[RelZ] FWE - FO3 Wanderers Edition #23

Post » Sat Jan 02, 2010 1:16 am

Something odd, graphic artifacts, but for raiders only-well, so far as I've seen.

After great trials and tribulations (mostly related to my misunderstanding the install process for DarNUI) I got Fallout 3 + FWE installed. Everything runs very well except live raiders have hot pink-purple skin and dead raiders are a mess of overlapping colors with a big ! . Oddly enough, everyone in Megaton and Traders outside and Slavers outside appear normal - haven't shot any of these.

Could someone please point me in the right direction to fix this?

I guess I need to reinstall AGAIN. But this is showing up as a problem with stock characters, not additions from a mod, which seems odd to me.
User avatar
kat no x
 
Posts: 3247
Joined: Mon Apr 16, 2007 5:39 pm

Post » Fri Jan 01, 2010 9:58 pm

I think that's the audio alert that your character is getting thirsty and should drink something.

Just like the stomach rumbling is an alert that you might need food (though I've heard my characters stomach rumbling on a full/gluttoned stomach).


On the subject of Real Needs, I'm confused by the information showing on the DarNUIF3 screen.

It seems to show Sleep - 0% all the time.

It shows Thirst - 100%. So thinking that this means I am 100% thirsty, I drink and am told my thirst is quenched. I can keep drinking and eventually get to Thirst = -6. OK, seems like Thirst = 100% means I'm really thirst.

But, Hunger = 100%, so I eat something and my hunger decreases to 80% and I get a message that I am a glutton and my stomach is over-stuffed! Huh!

What is the proper way to read the UI information?
User avatar
Oyuki Manson Lavey
 
Posts: 3438
Joined: Mon Aug 28, 2006 2:47 am

Post » Sat Jan 02, 2010 12:35 pm

Something odd, graphic artifacts, but for raiders only-well, so far as I've seen.

After great trials and tribulations (mostly related to my misunderstanding the install process for DarNUI) I got Fallout 3 + FWE installed. Everything runs very well except live raiders have hot pink-purple skin and dead raiders are a mess of overlapping colors with a big ! . Oddly enough, everyone in Megaton and Traders outside and Slavers outside appear normal - haven't shot any of these.

Could someone please point me in the right direction to fix this?

I guess I need to reinstall AGAIN. But this is showing up as a problem with stock characters, not additions from a mod, which seems odd to me.

Missing textures and meshes.

Make sure you have our Assets pack correctly installed and that you have archive invalidation invalidated.
Also do you have MMM installed?
User avatar
Jimmie Allen
 
Posts: 3358
Joined: Sun Oct 14, 2007 6:39 am

Post » Sat Jan 02, 2010 7:08 am

Missing textures and meshes.

Make sure you have our Assets pack correctly installed and that you have archive invalidation invalidated.
Also do you have MMM installed?


I have MMM installed. Oh, and BTB I forgot to mention that I think animals are doing something weird. Dogs are invisible except for their eyeballs and I was attacked out in the Waste by something that VATS locked on to,but which was invisible and had a 0% hit probability. I have not yet seen a molerat, which is unusual.

archive invalidation invalidated is running.

I 'think' I have your Assets Pack installed correctly.

In the next few minutes I will do another reinstall and see what happens. Before I was checking that FO was OK as I installed each part of the FWE package, but didn't go into the game and look for raiders to see if their graphics were wrong.
User avatar
Kaylee Campbell
 
Posts: 3463
Joined: Mon Mar 05, 2007 11:17 am

Post » Sat Jan 02, 2010 1:54 am

I have MMM installed. Oh, and BTB I forgot to mention that I think animals are doing something weird. Dogs are invisible except for their eyeballs and I was attacked out in the Waste by something that VATS locked on to,but which was invisible and had a 0% hit probability. I have not yet seen a molerat, which is unusual.

archive invalidation invalidated is running.

I 'think' I have your Assets Pack installed correctly.

In the next few minutes I will do another reinstall and see what happens. Before I was checking that FO was OK as I installed each part of the FWE package, but didn't go into the game and look for raiders to see if their graphics were wrong.

If you are having issues with critters that would mean you don't have MMM correctly installed(this is not really related to FWE).

On the subject of Real Needs, I'm confused by the information showing on the DarNUIF3 screen.

It seems to show Sleep - 0% all the time.

It shows Thirst - 100%. So thinking that this means I am 100% thirsty, I drink and am told my thirst is quenched. I can keep drinking and eventually get to Thirst = -6. OK, seems like Thirst = 100% means I'm really thirst.

But, Hunger = 100%, so I eat something and my hunger decreases to 80% and I get a message that I am a glutton and my stomach is over-stuffed! Huh!

What is the proper way to read the UI information?

Did you change any of the Hunger, Sleep, Thirst presets in the PN menu? Because Darn's UI calculations only work properly with the default settings, if you changed anything they won't display correctly.
User avatar
Reven Lord
 
Posts: 3452
Joined: Mon May 21, 2007 9:56 pm

Post » Sat Jan 02, 2010 8:52 am

My LO again... i have a gut feeling that something is outta place & needs a fixing :brokencomputer:

