[RelZ] FWE - FO3 Wanderers Edition #40

Post » Tue Nov 02, 2010 7:09 pm

I'm having trouble with the primal needs hunger, I waited until I had zero hunger effects then disabled it. A couple of game hours later the display showed 1pct hunger, then after sleeping 12 hours it moved to -9 and now I've got a full penalty showing in the stats tab.
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Monika Krzyzak
 
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Post » Tue Nov 02, 2010 4:46 am

I'm having trouble with the primal needs hunger, I waited until I had zero hunger effects then disabled it. A couple of game hours later the display showed 1pct hunger, then after sleeping 12 hours it moved to -9 and now I've got a full penalty showing in the stats tab.

Do you tried to disable hunger only, or the whole Primary Needs system?
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Angus Poole
 
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Post » Tue Nov 02, 2010 7:24 pm

Your load order is good
About UF3P- it work differently for different peoples. I don't recommend to play it without masterupdated game


What do you mean by "masterupdated", and do i have to create a merged patch (i corrected the load order a bit but the game still hangs on exit)? Sry, haven't been paying attention to the FO3 development lately.
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SamanthaLove
 
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Post » Tue Nov 02, 2010 6:46 pm

What do you mean by "masterupdated", and do i have to create a merged patch (i corrected the load order a bit but the game still hangs on exit)? Sry, haven't been paying attention to the FO3 development lately.

Masterupdate- it is one of features of FO3edit programs, as well as merged patch.
http://www.fallout3nexus.com/downloads/file.php?id=637
You can read about how to do it here, in our FAQ
https://sites.google.com/site/fo3wanderersedition/faq
Yes, you need merged patch with your load order.
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Max Van Morrison
 
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Post » Tue Nov 02, 2010 4:54 pm

Do you tried to disable hunger only, or the whole Primary Needs system?


Just the hunger part. It's slowly counting back to zero atm.
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Manny(BAKE)
 
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Post » Tue Nov 02, 2010 7:34 pm

Why isn't this covered in the install instructions? There's no mentioning of masterupdating (and i don't know what it is either), and only now - by searching specifically for it - i found the description that says that the merged patch is necessary, although without any explanation whatsoever.

I'd suggest to implement these things in the install instructions. Avid FO3 mod players may be used to doing these steps even when they're not mentioned, but new players and those that don't play very often will get unstable, erroneous mod installs.
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Jinx Sykes
 
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Post » Tue Nov 02, 2010 7:31 am

Yes, you're right . . . the merged patch process isn't mentioned in the install instructions. We'll get that updated, as well as describing the masterupdate process.

Thanks!

BTW, I posted about this on the FWE Website + Forum, but if anyone is interesting in helping us out, we could use someone to work on the reference section of website, basically filling in stats for weapons, armor, other items, etc.... it's kind of a tedius task to be sure, but you'd make a lot of people happy!

cheers!
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Ella Loapaga
 
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Post » Tue Nov 02, 2010 7:45 pm

Yes, you're right . . . the merged patch process isn't mentioned in the install instructions. We'll get that updated, as well as describing the masterupdate process.



I use the merged patch mainly because I couldn't modify FWE added weapons with WMK before, but should I also masterupdate? What does the masterupdate process do exactly? Everything seems to be working with only the merged patch, but maybe I'm missing something. Thanks for any info!
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luke trodden
 
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Post » Tue Nov 02, 2010 8:23 pm

The masterupdate process automatically reflags all of your mods as a master file, even though the file keeps it's .esp file type. The reason for this, is that certain changes you can make via a mod tend to crash the game or cause other problems when in plugin file versus a master file. Typically, navmesh problems, mismatched npc heads/body's, etc... are solved by using the master update, as well as improving general satability.

Now, most of the FWE team uses masterupdate . . . I on the other hand do not, and my game seems to run very stable. I guess the wisdom would be that if you're experiencing a lot of crashing or other odd behavior/glitches, try masterupdating . . it will probably help. If things are running fine as they are, I don't think it's neccessary.
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Susan
 
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Post » Tue Nov 02, 2010 3:07 pm

Everything appears to be working correctly now, the game doesn't hang on exit anymore either.

