[RelZ] FWE - FO3 Wanderers Edition #24

Post » Thu Jan 07, 2010 9:31 pm

Well, I use Phalanx instead of the FWE followers module, they're both good, but I prefer Phalanx. Tarrant's done something special that borders on DLC quality with Phalanx.
User avatar
JaNnatul Naimah
 
Posts: 3455
Joined: Fri Jun 23, 2006 8:33 am

Post » Fri Jan 08, 2010 2:44 am

I just installed FWE / FOOK / MMM / WMK. I was wanting someone to look over my load order and see if I missed anything. I think I might've missed something somewhere because as soon as I started I was getting a missing mesh on the nurse in the very first scene, and then about 30 mins later when I encountered some raiders for the first time, they took me out, but i think it was some weapon / grenade. It was in the distance, couldn't really see before the others got me. But I'm using the compatibility patches from FOIP and the FWE / FOOK merged patch and I was wanting someone with more knowledge to tell me if I missed anything.

Mod load order report! Warning: current load order template contains 13 duplicate entriesFallout3.esmPointLookout.esmAnchorage.esmThePitt.esmBrokenSteel.esmZeta.esmUnofficial Fallout 3 Patch.esmCRAFT.esmCALIBR.esmFOOK2 - Main.esmFOOK2 - [[censored]] World And Neighbourhood Kit.esm (Inactive)MyFOOK2 - Black & White Tranquility Lane.esp (Inactive)* This mod does not exist in the current templateMyFOOK2 - No [censored] Victims.esp* This mod does not exist in the current templateFOOK2 - [DIK] DLC Improvement Kit.esmFO3 Wanderers Edition - Main File.esmMart's Mutant Mod.esmEnhanced Weather - Rain and Snow.esmUnofficial 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.espCASM.espCRAFT - Activation Perk.espCALIBRxMerchant.espUPP - Pack 1.espUPP - Pack 2.espUPP  - Quest Perks.esp* This mod does not exist in the current templateUPP - Experience Perks.espUPP - Beverage Perks.espEnhanced Weather - Rain and Snow in Fallout.espEnhanced Weather - Weather Sounds in Interiors.espFOOK2 - Main.espFOOK2 - [EVE] Energy Visuals Enhanced.esp (Inactive)FOOK2 - [DIK] DLC Improvement Kit.espFOOK2 - Mothership Zeta.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 - Lvl 30 High Skills.espFO3 Wanderers Edition - Followers Enhanced (BrokenSteel).espWeaponModKits.espWeaponModKits - FWE Master Release.espWeaponModKits - OperationAnchorage.esp   Requires Anchorage.ESMWeaponModKits - ThePitt.esp   Requires ThePitt.ESMWeaponModKits - BrokenSteel.esp   Requires BrokenSteel.ESMWeaponModKits - PointLookout.esp   Requires PointLookout.ESMWeaponModKits - Zeta.esp   Requires Zeta.ESMWeaponModKits - FOOK.espWMKAA12Shotgun.espStealthboy Recon Armor - CRAFT.esp   Needs CRAFT.esmStealth Kills Enabled.espFO3 Wanderers Edition - Optional Sneak Msgs.esp* This mod does not exist in the current templateStealth Kills Enabled - Pitt Compatibility.espMart's Mutant Mod.esp   Requires Mart's Mutant Mod.esmMart's Mutant Mod - DLC Anchorage.esp   Requires Anchorage.ESMMart's Mutant Mod - DLC The Pitt.esp   Requires ThePitt.ESMMart's Mutant Mod - DLC Broken Steel.esp   Requires BrokenSteel.ESMMart's Mutant Mod - DLC Point Lookout.esp   Requires PointLookout.ESMMart's Mutant Mod - DLC Zeta.esp   Requires Zeta.ESMMart's Mutant Mod - Hunting & Looting.espMart's Mutant Mod - Increased Spawns.espMart's Mutant Mod - Natural Selection.espMart's Mutant Mod - Reduced Wasteland Spawns.espMart's Mutant Mod - Zones Respawn.espMart's Mutant Mod - FOOK2.esp   Requires FOOK2 - Main.ESM and Mart's Mutant Mod.esmMart's Mutant Mod - FWE Master Release.esp   Requires FWE.Wasteland Weather Overhaul .9.espFO3 Wanderers Edition - FOOK Support.esp   Requires FOOK2 - Main.ESM and FO3 Wanderers Edition - Main File.esmFWE - FOOK DLC Support.esp   Requires Anchorage.ESM, ThePitt.ESM, BrokenSteel.ESM, PointLookout.esm, CRAFT.ESM, CALIBR.ESM, FOOK2 - Main.ESM and FO3 Wanderers Edition - Main File.esmMez's Merged Patch - FWE-WMK-MMM.esp

