[RelZ] FWE - FO3 Wanderers Edition #42

Post » Fri Feb 18, 2011 9:21 pm

When making some changes to the esm i found that Fo3edit encounters an error when trying to save. Is there anyway to fix this?


Well you shouldn't be changing the .esm in the first place, but you can get around those errors by saving to a temporary file (or in your case you should migrate all the changes you've made to some personal patch file for FWE and then replace the master with the original) then copying them back after you reload FO3Edit.
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Trey Johnson
 
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Post » Fri Feb 18, 2011 6:43 pm

When making some changes to the esm i found that Fo3edit encounters an error when trying to save. Is there anyway to fix this?

Do not make changes in esm. You need to copy what you need into new plugin and make modifications here
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Adrian Powers
 
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Post » Sat Feb 19, 2011 4:49 am

Also for the record I'm also having a lot of instability issues recently; though this is kind of meaningless and unhelpful since I don't know if its FWE or what. Started a new game with FWE 6.0 MMM 6.0 and RobCo Certified (w/e latest is) but if I had to guess I'd say my issues are with RobCo Certified since it's the only stuff I can replicate it with.
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Chloe Mayo
 
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Post » Sat Feb 19, 2011 6:18 am

Another question - MMM 6.0 now has it's own configuration menu. However, FWE 5.x had a configuration menu of its own for many MMM features. Is that still there within FWE and does it play well with the MMM configuration menu? Or how does it work? Again, thanks.
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Allison C
 
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Post » Sat Feb 19, 2011 2:48 am

Another question - MMM 6.0 now has it's own configuration menu. However, FWE 5.x had a configuration menu of its own for many MMM features. Is that still there within FWE and does it play well with the MMM configuration menu? Or how does it work? Again, thanks.

MMM config was remowed from FWE control panel. MMM have it's own config now.
You will have no problems here
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rheanna bruining
 
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Post » Sat Feb 19, 2011 6:18 am

Do not make changes in esm. You need to copy what you need into new plugin and make modifications here


Time to pull out the Fo3edit manual.
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Sami Blackburn
 
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Post » Sat Feb 19, 2011 3:47 am

MMM config was remowed from FWE control panel. MMM have it's own config now.
You will have no problems here


Cool, thanks, you guys think of everything :thumbsup:
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Matthew Aaron Evans
 
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Post » Sat Feb 19, 2011 7:12 am

Downloading new FWE now :celebration:

A quick question: Is the winterized power armor now properly recognized to be fitted? In FWE 5.04 I could wear it without fitting (and didn't have an option to fit it at the workbench)
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Emilie M
 
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Post » Sat Feb 19, 2011 3:35 am

Downloading new FWE now :celebration:

A quick question: Is the winterized power armor now properly recognized to be fitted? In FWE 5.04 I could wear it without fitting (and didn't have an option to fit it at the workbench)

Some types of PA fitted by default- this is intentional and T51B - one of such armors.
Fitting was implemented mostly to prevent too easy life for killers of previous PA owner, you must adjust armor for yourself first. But some types of armor don't have owners, and given you as a reward for quest. There is no need in additional steps after this
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Lance Vannortwick
 
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Post » Sat Feb 19, 2011 4:52 am

When copying Part I over to my Fallout 3 Data folder I get the following error message:

Cannot copy "wpn_rifleassault_fire_3d". File on directory is corrupted or unreadable.

I redownloaded, thinking perhaps I had a bad download, but in copying Part I over a second time I got the same message. Anyone else seen this?
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WTW
 
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Post » Fri Feb 18, 2011 10:02 pm

Some types of PA fitted by default- this is intentional and T51B - one of such armors.
Fitting was implemented mostly to prevent too easy life for killers of previous PA owner, you must adjust armor for yourself first. But some types of armor don't have owners, and given you as a reward for quest. There is no need in additional steps after this


Didn't know that, great idea :D
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victoria gillis
 
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Post » Fri Feb 18, 2011 7:05 pm

When copying Part I over to my Fallout 3 Data folder I get the following error message:

Cannot copy "wpn_rifleassault_fire_3d". File on directory is corrupted or unreadable.

