[RelZ] FWE - FO3 Wanderers Edition #13

Post » Sun Dec 13, 2009 9:28 pm

Looks good to me Stooger, you might have a corrupt save is my only guess. Are you using autosaves and quicksaves, if so, stop using them. They are easily corrupt and I know in Oblivion it wouldn't always reload the cell data causing in many quirks. I am unsure if Bethesda actually got their act together with Fallout 3 and these problems are fixed. Knowing Bethesda, I would assume they just left it as it was. I would suggest always doing a normal save and normal load. If this is too much for you, use CASM, it's on nexus.

If the previously mentioned save issue isn't the case, I haven't any idea what it could be. Let me get something straight. You were using the alternate travel mod that comes with MR2 and were using the motorcycle to travel back when this happened? To fix, you disabled alternate travel and enabled the default fast travel system. You then fast traveled to Tenpenny and no crash?


I'm using normal save/load from the game menu. I wasn't using motorcycle to travel to the tower (left it at megaton, no fuel :D) but going on foot from the tunnels (after killing roy). Anytime I was close to the tower, game crashed. Only solution I came up with was disabling alternate travel (in fomm, didn't knew console command) just to have the ability to fast travel into the tower. Saved after FT in tower, enabled AT back in fomm, loaded and finished the quest without any problems. Since then I've been able to run around the tower with no crashes.
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Roberta Obrien
 
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Post » Mon Dec 14, 2009 6:10 am

Yu know I asked this question on the WMK thread: http://www.gamesas.com/bgsforums/index.php?showtopic=973045&view=findpost&p=14836838 but maybe I should have asked here as well or instead.

Delamer-

What do you mean when you wrote here: http://www.gamesas.com/bgsforums/index.php?showtopic=1023493&view=findpost&p=14833112 that:
WeaponModKits - ThePitt.esp This is for FOOK only
WeaponModKits - OperationAnchorage.esp This is for FOOK only

I looked through the WMK readme and could not get how that is the case. Could you elaborate please.

thanks
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No Name
 
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Post » Mon Dec 14, 2009 12:47 pm

Yu know I asked this question on the WMK thread: http://www.gamesas.com/bgsforums/index.php?showtopic=973045&view=findpost&p=14836838 but maybe I should have asked here as well or instead.

Delamer-

What do you mean when you wrote here: http://www.gamesas.com/bgsforums/index.php?showtopic=1023493&view=findpost&p=14833112 that:
WeaponModKits - ThePitt.esp This is for FOOK only
WeaponModKits - OperationAnchorage.esp This is for FOOK only

I looked through the WMK readme and could not get how that is the case. Could you elaborate please.

thanks

I mean this patches created for FOOK weaponry, nothing more.
They not in balance with FWE and use different ammunition.
From the readme
This compatibility patch allows the modification of the new weapons included in The Pitt (Anchorage) using Mod Kits from WMK. In this FOOK-compatible version of the patch, the weapon stats are in line with those in FOOK. Here is a list of weapons from The Pitt that can be modified, and which Mod Kits can be applied to them:

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Epul Kedah
 
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Post » Mon Dec 14, 2009 8:24 am

So there is no non FOOK version of those patches?

Hmmm - that is not exactly easy to spot. Would seem that if they were meant to mainly be used with FOOK that would be spelled out more.

thanks
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Mrs. Patton
 
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Post » Mon Dec 14, 2009 9:12 am

WMK readme and folder structure make it clear :)
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Roberta Obrien
 
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Post » Mon Dec 14, 2009 6:20 am

I fast travelled with the motorcycle to the little farm near megaton to the south, on the way to super duper mart. Fast travelled back to megaton, then disabled it. Now it says 'fast travel isn't available for this location' no matter where I try to go. I like the motorcycle, I just disabled it until I fix my crashing-while-travelling-the-wasteland-every-2-minutes problem (which I may have solved by running the game in windowed mode...as ugly as that is, it still beats crashing every few minutes).

