[RELZ] garybash

Post » Sat Aug 21, 2010 9:02 pm

I actually agree with this, I'd just like to get an opinion about the karma.


I also think that import tag about Karma and Perk is necessary :)
But, after having completed other tasks and bug hunts, I'll start it.
Please wait for a while.
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patricia kris
 
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Post » Sat Aug 21, 2010 6:51 pm

I also think that import tag about Karma and Perk is necessary :)
But, after having completed other tasks and bug hunts, I'll start it.
Please wait for a while.

well.. in case you do need any help or assistance some time: ask me!
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Camden Unglesbee
 
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Post » Sat Aug 21, 2010 8:58 pm

well.. in case you do need any help or assistance some time: ask me!


So this and any other compatibility "merged" patch type program will get the game to actually run, but won't prevent constant CTD's? No matter what anyone does, ever, this game will still CTD randomly and constantly? Does anyone out there play with mods and not crash? So tired and so much work done to prevent crashes and it never works.
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M!KkI
 
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Post » Sat Aug 21, 2010 8:33 pm

So this and any other compatibility "merged" patch type program will get the game to actually run, but won't prevent constant CTD's? No matter what anyone does, ever, this game will still CTD randomly and constantly? Does anyone out there play with mods and not crash? So tired and so much work done to prevent crashes and it never works.
yep, 140 esm/esp loaded. (UFP, FOOK2, WMK, MMM, Project Beauty, Destruction, Enhanced Weather, Dynamic Weather, CRAFT, Ammo Bench, CASM, Realistic Interior Lighting)
not a single crash in about 6 hours of gameplay.

Do you use BOSS?
Do you use relevant Compatibility Patches for your Overhauls and Mods?
And eventually FO3Edit to edit some conflicts?
You can also edit the Bash Tags to change the behavior of the bashing process. tell me, if you need assistance... or my load-order. :)
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Neliel Kudoh
 
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Post » Sat Aug 21, 2010 7:11 pm

My game never crashes - even with with the heaviest replacers and close to 200 mods. And I don't use masterupdate. (OK maybe I get a random one every now and again but not repeatable)

It is much hardier game than oblivion by far.

I recommend http://fallout3nexus.com/downloads/file.php?id=8886 one of the http://fallout3nexus.com/downloads/file.php?id=12031 patches to the exe (if you have a 64 bit system that is) and http://cs.elderscrolls.com/constwiki/index.php/TES4Edit_Cleaning_Guide. Maybe learn how to http://www.gamesas.com/index.php?/topic/1084204-bain-mod-installation-projects/.

You probably have a mod conflict or two.

And not hijack a thread unrelated to your real concern - open a proper thread to explore the issue.
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Cameron Garrod
 
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Post » Sun Aug 22, 2010 2:47 am

Thanks for the responses, this kind of news is what I'm after, people that use lots of mods and don't crash. Or very rarely/vanilla rates. The reason I posted it here is valda posted his load order and stated that gary bash doesn't help with CTDs really. I really am unaware of the scope of possibilities to reduce or remove CTDs from the game, using gary bash seemed to be my last resort after junking around with fo3edit.

I will explore the options presented here, and I did not intend to hijack, I should have quoted what valda said.

Edit: will be pming you televator.
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claire ley
 
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Post » Sun Aug 22, 2010 4:14 am

Lol valda "hentai gentleman of wastes", isn't that an oxymoron?
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Amiee Kent
 
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Post » Sun Aug 22, 2010 9:26 am

Hi

I'm trying to create a bashed patch and am unsure of what custom tag to add to certain mods that alter the formID lists, for instance

http://s1010.photobucket.com/albums/af221/poopoopapa/?action=view¤t=BashedAttempts.png

I would like to add a tag to any mod that alters that formID list to perhaps help resolve some of those conflicts, is this necessary considering the merged.esp seems to bring them all together? And if so, what tags would I add? Should I add them to all the mods that change that formID list?
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Chris Johnston
 
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Post » Sun Aug 22, 2010 3:16 am

You can find all current bash tags for F3 on the masterlist of http://fallout3nexus.com/downloads/file.php?id=10193. You can find the latest masterlist updated more frequently here at the http://code.google.com/p/better-oblivion-sorting-software/source/browse/FO3Masterlist/masterlist.txt.

Highly recommend getting and using.

That said the whole point of bashed patch is merging things like this. Think of it like this - the load order is a long set of instructions with each succeeding esp either adding or overwriting the esp before it. This is cool when it only adds things or when you want the later loading mod to overwrite (as with overhauls and game tweaks). The issue with this is mods that add lists need to have their lists merged. Bash is the first/best program for such an action. That is its native purpose. It should do this even if no tags are used and the records are lists.

Even so there are instances where a mod gets overwritten and it should be overwritten except for a few records here and there. That is where tags come in. These will port the records to have higher priority in the bashed patch. So what records you want to win depends on what mods you tag and that can depend on what you want to win.

