] FO3 Wanderers Edition - DLC The Pitt.esp[X] FO3 Wanderers Edition - DLC Broken Steel.esp[X] FO3 Wanderers Edition - Optional VATS Halftime.esp[X] WeaponModKits.esp[X] WeaponModKits - FWE Master Release.esp (UPDATED!!!)[X] Mart's Mutant Mod.esp[X] Mart's Mutant Mod - Zombie Cementery.esp[X] Mart's Mutant Mod - Increased Spawns.esp[X] Mart's Mutant Mod - Hunting & Looting.esp[X] Mart's Mutant Mod - Zones Respawn.esp[X] Mart's Mutant Mod - Natural Selection.esp[X] Mart's Mutant Mod - Broken Steel.esp[X] Mart's Mutant Mod - FWE Master Release.esp[X] VATSFixOff.esp (from fake patch page)

3. After installing and sorting use FO3Edit masterupdate function.
That's all
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Jesus Lopez
 
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Post » Sun Oct 11, 2009 12:43 pm

hey mez great to see new release

sorry to say found these when i opened up the master release in FO3edit to look at compatibility with my other mods
when trying to create a merged patch it got stopped with a couple of errors from FWE they seem to be with:
crsupermutant3miniguna as well as b - the MMM patch
clover in the broken steel patch
mq01bosgnnbattle - mmm patch
chineseghoul01atemplate - mmm patch
enclavescientishaaftemplate - mmm patch

also, when i clicked on the weapons entry this popped up: (im pretty sure this is just an error with the entry and not with fo3edit, which is why i posted it here)

Error: record WEAP contains unexpected (or out of order) subrecord EITMError: record WEAP contains unexpected (or out of order) subrecord ETYPError: record WEAP contains unexpected (or out of order) subrecord YNAMError: record WEAP contains unexpected (or out of order) subrecord ZNAMError: record WEAP contains unexpected (or out of order) subrecord INAMError: record WEAP contains unexpected (or out of order) subrecord WNAMError: record WEAP contains unexpected (or out of order) subrecord NAM9Error: record WEAP contains unexpected (or out of order) subrecord NAM8Error: record WEAP contains unexpected (or out of order) subrecord DATAError: record WEAP contains unexpected (or out of order) subrecord DNAMError: record WEAP contains unexpected (or out of order) subrecord CRDTError: record WEAP contains unexpected (or out of order) subrecord VNAMErrors were found in: WeapGrenadePulse "Pulse Grenade" [WEAP:00004331]Contained subrecords: EDID OBND FULL MODL MODT MODS ICON DEST DSTD DSTF EITM ETYP YNAM ZNAM INAM WNAM NAM9 NAM8 DATA DNAM CRDT VNAM


Also i am currently struggling to find the best way to get FWE and the Unofficial patch to work together for a number of reasons. This may perhaps be better posted in FO3Edit as well, but we shall see.

As a new esm format FWE now loads before the UFP, this is fine for when your mod makes deliberate changes, however there are instances where FWE undos the changes from UFP.

At the moment the merged patch feature of FO3Edit only seems to apply one of the fixes from the UFP to FWE, which is the repair list of the nail board i think, by removing one of the entries.

I believe that with the next release of the UFP it also will be an esm, however that then leaves the problem of FWE again reverting the changes made in the patch. Assuming you load the UFP before FWE.

So i am left wondering what is the best way to go about this, as obviously i would like the best of both worlds as im sure most others will.

Would it be best to make changes to FWE to include the applicable ones from the UFP or would it be possible for the merge patch feature of FO3edit to sort this?
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ZANEY82
 
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Post » Sun Oct 11, 2009 1:30 pm

Thanks for letting me know that it worked =)



Reallyyou should read the mod guide stickied here in the mod sub-forum if trying to do all of this in one pass. It's long but worth the read. Otherwise:

Step 1: Download Everything

- FWE and the recommended mods
- The utility programs (Mod Manager, Script Extender, FO3Edit/MasterUpdater)
- 1.5 Patch and DLC

Step 2: Install Everything

- Install Mod manager and the script extender
- Run the 1.5 patch and make sure the DLC is installed.
- Extract all the mods to your data folder (or make FOMODS out of them using the mod manager)

Step 3: Lord Order

- Adjust the load order of the mods using FOMM (mod manager) so it matches the load order in the FWE readme (towards the end of the install section, before the questions)

Step 4: Run FO3MasterUpdate + then Launch the game!

I've probably missed some intuitive step or another. But seriously, read the mod guide.


Thank you, ill do my best. What i was referring to was that the readme included with your mod didnt seem clear enough (to me anyway :) ) what i needed to install and in which order. Something the mod FAQ sticky doesnt really help with as its just a general guide.

Ill give it another try and ill get back to you folks if i manage to get it working or not.
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P PoLlo
 
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Post » Sun Oct 11, 2009 10:38 am

hey mez great to see new release

sorry to say found these when i opened up the master release in FO3edit to look at compatibility with my other mods


Thanks for letting me know. I assumed there were going to be various technical issues with this big of a change, and I having the time playtest everything thoroughly ie neigh on impossible.

Anway, I'm a little confused:

1) With the "mmm patch" records . . . are you referring to the "Mart's Mutant Mod - FWE Master Release.esp" plugin that is causing those wierd reccords?