[X] Fallout3.esm
[X] Anchorage.esm
[X] ThePitt.esm
[X] BrokenSteel.esm
[X] PointLookout.esm
[X] Zeta.esm
[X] CRAFT.esm
[X] CALIBR.esm
[X] StreetLights.esm
[X] Ammo Bench.esm
[X] EnclaveCommander-OA-Pitt-Steel.esm
[X] Enhanced Weather - Rain and Snow.esm
[X] FO3 Wanderers Edition - Main File.esm
[X] Mart's Mutant Mod.esm
[X] Unofficial Fallout 3 Patch.esm
[X] Unofficial Fallout 3 Patch - Operation Anchorage.esp
[X] Unofficial Fallout 3 Patch - The Pitt.esp
[X] Unofficial Fallout 3 Patch - Broken Steel.esp
[X] Unofficial Fallout 3 Patch - Point Lookout.esp
[X] Unofficial Fallout 3 Patch - Mothership Zeta.esp
[X] DarNifiedUIF3.esp
[X] CASM.esp
[X] TinCanCRAFTing.esp
[X] CRAFT - Activation Perk.esp
[X] CALIBRxMerchant.esp
[X] GalaxyNewsRadio100[M].esp
[X] Achievement Remover [All].esp
[X] Achievement Remover [FWE].esp
[X] Refurbishes [ALL].esp
[X] Refurbish [OA] - FWE.esp
[X] UPP - Pack 1.esp
[X] UPP - Pack 2.esp
[X] Enhanced Weather - Rain and Snow in Fallout.esp
[X] Enhanced Weather - Radioactive Rain and Snow Plugin.esp
[X] Enhanced Weather - Rainbows.esp
[X] Enhanced Weather - Weather Sounds in Interiors.esp
[X] Fellout-Full.esp
[X] Fellout-Anchorage.esp
[X] Fellout-BrokenSteel.esp
[X] Fellout-PointLookout.esp
[X] Fellout-pipboylight.esp
[X] NotSoFast.esp
[X] HeirApparent.esp
[X] D.C. Confidential with Glow.esp
[X] IntoTheDeepWoods.esp
[X] PLweightadjust.esp
[X] Ammo Bench - CRAFT Plugin.esp
[X] Ammo Bench - CALIBR.esp
[X] rockville.esp
[X] SniperZooming.esp
[X] Rude Awakening.esp
[X] Rude Awakening - MMM.esp
[X] ShadySands.esp
[X] CanterburyCommonsEmbiggened.esp
[X] Butcher Petes Meat.esp
[X] RockopolisRebuilt.esp
[X] MoreMapMarkers.esp
[X] Treasure Maps_Underground.esp
[X] Treasure Maps_Secrets of the Wasteland.esp
[X] Treasure Maps_Bobblehead Edition.esp
[X] Treasure Maps_A Fist Full of Caps.esp
[X] MTC Wasteland Travellers.esp
[X] MTC Wasteland Travellers (Optional)- Crowded Cities.esp
[X] DCInteriors_ComboEdition.esp
[X] FO3 Wanderers Edition - Main File.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 - DLC Point Lookout.esp
[X] FO3 Wanderers Edition - DLC Mothership Zeta.esp
[X] FO3 Wanderers Edition - More Gore.esp
[X] FO3 Wanderers Edition - More Gore The Pitt.esp
[X] FO3 Wanderers Edition - More Gore PointLookout.esp
[X] FO3 Wanderers Edition - More Gore Zeta.esp
[X] FO3 Wanderers Edition - UFP Support.esp
[X] FO3 Wanderers Edition - Optional Restore Tracers.esp
[X] FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp
[X] FO3 Wanderers Edition - Optional Worn Weapons.esp
[X] FO3 Wanderers Edition - Optional VATS Halftime.esp
[X] FO3 Wanderers Edition - Lvl 30 High Skills.esp
[X] DarNifiedUIF3_FWE.esp
[X] dD-Less Blood Time, Larger Blood.esp
[X] Tailor Maid.esp
[X] MiniHideout.esp
[X] Tailor Maid Anchorage.esp
[X] Tailor Maid PITT.esp
[X] Tailor Maid Brokensteel.esp
[X] Tailor Maid ZETA.esp
[X] WeaponModKits.esp
[X] WeaponModKits - FWE Master Release.esp
[X] WeaponModKits - OperationAnchorage.esp
[X] WeaponModKits - ThePitt.esp
[X] WeaponModKits - BrokenSteel.esp
[X] WeaponModKits - PointLookout.esp
[X] WeaponModKits - Zeta.esp
[X] WeaponModKits - FWE Optional Worn Weapons.esp
[X] EVE.esp
[X] EVE Operation Anchorage.esp
[X] EVE - FWE Master Release.esp
[X] EVE Anchorage - FWE DLC Anchorage.esp
[X] EVE - FWE Master Release (Follower Enhanced).esp
[X] EVE - FWE with WeaponModKits.esp
[X] Wasteland Whisperer.esp
[X] BuildableBots v0.3a.esp
[X] RobCo Certified.esp
[X] RobCo Certified Engineer.esp
[X] Buildablebots Robcert. addon.esp
[X] Mart's Mutant Mod.esp
[X] Mart's Mutant Mod - DLC Anchorage.esp
[X] Mart's Mutant Mod - DLC The Pitt.esp
[X] Mart's Mutant Mod - DLC Broken Steel.esp
[X] Mart's Mutant Mod - DLC Point Lookout.esp
[X] Mart's Mutant Mod - DLC Zeta.esp
[X] Mart's Mutant Mod - Increased Spawns.esp
[X] Mart's Mutant Mod - Feral Ghoul Rampage.esp
[X] Mart's Mutant Mod - Zones Respawn.esp
[X] Mart's Mutant Mod - Hunting & Looting.esp
[X] Mart's Mutant Mod - Tougher Traders.esp
[X] Mart's Mutant Mod - Natural Selection.esp
[X] Mart's Mutant Mod - FWE Master Release.esp
[X] PreWar Book Titles and Perks.esp
[X] BoSPatrols.esp
[X] Overhead3PCamera.esp
[X] Slof's Alsatian Dogmeat.esp
[X] Water_Tower_Hideout_byOrophin.esp
[X] AfrosNukaCola.esp
[X] Owned!.esp
[X] Realistic Interior Lighting.esp
[X] Realistic Interior Lighting - OA.esp
[X] Realistic Interior Lighting - BS.esp
[X] StreetLights - Wasteland.esp
[X] BatteriesPlusV1_2.esp
[X] Brahmin Dairy Products.esp
[X] Rivet City Realignment.esp
[X] KH_223EX.esp
[X] Bash Patch.esp
User avatar
Naazhe Perezz
 
Posts: 3393
Joined: Sat Aug 19, 2006 6:14 am

Post » Fri Jan 01, 2010 10:21 pm

If you are having issues with critters that would mean you don't have MMM correctly installed(this is not really related to FWE).


Did you change any of the Hunger, Sleep, Thirst presets in the PN menu? Because Darn's UI calculations only work properly with the default settings, if you changed anything they won't display correctly.


In my reinstall, I'm checking just which mod messes with critters/raiders and you are completely right; the problem is MMM - almost surely my install. I'm working on that now.

As far as I can see, the PN menu is not available, surely not showing in the Pipboy.
User avatar
matt
 
Posts: 3267
Joined: Wed May 30, 2007 10:17 am

Post » Fri Jan 01, 2010 11:01 pm

I'm on the fence about a choice I need to make, so I'll open it up for discussion here to see what the users preferences are:

I'd like to do a substantial re-write of the readme, into more of an FWE manual...
Any preferences?

Here's a vote for #2 (html).

---------------------------------------------

I've collected a bunch of mods and am now going to, slowly and carefully with lots of testing, install. A couple basic questions:

1. The major mods I've chosen are FWE, MMM, WMK, EVE... is order of installation/FOMOD activation important? I'm thinking: MMM->FWE->WMK->EVE. Should I install DarnifiedUI first or last?

2. I suspect not, but are there any issues with modifying time scale (12) and FWE?

Am quite excited to enter into a truly apocalyptic wasteland... have many fond memories of the original games. :ahhh:

Edit: Does it make a difference whether ArchiveInvalidation is applied through FOMM or the seperate ArchiveInvalidationInvalidated? Which is the preferred method?