My advice is to once again make a merged patch and then compare it to the bashed patch. Since you know FO3edit then you probably know that you can edit entries and even copy paste if you are still unsatisfied. Best though to report real problems to improve functionality.

That is the best I can answer form what little information you provided in your question about what you want.
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sam smith
 
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Post » Sat Aug 21, 2010 7:37 pm

And an excellent response, you made reference to mods that add lists and how they need to be merged, I think that's what I'm seeing in the image I provided, and thus, the merged patch created by fo3edit, the lists in the formid section show conflicts between individual mods and the merged patch but the merged patch seems to have all the items from those mods in it, i.e. the lists are merged.

This kinda leaves me at a loss as to what bashed will really do in respect to above and beyond a merged patch with manual plugins, I mean, I can go back and forth, manually and grudgingly, and change individual records for things I would like to maintain regardless of mod order. But I don't see how that really helps my situation, preventing crashing. Forgive any perceived aggression on my part, I'm just trying to get this thing crash free and using any given avenue to do it. But I need to understand what I'm doing.

Thirdly this method of merging mods that bashed seems to be able to do is not really something I understand, aside from doing it automatically, how can I do it manually? Should I? What are the benefits besides removing mods from the load order and thus loading more than the hard limit? What lends a mod to be able to be merged?

Thanks psymon, and to whomever else can/will help me.
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Jack
 
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Post » Sun Aug 22, 2010 4:46 am

PS LOL valda adding slof's boners to the masterlist lmao
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Tom Flanagan
 
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Post » Sun Aug 22, 2010 7:13 am

Lol valda "hentai gentleman of wastes", isn't that an oxymoron?


'Hentai gentleman' is the honorific title in Japanese modding scene.
(e.g. HG of HGEC is abbreviation of Hentai Gentleman.)
I'm serious :D
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Laura
 
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Post » Sun Aug 22, 2010 4:35 am

'Hentai gentleman' is the honorific title in Japanese modding scene :)
e.g. HG of HGEC is abbreviation of Hentai gentleman.


Oh I C

Just as I understood hentai in japanese meant pervert and gentleman is kinda the opposite of pervert. But in the scene the combination makes sense =)
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Dan Stevens
 
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Post » Sun Aug 22, 2010 6:42 am

Were really going there? -_-
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JERMAINE VIDAURRI
 
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Post » Sat Aug 21, 2010 10:31 pm

Well, between descriptions of problems, successes and reports, I see no issue with small non sequiturs. Pardon.
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Rowena
 
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Post » Sun Aug 22, 2010 6:34 am

During my first bashed patch creation I ran into this problem

Loading: 0200081D..PerkAdamantinebody1..SPEL.CTDA..28..
Traceback (most recent call last):
File "E:\Fallout 3\Mopy\basher.py", line 4613, in Execute
raise
File "E:\Fallout 3\Mopy\basher.py", line 4574, in Execute
patchFile.scanLoadMods(SubProgress(progress,0.2,0.8))
File "E:\Fallout 3\Mopy\bosh.py", line 15295, in scanLoadMods
modFile.load(True,SubProgress(progress,index,index+0.5))
File "E:\Fallout 3\Mopy\bosh.py", line 6472, in load
self.tops[label].load(ins,unpack and (topClass != MobBase))
File "E:\Fallout 3\Mopy\bosh.py", line 5491, in load
self.loadData(ins, ins.tell()+self.size-recHeaderSize)
File "E:\Fallout 3\Mopy\bosh.py", line 5593, in loadData
record = recClass(header,ins,True)
File "E:\Fallout 3\Mopy\bosh.py", line 1871, in __init__
self.__class__.melSet.initRecord(self,header,ins,unpack)
File "E:\Fallout 3\Mopy\bosh.py", line 1450, in initRecord
MreRecord.__init__(record,header,ins,unpack)
File "E:\Fallout 3\Mopy\bosh.py", line 1668, in __init__
if ins: self.load(ins,unpack)
File "E:\Fallout 3\Mopy\bosh.py", line 1731, in load
self.loadData(ins,inPos+self.size)
File "E:\Fallout 3\Mopy\bosh.py", line 1880, in loadData
self.__class__.melSet.loadData(self,ins,endPos)
File "E:\Fallout 3\Mopy\bosh.py", line 1484, in loadData
raise
File "E:\Fallout 3\Mopy\bosh.py", line 1479, in loadData
loaders[type].loadData(record,ins,type,size,readId)
File "E:\Fallout 3\Mopy\bosh.py", line 882, in loadData
self.loaders[type].loadData(target,ins,type,size,readId)
File "E:\Fallout 3\Mopy\bosh.py", line 1201, in loadData
raise BoltError(_('Unknown condition function: %d') % ifunc)
bolt.BoltError: Unknown condition function: 480


