[RELZ] garybash

Post » Sun Aug 22, 2010 12:02 am

[edit 2] Valda - any chance to get the drag n drop functions as they exist in Wrye Bash 284+?


I'm working on rebase to WryeBash 284.
Drag'n'Drop works, fine :)
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NIloufar Emporio
 
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Post » Sat Aug 21, 2010 11:05 pm

The "Merged Patch" is the one I myself created through FO3Edit following the instructions. So I just don't get why both patches are so drastically different.

Also, they sometimes decide to do entirely different things. For instance "LuckyHarith" under NPC ends up with the FaceGen, Eyes, Hair, etc of Project Beauty in Bashed Patch, but not in my FO3Edit Merged Patch. But then for *whatever reason* my Bashed Patch doesn't get the 500 Base Health from Tougher Traders, but Merged Patch does, so what gives? Is this specific example an uncaught incompatibility or am I going to have to edit by hand every single record to get what I want? So, basically each time I change my load order I'm going to have to manually make changes or, maybe, have to create a "Project Beauty - Tougher Traders.esp" which makes no sense to have to do.. As in, why hasn't this been noticed yet, by anybody, and why isn't it something covered with FOIP? (If it is in fact unresolvable by any current means and I'm missing it). But this specific example isn't necessarily reflecting of my whole ordeal. I seem to have lots of mismatching records between two different patches generated by two different processes. I'm tending to lean toward the Bashed Patch at this point, but I'm not sure if I've actually done it correctly in the first place.

As for new FWE, I already have all the newest stuff, and BAIN-ified all my packages. I should have created a BCF for all the ones I did, so I could share, haha. :)

I'll admit that I've really only used the Merged patch provided and haven't made a merged patch myself except for once or twice about a year ago, so maybe I'm not the best one to have a dialogue about it.

I did load my load order into FO3edit and searched for Lucky Harith and the FWE.esp (5.02) has a base health of 300, not 500 and the bashed patch matches that. The Merged Patch provided by Mez does not even address that NPC, so they apparently didn't find that essential. Bashed patch is importing what FWE has though. Unless I'm doing something wrong - what exact esp has the 500 health?

With FWE moving more and more into scripted in-game menus and and changing game play through scripts though - I'm doubtful that FO3edit will be able to tell all inconsistencies. I understand why FWE team went the way they did, but I kind of wish they would take a few steps back and adapt Gary Bash for making patches and such then build back up. But Understand if they don't.

... great news valda
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^~LIL B0NE5~^
 
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Post » Sat Aug 21, 2010 8:39 pm

Also, they sometimes decide to do entirely different things. For instance "LuckyHarith" under NPC ends up with the FaceGen, Eyes, Hair, etc of Project Beauty in Bashed Patch, but not in my FO3Edit Merged Patch. But then for *whatever reason* my Bashed Patch doesn't get the 500 Base Health from Tougher Traders, but Merged Patch does, so what gives? Is this specific example an uncaught incompatibility or am I going to have to edit by hand every single record to get what I want? So, basically each time I change my load order I'm going to have to manually make changes or, maybe, have to create a "Project Beauty - Tougher Traders.esp" which makes no sense to have to do.. As in, why hasn't this been noticed yet, by anybody, and why isn't it something covered with FOIP? (If it is in fact unresolvable by any current means and I'm missing it). But this specific example isn't necessarily reflecting of my whole ordeal. I seem to have lots of mismatching records between two different patches generated by two different processes. I'm tending to lean toward the Bashed Patch at this point, but I'm not sure if I've actually done it correctly in the first place.

Please attach an "Actors.Stat" bashtag to "MMM(?) - Tougher Traders.esp".
It's incompleteness of taglist.txt and BOSS-F masterlist.txt that that doesn't appear in a recommendation tag. (revised and committed it, now)

The tag suggestion cannot yet cover all much MOD, and will not become perfect.
If you give me the request and the proposal, i'm glad. :)
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Frank Firefly
 
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Post » Sat Aug 21, 2010 6:19 pm

Valda -

The FWE team recommend not using the MMM adjuster esp with FWE/FOIP because of the scripted in-game options. So jw0ollard if you are using the MMM adjusters then that is not how the FWE/MMM FOIP patches work - or at least that is my understanding.
with the last few versions of FWE these FOIP patches make it so that all the MMM options (hunting , tougher traders, natural selection) are turned on/off using in-game menus that tags from the MMM optional esp are not going to be available.