When you disabled the motorcycle I assume that you did so by selecting the Disable Explorer option on the motorcycle menu. When you did so you should have seen a message in the top left saying that normal fast travel is available. You can also check on the Wasteland Explorer quest on the Pip Boy Quest screen it will show either Explorer Enabled or Disabled. If all this indicates that its disabled then it should be disabled and normal fast travel should be available. If not, please enter the following command at the console "show weMain.iEnabled" without the quotes. It the value is 0 then the motorcycle is disabled, if 1 then the motorcycle is enabled. If weMain.iEnabled is 1 you won't be able to fast travel even after entering the console command "EnableFastTravel 1" because the Explorer main quest will keep issuing an "EnableFastTravel 0" to keep fast travel turned off. So if weMain.iEnabled is 1 enter the following console command "SetStage weMain 3". This will set weMain.iEnabled to 0 and do a few other things. Fast travel should now be available.

And thanks for explaining how to determine the damage from explosives. It's was a lot different than I thought.
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Samantha hulme
 
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Post » Sun Dec 13, 2009 11:15 pm

I'm using normal save/load from the game menu. I wasn't using motorcycle to travel to the tower (left it at megaton, no fuel :D) but going on foot from the tunnels (after killing roy). Anytime I was close to the tower, game crashed. Only solution I came up with was disabling alternate travel (in fomm, didn't knew console command) just to have the ability to fast travel into the tower. Saved after FT in tower, enabled AT back in fomm, loaded and finished the quest without any problems. Since then I've been able to run around the tower with no crashes.

So the game crashed when you were walking to Tenpenny Tower. I don't see how alternate fast travel could have been involved in this problem. There is a script that runs once every five seconds that keeps fast travel turned off but that shouldn't be causing a problem.

By the way, when you remove alternate fast travel from the load order via FOMM you'll loss whatever you might have in the saddlebags. If you want to disable the Explorer motorcycle it's best to do so at the Motorcycle. Activate the Motorcycle, select Configure then select Disable Explorer. This empties the saddlesbags into your inventory and returns you to normal fast travel. If you want to remove it from the load order via FOMM you can do so now without losing the contents of the saddlebags. You can reactivate the motorcycle again by activating the motorcycle and selecting Enable Explorer.
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Jennifer May
 
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Post » Mon Dec 14, 2009 12:28 pm

I mean this patches created for FOOK weaponry, nothing more.
They not in balance with FWE and use different ammunition.
From the readme
This compatibility patch allows the modification of the new weapons included in The Pitt (Anchorage) using Mod Kits from WMK. In this FOOK-compatible version of the patch, the weapon stats are in line with those in FOOK. Here is a list of weapons from The Pitt that can be modified, and which Mod Kits can be applied to them:


What version of WMK is that from, Delamer? I ask because mine, dated 7/20/09, does not say that. It says only:

This compatibility patch allows the modification of the new weapons included in The Pitt using Mod Kits from WMK. Here is a list of weapons from The Pitt that can be modified, and which Mod Kits can be applied to them:

The Anchorage patch is the same. No mention of FOOK anywhere in the readme.

Edit: My sincerest apologies if I am stepping on toes here. It is in no way my intention. I only wish to help and at the same time make sure I am using what I should be and not using what I shouldn't be. :)
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FITTAS
 
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Post » Mon Dec 14, 2009 12:05 pm

So the game crashed when you were walking to Tenpenny Tower. I don't see how alternate fast travel could have been involved in this problem. There is a script that runs once every five seconds that keeps fast travel turned off but that shouldn't be causing a problem.

By the way, when you remove alternate fast travel from the load order via FOMM you'll loss whatever you might have in the saddlebags. If you want to disable the Explorer motorcycle it's best to do so at the Motorcycle. Activate the Motorcycle, select Configure then select Disable Explorer. This empties the saddlesbags into your inventory and returns you to normal fast travel. If you want to remove it from the load order via FOMM you can do so now without losing the contents of the saddlebags. You can reactivate the motorcycle again by activating the motorcycle and selecting Enable Explorer.


