[RelZ] FWE - FO3 Wanderers Edition #23

Post » Sat Jan 02, 2010 1:28 am

UPDATE

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


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.


FWE uses Primary Needs, not Real Needs. And it's not a constant EAT EAT EAT EAT EAT mod like some of the other ones out there. By default it shouldn't be bad at all. Primary Needs comes with its own menu that allows you to set the variable for food/water/sleep, as well. And if it's too much, you can always disable it.
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Allison Sizemore
 
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Post » Sat Jan 02, 2010 6:59 am

I have a question did you guys somehow stack it so that if a persuasion is under a certain amount it auto fails. I just tried to persuade Simms to give me 500 caps to disarm the bomb quite literally 40 times at 32% chance and it failed every time.

my load order.
[X] Fallout3.esm[X] PointLookout.esm[X] Anchorage.esm[X] ThePitt.esm[X] BrokenSteel.esm[X] Zeta.esm[X] CRAFT.esm[X] CALIBR.esm[X] FO3 Wanderers Edition - Main File.esm[X] Mart's Mutant Mod.esm[X] DarNifiedUIF3.esp[X] CRAFT - Activation Perk.esp[X] Fellout-Full.esp[X] Fellout-Anchorage.esp[X] Fellout-BrokenSteel.esp[X] Fellout-PointLookout.esp[X] Fellout-pipboylight.esp[X] FO3 Wanderers Edition - Main File.esp[X] BoSPatrols.esp[X] FO3 Wanderers Edition - DLC Anchorage.esp[X] FO3 Wanderers Edition - DLC Broken Steel.esp[X] FO3 Wanderers Edition - DLC Mothership Zeta.esp[X] FO3 Wanderers Edition - DLC Point Lookout.esp[X] FO3 Wanderers Edition - DLC The Pitt.esp[X] FO3 Wanderers Edition - Lvl 30 Balance.esp[X] FO3 Wanderers Edition - No Drug Visuals.esp[X] FO3 Wanderers Edition - Optional Restore Tracers.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] 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 - No Corpse Flies.esp[X] Mart's Mutant Mod - Hunting & Looting.esp[X] Mart's Mutant Mod - FWE Master Release.esp[X] KH_FWE Fixes.esp[X] KH_FWE Tweaks.esp[X] KH_NoAmmoWeight.esp[X] dD-Larger Blood.esp[X] Mez's Merged Patch - FWE-WMK-MMM.esp

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Natasha Biss
 
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Post » Sat Jan 02, 2010 1:15 pm

Hey Kai, I discovered I had been missing a file or two in the load order which could be where some crashes came from.

Now I seem to be RUNNING stable, for the main part, but I sometimes crash on loading a quicksave with F9.

I can't decide if this is because I made a merge patch and need to untick it, or because I need to tweak my .ini file(s), or because of whats loading where?

Sorry to do this, but I need someone to peek at my load order again.

Heres my current load order (sorry its so big).

This should be my FINAL load order except for minor changes as new mods come out. I've scoured the Nexus and grabbed what I feel is the best of the best that suit my tastes.
(of course, if you know any that leap at you as being up my alley....lemme know)