Should those tags be added to the Mart's Mutant Mod - FWE Master Release.esp or what?

Is this even something to worry about?

[edit] seems I may have already asked this - can't recall where - might have been FWE thread.

As for new FWE, I already have all the newest stuff, and BAIN-ified all my packages. I should have created a BCF for all the ones I did, so I could share, haha.

And I still would not use the BCF as I prefer to do it all by hand - as I've been known http://www.gamesas.com/index.php?/topic/1084204-bain-mod-installation-projects/.

========== yet more =======================

So I updated FWE to the latest 5.03 and in bashing the patch got an error that I reported http://www.gamesas.com/index.php?/topic/1092633-relz-fwe-fo3-wanderers-edition-38/page__view__findpost__p__15982217. Did I interpret that error right?

Also I've been enticed to try Destruction again due to the options you are offering in the bashed patch. Yet I got the same error as with FWE except for Destruction - Main - Statics.esp
I cannot find the record that may be offending though - I think you use destruction - do you get this error too and if so what do you do about it?

Made http://www.gamesas.com/index.php?/topic/1094021-relz-wrye-bash-thread-43/page__view__findpost__p__15982289 in Wrye Bash thead too.

thanks Valda for your work.
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Prue
 
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Post » Sun Aug 22, 2010 1:59 am

Please attach an "Actors.Stat" bashtag to "MMM(?) - Tougher Traders.esp".
It's incompleteness of taglist.txt and BOSS-F masterlist.txt that that doesn't appear in a recommendation tag. (revised and committed it, now)

The tag suggestion cannot yet cover all much MOD, and will not become perfect.
If you give me the request and the proposal, i'm glad. :)


Ah, great. I was hoping there was already a Bash Tag to solve that issue... But I've never had to add any tags manually as it seems that Oblivion's modding community centers more around Bash than anything else, and often requires its use, so I guess this is a nice learning experience for me. :read:

OK so going through my Bashed Patch further, I came across this issue: http://i59.photobucket.com/albums/g304/jw0ollard/FO3/patch-issue1.png ... It seems as if Project Beauty is removing packages from DLC... but is this really the case? I would figure if so then it would have been noticed a long time ago and fixed... My reaction would have been to deactivate it and Import ______ (Face, eyes, etc), but it's the ESM and not the ESP...

For issue two, it seems like it is not merging Leveled Lists from WMK, and I've seen a few like this for EVE as well: http://i59.photobucket.com/albums/g304/jw0ollard/FO3/patch-issue2.png ... But again, it just "seems" like it to me, I'm honestly not that proficient with FO3/TES4 Edit as I've rarely ever opened them for anything.

So I looked into the issue and Wrye Bash's documentation states that leveled lists WILL be merged unless you have to Delete or Relevel, so I don't know why it would not be doing this in the Bashed Patch.

Thanks.

=====
EDIT:

Valda -

The FWE team recommend not using the MMM adjuster esp with FWE/FOIP because of the scripted in-game options. So jw0ollard if you are using the MMM adjusters then that is not how the FWE/MMM FOIP patches work - or at least that is my understanding.
with the last few versions of FWE these FOIP patches make it so that all the MMM options (hunting , tougher traders, natural selection) are turned on/off using in-game menus that tags from the MMM optional esp are not going to be available.


I see... I wasn't aware of this even after reading through the entire FWE site... I guess I did notice the options but I wasn't aware that to get the Stats from MMM - Tougher Traders I'd first have to laboriously traverse through all FWE's menus... :facepalm:

So I updated FWE to the latest 5.03 and in bashing the patch got an error that I reported http://www.gamesas.com/index.php?/topic/1092633-relz-fwe-fo3-wanderers-edition-38/page__view__findpost__p__15982217. Did I interpret that error right?