User avatar
A Lo RIkIton'ton
 
Posts: 3404
Joined: Tue Aug 21, 2007 7:22 pm

Post » Fri Jan 08, 2010 3:29 am

Kai I know you said not to point fingers at FWE when it comes to physical editing of worldspaces, but something happened in Jury Street Tunnels that screwed up the cell big time, everyone (NPCs, me, misc objects) warp to one spot upon entry and swirl in hell. I know the wonder meat maker was edited so that's why I come here.

That one is actually caused by FWE, or rather by MasterUpdating the esp(because of the Wondermeatmaker as you thought). We're changing this in the next version, so this doesn't happen anymore. But this is the only instance in FWE where this can happen and it's well known. The best solution is to either MasterRestore your entire list or to remove the Jury Street Tunnels cells from the FWE esp.

Also I think there's a problem with cars in Scrapyard. The physics go crazy the moment I touch it.

Nothing to do with FWE, we don't touch that.

want to say how awesome it is to have a WMK'd Desert Eagle.

What other FWE-added Weapons are WMK-itable? I found out about the DE by accident.

Most of them, best check the FWE WMK Foip patch ReadMe :)

I just installed FWE / FOOK / MMM / WMK. I was wanting someone to look over my load order and see if I missed anything. I think I might've missed something somewhere because as soon as I started I was getting a missing mesh on the nurse in the very first scene, and then about 30 mins later when I encountered some raiders for the first time, they took me out, but i think it was some weapon / grenade. It was in the distance, couldn't really see before the others got me. But I'm using the compatibility patches from FOIP and the FWE / FOOK merged patch and I was wanting someone with more knowledge to tell me if I missed anything.

Make sure you've installed the meshes and texture of all your mods properly and that you have Archive Invalidation applied.
User avatar
Kayla Bee
 
Posts: 3349
Joined: Fri Aug 24, 2007 5:34 pm

Post » Fri Jan 08, 2010 3:25 am

Thanks Kai, much thanks.

(I haven't been on MSNM because it's being a homo on my end, otherwise I just would've asked you personally.)
User avatar
Chavala
 
Posts: 3355
Joined: Sun Jun 25, 2006 5:28 am

Post » Thu Jan 07, 2010 9:50 pm

I just finished mass-updating all the mods related to FWE/MMM/WMK and am enjoying a new playthrough. One thing I noticed though: I give a command to Jericho through the headset to use melee and he still uses the hunting rifle I gave him? Is that normal?

thx

ALSO: Possible bug? I finished my affairs in Megaton and planned to leave when the traders outside left so that I could travel with them, under their protection. So, I decided to wait for 1 hr to see if they started on their journey or not. But when I waited "T - 1 hr" Crow's caravan just turned into Wolfgang's caravan. Then I waited another hr and it turned into Dr. Hoff's caravan. And so forth and so on ad infinitum, hrs on end. I assume that it isn't programmed for each caravan to show up at 1 hr intervals at Megaton? But, if I can't wait then how do I leave when they leave? Does anyone know what hr of the day the caravans typically leave Megaton, so that I can avoid this (bug--until it gets quashed?)?

ALSO#2: I initialized my primary needs the way I usually do it. But then, later, I realized that it wasn't working right as I wasn't getting hungry/thirsty for some reason. But then I realized that I forgot what the # was to call it up again and I didn't hotkey it to anything. Any advice on how to get the config screen to pop up again? Is there something I can type in the console?

Thanks!
User avatar
Dalley hussain
 
Posts: 3480
Joined: Sun Jun 18, 2006 2:45 am

Post » Fri Jan 08, 2010 7:04 am

Hmmm....I ran around for a bit outside megaton and the traders started walking...so I followed them. Wow are they terrible and dumb!!! Whenever we encounter opponents, they just stand around/run away and the enemies just ignore them all and run and start attacking me. I had to kill 5 radscorpions while they did nothing. Ok, no big deal. Then I have to kill a raider while they all run around doing nothing. Then, once they *finally* decide to start heading in a direction again, they lead me to a set of buildings with about 10+ raiders that start shooting at us. Again, they stand around doing nothing while the raiders all attack me. Then the caravan guards run toward the raiders and I think "finally, they're going to attack them," but, nope, they just run *past* them. The raiders ignore them and keep coming to attack me until I die.