However, there's something odd going on with the dynamic weather mod, it also happened before i fixed my load order & masterupdated & created the merged patch: Sometimes, probably more often than i'd like, the weather appears to be changing abruptly. Any ideas why this is happening?
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:)Colleenn
 
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Post » Tue Nov 02, 2010 6:02 pm

Everything appears to be working correctly now, the game doesn't hang on exit anymore either.

However, there's something odd going on with the dynamic weather mod, it also happened before i fixed my load order & masterupdated & created the merged patch: Sometimes, probably more often than i'd like, the weather appears to be changing abruptly. Any ideas why this is happening?

As I hear- rain mod can cause it. Do you have it in your load order?
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Naomi Lastname
 
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Post » Tue Nov 02, 2010 6:10 pm

Nope, i'm not using the rain mod, just plain dynamic weather without any extras.
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Logan Greenwood
 
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Post » Tue Nov 02, 2010 12:57 pm

Is Dynamic Weather at the bottom of your load order? And when you say abrupt weather changes, is it only when you transit between indoor and outdoor cells?
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Vincent Joe
 
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Post » Tue Nov 02, 2010 8:04 am

Yep, at bottom, current load order looks like this:

Fallout3.esm
CRAFT.esm
CALIBR.esm
StreetLights.esm
FO3 Wanderers Edition - Main File.esm
Mart's Mutant Mod.esm
Xepha's Dynamic Weather.esm
DarNifiedUIF3.esp
CRAFT - Activation Perk.esp
StreetLights - Wasteland.esp
FO3 Wanderers Edition - Main File.esp
FO3 Wanderers Edition - Alternate Travel.esp
FO3 Wanderers Edition - Optional Free Play After MQ.esp
FO3 Wanderers Edition - Followers Enhanced.esp
WeaponModKits.esp
WeaponModKits - FWE Master Release.esp
Mart's Mutant Mod.esp
Mart's Mutant Mod - Mutant Mod Menu.esp
Mart's Mutant Mod - FWE Master Release.esp
Xepha's Dynamic Weather - Main.esp
Xepha's Dynamic Weather - Night Eye Edition.esp
Merged.esp


I just added the night eye mod since i realized the night to be extremely dark, so this doesn't influence it. I think the abrupt weather changes only occur shortly after a loading screen (quickload too), not quite sure since i haven't paid special attention to the circumstances.
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Nikki Lawrence
 
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Post » Tue Nov 02, 2010 5:36 pm

I just added the night eye mod since i realized the night to be extremely dark, so this doesn't influence it. I think the abrupt weather changes only occur shortly after a loading screen (quickload too), not quite sure since i haven't paid special attention to the circumstances.

BTW- both MMM and FWE have their own nightvision
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Julia Schwalbe
 
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Post » Tue Nov 02, 2010 1:58 pm

I use's Xepha's weather mod too, and the weather always changes after quickload and loading screens. He mentioned working on a new version that should solve this problem, "Xepha's Progressive Weather" was the thread name in this forum, i think.

A more FWE related question, i got a sedative addiction (sniping with poor condition weapons does that :D), but the withdrawal doesn't seem to have any negative effects, it's not listed in the active effects list, and doesn't cause SPECIAL or skill penalties. Should this be so, or have i screwed something up? (again :rolleyes:)
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Skivs
 
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Post » Tue Nov 02, 2010 11:13 am

Just the hunger part. It's slowly counting back to zero atm.



I've had to enable this again, its completely unplayable for me anyway with the hunger part of pn disabled.
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Alexis Estrada
 
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Post » Tue Nov 02, 2010 3:04 pm

BTW- both MMM and FWE have their own nightvision


Yeah i know, i just started the game though so i don't have any NV equipped at the moment. However, that reminds me that the pip-boy can give off light too - afaik NV needs e-cells in FWE, does the Pip-Boy need energy, too?

I'm also curious, is there a certain order that i should maintain with masterupdating and creating the merged patch? Atm i create the patch first, then masterupdate it...


Oh, and i found an item that's probably new (compared to FO3 vanilla), a "Power Fist" looted from a guy wearing Power Armor. Since this piece is doing quite some damage i was wondering if it might have a disadvantage like a shorter range than other melee weapons like the shishkebap. Does anyone know this?
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jennie xhx
 
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Post » Tue Nov 02, 2010 6:15 am

Which one would you suggest with FWE
FO3Edit, Garybash or both ?
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Dark Mogul
 
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Post » Tue Nov 02, 2010 7:10 am

FO3Edit and Gary Bash do different things, apart from the patches. Gary Bash's "Bashed Patch" method is more intelligent and customisable, but it requires that you know what you're doing. Apart from that, Gary Bash is a utility for managing mods, saves and screenshots, none of which FO3Edit does.