I never got any errors. My FWE 5.03 stack is FWE/EVE/WMK/MMM and Project Beauty with all the FOIP patches, everything latest version.

EDIT2:

And I still would not use the BCF as I prefer to do it all by hand - as I've been known to go on about.


Who said I'd give it to you? ;) ... I just meant sharing in general, since it's so much work to create a BAIN archive for most people. Actually I've spent several hours organizing and remaking archives to my liking and I haven't even touched on FWE and MMM. They're still FOMODs, yet I at least fixed up the Docs into Docs/FWE and Docs/MMM respectively and repackaged the FOMODs

What I've done so far:
Spoiler
FOIP05 MMM Support    Docs    Mart's Mutant Mod - FWE Master Release.esp    Mart's Mutant Mod - Project Beauty + FWE.esp10 EVE Support    Docs    meshes    EVE - FWE Master Release (Follower Enhanced).esp    EVE - FWE Master Release.esp    EVE - FWE with WeaponModKits.esp11 EVE DLC    EVE Anchorage - FWE DLC Anchorage.esp15 WMK Support    Docs    WeaponModKits - FWE Master Release.esp16 WMK DLC    WeaponModKits - BrokenSteel.esp    WeaponModKits - OperationAnchorage.esp    WeaponModKits - PointLookout.esp    WeaponModKits - ThePitt.esp    WeaponModKits - Zeta.esp17 WMK Optional    WeaponModKits - FWE Optional Worn Weapons.esp20 Project Beauty Support    Docs    Textures    FO3 Wanderers Edition - Project Beauty.esp21 Project Beauty Optional    FO3 Wanderers Edition - Project Beauty (Followers Enhanced).espEVE00 Core    Docs    meshes    sound    textures    EVE.esp10 DLC - OA    Docs    meshes    sound    textures    EVE Operation Anchorage.esp99 ERROR Preview    Docs    meshes    texturesProject Beauty HD00 Core    Docs    meshes    textures    Project Beauty.esm05 DLC Support    Project Beauty - Broken Steel.esp    Project Beauty - Point Lookout.esp10 MMM Support    Mart's Mutant Mod - Project Beauty.espWMK00 Core    Docs    meshes    sound    textures    WeaponModKits.esp05 DLC - BS    Docs    meshes    WeaponModKits - BrokenSteel.esp06 DLC - MZ    Docs    meshes    WeaponModKits - Zeta.esp07 DLC - OA    Docs    meshes    WeaponModKits - OperationAnchorage.esp08 DLC - PL    Docs    WeaponModKits - PointLookout.esp09 DLC - TP    Docs    meshes    WeaponModKits - ThePitt.esp


I also repackaged the entirety of the NMC Texture Pack, Full/Performance/Lite and all the options, so that took quite a bit of effort (such a large package, nearly 5GB). And also Darn's UI with FWE support. And then comes redoing all the Weather mods, Lighting, Environment, etc that I haven't even gotten to yet. :) I guess maybe the next time I have to redo them I'll make BCFs... I'm sure somebody would appreciate them.
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Wayland Neace
 
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Post » Sun Aug 22, 2010 4:33 am

The FWE team recommend not using the MMM adjuster esp with FWE/FOIP because of the scripted in-game options. So jw0ollard if you are using the MMM adjusters then that is not how the FWE/MMM FOIP patches work - or at least that is my understanding.
with the last few versions of FWE these FOIP patches make it so that all the MMM options (hunting , tougher traders, natural selection) are turned on/off using in-game menus that tags from the MMM optional esp are not going to be available.

Should those tags be added to the Mart's Mutant Mod - FWE Master Release.esp or what?

Is this even something to worry about?

I looked in contents of "Mart's Mutant Mod - FWE Master Release.esp" in FO3Edit, but felt not necessary to put tag.
Because I think that FWE in-game menu for MMM sets values such as health by scripts. the NPC health values in compatibility esp seems not important.

So I updated FWE to the latest 5.03 and in bashing the patch got an error that I reported http://www.gamesas.com/index.php?/topic/1092633-relz-fwe-fo3-wanderers-edition-38/page__view__findpost__p__15982217. Did I interpret that error right?