---------------------------------
Fallout3.esmAnchorage.esmThePitt.esmBrokenSteel.esmPointLookout.esmZeta.esmHairPack.esmCRAFT.esmCALIBR.esmFOOK2 - Main.esmFOOK2 - [[censored]] World And Neighbourhood Kit.esmFOOK2 - [DIK] DLC Improvement Kit.esmFO3 Wanderers Edition - Main File.esmMart's Mutant Mod.esmStreetLights.esmRH_IRONSIGHTS.esmEnhanced Weather - Rain and Snow.esmLings.esmLingsFinerThings.esmCRAFT - Activation Perk.espDarNifiedUIF3.espFOOK2 - Main.espFOOK2 - [DIK] DLC Improvement Kit.espFOOK2 - Mothership Zeta.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).espFO3 Wanderers Edition - Optional Sneak Msgs.espFO3 Wanderers Edition - FOOK Support.espFWE - FOOK DLC Support.espWeaponModKits.espWeaponModKits - FOOK.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 - Natural Selection.espMart's Mutant Mod - No DLC Increased Spawns.espMart's Mutant Mod - Reduced Wasteland Spawns.espMart's Mutant Mod - FOOK2.espMart's Mutant Mod - FWE Master Release.espRH_IronSights_Basic_VanillaPlugin.espEnhanced Weather - Rain and Snow in Fallout.espEnhanced Weather - Sneak Bonus during Storms.espEnhanced Weather - Weather Sounds in Interiors.espRobCo Certified.espRobCo Storage Module.espRobCo Certified Engineer.espRobCo Certified Engineer - Storage Enabled.espRobCo Certified - Robot Perks.espEnhanced Tenpenny Suite.espLingsFinerThings.espSniperZooming.espGalaxyNewsRadio100[M].espBlackWolf Backpack.espUndergroundHideout.espHBs Wasteland Tent.espDragonskin Tactical Outfit.espAdvanced Recon Armor.espAdvanced Recon Helmet.espMyFOOK2 - Black & White Tranquility Lane.espMyFOOK2 - No [censored] Victims.espKH_FWE Fixes.espKH_FWE Tweaks.espKH_FWE Unlimited Followers(BrokenSteel).espKH_FWE Hellfirefix.espMMM+FOOK2+WMK+FWE01.espTotal active plugins: 79Total plugins: 79

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Anna Beattie
 
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Post » Sat Jan 02, 2010 7:13 am

FWE uses Primary Needs, not Real Needs. And it's not a constant EAT EAT EAT EAT EAT mod like some of the other ones out there. By default it shouldn't be bad at all. Primary Needs comes with its own menu that allows you to set the variable for food/water/sleep, as well. And if it's too much, you can always disable it.


PN is, of course, quite correct, but you seem to have understood the nature of my question anyway.

And there is a lot of EAT EAT EAT, if other mods require more, I can't imagine how one plays in between meals.

I believe I indicated that I know that the variables were adjustable and was asking for some assistance there. What is 'too much' for me is that the readme refers to 1 unit of weight/0.1 = units of nourishment and the Global Variables adjust, seemingly, other values. I was hoping to hear from someone familiar with this seeming contradiction.

If someone would care to offer some useful advise, it would be appreciated. As I wrote before, I have purchased all the food I know of in Megaton, there seems very little in the way of hunting available, unless I hunt raiders, even with MMM set to 'increases spawns', and my hunger level is 47%.
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Laura Elizabeth
 
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Post » Sat Jan 02, 2010 12:56 am

Well, I've now played for a few hours... fought with, and defeated, ~ a dozen raiders, a handful of molerats, and a half dozen Hunters (definitely not all at once)... amazing! I love all the combat oriented mods/tweaks that are included. Barely scratched the surface... just playing around to experience the new fighting... will start afresh and get serious- am sure there will be MUCH greater challenges ahead. Thank you! :hugs:

Couple questions:

1. Regarding Mezs Merged Patch: Is this provided for those who, for whatever reason, don't make their own merged patch, or is it useful to have in addition?

2. After getting everything loaded up, the first raider I killed produced a crash... restarted comp and didn't have any issues during the above ^ escapades. Could this be related to this issue:
Kai Hohiro: 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.

? Is the method for turning off MMM controller scripts described any where? Sounds like Kai might recommend doing so. I would also like to know what these scripts do.
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oliver klosoff
 
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Post » Sat Jan 02, 2010 2:39 pm

Now I seem to be RUNNING stable, for the main part, but I sometimes crash on loading a quicksave with F9.