Edit2: Hmm... now I'm thinking installation order would best be: MMM->EVE->WMK->FWE. I'm fully aware of the available compatibility patches (FOIP etc)... but feel that installation order will have some bearing.
User avatar
Jennifer Munroe
 
Posts: 3411
Joined: Sun Aug 26, 2007 12:57 am

Post » Sat Jan 02, 2010 2:30 pm

As far as I can see, the PN menu is not available, surely not showing in the Pipboy.


May have been doing something dumb, started a whole new FWE game and things seem to be OK, waiting to checkout the skin colour of my first raider to see if MMM is OK.
User avatar
Danny Warner
 
Posts: 3400
Joined: Fri Jun 01, 2007 3:26 am

Post » Sat Jan 02, 2010 6:46 am

May have been doing something dumb, started a whole new FWE game and things seem to be OK, waiting to checkout the skin colour of my first raider to see if MMM is OK.


OK, PNeeds etc seem to have kicked in correctly with starting a new game, however MMM still has the raiders screwed up. I went into a mod hideout and waited 4 days, and still pink raiders.

What can I do?

UPDATE

Manual install of the various files for MMM, rather than FOMOD, seems to work; certainly the raiders are no longer pink.
User avatar
Mark
 
Posts: 3341
Joined: Wed May 23, 2007 11:59 am

Post » Sat Jan 02, 2010 12:47 pm

@ Kai:

I'm running with your exact mod set up from the video thread, except no merge patch or anything, and everything seems to run fine except:

Once in a while during firefights the game crashes after the third or fourth kill. VATS use makes this more likely, as does using bullet time.

Also, this problem becomes more and more frequent during the intelligence center (listening post I think its called?) section of Operation Anchorage, then goes back to normal in other areas of the DLC.

I have my inum whosit set to force to use 1 processor in the .ini

Im also having an issue, which you said earlier is NOT from FWE itself...at 100 skill in a weapon, using a scope, my scope is swaying around like a drunk. Could this be from WMK?

If it is, I'll just edit the needed variables you mentioned. If not, any ideas whats going on?

I recall you mentioned something about having tweaked the sway rate for NPC's? maybe it 'spread' to my char?

And lastly, I've noticed that sometimes my character winds up having a hundred pounds or so of weight on him even when naked, at which point the savegame WILL eventually become corrupt. This definately happens with FWE, as it happened during a game where I ran ONLY fwe. Any idea what I screwed up?
User avatar
rheanna bruining
 
Posts: 3415
Joined: Fri Dec 22, 2006 11:00 am

Post » Sat Jan 02, 2010 11:14 am

(2) Make it an HTML file, so it's a little richer graphically and can include some internal bookmarks

HTML is my vote, a linked index at the top should help. With the right formatting you can just save it as txt if you feel the need.
User avatar
oliver klosoff
 
Posts: 3436
Joined: Sun Nov 25, 2007 1:02 am

Post » Sat Jan 02, 2010 5:45 am

Here's a vote for #2 (html).

---------------------------------------------

I've collected a bunch of mods and am now going to, slowly and carefully with lots of testing, install. A couple basic questions:

1. The major mods I've chosen are FWE, MMM, WMK, EVE... is order of installation/FOMOD activation important? I'm thinking: MMM->FWE->WMK->EVE. Should I install DarnifiedUI first or last?

The FOMOD activation is not really that important, but the installation order you recommended is exactly what I would have suggested. What's most important is just the load order

2. I suspect not, but are there any issues with modifying time scale (12) and FWE?

No, but you will be needing a lot more food, water and sleep since the days will go by much faster.

Am quite excited to enter into a truly apocalyptic wasteland... have many fond memories of the original games. :ahhh:

Edit: Does it make a difference whether ArchiveInvalidation is applied through FOMM or the seperate ArchiveInvalidationInvalidated? Which is the preferred method?

Nah it's basically the same, so just use the one supplied with FOMM

Edit2: Hmm... now I'm thinking installation order would best be: MMM->EVE->WMK->FWE. I'm fully aware of the available compatibility patches (FOIP etc)... but feel that installation order will have some bearing.

Again installation order doesn't really matter too much. But I would recommend the one you used above.

Manual install of the various files for MMM, rather than FOMOD, seems to work; certainly the raiders are no longer pink.

If that's the case you really need to make sure FOMOD is installing stuff into the right directory. Because MMM has a perfect FOMOD install, so if files are installed incorrectly in your case, it could maybe happen with other mods too.


I'm running with your exact mod set up from the video thread, except no merge patch or anything, and everything seems to run fine except:

Once in a while during firefights the game crashes after the third or fourth kill. VATS use makes this more likely, as does using bullet time.

Also, this problem becomes more and more frequent during the intelligence center (listening post I think its called?) section of Operation Anchorage, then goes back to normal in other areas of the DLC.

Actually this isn't caused by FWE but by MMM. And it's actually not really even caused by MMM but by Fallout3 itself. From my testing it seems that FO3 has serious issues with how base effects work, and base effects with scripts attached to them have the potential to crash the game or otherwise cause wierd behaviour(like the infamous level up lockup from FOOK). Try running without MMM for a short while and please report back if you see an improvement. As I wrote above I killed off all MMM controller scripts and it basically fixed the majority of my CTDs.
Also you NEED a merged patch if you use multiple WMK mods (like FWE and the DLC additions), this is not optional.

I have my inum whosit set to force to use 1 processor in the .ini

iNumHwthreads should be set to 2 if you have a multicore processor

Im also having an issue, which you said earlier is NOT from FWE itself...at 100 skill in a weapon, using a scope, my scope is swaying around like a drunk. Could this be from WMK?

If it is, I'll just edit the needed variables you mentioned. If not, any ideas whats going on?

No WMK won't cause this either. With 100 skill you should be seeing a slight sway, but nothing extreme. Could you test this with multiple scoped weapons and see if that's the case for all of them?

I recall you mentioned something about having tweaked the sway rate for NPC's? maybe it 'spread' to my char?

No 100% not, the variable I used doesn't affect the PC in any way

And lastly, I've noticed that sometimes my character winds up having a hundred pounds or so of weight on him even when naked, at which point the savegame WILL eventually become corrupt. This definately happens with FWE, as it happened during a game where I ran ONLY fwe. Any idea what I screwed up?