No no no. It's not alternate travel issue. I left my bike at the megaton and I was doing that quest on foot entirely. After disabling alternate travel I got the same crashes everytime I got close to the tower (on foot all the time). I've disabled alternate travel strictly to have fast travel-to-the-tower option. Fast traveling went ok, I reenabled alternate travel and continued from that moment without any problems. Before taking tenpenny quest and going down to the tunnels I had no problems with ctd's and after fast travelling and finishing that quest there weren't any problems either.
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Richard Dixon
 
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Post » Mon Dec 14, 2009 5:58 am

I was wondering, I am having a problem with stimpacks staying in the quick slot I put them in. Could this be due to the way triage deals with them or possibly something else? Most of the time I notice it when I load a game, they are not in the quick slot I put them in prior to saving.
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RObert loVes MOmmy
 
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Post » Mon Dec 14, 2009 10:13 am

I was wondering, I am having a problem with stimpacks staying in the quick slot I put them in. Could this be due to the way triage deals with them or possibly something else? Most of the time I notice it when I load a game, they are not in the quick slot I put them in prior to saving.

This is known issue, now on investigation. After each dialog with NPC stims removed from the quick slot. This is TRIAGE issue

@ NiamhsSamm
What version of WMK is that from, Delamer? I ask because mine, dated 7/20/09, does not say that. It says only:

Seems to me we talk about different things :)
You talk about package, downloaded from WMK page, I talk about WMK CP, downloaded from FOIP page
In your case FOOK is not needed, but you can't use this plugins with FWE- it is for vanilla game. With FWE all modified weapons will have lovered characteristics in comparison with unmodified weaponry. There is no sense in such modifications.
I doubt you will have any technical issues, if you create merged patch, but balance will be broken
Can't say more for now- I'm in the middle of reinstalling of the game.
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Jason Rice
 
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Post » Sun Dec 13, 2009 11:20 pm

No no no. It's not alternate travel issue. I left my bike at the megaton and I was doing that quest on foot entirely. After disabling alternate travel I got the same crashes everytime I got close to the tower (on foot all the time). I've disabled alternate travel strictly to have fast travel-to-the-tower option. Fast traveling went ok, I reenabled alternate travel and continued from that moment without any problems. Before taking tenpenny quest and going down to the tunnels I had no problems with ctd's and after fast travelling and finishing that quest there weren't any problems either.

So- when you crash and restart the game, you not able to proceed further to the Tenpenny Tower? The game crash again?
I don't see in your load order mods, which can produce this bug. MMM can provide occasional crashes, but they not repeatable. Possibly this is game bug
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Karl harris
 
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Post » Mon Dec 14, 2009 6:07 am

Is there a way to lower the enemy accuracy? I am all for a challenge, but getting sniped by a super mutant from across the canyon is just lame.
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lucy chadwick
 
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Post » Mon Dec 14, 2009 5:05 am

Weapon Mod Kits + DLC Support

On the weapon mod kit nexus page, there are OPTIONAL modules you can download to support the pitt and anchorage DLC.

On the FOIP page, the download for the main WMK FOIP package (not the FWE one!) contains FOOK versions of the wmk DLC support plugins.

These use the SAME filenames, whether using the non-fook versions (from the WMK page) or the FOOK versions (from the FOIP page)

MMM can provide occasional crashes, but they not repeatable. Possibly this is game bug


Well I've typically run into MMM related errors with certain spawned things (typically NPC's) that will crash the game the instant I "see" them or in some previous cases the instant I killed them. I've been able to occasionally spot the NPC in question from afar and disable via console. It's annoying, and I'm not sure why it happens. These instances have been repeatable.
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cosmo valerga
 
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Post » Mon Dec 14, 2009 12:20 pm

This is known issue, now on investigation. After each dialog with NPC stims removed from the quick slot. This is TRIAGE issue

@ NiamhsSamm

Seems to me we talk about different things :)
You talk about package, downloaded from WMK page, I talk about WMK CP, downloaded from FOIP page
In your case FOOK is not needed, but you can't use this plugins with FWE- it is for vanilla game. With FWE all modified weapons will have lovered characteristics in comparison with unmodified weaponry. There is no sense in such modifications.
I doubt you will have any technical issues, if you create merged patch, but balance will be broken
Can't say more for now- I'm in the middle of reinstalling of the game.