I redownloaded, thinking perhaps I had a bad download, but in copying Part I over a second time I got the same message. Anyone else seen this?

No.
1. Be sure you not install fallout in default folder (c:/program Files), if you using Vista or Windows 7. If you have- reinstall the game or disable UAC (user account control)
2. Check downloaded archives for errors, you can do this with 7zip or winrar archivers
As alternative, you can simply extract archives in temporarily folder. If extraction will be without errors- then archives are OK and you have problems with hard drive
3. If 1. and 2. are OK, then you need to check your hard drive for disk errors, and probably- to reinstall fallout fully
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Emma Parkinson
 
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Post » Fri Feb 18, 2011 11:40 pm

So I've been playing a new game with 6.01, MMM, FOIP, WMK, Project Beauty, EVE and some other mods installed. So far so good...loving the experience except I've noticed something strange. With the Primary Needs mod, I made it so that water/food/etc. will restore HP like in vanilla game. Whenever I take something like drugs, or drink water that restores hp, etc., I noticed I can increase my HP to what seems like an unlimiated amount. for instance, if my haxHP is 180, I can increase it beyond that point. Sorry if this has been reported already...
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Flutterby
 
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Post » Sat Feb 19, 2011 7:04 am

So I've been playing a new game with 6.01, MMM, FOIP, WMK, Project Beauty, EVE and some other mods installed. So far so good...loving the experience except I've noticed something strange. With the Primary Needs mod, I made it so that water/food/etc. will restore HP like in vanilla game. Whenever I take something like drugs, or drink water that restores hp, etc., I noticed I can increase my HP to what seems like an unlimiated amount. for instance, if my haxHP is 180, I can increase it beyond that point. Sorry if this has been reported already...

This is strange indeed, I will check it shortly.
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Kit Marsden
 
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Post » Sat Feb 19, 2011 4:17 am

Well I keep scratching my head because i don't recall.

IN vanilla does the Chinese stealth suit provide a visible cloak when you go into sneak? I recall mine doing that a lot prior to updating to 6.01 ... but can't remember if that was mod added or not. I know after the 6.0 version was out I deactivated a handful of mods that it made redundant.

Is this a feature of FWE? Maybe a past feature? Brain not work right - ate to many ghoul parts.
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Kat Lehmann
 
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Post » Sat Feb 19, 2011 3:17 am

Well I keep scratching my head because i don't recall.
IN vanilla does the Chinese stealth suit provide a visible cloak when you go into sneak?

Yes
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Marta Wolko
 
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Post » Sat Feb 19, 2011 7:44 am

Also for the record I'm also having a lot of instability issues recently; though this is kind of meaningless and unhelpful since I don't know if its FWE or what. Started a new game with FWE 6.0 MMM 6.0 and RobCo Certified (w/e latest is) but if I had to guess I'd say my issues are with RobCo Certified since it's the only stuff I can replicate it with.


Figured out (at least one) big issue, RKR was the cause of a lot of my problems, soon as I disabled it I stopped crashing constantly with RobCo Certified. So maybe look into that or make some sort of disclaimer about RKR or something (or maybe I'm blind).
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jason worrell
 
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Post » Fri Feb 18, 2011 8:15 pm

Yes

err - well now it doesn't.

Looked up the form ID http://fallout.wikia.com/wiki/Chinese_Stealth_Armor_(Operation:_Anchorage) and then opened all mods in FO3edit and see the only two mods touching the suit are UFP and FWE. But then it is probably not the suit but the effect that is awry.

Hmmm - well let me try a few things ... I'm not sure how to look up stealth field effect (gosh it isn't like chameleon in oblivion). Under Base Effects I found 00052117 Stealth Field, but nothing overwrites.

need to go in game and test with Stealth Boy then bashed patch versus merged ... etc.

[edit] yeah eating a stealth boy with the suit on it says I already have a stealth field active (not in sneak mod though) then taking the suit off it supposedly gave me another stealth field but again still visible. Testing against enemies that would normally not see me when in stealth field and they could without problem - so it is not working.

[edit 2] even switching from bashed patch to merged patch the same results - no stealth field that is visible with chem or armor and certainly no stealth field effects.