Shouldn't be caused by FWE(also had no one ever report this issue either). Are you sure you didn't have any ammo on you?
If you have my No ammo weight mod installed, did you make sure to place it at the rock bottom of your load order?
User avatar
A Boy called Marilyn
 
Posts: 3391
Joined: Sat May 26, 2007 7:17 am

Post » Sat Jan 02, 2010 8:18 am

My LO again... i have a gut feeling that something is outta place & needs a fixing :brokencomputer:

Actually your LO appears pretty decent. No guarantee on this LO since I don't know every single mod of these, but based on what they do, I would suggest the following LO:

[X] Fallout3.esm[X] Anchorage.esm[X] ThePitt.esm[X] BrokenSteel.esm[X] PointLookout.esm[X] Zeta.esm[X] CRAFT.esm[X] CALIBR.esm[X] StreetLights.esm[X] Ammo Bench.esm[X] EnclaveCommander-OA-Pitt-Steel.esm[X] FO3 Wanderers Edition - Main File.esm[X] Mart's Mutant Mod.esm[X] Enhanced Weather - Rain and Snow.esm[X] Unofficial Fallout 3 Patch.esm[X] Unofficial Fallout 3 Patch - Operation Anchorage.esp[X] Unofficial Fallout 3 Patch - The Pitt.esp[X] Unofficial Fallout 3 Patch - Broken Steel.esp[X] Unofficial Fallout 3 Patch - Point Lookout.esp[X] Unofficial Fallout 3 Patch - Mothership Zeta.esp[X] DarNifiedUIF3.esp[X] CASM.esp[X] Achievement Remover [All].esp[X] dD-Less Blood Time, Larger Blood.esp[X] Overhead3PCamera.esp[X] SniperZooming.esp[X] Rude Awakening.esp[X] Owned!.esp[X] ShadySands.esp[X] CanterburyCommonsEmbiggened.esp[X] rockville.esp[X] RockopolisRebuilt.esp[X] Rivet City Realignment.esp[X] Refurbishes [ALL].esp[X] MiniHideout.esp[X] Water_Tower_Hideout_byOrophin.esp[X] AfrosNukaCola.esp[X] Brahmin Dairy Products.esp[X] BatteriesPlusV1_2.esp[X] PreWar Book Titles and Perks.esp[X] NotSoFast.esp[X] HeirApparent.esp[X] D.C. Confidential with Glow.esp[X] IntoTheDeepWoods.esp[X] PLweightadjust.esp[X] Butcher Petes Meat.esp[X] Treasure Maps_Underground.esp[X] Treasure Maps_Secrets of the Wasteland.esp[X] Treasure Maps_Bobblehead Edition.esp[X] Treasure Maps_A Fist Full of Caps.esp[X] DCInteriors_ComboEdition.esp[X] MTC Wasteland Travellers.esp[X] MTC Wasteland Travellers (Optional)- Crowded Cities.esp[X] StreetLights - Wasteland.esp[X] BoSPatrols.esp[X] MoreMapMarkers.esp[X] GalaxyNewsRadio100[M].esp[X] Tailor Maid.esp[X] Tailor Maid Anchorage.esp[X] Tailor Maid PITT.esp[X] Tailor Maid Brokensteel.esp[X] Tailor Maid ZETA.esp[X] TinCanCRAFTing.esp[X] CRAFT - Activation Perk.esp[X] CALIBRxMerchant.esp[X] Ammo Bench - CRAFT Plugin.esp[X] Ammo Bench - CALIBR.esp[X] FO3 Wanderers Edition - Main File.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 - DLC Point Lookout.esp[X] FO3 Wanderers Edition - DLC Mothership Zeta.esp[X] FO3 Wanderers Edition - More Gore.esp[X] FO3 Wanderers Edition - More Gore The Pitt.esp[X] FO3 Wanderers Edition - More Gore PointLookout.esp[X] FO3 Wanderers Edition - More Gore Zeta.esp[X] FO3 Wanderers Edition - UFP Support.esp[X] FO3 Wanderers Edition - Optional Restore Tracers.esp[X] FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp[X] FO3 Wanderers Edition - Optional Worn Weapons.esp[X] FO3 Wanderers Edition - Optional VATS Halftime.esp[X] FO3 Wanderers Edition - Lvl 30 High Skills.esp[X] Refurbish [OA] - FWE.esp[X] Achievement Remover [FWE].esp[X] Slof's Alsatian Dogmeat.esp[X] UPP - Pack 1.esp[X] UPP - Pack 2.esp[X] Wasteland Whisperer.esp[X] RobCo Certified.esp[X] RobCo Certified Engineer.esp[X] BuildableBots v0.3a.esp[X] Buildablebots Robcert. addon.esp[X] WeaponModKits.esp[X] WeaponModKits - FWE Master Release.esp[X] WeaponModKits - OperationAnchorage.esp[X] WeaponModKits - ThePitt.esp[X] WeaponModKits - BrokenSteel.esp[X] WeaponModKits - PointLookout.esp[X] WeaponModKits - Zeta.esp[X] WeaponModKits - FWE Optional Worn Weapons.esp[X] EVE.esp[X] EVE Operation Anchorage.esp[X] EVE - FWE Master Release.esp[X] EVE Anchorage - FWE DLC Anchorage.esp[X] EVE - FWE Master Release (Follower Enhanced).esp[X] EVE - FWE with WeaponModKits.esp[X] Mart's Mutant Mod.esp[X] Mart's Mutant Mod - DLC Anchorage.esp[X] Mart's Mutant Mod - DLC The Pitt.esp[X] Mart's Mutant Mod - DLC Broken Steel.esp[X] Mart's Mutant Mod - DLC Point Lookout.esp[X] Mart's Mutant Mod - DLC Zeta.esp[X] Mart's Mutant Mod - Feral Ghoul Rampage.esp[X] Mart's Mutant Mod - Hunting & Looting.esp [X] Rude Awakening - MMM.esp[X] Mart's Mutant Mod - FWE Master Release.esp[X] Realistic Interior Lighting.esp[X] Realistic Interior Lighting - OA.esp[X] Realistic Interior Lighting - BS.esp[X] Enhanced Weather - Rain and Snow in Fallout.esp[X] Enhanced Weather - Radioactive Rain and Snow Plugin.esp[X] Enhanced Weather - Rainbows.esp[X] Enhanced Weather - Weather Sounds in Interiors.esp[X] Fellout-Full.esp[X] Fellout-Anchorage.esp[X] Fellout-BrokenSteel.esp[X] Fellout-PointLookout.esp[X] Fellout-pipboylight.esp[X] KH_223EX.esp[X] Bash Patch.esp[X] Mart's Mutant Mod - Zones Respawn.esp ----->Remove this, it's integrated in FWE[X] Mart's Mutant Mod - Increased Spawns.esp ----->Remove this, it's integrated in FWE[X] Mart's Mutant Mod - Tougher Traders.esp ----->Remove this, it's integrated in FWE[X] Mart's Mutant Mod - Natural Selection.esp ----->Remove this, it's integrated in FWE[X] DarNifiedUIF3_FWE.esp -----> Remove this, it's not required anymore.