2) I'll take a look at the weapon entries data as well.

3) Yes, I haden't thought about issues with the unoffical patch. What would actually be easy on your end would be to change the filename for the UFP to an .esm and flag it as a master in FO3Edit, so you can force it to load before. Ultimately, it sounds like I need to grab the latest UFP and cross-check changes, FWE should be changed so it's compatible with the UFP whether it loads before or after, although if I remember there are some FWE entires that should override the UFP.

The biggest issue with creating the master release overall was properly reassigning referrences when the individual FWE plugin's got merged. Adding CFW into FWE was trickier than anticipated, because the FOIP patches needed to be merged into the main .esm, but they were also referencing the original CFW mod and multiple FWE modules (i.e. Itemloot). In anycase, this isn't an excuse for it not working =)

Thanks for the feedback!
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Love iz not
 
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Post » Sun Oct 11, 2009 8:14 pm

Thanks for letting me know. I assumed there were going to be various technical issues with this big of a change, and I having the time playtest everything thoroughly ie neigh on impossible.

Anway, I'm a little confused:

1) With the "mmm patch" records . . . are you referring to the "Mart's Mutant Mod - FWE Master Release.esp" plugin that is causing those wierd reccords?

Yes, I see it too
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Ice Fire
 
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Post » Sun Oct 11, 2009 4:46 pm

ok thanks very much mez for that i'll give it a try and yes i meant that patch

EDIT: another quick little thing is CFW in 5.0? as its not very clear whether you will still need that and if so for which versions
Thinking mainly of FOIP page which i know has not yet been updated

EDIT2: eugene has an error with its first person person model in the broken steel patch
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Chantel Hopkin
 
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Post » Sun Oct 11, 2009 4:25 pm

I think i actually finally got it working, yay. ^_^
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Tyrone Haywood
 
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Post » Sun Oct 11, 2009 10:16 am

Some of the weapon damages seem way off. Just found a CAWS shotgun, at about 50% repair, and it had 537 damage! And a similarly damaged FN FAL have 300 or so damage.

That can't be right... right?

Michael
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StunnaLiike FiiFii
 
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Post » Sun Oct 11, 2009 2:32 pm

ok thanks very much mez for that i'll give it a try and yes i meant that patch

EDIT: another quick little thing is CFW in 5.0? as its not very clear whether you will still need that and if so for which versions
Thinking mainly of FOIP page which i know has not yet been updated


Also wondering this, becuase i cannot use FOOK till 2.0 I may use CFW for the time been.
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Neil
 
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Post » Sun Oct 11, 2009 8:19 pm

Also wondering this, becuase i cannot use FOOK till 2.0 I may use CFW for the time been.

Seems to me- masterfile version include CFW, modular- no.

Some of the weapon damages seem way off. Just found a CAWS shotgun, at about 50% repair, and it had 537 damage! And a similarly damaged FN FAL have 300 or so damage.
That can't be right... right?

This is engine way of thinkin. Damage for the autoshotguns shown incorrectly.

@Mezmorelda
Found error reporting to FWE- about pulse grenades.
[00:39] Background Loader: [FO3 Wanderers Edition - Main File.esm] Building reference info.[00:39] Background Loader: Error: record WEAP contains unexpected (or out of order) subrecord EITM[00:39] Background Loader: Error: record WEAP contains unexpected (or out of order) subrecord ETYP[00:39] Background Loader: Error: record WEAP contains unexpected (or out of order) subrecord YNAM[00:39] Background Loader: Error: record WEAP contains unexpected (or out of order) subrecord ZNAM[00:39] Background Loader: Error: record WEAP contains unexpected (or out of order) subrecord INAM[00:39] Background Loader: Error: record WEAP contains unexpected (or out of order) subrecord WNAM[00:39] Background Loader: Error: record WEAP contains unexpected (or out of order) subrecord NAM9[00:39] Background Loader: Error: record WEAP contains unexpected (or out of order) subrecord NAM8[00:39] Background Loader: Error: record WEAP contains unexpected (or out of order) subrecord DATA[00:39] Background Loader: Error: record WEAP contains unexpected (or out of order) subrecord DNAM[00:39] Background Loader: Error: record WEAP contains unexpected (or out of order) subrecord CRDT[00:39] Background Loader: Error: record WEAP contains unexpected (or out of order) subrecord VNAM[00:39] Background Loader: Errors were found in: WeapGrenadePulse "Pulse Grenade" [WEAP:00004331]

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louise fortin
 
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Post » Sun Oct 11, 2009 10:27 am

Uploaded Master Release 1a

http://www.fallout3nexus.com/downloads/file.php?id=2761

Fixes:

- Numerous small glitches and error's in the records, particularly with Broken Steel.

- Adds a compatibility override patch for the Unoffical Fallout Patch.

- Corrected a problem with Pulse Grenades.

- Fixes errors with some NPC entries.

- Includes the previous hotfix for WMK support.

- Other minor consistency tweaks.


Might as well do this too:

http://www.gamesas.com/bgsforums/index.php?showtopic=999216
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Sweet Blighty
 
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Post » Mon Oct 12, 2009 2:04 am

Might as well do this too:

http://www.gamesas.com/bgsforums/index.php?showtopic=999216


New thread up, so this one can be closed. :)
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Pat RiMsey
 
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