Ummm...there goes my plan to travel from settlement to settlement with the traders. Some nice AI there :S
User avatar
Leah
 
Posts: 3358
Joined: Wed Nov 01, 2006 3:11 pm

Post » Fri Jan 08, 2010 9:46 am

Hmmm....I ran around for a bit outside megaton and the traders started walking...so I followed them. Wow are they terrible and dumb!!! Whenever we encounter opponents, they just stand around/run away and the enemies just ignore them all and run and start attacking me. I had to kill 5 radscorpions while they did nothing. Ok, no big deal. Then I have to kill a raider while they all run around doing nothing. Then, once they *finally* decide to start heading in a direction again, they lead me to a set of buildings with about 10+ raiders that start shooting at us. Again, they stand around doing nothing while the raiders all attack me. Then the caravan guards run toward the raiders and I think "finally, they're going to attack them," but, nope, they just run *past* them. The raiders ignore them and keep coming to attack me until I die.


Ummm...there goes my plan to travel from settlement to settlement with the traders. Some nice AI there :S

Yeah, that's a built in safety from vanilla Fallout3 so the trader caravans don't get killed from random hostiles.
User avatar
JERMAINE VIDAURRI
 
Posts: 3382
Joined: Tue Dec 04, 2007 9:06 am

Post » Fri Jan 08, 2010 9:35 am

Yeah no longer do I worry about Wolfgang dying for no reason. Thanks MMM.
User avatar
sexy zara
 
Posts: 3268
Joined: Wed Nov 01, 2006 7:53 am

Post » Fri Jan 08, 2010 1:48 am

Oddly enough with FWE installed my caravan traders actively fight hostiles. I once exited rivet city to find the weaponsmith one and his guards in combat with a Talon patrol. And they mercilessly crushed the mercenaries.
User avatar
Mandy Muir
 
Posts: 3307
Joined: Wed Jan 24, 2007 4:38 pm

Post » Fri Jan 08, 2010 6:46 am

Oddly enough with FWE installed my caravan traders actively fight hostiles. I once exited rivet city to find the weaponsmith one and his guards in combat with a Talon patrol. And they mercilessly crushed the mercenaries.

It depends, it's really just a faction thing.
For example if you have only FWE installed the traders will only fight enemies that attack you. If you have also MMM installed, the traders dont fight anyone. If you create a merged patch, the traders will again attach anyone that attacks you. And if you have Roadwardens installed the traders will kill [censored] everything.

There are a lot of mods out there that modify the trader faction, so it always depends on your load order and if you have the faction list merged.
User avatar
Tyler F
 
Posts: 3420
Joined: Mon Aug 27, 2007 8:07 pm

Post » Fri Jan 08, 2010 3:04 am

Regarding traders and enemies, on my current character I left Anacostia Station for Rivet City and there were a bunch of Talons there. I ran towards Lucky Harith who was at the steps of Rivet CIty and Lucky and his guards proceded to destroy the Talons.

I have FWE, MMM, and the FIOP compatibility mod installed. Maybe it's because I took the Scrounger alternate start and that made my character part of the trader faction?
User avatar
Steph
 
Posts: 3469
Joined: Sun Nov 19, 2006 7:44 am

Post » Fri Jan 08, 2010 11:03 am

Regarding traders and enemies, on my current character I left Anacostia Station for Rivet City and there were a bunch of Talons there. I ran towards Lucky Harith who was at the steps of Rivet CIty and Lucky and his guards proceded to destroy the Talons.

I have FWE, MMM, and the FIOP compatibility mod installed. Maybe it's because I took the Scrounger alternate start and that made my character part of the trader faction?

No the scrounger isn't in the trader faction. As I wrote above it depends entirely on your load order, the mods you have loaded and your merged patch. For example in my load order I have about 12 mods that overwrite the trader faction. So as I said, a lot of mods alter this faction and the only way of getting a proper one is by making a merged patch and/or editing the faction yourself.

If you have a FWE-WMK-MMM setup(and NO OTHER mod), then creating a merged patch will result in the traders not being attacked, unless the player is in the vicinity, in which case they will assist him if he is attacked(and of course if the player hasn't prior attacked the traders himself).