User avatar
Sista Sila
 
Posts: 3381
Joined: Fri Mar 30, 2007 12:25 pm

Post » Sat Jan 02, 2010 5:52 am

-Took MMM out and still having this crash problem. I'll do a merge patch.

When I do the merge, do I need to select or delete anything from the list that pops up in the conflict inherited by parent list in FO3Edit, or just have it compile the list with inherited by parent, and then imediately create the merged patch?

----------

Weapon Sway: I can verify this is happening with any weapon in the game that has a scope attached whether natively or via WMK. The FN FAL is by far the worst of the lot, however.

Weight Issue: absolutely 100% naked, all tabs, nothing, nada zip. This is with or without the ammo weight mod, has happened both ways. It ranges from about 20 pounds in one save, to over 100 in another.

I have a feeling it may be related to CRAFT fitted power armor as one time something weird happened, and CRAFT became moved in the load order, but the mod still ran (usually crashes without craft in the right spot), at which point my power armor had vanished. Later in the game I noticed my companions power armor also had vanished at some point, and I seemed to have inherited about 280 pounds, even though my inventory was totally empty even of ammo.

This, even with craft in the right spot, could explain it, as CRAFT and your mod has one other problem as well....nothing for CRAFT that I load after your mod works. None of the addons for it function at all regardless of where I put them in load order.
User avatar
Alexx Peace
 
Posts: 3432
Joined: Thu Jul 20, 2006 5:55 pm

Post » Sat Jan 02, 2010 10:26 am

-Took MMM out and still having this crash problem. I'll do a merge patch.

When I do the merge, do I need to select or delete anything from the list that pops up in the conflict inherited by parent list in FO3Edit, or just have it compile the list with inherited by parent, and then imediately create the merged patch?

A Merged patch normally won't fix a crash problem. Basically all you need to do is load your regular mod list, right click and create merged patch.

----------

Weapon Sway: I can verify this is happening with any weapon in the game that has a scope attached whether natively or via WMK. The FN FAL is by far the worst of the lot, however.

Weight Issue: absolutely 100% naked, all tabs, nothing, nada zip. This is with or without the ammo weight mod, has happened both ways. It ranges from about 20 pounds in one save, to over 100 in another.

I have a feeling it may be related to CRAFT fitted power armor as one time something weird happened, and CRAFT became moved in the load order, but the mod still ran (usually crashes without craft in the right spot), at which point my power armor had vanished. Later in the game I noticed my companions power armor also had vanished at some point, and I seemed to have inherited about 280 pounds, even though my inventory was totally empty even of ammo.

This, even with craft in the right spot, could explain it, as CRAFT and your mod has one other problem as well....nothing for CRAFT that I load after your mod works. None of the addons for it function at all regardless of where I put them in load order.

You have some seriously weird problems that definitly aren't exactly caused by FWE please post your current load order from FOMM.
Where you exactly put CRAFT doesn't matter as long as it is infront of the FWE ESM file.
FWE cannot conflict with any other CRAFT mod either, since we don't overwrite anything from CRAFT.

Also it appears to me like you installed MasterUpdate. Because FO3 will refuse the load if there are any masters, but if you applied MasterUpdate it in fact CAN load with missing masters(which is very dangerous, since it can cause issues like what you experienced above).
User avatar
liz barnes
 
Posts: 3387
Joined: Tue Oct 31, 2006 4:10 am

Post » Sat Jan 02, 2010 8:59 am

Here is my current load order. I deleted a LOT of stuff, and put in the Robco stuff just a little bit ago, since I'm trying to hunt this down.

Fallout3.esmPointLookout.esmAnchorage.esmThePitt.esmBrokenSteel.esmZeta.esmCRAFT.esmCALIBR.esmFO3 Wanderers Edition - Main File.esmProject Beauty HD version.esmDarNifiedUIF3.espCRAFT - Activation Perk.espGalaxyNewsRadio100[M].espBlackWolf Backpack.espUndergroundHideout.espFO3 Wanderers Edition - Main File.espFO3 Wanderers Edition - DLC Anchorage.espFO3 Wanderers Edition - DLC The Pitt.espFO3 Wanderers Edition - DLC Broken Steel.espFO3 Wanderers Edition - DLC Point Lookout.espFO3 Wanderers Edition - DLC Mothership Zeta.espFO3 Wanderers Edition - Followers Enhanced (BrokenSteel).espWeaponModKits.espWeaponModKits - FWE Master Release.espWeaponModKits - OperationAnchorage.espWeaponModKits - ThePitt.espWeaponModKits - BrokenSteel.espWeaponModKits - PointLookout.espWeaponModKits - Zeta.espFO3 Wanderers Edition - Optional Sneak Msgs.espRobCo Certified.espRobCo Certified - Robot Perks.espRobCo Certified Engineer.espRobCo Certified Engineer - Storage Enabled.espRobCo Storage Module.espTotW_Opt_PIMP.espDogmeatEssentialToken.espFollowersHire.espKH_FWE Fixes.espKH_FWE Tweaks.espKH_FWE Hellfirefix.espTotal active plugins: 41Total plugins: 41



Could I get you to repost your complete load order as well, Kai? And maybe put your patch(es) if any up for download if they were made some OTHER way than FO3Edit?

As to masterupdate, I dont think I did use it on this current load order.

As to the craft stuff...yeah...I dunno man, it just will not give the option in the menu to create anything other than whats in FWE/WMK, so I just removed the CRAFT addons I had installed.
User avatar
Romy Welsch
 
Posts: 3329
Joined: Wed Apr 25, 2007 10:36 pm

Post » Sat Jan 02, 2010 1:29 pm

Big thanks for your advice Kai Hohiro!

AFAIK timescale at 12 should result in slower time passage, at least it does in Oblivion... so I would need less food/water/sleep per play session.
:)
User avatar
Brιonα Renae
 
Posts: 3430
Joined: Mon Oct 22, 2007 3:10 am

Post » Sat Jan 02, 2010 10:56 am

Here is my current load order. I deleted a LOT of stuff, and put in the Robco stuff just a little bit ago, since I'm trying to hunt this down.