It's a good idea not to use the quicksave/quickload function at all. Disable all automatic saving, don't use quicksave. Use CASM instead.

gothemasticator
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Jack Moves
 
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Post » Sat Jan 02, 2010 10:22 am

Where do you get Mez's merged patch, anyway? I don't see it in FOIP or anything on the nexus.
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Chris Jones
 
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Post » Sat Jan 02, 2010 8:24 am

Where do you get Mez's merged patch, anyway? I don't see it in FOIP or anything on the nexus.

It's on the FWE page at the Nexus. But there isn't much of a description.
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Imy Davies
 
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Post » Sat Jan 02, 2010 4:03 am

OK I think I understand about master load order with Fallout3 as it is now.

With Oblivion this is generally considered an issue and is often reported when found.

This could be though because people do make patches for overhauls with Wrye Bash in mind and having masters out of order can lead to references not showing consistently to the game not loading.

Wrye writes this in his readme regarding master load orders "if some of the mods that you depend made conflicting changes to the same item, a different mod may now dominate because of the reordering." But I'm not sure if this is in reference to mods designed with Wrye Bash in mind. If that is just not the case here then no worries. With oblivion though patch making can take on 3rd and 4th tier adjustments and making this all line up is important.

I do hope that LordofDOOM does open a WIP thread here and begins to take out all the Oblivion tweaks and start asking overhaul writters here what entried need to be adjusted/scanned. The development of Wrye Bash for Oblivion was reciprocally motivated and pushed on by the developers of FCOM working with Wrye to create new entries to be merged, better filters for those entries, and so on.

I hope that this kind of relationship could develop here as well.

Thanks for readng.
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Sophie Morrell
 
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Post » Sat Jan 02, 2010 12:59 am

With Oblivion this is generally considered an issue and is often reported when found.

Actually, I don't think it's really an issue in Oblivion either. I recently learned some about this master order issue when I installed Qarl's Harvest Add-on.esp. It still shows up orange in Wrye Bash, because the ESP was created at a time when MMM.esm was loaded in a different spot than it is now. I asked around the appropriate places on the boards and got the consistent answer that it doesn't matter. And, in practice, it doesn't matter. No problems result.

gothemasticator
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Kelly James
 
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Post » Sat Jan 02, 2010 11:08 am

Alright then - nevermind.

Orange it is.
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cheryl wright
 
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Post » Sat Jan 02, 2010 4:52 am

Apparently I was just having some really REALLY bad luck. fifty-sixth time and I succeeded after that one I got them within the forth or the fifth try.
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Joe Alvarado
 
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Post » Sat Jan 02, 2010 10:48 am

If someone would care to offer some useful advise, it would be appreciated. As I wrote before, I have purchased all the food I know of in Megaton, there seems very little in the way of hunting available, unless I hunt raiders, even with MMM set to 'increases spawns', and my hunger level is 47%.

Eating is not much of an issue for me, except when I'm fresh out of the vault. I tend to gather enough on my trips through the metros (look in vending machines) and in raider camps to keep me going, and after I get the meat grill I literally swim in grilled food. Most human enemies will have some food lying around, make sure you loot their bases properly.
I believe the food in the common house is free as well.

Apparently I was just having some really REALLY bad luck. fifty-sixth time and I succeeded after that one I got them within the forth or the fifth try.
That's randomness for you. ;)
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He got the
 
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Post » Fri Jan 01, 2010 11:15 pm

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


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



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.


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.


Hi kai.

I'm using this version of FOSE: Fallout Script Extender v1.2 beta 1 which is in C:\Program Files\Bethesda Softworks\Fallout 3.Its never been any where else.

The other reason i want to get rid of bullet time.I just can not see the benifit! i'm normally Dead after 2 or 3 bullet hits which move quicker than my Old Brain and fingers can react !! Too many Sherries :lol: :P

I'll give it another try.

Thanks for your help :foodndrink:

Just tried it again.The options menu in the pitboy Activates.A message comes up saying it is safe to unload.I Click OK.It Still Works :shakehead:
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Steve Fallon
 
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Post » Sat Jan 02, 2010 3:32 pm

... 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?