Thanks for clearing that up for me :)

Edit: And thank you too, Mezo. Sorry for causing confusion. :)
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Michelle Smith
 
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Post » Mon Dec 14, 2009 2:22 am

So- when you crash and restart the game, you not able to proceed further to the Tenpenny Tower? The game crash again?
I don't see in your load order mods, which can produce this bug. MMM can provide occasional crashes, but they not repeatable. Possibly this is game bug



Yes it was repetable, iirc it was the same spot at the same distance everytime. I was able to go in any other direction with no problems. Screw that, before my next playthrough I'll make a fresh fo3 install and we'll see. Maybe it's just a game engine issue, oblivion/fo3 has never worked like it should for me anyway.

BTW This Explorer Bike is a damn fine piece of junk, it survived megaton detonation with no scratch despite the fact that I left it at the entrance before pushing the button ;D

Weapon Mod Kits + DLC Support
Well I've typically run into MMM related errors with certain spawned things (typically NPC's) that will crash the game the instant I "see" them or in some previous cases the instant I killed them. I've been able to occasionally spot the NPC in question from afar and disable via console. It's annoying, and I'm not sure why it happens. These instances have been repeatable.


Hm that would explain everyting. It's annoying but still... it's not high price to pay for much better gameplay with fwe :D
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[ becca ]
 
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Post » Mon Dec 14, 2009 7:59 am

When you disabled the motorcycle I assume that you did so by selecting the Disable Explorer option on the motorcycle menu. When you did so you should have seen a message in the top left saying that normal fast travel is available. You can also check on the Wasteland Explorer quest on the Pip Boy Quest screen it will show either Explorer Enabled or Disabled. If all this indicates that its disabled then it should be disabled and normal fast travel should be available. If not, please enter the following command at the console "show weMain.iEnabled" without the quotes. It the value is 0 then the motorcycle is disabled, if 1 then the motorcycle is enabled. If weMain.iEnabled is 1 you won't be able to fast travel even after entering the console command "EnableFastTravel 1" because the Explorer main quest will keep issuing an "EnableFastTravel 0" to keep fast travel turned off. So if weMain.iEnabled is 1 enter the following console command "SetStage weMain 3". This will set weMain.iEnabled to 0 and do a few other things. Fast travel should now be available.

And thanks for explaining how to determine the damage from explosives. It's was a lot different than I thought.


I checked wemain.ienabled, and it said 0. I tried to fast travel, but it still wouldn't allow it even after setting enablefasttravel 1. After that I did SetStage weMain 3, and tried to enable fast travel, but I still can't do it.

Any suggestions?

Edit: I went back and tried to just use the motorcycle for fast travel again, but even with everything enabled, I now can't fast travel at all.
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Michelle davies
 
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Post » Mon Dec 14, 2009 3:41 am

Weapon Mod Kits + DLC Support
Well I've typically run into MMM related errors with certain spawned things (typically NPC's) that will crash the game the instant I "see" them or in some previous cases the instant I killed them. I've been able to occasionally spot the NPC in question from afar and disable via console. It's annoying, and I'm not sure why it happens. These instances have been repeatable.