Here's rearranged version:

Fallout3.esmAnchorage.esmThePitt.esmBrokenSteel.esmPointLookout.esmZeta.esmFallsChurchMetroFix.esmHairPack.esmArefuExpandedByAzar.esmStreetLights.esmFortFreeway.esmLingsFinerThings.esmCRAFT.esmCALIBR.esmFO3 Wanderers Edition - Main File.esmMart's Mutant Mod.esmMMZombieCemetery.esmRoadWardens.esmEnhanced Weather - Rain and Snow.esmShadySands.espSydney Follower.espDarNifiedUIF3.espFireLightFix.espSS OTS Camera Right Shoulder.espSniperZooming.espSkillCheck.espWastelandMastery.espMaxLevelWorkaround-BS.espdD-Less Blood Time, Larger Blood.espArefuExpandedByAzar-Radio.espK2_PlayWearClub.espFriendshipApartments.espDevoured in Darkness.esp01AtM - Firefly Ranch.espColeensTent.espHeirApparent.espNotSoFast.espIntoTheDeepWoods.espPLweightadjust.espD.C. Confidential.espStripClub.espDCInteriors_ComboEdition.espBusworldV1.05c.espStreetLights - Wasteland.espBoSPatrols.espFemaleEnclaveSoldiers - Broken Steel.espPersonalVertibird.espMoreMapMarkers.espIPip.esp7_HolsterForHandGuns(udp1).espHelmetless Camouflage Stealth Suits.espT3_MadLax_Outfit.esp3EFdrgplate.esp3EFwandererGear.espTombRaider.espGhostCombatHelm.espColossus Armor.espColossus Headgear.espColossus Hvy Armor.espNAPA.espSShop.espDanWessonPPC357(CALIBR).espRAPTOR44S.espNightvisionGoggles(Powered).esp1Animated Nightvision goggles.espExistence2.0.espCivilDefenseBroadcastSystem.espCONELRAD.espGalaxyNewsRadio100[M].espRadioHotkey.espRadioHotkey_CivilDefenseAddon.espRadioHotkey_ConelRadAddon.espTailor Maid.espTailor Maid Black Retex.espTailor Maid Anchorage.espTailor Maid PITT.espTailor Maid Brokensteel.espTailor Maid ZETA.espCRAFT - Activation Perk.espStealthboy Recon Armor - CRAFT.espFO3 Wanderers Edition - Main File.espFO3 Wanderers Edition - DLC Anchorage.espFO3 Wanderers Edition - DLC The Pitt.espFO3 Wanderers Edition - DLC Broken Steel.espFO3 Wanderers Edition - DLC Point Lookout.espFO3 Wanderers Edition - DLC Mothership Zeta.espFO3 Wanderers Edition - Alternate Travel.espFO3 Wanderers Edition - Followers Enhanced (BrokenSteel).espUPP - Pack 1.espUPP - Pack 2.espWeaponModKits.espWeaponModKits - FWE Master Release.espWeaponModKits - OperationAnchorage.espWeaponModKits - ThePitt.espWeaponModKits - BrokenSteel.espWeaponModKits - PointLookout.espWeaponModKits - Zeta.espMart's Mutant Mod.espMart's Mutant Mod - DLC Anchorage.espMart's Mutant Mod - DLC The Pitt.espMart's Mutant Mod - DLC Broken Steel.espMart's Mutant Mod - DLC Point Lookout.espMart's Mutant Mod - DLC Zeta.espMart's Mutant Mod - Feral Ghoul Rampage.espMart's Mutant Mod - Reduced Wasteland Spawns.espMart's Mutant Mod - Zombie Cementery.espMart's Mutant Mod - FWE Master Release.espRoadWardens.espRoadWardensMMM.espDragonskin Tactical Outfit.espLingsFinerThings.espNoKarmaCheckToBuyClover.espLucyWestCompanion.espJHBCloverPlus.espKelseyCompanion.espbittercup_comp.espslaveraider.espoutcast_comp.espBriannaCompanion.espSarah Lyons Companion.espSydney Follower - Load Order Fix.espFollowersRelax.espSubtle+Very Far DOF1.1.espRealistic Interior Lighting.espRealistic Interior Lighting - OA.espRealistic Interior Lighting - BS.espEnhanced Weather - Rain and Snow in Fallout.espEnhanced Weather - Sneak Bonus during Storms.espEnhanced Weather - Weather Sounds in Interiors.espFellout-Full.espFellout-Anchorage.espFellout-BrokenSteel.espFellout-PointLookout.espFellout-pipboylight.espRealFragGrenade3.espKH_Bittercup override.espKH_Cross override.espKH_Kelsey override.espKH_LucyWest override.espKH_outcast_comp override.espKH_Tracer override.espKH_UPP Override.espKH_223EX.espKH_Nightvision Colossus Mask.espKH_FWE Fixes.espKH_FWE Hellfirefix.espKH_FWE Tweaks.espKH_NoAmmoWeight.espKH_FWE Followers override.espKH_FollowersRelax override.espKH_MMM override.espKH_FatLarry.espKH_MergedPatch2.espTotal active plugins: 153Total plugins: 181

User avatar
ImmaTakeYour
 
Posts: 3383
Joined: Mon Sep 03, 2007 12:45 pm

Post » Sat Jan 02, 2010 1:18 pm

I used the UPP Pack 1 and 2, but none of the other ones. The Original perks part, as you already suggested, conflicts with FWE. If I remember correctly so does the beverages part. Thr quest perks part works fine, but I found it slightly overpowered (but not much, mainly the perk you got after completing 24 quests was a bit strong in my opinion)
And no the controlled breathing perk won't help you at all, because all it does is termparily increase your weapon's skill to 100.

And the game settings you need to change to improve Iron Sight sway I believe are fGunSpreadIronSightsBase and/or fGunSpreadIronSightsMult(but I'm not 100% sure if this affects the sway or only the spread). We didn't change them in FWE so you will have to create those values in the GECK.


That's strange, the grenade hotkey should be working then. Do you have your attack button set to something other than leftmousebutton? In that case you need to redefine it in the grenade hotkey menu.

And it's normal to have 12 bandits in the super duper mart with MMM. It's not an easy area for a rookie. I only go there when I have some grenades/mines and some more ammo.

The coughing part is also normal, that's your character coughing.


A quick update. A couple of strange incidents. After being killed.when it reloaded my last save the Pistol I was using would Fire on its ow after the reload.I ended up being stuck in attack mod even after changing weapons.It sorted its self after I shut down and reloaded.
The Grenade Key.After it was pressed it would load a weapon I wasn't using instead of throwing the grenade.Again it it fixed its self after a complete Reload.

Followed your advice about the Merged patch.After around 6Hrs Non stop Play.Number of Crashes=Zero :woot:

A couple of questions.

Can you use a console command to disable some of the Mods such as the sprint and Bullet Slow motion.if i use The sprint key He don't stop lol :bolt:

Finally. reading one of the readmes regarding the First Aid Kit mod.Been playing for awhile, not seen any signs of one yet.Stimpacks are as common as Dodo Eggs lol :lol:

Thank youOnce again for your time and Help.

Merry Christmas.