The main updates since the change have been FWE/MMM/FOIP ... so of course that is my first suspect, but I could be wrong.

If no suggestions then tomorrow or soon will start tearing my load order apart ... again. Here is my load order with merged patch even:
Spoiler
Active Mod Files:00  fallout3.esm01  anchorage.esm02  thepitt.esm03  brokensteel.esm04  pointlookout.esm05  zeta.esm06  Unofficial Fallout 3 Patch.esm  [Version 1.2.0]07  Destruction.esm08  PointLookout-FollowersGetToGo.esm  [Version 2.]09  Impervious Power Armour.esm0A  craft.esm0B  calibr.esm  [Version 1.4]0C  xcalibr.esm0D  Project Beauty.esm0E  refurbishes [all].esm0F  CubeExperimental (EN).esm10  Zumbs' Overhauled Real Time Security.esm11  FO3 Wanderers Edition - Main File.esm12  Mart's Mutant Mod.esm13  Companion Core.esm14  Companion Share & Recruit.esm15  RobCo Certified v2.esm16  Wasteland Whisperer v2.esm17  Enhanced Weather - Rain and Snow.esm18  Xepha's Dynamic Weather.esm19  StreetLights.esm1A  dcinteriors_comboedition.esm1B  Unofficial Fallout 3 Patch - Operation Anchorage.esp  [Version 1.2.0]1C  Unofficial Fallout 3 Patch - The Pitt.esp  [Version 1.2.0]1D  Unofficial Fallout 3 Patch - Broken Steel.esp  [Version 1.2.0]1E  Unofficial Fallout 3 Patch - Point Lookout.esp  [Version 1.2.0]1F  Unofficial Fallout 3 Patch - Mothership Zeta.esp  [Version 1.2.0]20  FireLightFix.esp21  DarNifiedUIF3.esp22  StreetLights - Wasteland.esp23  TinCanCRAFTing.esp  [Version 2.0]24  CRAFT - EnergyAmmo.esp25  CALIBRxMerchant.esp26  InverseCombatKnife.esp27  More Hotkeys.esp28  Princess Better Prompts v1pt1.esp29  Zombie Sounds V2.esp2A  GeneratorSound.esp2B  Moshman's Wasteland Ambiance.esp2C  GalaxyNewsRadio100[M].esp2D  RadioBlues.esp2E  WAR_radio.esp2F  People_Radio.esp30  InvasionRadio.esp31  KBATRadio.esp32  VTAP25.esp33  GhostRadio.esp34  mutantradio.esp35  LookoutRadio.esp36  RadioTenpenny.esp37  Radio Stutter fix.esp38  RadioHotkey.esp39  RadioHotkey_RadioBluesAddon.esp3A  CONELRAD 640-1240.esp3B  Existence2.0.esp3C  UPP - Pack 1.esp3D  UPP - Pack 2.esp3E  UPP - Original Perks.esp3F  UPP - Experience Perks.esp40  UPP  - Quest Perks.esp41  PreWar Book Titles and Perks.esp42  Combat Style Perks.esp43  NotSoFast.esp44  HeirApparent.esp45  BoSPatrols.esp46  MarkB50K_Wasteland_Patrols.esp47  tubRRCompound.esp48  Stealth Kills Enabled.esp49  Stealth Kills Enabled - Pitt Compatibility.esp4A  Echo_BatteryCharger.esp4B  HouseholdWaterPurifier.esp4C  BlackWolf Backpack.esp4D  GunnySack.esp  [Version 1.3]4E  1Animated Nightvision goggles.esp4F  Directional PipLight HDR.esp50  Expanded Megaton House V3.esp51  MaintenanceShed.esp  [Version 1.3]52  merc.esp53  moremapmarkers.esp54  maxlevelworkaround-hp-bs.esp55  wastelandmastery.esp56  skillcheck.esp57  Treasure Maps_Underground.esp58  Treasure Maps_Secrets of the Wasteland.esp59  Treasure Maps_Bobblehead Edition.esp5A  Treasure Maps_A Fist Full of Caps.esp5B  Destruction - Main.esp5C  Destruction - Main - Statics.esp5D  Destruction - DLC.esp5E  Destruction - DLC - Statics.esp5F  MTC Wasteland Travellers.esp60  DCInteriors_DLC_Collectables.esp61  Rivet City Realignment.esp62  Greenerworld.esp63  MovinOnUp3.0.esp64  FO3 Wanderers Edition - Main File.esp65  FO3 Wanderers Edition - DLC Anchorage.esp66  FO3 Wanderers