Also I've been enticed to try Destruction again due to the options you are offering in the bashed patch. Yet I got the same error as with FWE except for Destruction - Main - Statics.esp
I cannot find the record that may be offending though - I think you use destruction - do you get this error too and if so what do you do about it?

Okey, I'll update FWE on the weekend and check out it.
I'm also looking at the same error by 'Destruction-Main-Statics.esp'.
I shortly investigated it in the past, but couldn't find out the cause and untended it.
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{Richies Mommy}
 
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Post » Sat Aug 21, 2010 7:18 pm

I looked in contents of "Mart's Mutant Mod - FWE Master Release.esp" in FO3Edit, but felt not necessary to put tag.
Because I think that FWE in-game menu for MMM sets values such as health by scripts. the NPC health values in compatibility esp seems not important.


Okey, I'll update FWE on the weekend and check out it.
I'm also looking at the same error by 'Destruction-Main-Statics.esp'.
I shortly investigated it in the past, but couldn't find out the cause and untended it.

Does untended mean disabled or stopped looking for the cause.

I suppose finding the cause of the FWE Broken Steel esp is more important as more are likely to use it and it may uncover a real issue (or not).
I've played with the Destruction esp loaded and although not imported into bashed patch - seems to be working. Nothing quest related in that anyway.

Thanks Valda!
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Natasha Biss
 
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Post » Sun Aug 22, 2010 8:59 am

OK so going through my Bashed Patch further, I came across this issue: http://i59.photobucket.com/albums/g304/jw0ollard/FO3/patch-issue1.png ... It seems as if Project Beauty is removing packages from DLC... but is this really the case? I would figure if so then it would have been noticed a long time ago and fixed... My reaction would have been to deactivate it and Import ______ (Face, eyes, etc), but it's the ESM and not the ESP...

I think that "BrokenSteel.esm" should have "Actors.AIPackages" tag.
However, the Actors.AIPackage tag might not be able to be treated well with GaryBash15 based on WryeBash283...

For issue two, it seems like it is not merging Leveled Lists from WMK, and I've seen a few like this for EVE as well: http://i59.photobucket.com/albums/g304/jw0ollard/FO3/patch-issue2.png ... But again, it just "seems" like it to me, I'm honestly not that proficient with FO3/TES4 Edit as I've rarely ever opened them for anything.

Sorry again, "WeaponModKits - FWE Master Release.esp" shoulda "Relev" tag.

These two issues were applied to latest tag suggestion.
Thanks for your reporting :)
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Katy Hogben
 
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Post » Sun Aug 22, 2010 5:34 am

I think that "BrokenSteel.esm" should have "Actors.AIPackages" tag.
However, the Actors.AIPackage tag might not be able to be treated well with GaryBash15 based on WryeBash283...


Sorry again, "WeaponModKits - FWE Master Release.esp" shoulda "Relev" tag.

These two issues were applied to latest tag suggestion.
Thanks for your reporting :)



Thanks. Though I don't know if it's a lack of these tags or something else, but my first attempt to run the game with the Bashed Patch is just crashing (after I get into the Alternative Start shack). I switched to the Merged Patch instead and tried again and it was fine... *sigh*

I'll look through the patch more and see if I can't find other issues.
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Bek Rideout
 
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Post » Sun Aug 22, 2010 3:18 am

Regarding Bash tags:
I noticed, that the scripts-tag is wrong in some instances. Destruction - Main.esp and the like just have "script" instead of "scripts"

I don't know if I should post my bash tags here. I changed quite a bit of them.
"deflst" for all unofficial patches and everything fook-related.

do I have the possibility to export the custom tags somehow? and submit them. or just the generally important ones...
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Marina Leigh
 
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Post » Sat Aug 21, 2010 7:25 pm

I'd like to know more about what deflst and reflst are supposed to do. Went back through thread and can't find - must be blind.

Added some weapon mods with FWE patches from here.

But they are showing up in every raider party I meet. Do you have any suggestions for tags on those mods or patches.