James :foodndrink:

How do you reply using the Quote button Please.I'm clueless :embarrass: lol
User avatar
natalie mccormick
 
Posts: 3415
Joined: Fri Aug 18, 2006 8:36 am

Post » Sat Jan 02, 2010 7:33 am

So far, so good. Continuing from a save just before exiting the vault and leveling for the first time, everything works great with FWE, MMM and Darn loaded... that's a lot of pop-ups!

@ Nilms: Both the Bullet Time and Sprint mods placed a configuration tool in my inventory which has the option to disable the mod. Should be at the top of whichever category their in, I think.
----------------------------

Am now installing WMK... in the "FOIP Weapon Mod Kits - FWE Master Release Compatiblity Patch" readme I see
-----------------------------------------------------------------------------
DLC WeaponModKits
-----------------------------------------------------------------------------

Note: These are standalone and CANNOT be used together with the original ones from Antistar!...


and in the readme for, say, "Weapon Mod Kits - Broken Steel compatibility patch" (1.1.7), the list of weapons with available mods is
Callahan's Magnum
- Laser Sight
- Scope
- Silencer

Heavy Incinerator <------------------mentioned in FOIP readme
- Extended magazine

Precision Gatling Laser
- Laser Sight

Rapid-Torch Flamer
- Extended magazine

Slo-Burn Flamer
- Extended magazine

Tesla Cannon
- Extended magazine
- Laser Sight
- Scope

Tri-beam Laser Rifle <-------------------mentioned in FOIP readme
- Auto-Fire Mechanism
- Extended Magazine
- Laser Sight
- Scope


Has the FWE team chosen to omit the other weapons from FWE+WMK? I don't understand why the FIOP .esps would have such a limited selection... weapons from each of the other WMK DLC .esp's are also not mentioned in the FWE+WMK FOIP readme. Have you chosen to leave them out for balance? Or can I use the DLC esps from WMK with no problem, and just use WeaponModKits - FWE Master Release.esp? :confused:

Or maybe the FOIP readme just doesn't list all the weapons that are made kitable... all the FOIP esps are larger than the WMK counterparts. :shrug:
User avatar
BrEezy Baby
 
Posts: 3478
Joined: Sun Mar 11, 2007 4:22 am

Post » Sat Jan 02, 2010 5:39 am

So far, so good. Continuing from a save just before exiting the vault and leveling for the first time, everything works great with FWE, MMM and Darn loaded... that's a lot of pop-ups!

@ Nilms: Both the Bullet Time and Sprint mods placed a configuration tool in my inventory which has the option to disable the mod. Should be at the top of whichever category their in, I think.
----------------------------

Am now installing WMK... in the "FOIP Weapon Mod Kits - FWE Master Release Compatiblity Patch" readme I see

and in the readme for, say, "Weapon Mod Kits - Broken Steel compatibility patch" (1.1.7), the list of weapons with available mods is

Has the FWE team chosen to omit the other weapons from FWE+WMK? I don't understand why the FIOP .esps would have such a limited selection... weapons from each of the other WMK DLC .esp's are also not mentioned in the FWE+WMK FOIP readme. Have you chosen to leave them out for balance? Or can I use the DLC esps from WMK with no problem, and just use WeaponModKits - FWE Master Release.esp? :confused:

Or maybe the FOIP readme just doesn't list all the weapons that are made kitable... all the FOIP esps are larger than the WMK counterparts. :shrug:


Thank You for the Information earthling.

I've tried using both configuration tools,but neither has worked. :brokencomputer:

Merry Christmas

James :foodndrink:
User avatar
Frank Firefly
 
Posts: 3429
Joined: Sun Aug 19, 2007 9:34 am

Post » Sat Jan 02, 2010 11:18 am

... So here goes ...

Hi - Have you seen the new Fallout 3 Wrye Bash program with seemingly most of the functionality of Wrye Bash for Oblivion? it is here: http://www.fallout3nexus.com/downloads/file.php?id=2761
and some discussion here: http://www.gamesas.com/bgsforums/index.php?showtopic=1063752

With Oblivion combining overhauls and patching weapon mods and importing portions of esp files is really only possible with a bashed patch, which is what this wonder does. The merged patch portion of FO3edit is the most bare bones version of what Wrye bash can do.

One of the most popular Oblivion mod combinations is FCOM which is 4+ major overhuals of everything from weapon damage, to leveled lists for encounters to loot. It can import portions of a mod such as just face data, weapon statistics, graphics, names, even scripts.

Well this is now working for Fallout3 and as a major modder for this game I'm here to pitch to you the value of this gizmo. Please please consider taking a look at this thing - while installing Python can be a bit of a challenge - it is so worth it. In fact there is an automated Python installer here: http://www.tesnexus.com/downloads/file.php?id=22368 - it is the Wrye Python file. I'd recommend non-default locations for Vista or Win7 just like with the games.

Using this will really help with more intelligent and automated creations of bashed (merged) patches. I'm no leveled list expert but I do know this is the tool of choice for offering choice to the mod user. I'd even bet that patching could be done so that the FOOK2 FWE merger could be made to have either FOOK2 weapon stats or FWE weapon stats depending upon how the stats are imported into the bashed patch.

With Oblivion combining MMM with anything pretty much requires this tool.

Neat things to remember about bash:
Merged files are merged in the order they are in the load list - so that with the final merge the later merged files when. This can be over-rode though by tagging. You can tag esp and esm files with specific tags that will make the bashed patch have that record be the winner even if merged earlier. Merged mods do not have to be active - they can be deactivated since all information is in the bashed patch. also you can import records from mods without even having them active (tagging without merging). Bash will automatically recognize what it can bash and what is mergeable.

The installers tab offers exacting control over data files (meshes, sounds, textures, etc.) It cannot do shaders, or scripted installs, or FOSE plugins, but it can show you visually what texture is attempting to overwrite what other texture from another mod. You can then change install order and have the textures (or meshes) swapped out without having to uninstall anything. Much more powerful than FOMM in that regard. See my thread about that for Oblivion: http://www.gamesas.com/bgsforums/index.php?showtopic=957424&hl= I will be doing this for Fallout now too.

The main readme for Wrye Bash (the bible of bashing): http://wryemusings.com/Wrye%20Bash.html
Which is what is included in the download - not yet adjusted for F3.

Really this tool is one thing after OBSE that makes mods use in oblivion so much more advanced.

... OK sales pitch over for now ...

So starting this up the first thing I notice is that with the overhauls there is file master problems. This is much easier to see with Bash because it is color coded. This kind of thing does not jump out at you when it is in written form at the bottom of FOMM.

So with FWE ... I notice that the masters for FO3 Wanderers Edition - Main File.esp are:
Fallout3.esm
CRAFT.esm
CALIBR.esm
FO3 Wanderers Edition - Main File.esm

all good as recommended, but then a few of the other pluggins are different ...