Edition - DLC The Pitt.esp67  FO3 Wanderers Edition - DLC Broken Steel.esp68  FO3 Wanderers Edition - DLC Point Lookout.esp69  FO3 Wanderers Edition - DLC Mothership Zeta.esp6A  FO3 Wanderers Edition - Alternate Travel.esp6B  FO3 Wanderers Edition - Optional Restore Tracers.esp6C  FO3 Wanderers Edition - Optional VATS Realtime.esp6D  FO3 Wanderers Edition - Project Beauty.esp6E  FO3 Wanderers Edition - Project Beauty (Followers Enhanced).esp6F  FO3 Quest Patch - FWE + BS.esp70  weaponmodkits.esp71  WeaponModKits - FWE Master Release.esp72  WeaponModKits - OperationAnchorage.esp73  weaponmodkits - thepitt.esp74  weaponmodkits - brokensteel.esp75  WeaponModKits - PointLookout.esp76  weaponmodkits - zeta.esp77  Echo_UseBothGloves.esp78  Tactical Weapons by gRs Frederyck.esp79  xcalibrmunitions.esp7A  xcalibrmunitions_fosenhancements.esp7B  ZL-ACR.esp7C  ZL-SVD-CALIBR.esp7D  Dogmeat Leather Armor - CRAFT.esp7E  Dragonskin Tactical Outfit.esp7F  DragonskinBonusPack.esp80  stealthboy recon armor - craft.esp81  calibr ammo schematics - craft.esp82  CRAFT Improvised Weaponry.esp83  CRAFT Improvised Weaponry - Unmodeled.esp84  eve.esp85  eve operation anchorage.esp86  EVE - FWE Master Release.esp87  EVE - FWE Master Release (Follower Enhanced).esp88  EVE Anchorage - FWE DLC Anchorage.esp89  EVE - FWE with WeaponModKits.esp8A  FalloutFood.esp8B  FalloutFoods - FWE Master Release.esp8C  ZORTS - Custom HP - FWE.esp8D  ZORTS - Disable FWE activate.esp8E  Companion Core DLC Addon.esp8F  Wasteland Whisperer v2 Broken Steel Addon.esp90  RobCo Certified v2 Mechanist's Edition.esp91  RobCo Certified v2 Zeta Addon.esp92  RobCo Certified v2 Omnipatch.esp93  RobCo Certified v2 Version Updater.esp94  Mr Smith's Scrapyard.esp95  Playing With Firepower.esp96  ThePitt-NoFireFollowers.esp97  Phalanx-Obedient-Dogmeat.esp98  DogmeatEssentialModv1.2.esp99  Move-Dogmeat.esp9A  DogmeatStealth.esp9B  ImmersiveHealth.esp9C  Mart's Mutant Mod.esp9D  Mart's Mutant Mod - DLC Anchorage.esp9E  Mart's Mutant Mod - DLC The Pitt.esp9F  Mart's Mutant Mod - DLC Broken Steel.espA0  Mart's Mutant Mod - DLC Point Lookout.espA1  Mart's Mutant Mod - DLC Zeta.espA2  Mart's Mutant Mod - FWE Master Release.espA3  Mart's Mutant Mod - Project Beauty + FWE.espA4  Mysteriouswoman_corsetntrousers.espA5  T3T_MiscItemIcons.espA6  ACRForFWE.espA7  SVDForFWE.espA8  DTOForFWE.espA9  Gifts4Kids.espAA  megalight.espAB  Enhanced Weather - Rainbows.espAC  Enhanced Weather - Weather Sounds in Interiors.espAD  Realistic Interior Lighting.espAE  Realistic Interior Lighting - BS.espAF  Realistic Interior Lighting - OA.espB0  Xepha's Dynamic Weather - Main.espB1  Xepha's Dynamic Weather - Rain.espB2  Xepha's Dynamic Weather - Anchorage.espB3  Xepha's Dynamic Weather - The Pitt.espB4  Xepha's Dynamic Weather - Broken Steel.espB5  Xepha's Dynamic Weather - Point Lookout.espB6  Xepha's Dynamic Weather - Experimental Green Tint Remover.espB7  Xepha's Dynamic Weather - Sandstorm.espB8  Xepha's Dynamic Weather - Sandstorms Damage Armor.espB9  Xepha's Dynamic Weather - NightTime SneakBoost.espBA  PiPBoy Light Range x4.espBB  PiPBoy Yellow Light.espBC  xCALIBR_override_FWE5.espBD  FWE(v.5.04)+WMK_weapons_xCALIBRified.espBE  frederyck+FWE+xCALIBR.espBF  tubunarFWE.espC0  Merged Patch 1.esp