Damn if I understand such things. Crashes for me very rare about two or three month already, but I can't just ignore peoples, which say another things.
I can't understand why the same mods on the same version of the game can provide such different results in different systems. Mod work through engine and engine must handle all hardware and software differences, but it seems to me- it is not applied to the Fallout
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Marcus Jordan
 
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Post » Mon Dec 14, 2009 5:35 am

I checked wemain.ienabled, and it said 0. I tried to fast travel, but it still wouldn't allow it even after setting enablefasttravel 1. After that I did SetStage weMain 3, and tried to enable fast travel, but I still can't do it.

Any suggestions?

Edit: I went back and tried to just use the motorcycle for fast travel again, but even with everything enabled, I now can't fast travel at all.

I can suggest a couple more experiments. First save your game (real save not a quick save).

Experiment 1: Enter the console command "StopQuest weMain". This ends all of the periodic motorcycle processing. Exit the console and wait a few seconds then try to fast travel from an outside location of course. If you still can't fast travel then go back into the console and enter "EnableFastTravel 1". Exit the console and try to fast travel again. If you can't fast travel now then I don't think Alternate Travel is the problem because its no longer running so its time for the next experiment.

Experiment 2: Remove Alternate Travel from your load order with FOMM. Load that save that you made at the beginning and try to fast travel. If that doesn't work go back into the console and enter "EnableFastTravel 1". Exit the console and try to fast travel again. If you still can't fast travel then it seems that there's something wrong with the game state. According to the GECK wiki "Entering an interior Cell and then exiting to an exterior will reset Fast Travel to the enabled state"; so you might want to try that too.

The only other thing I can suggest is loading a save from before this problem and see if you can fast travel from that point in time. If you can then you might want to consider restarting your game from that point.

One more thing, make sure that you don't have the No Fast Travel mod enabled.
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Oceavision
 
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Post » Mon Dec 14, 2009 4:52 am

Damn if I understand such things. Crashes for me very rare about two or three month already, but I can't just ignore peoples, which say another things.
I can't understand why the same mods on the same version of the game can provide such different results in different systems. Mod work through engine and engine must handle all hardware and software differences, but it seems to me- it is not applied to the Fallout


Fallout has such a screwy and unstable foundation. Even the slightest little thing can cause it to crash. For me, I was crashing constantly when looting or wandering the wasteland, but running the game in windowed mode in 1680x1040 *seems* to have fixed it, which suggests to me hardware conflict with my ATI radeon Hd 4850, even thought the drivers are up to date. I say seems because I've had bouts where it wouldn't crash, but then suddenly start back up again at random, for no apparent reason. But so far, no crashes *knock on wood*

Seriously, this is the only game I've ever played that has given me this much trouble. Bethesda should have made a proper engine instead an add-on from Oblivion. Here's hoping they do it properly with Fallout Vegas. I have my hopes up for that one, because some of the original Fallout team are working on it. And frankly, if you've ever played any of the older games like fallout 1,2, planescape torment etc, you'll know that those guys really know how to craft an immersive and memorable experience. Not trying to knock Bethesda's efforts, I think overall they did quite well, it's just really hard to compare to some aspects of the earlier material (graphics aside, which we can all agree are better than the older games).

Edit: Also forgot to mention - mods like FWE actually make the game worth playing IMO.
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Harry Leon
 
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Post » Mon Dec 14, 2009 12:59 am

Seriously, this is the only game I've ever played that has given me this much trouble.

You are lucky, I was able to play another such game- Corsairs 3. Moreover, I was in dev. team, which create two sequels to this damn game. Have the same experience as with fallout 3.
And frankly, if you've ever played any of the older games like fallout 1,2, planescape torment etc, you'll know that those guys really know how to craft an immersive and memorable experience.

Yes, I know. Moreover- this games run perfectly until now, after some tweaking. This is very good example of how they (devs) do things yesterday. With Fallout3 we have another example- how it will be tomorrow. I want to be mistaken, of course
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lilmissparty
 
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Post » Mon Dec 14, 2009 1:46 am

So again about WMK

Is it ok to use the DLC patches that came with the main WMK download (which were the ones I had installed anyway)?