FO3 Wanderers Edition - DLC Mothership Zeta.esp has this master order:
Zeta.esm <-- huh
Fallout3.esm
FO3 Wanderers Edition - Main File.esm
CALIBR.esm <-- uhh?

FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp has this master load order:
Fallout3.esm
BrokenSteel.esm
CALIBR.esm
CRAFT.esm <--???
FO3 Wanderers Edition - Main File.esm

FO3 Wanderers Edition - Optional Worn Weapons.esp has this master load order:
Fallout3.esm
FO3 Wanderers Edition - Main File.esm
CALIBR.esm <--???

Moving on to the FOIP patches that I use ... The FOIP for WMK and FWE seems to match the FWE main order, but then the various WMK for the various DLC do not.
WeaponModKits - OperationAnchorage.esp has:
Fallout3.esm
Anchorage.esm
WeaponModKits.esp <--- shouldn't this be after an esm?
FO3 Wanderers Edition - Main File.esm
WeaponModKits - FWE Master Release.esp

the EVE - FWE with WeaponModKits.esp has this master load order:
Fallout3.esm
WeaponModKits.esp <--- oopsie!
FO3 Wanderers Edition - Main File.esm
EVE.esp

The Mart's Mutant Mod - FWE with EVE.esp has this load master load order:
Fallout3.esm
Mart's Mutant Mod.esm
EVE.esp
FO3 Wanderers Edition - Main File.esm

Then the current merged patch - Mez's Merged Patch - FWE-WMK-MMM.esp has this master load order:
Fallout3.esm
Anchorage.esm
ThePitt.esm
BrokenSteel.esm
PointLookout.esm
Zeta.esm
Mart's Mutant Mod.esm <--- contradicts FWE main.esp
FO3 Wanderers Edition - Main File.esm
WeaponModKits.esp
WeaponModKits - FWE Master Release.esp
WeaponModKits - OperationAnchorage.esp
WeaponModKits - ThePitt.esp
WeaponModKits - BrokenSteel.esp
WeaponModKits - PointLookout.esp
WeaponModKits - Zeta.esp
FO3 Wanderers Edition - DLC Broken Steel.esp

In short they are all not consistent with each other. The game loads but perhaps is not functioning as well as it could and may be a source of issues. Maybe not, but with load orders and Boss being on the plate - perhaps best to get all that in order.

also then Kai Hohiro's KH_FWE Tweaks.esp has this master load order:
FO3 Wanderers Edition - Main File.esm <-- nope.
Fallout3.esm

Doubtful this is disastrous but then again having them out of order could mean that things are getting jumbled in various games and that people are not seeing things like others do. I'm no expert but again it would seem that this should be uniform. This pattern is repeated for all of the DLC patches. I guess what it comes down to is whether the various esp themselves require their stated master load order. I know with Oblivion many esp do, not sure about F3. Since there only appears to be one or two out of place for each of the above - I'm assuming that there is an intention to have some order otherwise they would be a random mess.

Of course the load order of masters can be adjusted - but in Fallout I'm not sure how to do that yet.

[edit] and to be certain - this thing needs work: http://www.gamesas.com/bgsforums/index.php?showtopic=1063752&view=findpost&p=15460122

now how is that for a report gtm?
User avatar
megan gleeson
 
Posts: 3493
Joined: Wed Feb 07, 2007 2:01 pm

Post » Sat Jan 02, 2010 3:07 am

A quick update. A couple of strange incidents. After being killed.when it reloaded my last save the Pistol I was using would Fire on its ow after the reload.I ended up being stuck in attack mod even after changing weapons.It sorted its self after I shut down and reloaded.
The Grenade Key.After it was pressed it would load a weapon I wasn't using instead of throwing the grenade.Again it it fixed its self after a complete Reload.

Make sure you are using the latest version of FOSE. And as mentioned above you can disable these through ingame menus.

Thank You for the Information earthling.

I've tried using both configuration tools,but neither has worked.

Yeah you definitly don't have FOSE properly installed. FWE requires it, it's not optional.


Has the FWE team chosen to omit the other weapons from FWE+WMK? I don't understand why the FIOP .esps would have such a limited selection... weapons from each of the other WMK DLC .esp's are also not mentioned in the FWE+WMK FOIP readme. Have you chosen to leave them out for balance? Or can I use the DLC esps from WMK with no problem, and just use WeaponModKits - FWE Master Release.esp?

Or maybe the FOIP readme just doesn't list all the weapons that are made kitable... all the FOIP esps are larger than the WMK counterparts.

In FWE all unique weapons are made unmoddable by design, this counts for Vanilla and DLC weapons (The Tesla cannon is moddable by the way and it says so in the ReadMe).
And no you should not use the regular WMK DLC esps, as in that case you will have incorrect weapon stats.

So starting this up the first thing I notice is that with the overhauls there is file master problems. This is much easier to see with Bash because it is color coded. This kind of thing does not jump out at you when it is in written form at the bottom of FOMM.
....
In short they are all not consistent with each other. The game loads but perhaps is not functioning as well as it could and may be a source of issues. Maybe not, but with load orders and Boss being on the plate - perhaps best to get all that in order.
...
Doubtful this is disastrous but then again having them out of order could mean that things are getting jumbled in various games and that people are not seeing things like others do. I'm no expert but again it would seem that this should be uniform. This pattern is repeated for all of the DLC patches. I guess what it comes down to is whether the various esp themselves require their stated master load order. I know with Oblivion many esp do, not sure about F3. Since there only appears to be one or two out of place for each of the above - I'm assuming that there is an intention to have some order otherwise they would be a random mess.

The order of the masters in the file header don't matter in the slightest and won't cause any issues. This is a popular rumor, but it's simply false.
User avatar
Breanna Van Dijk
 
Posts: 3384
Joined: Mon Mar 12, 2007 2:18 pm

Post » Sat Jan 02, 2010 1:23 am

UPDATE

Manual install of the various files for MMM, rather than FOMOD, seems to work; certainly the raiders are no longer pink.
[/quote]

Yep, the FOMOD install of MMM was the problem, with the manual install all is as it should be.

Running Real Needs, keeping fed is rather a problem, even if you have the caps to buy food in Megaton. Two question:
- How should I adjust the global variable to be more nutrition out of each food item?
- Cannibalism - by a clear majority the 'two-footers' have the most meat mass around.
- How would that be implemented? Some other mod?
- What would be the downside?

My stomach is growling and there is no more food in Megaton to buy.
User avatar
lolli
 
Posts: 3485
Joined: Mon Jan 01, 2007 10:42 am

PreviousNext

Return to Fallout 3