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Susan Elizabeth
 
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Post » Sat Feb 19, 2011 5:50 am

err - well now it doesn't.

Err- don't forget to customize your suit properly, it is not give you stealth field automatically now, you must choose a way to activate it. Bu default you must use stealthboy key to activate (if I remember correctly)


Scarecrow23
Figured out (at least one) big issue, RKR was the cause of a lot of my problems, soon as I disabled it I stopped crashing constantly with RobCo Certified. So maybe look into that or make some sort of disclaimer about RKR or something (or maybe I'm blind).

It is good you was able to resolve your issues. :)
From my side I can say- I don't use RobCo and don't have crashes or other issues with RKR.
And before making disclaimers, let's give RobCo author some time to correct compatibility
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Jamie Lee
 
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Post » Fri Feb 18, 2011 10:28 pm

Ohh duh - well if it was that way in version 5 I must have totally forgot I set it to work without the use of stealth boys.

carry on
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Jason White
 
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Post » Fri Feb 18, 2011 6:26 pm

Ohh duh - well if it was that way in version 5 I must have totally forgot I set it to work without the use of stealth boys.

carry on

no, it was not :)
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Averielle Garcia
 
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Post » Sat Feb 19, 2011 5:45 am

Hmm turns out there is a problem.

If I set to activate by hotkey then it will work with the Darn UI interface too, but if I set to activate with sneak - still no field and no interface.

Even if I go in and reset from one activator to another.

Then the menu says common energy cells - does that mean small energy cells? That is what they are called in my inventory.


Nevermind - had to read closer 'hold sneak key' not go into sneak mod alone. Ahhh! Finally got it.

Is there a setting for turning off power consumption and return to vanilla use?
.
Now why is the game crashing in megaton at 9 am but not 5 am? I suspect weather - on to the next wrinkle.
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Georgia Fullalove
 
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Post » Sat Feb 19, 2011 2:42 am

Let's wait until next patch will be released
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Georgine Lee
 
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Post » Fri Feb 18, 2011 9:17 pm

I hope you'll change it so the stealth field defaults to on when first activated. It's easier to remember to turn it off in a non-emergency then to remember to turn it on in an emergency.

I'm still getting some odd crashing, mostly at cell borders I think (when it doesn't crash I can see the landscape being added to and the LOD shifting for distant objects). Perhaps I'll try adding the multi-core tweak back in again...or adjust my LOD/graphic settings and see if that helps.
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Rob Davidson
 
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Post » Sat Feb 19, 2011 9:48 am

A very minor bug report/request: RKRMode3ControllerTokenScript prints "removing token" to the console regularly. Would it be possible to change it to use DebugPrint instead of PrintToConsole?

I'm still getting some odd crashing, mostly at cell borders I think (when it doesn't crash I can see the landscape being added to and the LOD shifting for distant objects). Perhaps I'll try adding the multi-core tweak back in again...or adjust my LOD/graphic settings and see if that helps.

I'm getting this error as well. And like showler, I just upgraded from MMM5 and FWE5 to MMM6 and FWE6, even though I did clean out MMM5 before installing MMM6. I also get short pauses (maybe a frame or two) at cell borders. Possibly a ref-walk gone wrong?
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Soku Nyorah
 
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