Hi Psymon,

I see you have caught the Same FO3 bug As me lol :whistle:

I agree about Wrye.Vital for Oblivion. Only Problem!!! Not very user friendly for those beginning to use Mods :(

I found Wrye when I first started very hard to understand no matter how many times I read the instructions.Then after asking the Monkey God and get the odd finger Chewed Off don't ask so many questions lol
I still maintain there is no such thing as a stupid Question.If you knew the Answer you wouldn't need to ask.lol :lol: :P
Finally someone helped,Then He introduced BAIN :o Back to square one :read: :facepalm:

If the instructions where done like thishttp://www.gamesas.com/index.php?act=findpost&pid=0 Everyone could use it and keep all your fingers :P

I need to ask.Doesn't FOMM do almost the same? It seems a lot more user friendly,and seems to do most of the same stuff as the Bain Section.It always seems to have a very good load order section.Telling you clearly what is out of place.

I could be wrong! it wouldn't be the first time :lol:

Hope you had a good Christmas.

James :foodndrink:
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Céline Rémy
 
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Post » Sat Jan 02, 2010 1:18 pm

Eating is not much of an issue for me, except when I'm fresh out of the vault. I tend to gather enough on my trips through the metros (look in vending machines) and in raider camps to keep me going, and after I get the meat grill I literally swim in grilled food. Most human enemies will have some food lying around, make sure you loot their bases properly.


Thanks Tubal, that was very helpful, and I am pretty much fresh out of the vault this game. Also, accidentally discovered a great source of food, Mirelurk eggs down by the river. Not sure if it will respawn or if it was a one time thing, but there were a lot of eggs and I'm set up for quite a while. I will definitely be checking out the Meat Grill.
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Wayne W
 
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Post » Sat Jan 02, 2010 4:32 am

BTB, couple of questions.

1. I have the GOTY version so all the DLC is loaded, does it matter if I activate the various DLC.esm s or not?
2. How do you get into the DLCs?
3. Some weapons have scopes, is that just a weapon visual or is there a way to look through the scope for aiming?
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Anne marie
 
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Post » Sat Jan 02, 2010 9:31 am

1. If you don't activate them, you won't get the dlc content.
2. By default you can't possibly miss them (they push them in your face when you're fresh out of the vault) but for immersion's sake I'd get the delay dlc mod.
3. Yeah the scopes work, but http://fallout3nexus.com/downloads/file.php?id=5351 makes them better! :)
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jess hughes
 
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Post » Sat Jan 02, 2010 6:56 am

Okay, I'm trying to get The Community Ammunition Library - CALIBR mod, and it saves itself as a folder, so I'm clicking create from folder in FOMM, but I can't find CALIBR anywhere. Any help?
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suniti
 
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Post » Sat Jan 02, 2010 12:23 am

So after reading through the http://www.gamesas.com/bgsforums/index.php?showtopic=1047128 thread, I realize that the merged patch I created contains stuff that is not actually needed (the WMK readme instructions are very general). I see now the purpose of Mezs Merged Patch..I think... that it provides the specific record merge that WMK needs when using DLC, FWE, MMM, and WMK.

I would like to also use EVE, so I guess Mez's patch may be inadequate. Is the correct procedure when creating the merge patch with FO3Edit to: deselect all mods except the above mentioned (and Fallout3.esm) then create the patch? I will read up on removing unneeded entries in the FO3Edit guide, but would appreciate confirmation to help get started.