Also the tweak for 'All guns use Ironsight' - does that require a mod or anything? or does it work on its own?
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Jason White
 
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Post » Sun Aug 22, 2010 12:06 am

Has anyone else noticed that Doc Skipping in BAIN only works for simple packages?
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Amber Ably
 
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Post » Sat Aug 21, 2010 5:58 pm

I've finally got around to installing and trying this, I'm happy to be able to have load order locked again.

Psymon mentioned FWE broken steel plugin being skipped in the load order. I remembered reading in the Wrye bash readme that very often this was solved by saving the mod in the cs/geck which I did and it is being included in the bash patch now. Also is there any way to include Karma changes and perks in the bashed patch.
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Leilene Nessel
 
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Post » Sat Aug 21, 2010 7:13 pm

Oh yeah forgot about that.

So I opened the Destruction - Statics.esp in the Geck and got about 100 warnings. I can't recall, but is clicking yes to all OK then save and close?
Yeah I'm concerned should I have said no to those?

Anyway it worked with the destruction statics esp which is now not skipped.

I tried opening FWE-BS.esp, but the geck will not let me open it stating that multiple masters were selected and the load was aborted. What am I doing wrong?

thanks.
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Erich Lendermon
 
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Post » Sat Aug 21, 2010 9:06 pm

Oh yeah forgot about that.

So I opened the Destruction - Statics.esp in the Geck and got about 100 warnings. I can't recall, but is clicking yes to all OK then save and close?
Yeah I'm concerned should I have said no to those?

Anyway it worked with the destruction statics esp which is now not skipped.

I tried opening FWE-BS.esp, but the geck will not let me open it stating that multiple masters were selected and the load was aborted. What am I doing wrong?

thanks.


You need to edit your Geck custom ini file, line bAllowMultipleMasterLoads=0 to 1

The errors that I got from saving this esp I didn't think mattered too much, but that's only a guess on my part.
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Robert Devlin
 
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Post » Sun Aug 22, 2010 1:09 am

Worked on both accounts.

The only thing I'm not certain of is whether it was OK to click yes to all the warnings.

thanks Katnap
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Shae Munro
 
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Post » Sun Aug 22, 2010 12:36 am

I found the cause of problem about loading 'FO3 Wanderers Edition - DLC Broken Steel.esp', 'Destruction - Statics.esp'.
It seems caused by the appearance order of WRLD, GROP and persistent worldspace CELL records.
Probably possible to correct :)
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SiLa
 
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Post » Sat Aug 21, 2010 9:02 pm

The bash patch is a bit above my head... ( really im just lazy and dont want spend a few hours working it out/experimenting as my current game with its 150+mods is working crash free.)

I used wyre bash for oblivion. Just the basic patch and the rebuild patch fuctionality each time i added a new mod.

My questions are.

- Can i use garybash succusfully if i just use the basic patch ? or do i need to worry about tags etc for certain mods and other more advanced features in order for garybash to work correctly ?
- Will using the garybash fix the body/face bug left over from the fallout 1.5 offical patch ? Or should i use masterupdate to fix this ?
- Is it correct to say that the basic patch will merge level lists only ? or does it do other things ?

Many thanks for working on Garybash.
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Victoria Bartel
 
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Post » Sun Aug 22, 2010 12:20 am

- Can i use garybash succusfully if i just use the basic patch ? or do i need to worry about tags etc for certain mods and other more advanced features in order for garybash to work correctly ?

Of course ... you have to do that with Wrye Bash right? It is to your benefit to use them and BOSS-F will give them to you.

- Will using the garybash fix the body/face bug left over from the fallout 1.5 offical patch ? Or should i use masterupdate to fix this ?

I'm not aware of anything but Masterupdate that can fix that annoying bug. Farmer tans I call em. That said I don't use masterupdate.

- Is it correct to say that the basic patch will merge level lists only ? or does it do other things ?

If you use tags it can do any number of things just like Wrye Bash. It is still in development and even the tags are still being sorted out. The more that people are using it and reporting problems the more it can develop.

Basically if you use Wrye Bash without tags and a lot of mods then you are not using Wrye Bash correctly. If you are then learning this is not really a hassle at all.
The largest bit of work for me was repackaging all my mods for use with BAIN. I wrote http://www.gamesas.com/index.php?/topic/1084204-bain-mod-installation-projects/.
Honestly though the new FOMM offers as much if not more control over replacer files.