Other mods that also overwrite the trader faction are for example Return to Shady Sands, Arefu Expanded and RoadWardens.
User avatar
Karine laverre
 
Posts: 3439
Joined: Tue Mar 20, 2007 7:50 am

Post » Fri Jan 08, 2010 9:22 am

Thanks Kai,

I have FWE-WMK-MMM-FOIP and, like I said, the traders weren't doing jack against enemies we encountered. I would really like them to be able and willing to kill things that they/we encounter along the route. I think this is much more realistic because if the traders are doing their circuit constantly, they need to be able to survive out there. That's why I liked the idea of "tougher traders" from MMM. But, if MMM also makes the "tougher traders" and their enemies into mutual pacifists, I'm not a big fan of that. Can I add RoadWardens to my current setup without messing anything up?

Cheers

EDIT: Ok, I am going to try RoadWardens and uncheck MMM tougher traders and see how that goes (from what I've read, it seems that should make the traders attack/get attacked). Apparently, RW is no longer an active mod, so we'll see what it's like. Any chance the FWE folks might integrate RW and polish it up and stuff? I think that would be an awesome addition and fit in totally with what FWE is trying to do really. It's a deadly wasteland out there, but people have to get between settlements, right? Traders seem like the most likely way that a lay person would survive between settlements--and the PC at low levels.
User avatar
Lilit Ager
 
Posts: 3444
Joined: Thu Nov 23, 2006 9:06 pm

Post » Fri Jan 08, 2010 1:40 am

I tried Road Wardens without MMM tougher traders and it is EXACTLY what I am looking for. I have to play a bit more to see if there are any problems, but so far so good.

When I started a new game it gave me the option of deciding who to make essential from the caravans. I made them all essential simply because they are so dumb in terms of AI, never seek cover, walk right into their deaths, etc.

Basically, I followed one trade caravan (consisting of Wolfgang, the Warden, Medic, Scout, and 3 guards iirc) and we got to an area that had 3 brotherhood outcasts (friendly) and 2 mister gutsy (enemies). It was awesome! The Warden went down pretty early because he was in front, but the rest were firing on the gutsys while I hid in the back (a guy could get killed in the front lines!). The outcasts joined in and eventually the two gutsys were down. One outcast had hardly any hp and at least a crippled leg. We healed up the Warden and they were nice enough to let me loot one of the gutsys (the outcasts looted the other iirc). Then we continued on our merry way. WAAAAAAAAAAAAAY better than my last experience :)
User avatar
Becky Palmer
 
Posts: 3387
Joined: Wed Oct 04, 2006 4:43 am

Post » Thu Jan 07, 2010 11:54 pm

I have to say that so far I'm enjoying this mod more than I thought I would. Many of the integrated mods were stuff I was already using, and there are some that I had been meaning to check out. There are some integrated mods however that I looked at before and decided they weren't for me, fortunately most of these cover aspects to the game that can be ignored (fast travel, companions, added items, ect..) I'm still at the early stages of the game and have a few specific areas I want to check out, but I think I can safely say that once Mez is finished making the new configurations menu I'll be adding this to my permanent mod list. (Which also means I now have to start finding ways to make a compatibility patch for my own mod)

I thank you all for your hard work on creating this mod.
User avatar
Laura
 
Posts: 3456
Joined: Sun Sep 10, 2006 7:11 am

Post » Fri Jan 08, 2010 7:46 am

Before I begin, let me state unequivocally that I do NOT blame the problems I'm having on any of these three mods in particular, nor on the mods as a combination, since I know many others have NO issues running them.

What I AM stating, is that my SETUP has a problem with them, and I aim to get to the bottom of why, God and Mez/Kai willing :D


I've updated to the latest release drivers from Nvidia.

I ran an install of ONLY FWE...had only two crashes in an hour and a half or so, both in combat, computer froze for about two seconds, then crashed to desktop. Overall performance was at least an hour to 2 hours with no crash. Ran like this for two days, total number of crashes in 48 hours: 9.

I then ran FWE+WMK+a merge patch. Performance was not quite the same, although I had three crashes during zooming in/out animations, and two crashes while using Bullet Time and zooming. Ran like this for another 2 days, total number of crashes: 14.