If they are named the same and it is OK to use the WMK main versions then might it better to warn people to look and make sure they are using the right version?
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James Hate
 
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Post » Mon Dec 14, 2009 6:40 am

I can suggest a couple more experiments. First save your game (real save not a quick save).

Experiment 1: Enter the console command "StopQuest weMain". This ends all of the periodic motorcycle processing. Exit the console and wait a few seconds then try to fast travel from an outside location of course. If you still can't fast travel then go back into the console and enter "EnableFastTravel 1". Exit the console and try to fast travel again. If you can't fast travel now then I don't think Alternate Travel is the problem because its no longer running so its time for the next experiment.

Experiment 2: Remove Alternate Travel from your load order with FOMM. Load that save that you made at the beginning and try to fast travel. If that doesn't work go back into the console and enter "EnableFastTravel 1". Exit the console and try to fast travel again. If you still can't fast travel then it seems that there's something wrong with the game state. According to the GECK wiki "Entering an interior Cell and then exiting to an exterior will reset Fast Travel to the enabled state"; so you might want to try that too.

The only other thing I can suggest is loading a save from before this problem and see if you can fast travel from that point in time. If you can then you might want to consider restarting your game from that point.

One more thing, make sure that you don't have the No Fast Travel mod enabled.


Ok, I tried option 1 and 2, and it still didn't fix the problem (no other fast travel options are loaded). Loading from a very early save before I even touched the motorcycle restored fast travel. Is this just me? Can anyone else test this out, because that's a pretty serious bug if it disables all fast travel, and you have no way of returning it even after activating the motorcycle. I'd like to use the motorcycle but now I'm a bit wary of it.
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Tracey Duncan
 
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Post » Mon Dec 14, 2009 6:51 am

Ok, I tried option 1 and 2, and it still didn't fix the problem (no other fast travel options are loaded). Loading from a very early save before I even touched the motorcycle restored fast travel. Is this just me? Can anyone else test this out, because that's a pretty serious bug if it disables all fast travel, and you have no way of returning it even after activating the motorcycle. I'd like to use the motorcycle but now I'm a bit wary of it.

I just tries a couple tests. I disabled the motorcycle using the Configuration menu option at the bike. I was able to fast travel without the bike. I when indoors and wasn't able to fast travel as expected. I when back outdoors and was able to fast travel. I re-enabled the motorcycle and used it to fast travel. I repeated this test three times with the same results.

I then made a save at an outside location with the motorcycle enabled and exited the game. I removed alternate fast travel from my load order and restarted the game (got warning that I might lose relics). I then tried to fast travel and couldn't. I expected this beause when I saved the game fast travel was disabled. However using the EnableFastTravel 1 console commanded returned my ability to fast travel. I also was able to regain the ability to fast travel by going indoors and coming back outdoors. The game automatically turns fast travel off when you go inside and on when you go outside. That's why this and all fast travel mods have to keep turning fast travel off.

I just can't see how after removing the mode from your load order that it can have any lasting effect on fast travel that the EnableFastTravel that going indoors and back out or the console command can't fix. I don't know what else to suggest.
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Courtney Foren
 
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Post » Mon Dec 14, 2009 1:48 am

Ok, I tried option 1 and 2, and it still didn't fix the problem (no other fast travel options are loaded). Loading from a very early save before I even touched the motorcycle restored fast travel. Is this just me? Can anyone else test this out, because that's a pretty serious bug if it disables all fast travel, and you have no way of returning it even after activating the motorcycle. I'd like to use the motorcycle but now I'm a bit wary of it.

I tested it. I've been using the motorcycle quite a bit. I turned it off and after waiting (just to be safe) for it to finish telling me about all the items it transferred into my inventory (lol) I had no trouble fast traveling all over the place.

Edit: However, i didn't test it as thoroughly as jjgun did. Mainly because right after a fast travel to a metro station, I was jumped by a group of 5 Talon Company Mercs (I died, of course.. hate those guys) So I just quit the game and reported. lol
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joeK
 
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