Also so far I don't know of overhauls that support the use of Gary Bash (wish they would), so you can still make a merged patch and then compare the two and of course reporting differences could lead to more bash features being developed.
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remi lasisi
 
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Post » Sat Aug 21, 2010 7:24 pm


If you use tags it can do any number of things just like Wrye Bash. It is still in development and even the tags are still being sorted out. The more that people are using it and reporting problems the more it can develop.



Also so far I don't know of overhauls that support the use of Gary Bash (wish they would), so you can still make a merged patch and then compare the two and of course reporting differences could lead to more bash features being developed.


Well, I posted about karma and perks which I have still to get a response from the developer of gary bash about. There are a lot of karma changes to npc's it just seems like a usefull thing to be able to have included in a merged patch.
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Nuno Castro
 
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Post » Sun Aug 22, 2010 8:48 am

Well, I posted about karma and perks which I have still to get a response from the developer of gary bash about. There are a lot of karma changes to npc's it just seems like a useful thing to be able to have included in a merged patch.

Well Valda is Japanese and has to use a translator to read what we write (probably very frustrating at times) I imagine a few things might get overlooked. Plus he is only one man whereas Wrye Bash has a team of modders taking turns updating and also modders focusing on only specific components of Bash, so I'm sure he has to prioritize.

I've asked several questions that have gone unanswered and try to keep the above in mind.

I think for a singe person he had done an amazing job.
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Nick Jase Mason
 
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Post » Sun Aug 22, 2010 8:45 am

Well Valda is Japanese and has to use a translator to read what we write (probably very frustrating at times) I imagine a few things might get overlooked. Plus he is only one man whereas Wrye Bash has a team of modders taking turns updating and also modders focusing on only specific components of Bash, so I'm sure he has to prioritize.

I've asked several questions that have gone unanswered and try to keep the above in mind.

I think for a singe person he had done an amazing job.

Yes, he did and does indeed.
I've been trying to make myself familiar with the code, so that i can make small (or even bigger) additions.
I've already implemented some additional game tweaks and i think i fixed some bugs. maybe some of them will get into the main branch.
perk and karma merging would indeed be nice, though...
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Jade Barnes-Mackey
 
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Post » Sun Aug 22, 2010 5:09 am

Regarding Bash tags:
I noticed, that the scripts-tag is wrong in some instances. Destruction - Main.esp and the like just have "script" instead of "scripts"

I don't know if I should post my bash tags here. I changed quite a bit of them.
"deflst" for all unofficial patches and everything fook-related.

do I have the possibility to export the custom tags somehow? and submit them. or just the generally important ones...


Thanks, those was fixed.
The topic about the revision of the recommend tag is suitable here, and/or even a BOSS-F thread.
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Yonah
 
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Post » Sat Aug 21, 2010 11:34 pm

Well Valda is Japanese and has to use a translator to read what we write (probably very frustrating at times) I imagine a few things might get overlooked. Plus he is only one man whereas Wrye Bash has a team of modders taking turns updating and also modders focusing on only specific components of Bash, so I'm sure he has to prioritize.

I've asked several questions that have gone unanswered and try to keep the above in mind.

I think for a singe person he had done an amazing job.


I actually agree with this, I'd just like to get an opinion about the karma.
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Alada Vaginah
 
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Post » Sun Aug 22, 2010 1:53 am

I'd like to know more about what deflst and reflst are supposed to do. Went back through thread and can't find - must be blind.

The 'Deflst' tag does working that looks like the 'Delev' tag.
The difference of these two tags is a processing object is FormID list or Leveled list.
For example, please give it to MOD which removing unique weapons from repair list.
And the 'Reflst' tag was abolished because no meaning on FormID list structure.

Also the tweak for 'All guns use Ironsight' - does that require a mod or anything? or does it work on its own?

Remove "Don't use 1st Person IS animation" flag from all guns.
Please use with MOD such as ISA or RH_IronSights.
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Robert Garcia
 
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