Then I ran the full FWE+WMK+MMM+KH fixes+KH tweaks+KH hellfire fix+KH MMM override+compatibiity. I ran BOSS with the latest masterlist, then created my merge patch, made sure everything was checked.

MMM modules were: Main ESM and ESP+DLC's ONLY.

Data folder on this run was VIRGIN...only DLC's plus the files needed for FWE/WMK/MMM.

Result: average 4 crashes an hour :P After two full days of running this way, I racked up a grand total of 51 crashes, three full lockups on quicksave, and three times when the game would not load at all.


I could post the load order again, but really, I checked it against Mez's load order and it's all ferpect, so I won't flood you with it.

Any thoughts folks?

Do the type of crashes ring a bell with anyone?

I'm running USB sound, so sound driver isn't the issue, and I have the latest Nvidia driver, since the last posts re drivers on the forums are several months and versions old.

1.7 patch is installed.

iNumHWThreads=2
buseThreadedAI=1

DXDIAG 64 bit reports no issues.

Running latest 64 bit Direct X

Windows 7, 64 bit, home premium.

Remaining disk space is over 100 gig.

4 gig of ram installed and functioning.

rail is firmly attached to card.

card is a 9600 GT OC.

Running latest version of DUI
Running latest stable version of FOSE
Running latest version of CALIBR
Running CRAFT 125


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

If we can figure out where this is coming from, and why it seems related only to installs of mine that include these three mods, then it bodes well for everyone.
User avatar
Ricky Rayner
 
Posts: 3339
Joined: Fri Jul 13, 2007 2:13 am

Post » Fri Jan 08, 2010 3:51 am

Two things you can try:
  • Stop using quicksave. Get CASM to manage saves.
  • Try Mez's merged patch which is custom-built for an All 5 DLC + FWE + WMK + MMM setup.
Didn't I suggest both of these to you before?

gothemasticator
User avatar
Mark Hepworth
 
Posts: 3490
Joined: Wed Jul 11, 2007 1:51 pm

Post » Fri Jan 08, 2010 8:31 am

1. Using CASM. my 'quicksave' is done with F4

2. Using Mez's Merged patch, just forgot to mention it.
User avatar
Nice one
 
Posts: 3473
Joined: Thu Jun 21, 2007 5:30 am

Post » Fri Jan 08, 2010 12:23 am

1. Using CASM. my 'quicksave' is done with F4

2. Using Mez's Merged patch, just forgot to mention it.

Gotcha. I hope you find a solution to your problems. I don't have any more helpful ideas right now.

gothemasticator
User avatar
Yama Pi
 
Posts: 3384
Joined: Wed Apr 18, 2007 3:51 am

Post » Thu Jan 07, 2010 11:47 pm

@Elanthil01: That really svcks. :( I've had about 5 crashes since I installed GOTY, FWE+MMM+WMK+EVE+ plus a few others a week ago... lvl 7 now. Do other games have problems too? Have you considered reformatting and reinstalling the OS as a last resort? :shrug:

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

http://img198.imageshack.us/img198/517/yikes111.jpg is what bumped me up to lvl 7!! My first ever encounter with one of these things... practicing the art of tactics, I used the railing to keep it at bay... ~20 minutes and a ton of ammo later (~40 shotgun shells and 200 556mm + various other ammo), it was carrying a Gauss Rifle! :toughninja: (feel a little guilty that I didn't just RUN)

I had to reload after first encountering it (1-shotted me)... incredibly, a few seconds after the game loaded, the Firelance encounter occurred. Only found 15 ammo, which helped a bit. Didn't seem to do much more damage than a Combat Shotgun critical, though my energy weapon skill is 40 or so vs 95 small guns.

Request: Would be handy if the Weapon Scanner had some info about range... ran low on 32 cal so switched the scope to a .223 pistol and am curious how much range I have lost vs a hunting rifle.

Small issue: When I use the grenade hotkey to switch there is no message indicating which grenade is equipped... readme says there should be a message. Known issue?