FO3Edit is simple lightweight mod editor, you can use it spot conflicts between mods and make small changes to them as needed. It also has the merged patch functionality, but unlike Gary Bash it only merges changes to leveled lists.

So, despite which patch method you use (merged patch is method suggested by FWE team) you can use both. In fact you can launch FO3Edit, and many other utilities, directly from Gary Bash.
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hannaH
 
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Post » Tue Nov 02, 2010 3:14 pm

Yeah i know, i just started the game though so i don't have any NV equipped at the moment. However, that reminds me that the pip-boy can give off light too - afaik NV needs e-cells in FWE, does the Pip-Boy need energy, too?

No, Pip-boy don't need energy
NV needs EC only if you don't wear Power Armor. Cyborg perk (full set) also remove necessity in EC

I'm also curious, is there a certain order that i should maintain with masterupdating and creating the merged patch? Atm i create the patch first, then masterupdate it...

You can create merged patch, then masterupdate all your mods, including patch.
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hannaH
 
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Post » Tue Nov 02, 2010 7:28 pm

I dropped Fallout 3 for a while to recently pick it up again. In the meantime, FWE had upgraded from 5.02 to 5.04, so I downloaded the fomod version and activated it (after deactivating the old one). Now, a few items, like Drifter's Laser Rifle or Talon Comp Helmet, have an exclamation mark instead of a mesh. Inventory screen shows "PipOS error".

There are no mods to conflict with FWE, I think (as per load order bellow). They are the same I used in 5.02 and generated no errors. I have already tried archive invalidation, masterupdating the load order and creating a merged patch. fomm and fose are both up to date, 0.12.2 and 1.2b2. Exclamation marks still persist. The one mod I have installed and it is not listed is Idle Revisions.

Fallout3.esm
Anchorage.esm
ThePitt.esm
BrokenSteel.esm
PointLookout.esm
Zeta.esm
CRAFT.esm
CALIBR.esm
FO3 Wanderers Edition - Main File.esm
DarNifiedUIF3.esp
CRAFT - Activation Perk.esp
FO3 Wanderers Edition - Main File.esp
FO3 Wanderers Edition - DLC Anchorage.esp
FO3 Wanderers Edition - DLC The Pitt.esp
FO3 Wanderers Edition - DLC Broken Steel.esp
FO3 Wanderers Edition - DLC Point Lookout.esp
FO3 Wanderers Edition - DLC Mothership Zeta.esp
FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp
FO3 Wanderers Edition - Optional Restore Tracers (automatics only).esp
Fellout-pipboylight.esp
Fellout-Full.esp
Fellout-BrokenSteel.esp
Fellout-PointLookout.esp
Fellout-Zeta.esp
merged patch.esp

Any help is appreciated.
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x_JeNnY_x
 
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Post » Tue Nov 02, 2010 5:18 pm

I dropped Fallout 3 for a while to recently pick it up again. In the meantime, FWE had upgraded from 5.02 to 5.04, so I downloaded the fomod version and activated it (after deactivating the old one). Now, a few items, like Drifter's Laser Rifle or Talon Comp Helmet, have an exclamation mark instead of a mesh. Inventory screen shows "PipOS error".


I had exactly the same. I think something goes wrong during the FOMOD creation - if you manually extract the FWE archive to your data folder everything works.
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Suzie Dalziel
 
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Post » Tue Nov 02, 2010 2:26 pm

Those mean missing meshes, the FOMOD you deactivated didn't contain the FWE resources, did it? 5.04 was only a small update, it requires the resources from FWE 5.0 master release.
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Lucie H
 
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Post » Tue Nov 02, 2010 8:17 am

I had exactly the same. I think something goes wrong during the FOMOD creation - if you manually extract the FWE archive to your data folder everything works.

I tried last version of FOMM without success - package manager give bugs during mod's activating.
Please use FOMM ver. 0.11.9 for now
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Sandeep Khatkar
 
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