Here is my list:
Fallout3.esmPointLookout.esmAnchorage.esmThePitt.esmBrokenSteel.esmZeta.esmUnofficial Fallout 3 Patch.esmCRAFT.esmCALIBR.esmFO3 Wanderers Edition - Main File.esmMart's Mutant Mod.esmMole Rat Maze.esp      [b]<------------an esm'ified esp[/b]Unofficial Fallout 3 Patch - Operation Anchorage.espUnofficial Fallout 3 Patch - The Pitt.espUnofficial Fallout 3 Patch - Broken Steel.espUnofficial Fallout 3 Patch - Point Lookout.espUnofficial Fallout 3 Patch - Mothership Zeta.espDarNifiedUIF3.espCRAFT - Activation Perk.espCALIBRxMerchant.espTreasure Maps_Underground.espTreasure Maps_Secrets of the Wasteland.espTreasure Maps_Bobblehead Edition.espTreasure Maps_A Fist Full of Caps.espFO3 Wanderers Edition - Main File.espFO3 Wanderers Edition - DLC Anchorage.espFO3 Wanderers Edition - DLC Broken Steel.espFO3 Wanderers Edition - DLC Mothership Zeta.espFO3 Wanderers Edition - DLC Point Lookout.espFO3 Wanderers Edition - DLC The Pitt.espFO3 Wanderers Edition - UFP Support.espFO3 Wanderers Edition - Followers Enhanced (BrokenSteel).espWeaponModKits.espWeaponModKits - FWE Master Release.espWeaponModKits - OperationAnchorage.espWeaponModKits - ThePitt.espWeaponModKits - BrokenSteel.espWeaponModKits - PointLookout.espWeaponModKits - Zeta.espStealthboy Recon Armor - CRAFT.espEVE.espEVE - FWE Master Release.espEVE - FWE Master Release (Follower Enhanced).espEVE Operation Anchorage.espEVE - FWE with WeaponModKits.espEVE Anchorage - FWE DLC Anchorage.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 - FWE Master Release.espMart's Mutant Mod - FWE with EVE.esp[b]<-FOMM suggest this should be above Mart's Mutant Mod - FWE Master Release..FOSS puts it here.[/b]Vault-Tec Experimental Dimensional Safe.espKH_FWE Hellfirefix.espKH_FWE Fixes.espKH_NoAmmoWeight.espKH_FWE Tweaks.espFO3 Wanderers Edition - Optional Sneak Msgs.espLED pipboy light extended.esp[s]merge1.esp[/s]Total active plugins: 63Total plugins: 63

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Shiarra Curtis
 
Posts: 3393
Joined: Thu Jan 04, 2007 3:22 pm

Post » Sat Jan 02, 2010 1:54 am

I have a question did you guys somehow stack it so that if a persuasion is under a certain amount it auto fails. I just tried to persuade Simms to give me 500 caps to disarm the bomb quite literally 40 times at 32% chance and it failed every time.

No.

Hey Kai, I discovered I had been missing a file or two in the load order which could be where some crashes came from.

Now I seem to be RUNNING stable, for the main part, but I sometimes crash on loading a quicksave with F9.

I can't decide if this is because I made a merge patch and need to untick it, or because I need to tweak my .ini file(s), or because of whats loading where?

Sorry to do this, but I need someone to peek at my load order again.


Nah the crash with F9 loading is something people seem to experience more frequently once saves reach a certain size. Otherwise your load order looks alright. Bit don't be surprised that using RH Iron Sights looks really weird with some weapons added by FWE and FOOK.


Couple questions:

1. Regarding Mezs Merged Patch: Is this provided for those who, for whatever reason, don't make their own merged patch, or is it useful to have in addition?

2. After getting everything loaded up, the first raider I killed produced a crash... restarted comp and didn't have any issues during the above ^ escapades. Could this be related to this issue:


1. Either use Mez's merged patch or your own, not both at the same time.
2. Since a few people are requesting this I might simply upload my override that disables MMM's controller scripts.

It's a good idea not to use the quicksave/quickload function at all. Disable all automatic saving, don't use quicksave. Use CASM instead.

That's not really true. All CASM does is type "save" into the console, that's basically it. And that's exactly the function that FO3s vanilla save functions does as well. All CASM is is a save game manager, nothing else.