The mod is amazing... there is now a real sense of danger when exploring, be it from foes or the now !deadly! radiation. NPC's with guns are incredibly lethal, even with Kai's slight accuracy tweak... I'm hoping that power armor will allow me to mostly shrug off all but the top tier weapons.
:twirl:

Edit: Forgot to mention... I went into the Gold Ribbon Grocers to trigger the contraption... nowhere inside the building is safe! I read on the wiki that any mod that enhances explosive damage would make this a death trap... any suggestion for successful acquisition of the loot?
User avatar
James Smart
 
Posts: 3362
Joined: Sun Nov 04, 2007 7:49 pm

Post » Fri Jan 08, 2010 1:59 am

Well, I decided to reinstall everything...including windows :P

So Im installing the newest drivers, then I'll install the GOTY edition and see what happens.
User avatar
louise fortin
 
Posts: 3327
Joined: Wed Apr 04, 2007 4:51 am

Post » Fri Jan 08, 2010 10:42 am

is there any alternatives to ezcompanions i can use that dont suffer from these problems? im looking at RR companions vault. is this any good?

some help here would be nice
User avatar
Ana
 
Posts: 3445
Joined: Sat Jul 01, 2006 4:29 am

Post » Fri Jan 08, 2010 4:30 am

Well, I decided to reinstall everything...including windows :P

So Im installing the newest drivers, then I'll install the GOTY edition and see what happens.


What version of windows media player do you have? Is it your default player for mp3 and other files?

Have you installed any other codecs or codec packs? I used to have those kinds of crashes, despite my load order being hammered and chiseled and patched to perfection. Finally came across various posts detailing codec issues... Uninstalled with k-lite and installed k-lites.. Still crashed though not as much. Uninstalled K-lite, haven't crashed yet. Just running WMP 11 as default with the default windows codecs. Worth a try if nothing else.

Oh, and check the temps your components are running at. I went and set my fan speed to 100% using EVGA precision (EVGA card mind you) and just leave it there. Card used to get kinda hot when playing Bethesda games, but now it stays in the safe zone on heavy load (I didn't OC it, just turned up fan speed.)
User avatar
Josee Leach
 
Posts: 3371
Joined: Tue Dec 26, 2006 10:50 pm

Post » Fri Jan 08, 2010 3:46 am

What version of windows media player do you have? Is it your default player for mp3 and other files?

Have you installed any other codecs or codec packs? I used to have those kinds of crashes, despite my load order being hammered and chiseled and patched to perfection. Finally came across various posts detailing codec issues... Uninstalled with k-lite and installed k-lites.. Still crashed though not as much. Uninstalled K-lite, haven't crashed yet. Just running WMP 11 as default with the default windows codecs. Worth a try if nothing else.

Oh, and check the temps your components are running at. I went and set my fan speed to 100% using EVGA precision (EVGA card mind you) and just leave it there. Card used to get kinda hot when playing Bethesda games, but now it stays in the safe zone on heavy load (I didn't OC it, just turned up fan speed.)


1. Windows Media Player version 12.0.7600.16415

2. No other codecs installed that I know of, I just reinstalled the whole OS, which is Windows 7 64 bit Home Premium.

3. Fan is set to 100% speed.

Crashes are happening randomly now, even with NO mods installed, so I can guarantee its not these mods.

I guess I'll go to the PC issues forum and spit into the bloody wind. I mean, nobody from bloody gamesas ever posts there (because they couldnt give a crap less...they have your money and are laughing all the way to the bank), and the advice most of these low-brow idiots give there is ridiculous.

Your reply, by the way, was a good one. You have me thinking...how can I add .ogg files, and all the other files, to WMP?

And should I find a way to downgrade maybe to WMP 11?

Also, I wonder if I should ditch this bloody Nvidia driver and roll back to an old, old one.

Well anyway, these are questions for the moron gallery in 'technical' support forum, so I'll stop posting here.

I hope like mad some twit from gamesas DOES read this...and contacts me...because I bloody well have a few choice words for you and what passes for 'technical support' around here.
User avatar
Anna Watts
 
Posts: 3476
Joined: Sat Jun 17, 2006 8:31 pm

Post » Fri Jan 08, 2010 3:47 am

Meh.

Sorry about the last post's venom content :meh:

I'm just really frustrated, and reading the tech support forum on here is like trying to teach quantum mechanics to your dog.

Anyway, I fingered out how to set the default program in Win 7, and manually associated all sound files with it, including .ogg.

I also installed a codec package and then manually configured ffdshow to exclude fallout 3.

I also reinstalled speedfan and told it to go auto on the fans. It's showing everything is cool, except my GPU is running at 54C, which Im unsure if that's too hot or not.
User avatar
Myles
 
Posts: 3341
Joined: Sun Oct 21, 2007 12:52 pm

PreviousNext

Return to Fallout 3