Okay, I'm trying to get The Community Ammunition Library - CALIBR mod, and it saves itself as a folder, so I'm clicking create from folder in FOMM, but I can't find CALIBR anywhere. Any help?

The CALBIR archive is FOMOD compatible, so you dont need to extract it and then create from folder. Simply "Create from FOMOD"


I would like to also use EVE, so I guess Mez's patch may be inadequate. Is the correct procedure when creating the merge patch with FO3Edit to: deselect all mods except the above mentioned (and Fallout3.esm) then create the patch? I will read up on removing unneeded entries in the FO3Edit guide, but would appreciate confirmation to help get started.

Yes when you load FO3Edit, you could for example only load ALL the WMK mods and create the merged patch from them. But with your load order it doesn't really matter, you can just load all your mods and create the merged patch.
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sam smith
 
Posts: 3386
Joined: Sun Aug 05, 2007 3:55 am

Post » Sat Jan 02, 2010 3:06 pm

Okay, I'm trying to get The Community Ammunition Library - CALIBR mod, and it saves itself as a folder, so I'm clicking create from folder in FOMM, but I can't find CALIBR anywhere. Any help?

I don't understand the question, how could it save itself as a folder? You download the file from Fo3Nexus and create the FOMOD from that file. There are no folders involved unless you extract the files from the zip.
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Ray
 
Posts: 3472
Joined: Tue Aug 07, 2007 10:17 am

Post » Sat Jan 02, 2010 1:58 am

I Don't know if this will help.

When I create my Merged Patch I leave out all the FOIP patches out.When its complete I have all the FOIP's load after.I've also do not include any mmm+FOOK2 patches.
On my last good session which was over 6Hrs.I never had any crashes.

I notice Kai you say Either use Mez's merged patch or your own, not both at the same time. is that correct please?

I'm also having my Patch load after MMM DLC's,which seems to work fine.Am I going to cause problems as the game progresses?

TY for any info.

James.
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Amanda Leis
 
Posts: 3518
Joined: Sun Dec 24, 2006 1:57 am

Post » Fri Jan 01, 2010 11:28 pm

Nilms-

the real point of that post was to introduce the idea of wrye bash to FWE folks.

Was off base on the master load order, but the value of what a properly ported wrye bash could do should not be understated-underestimated. It would solve most of the upcoming issues people will have with trying to combine FWE and FOOK or even other less developed overhauls.

But it is not properly ported and should be considered very early alpha. The author though was very active a few weeks ago and so there is hope that he will return and try to get more appropriate file recogntion started - then after that start a dialogue with overhaul authors and other modders to figure what would be the best GMST settings and imports and tags to implement into the bashed patch.

So the ball is in his court and at this point it does not look like there is interest on this side either.

Probably you could use the BAIN functions - and I will get around to testing that in the next few weeks.

As for advantages of BAIN over FOMM you'd have to read my http://www.gamesas.com/bgsforums/index.php?showtopic=957424&hl= on that. the short answer is that BAIN offers exacting control over data files install order. Whereas FOMM only has last loaded wins, but FOMM offers scripted installs (barely implemented here), shader installs, and FOSE plugin installs.

I use both for Oblivion with 98% installed via BAIN.

Worry not about those fingers - that is just a metaphor - I don't, I have very thick hide - another metaphor. I've been playing Fallout since last spring.

==============

As for master load order - even if not game breaking - I'd change it for the sake of having internal consistency. MMM and WMK have such internal consistency in that each plugin has consistent load order of masters.
It undermines the importance of load order.
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Claire Jackson
 
Posts: 3422
Joined: Thu Jul 20, 2006 11:38 pm

Post » Sat Jan 02, 2010 2:56 am

EDIT: Never mind for now. After applying the proper filter in FO3Edit, things are much clearer. Go figure...

gothemasticator
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Franko AlVarado
 
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