The problem most likely lies in the mod http://fallout3nexus.com/downloads/file.php?id=1286
Melee Unarmed Pack, I will disable the mod and try again. But posting here as instructed.
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Alan Cutler
 
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Post » Sat Aug 21, 2010 11:05 pm

Yes it was that, bashed patch creation successful.
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Laura-Lee Gerwing
 
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Post » Sun Aug 22, 2010 2:42 am

During my first bashed patch creation I ran into this problem

Loading: 0200081D..PerkAdamantinebody1..SPEL.CTDA..28..
Traceback (most recent call last):
File "E:\Fallout 3\Mopy\basher.py", line 4613, in Execute
raise
File "E:\Fallout 3\Mopy\basher.py", line 4574, in Execute
patchFile.scanLoadMods(SubProgress(progress,0.2,0.8))
File "E:\Fallout 3\Mopy\bosh.py", line 15295, in scanLoadMods
modFile.load(True,SubProgress(progress,index,index+0.5))
File "E:\Fallout 3\Mopy\bosh.py", line 6472, in load
self.tops[label].load(ins,unpack and (topClass != MobBase))
File "E:\Fallout 3\Mopy\bosh.py", line 5491, in load
self.loadData(ins, ins.tell()+self.size-recHeaderSize)
File "E:\Fallout 3\Mopy\bosh.py", line 5593, in loadData
record = recClass(header,ins,True)
File "E:\Fallout 3\Mopy\bosh.py", line 1871, in __init__
self.__class__.melSet.initRecord(self,header,ins,unpack)
File "E:\Fallout 3\Mopy\bosh.py", line 1450, in initRecord
MreRecord.__init__(record,header,ins,unpack)
File "E:\Fallout 3\Mopy\bosh.py", line 1668, in __init__
if ins: self.load(ins,unpack)
File "E:\Fallout 3\Mopy\bosh.py", line 1731, in load
self.loadData(ins,inPos+self.size)
File "E:\Fallout 3\Mopy\bosh.py", line 1880, in loadData
self.__class__.melSet.loadData(self,ins,endPos)
File "E:\Fallout 3\Mopy\bosh.py", line 1484, in loadData
raise
File "E:\Fallout 3\Mopy\bosh.py", line 1479, in loadData
loaders[type].loadData(record,ins,type,size,readId)
File "E:\Fallout 3\Mopy\bosh.py", line 882, in loadData
self.loaders[type].loadData(target,ins,type,size,readId)
File "E:\Fallout 3\Mopy\bosh.py", line 1201, in loadData
raise BoltError(_('Unknown condition function: %d') % ifunc)
bolt.BoltError: Unknown condition function: 480


The problem most likely lies in the mod http://fallout3nexus.com/downloads/file.php?id=1286
Melee Unarmed Pack, I will disable the mod and try again. But posting here as instructed.


Thanks for bug reporting.
Fixed it now.

I'll release garybash16 one of these days.
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Stacey Mason
 
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Post » Sun Aug 22, 2010 2:14 am

Woot
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Robert Devlin
 
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Post » Sun Aug 22, 2010 7:36 am

One more problem I am having, not sure if it is old news or not, getting load error mods each time I bash, these are the most recent versions of the mods I can get. I of course use BOSS to sort them so it can't be that either.

http://pastebin.com/kFE9eu1c
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KiiSsez jdgaf Benzler
 
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Post » Sun Aug 22, 2010 3:41 am

One more problem I am having, not sure if it is old news or not, getting load error mods each time I bash, these are the most recent versions of the mods I can get. I of course use BOSS to sort them so it can't be that either.

http://pastebin.com/kFE9eu1c

same thing happened to me with destruction - main - statics.esp
just load the mod files in geck, set them as active and say yes to every error message. finally save.
or... you could just ignore the message :D as long as there's no vital records in it you want to bash.
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Gemma Woods Illustration
 
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Post » Sun Aug 22, 2010 12:23 am

hmm, not sure how to do that tbh. I went so far as to use masterRestore when I got the initial "can't save because that file is a master or in use" error. But just keep getting it. Plus i get "mutliple files selected for load. Load operation aborted."
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Betsy Humpledink
 
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Post » Sat Aug 21, 2010 11:16 pm

Hello there.

I have a crashing-problem with my bashed patch.
I just made a complete reinstall of F3 and Fook2 1.1 Beta 2 with a few mods added for flavour:
[X] Fallout3.esm[X] Anchorage.esm[X] ThePitt.esm[X] BrokenSteel.esm[X] PointLookout.esm[X] Zeta.esm[X] Unofficial Fallout 3 Patch.esm[X] Project Beauty.esm[X] CALIBR.ESM[X] FOOK2 - Main.ESM[X] FOOK2 - [DIK] DLC Improvement Kit.ESM[X] Mart's Mutant Mod.esm[X] DCInteriors_ComboEdition.esm[ ] Project Beauty- Broken Steel.esp[ ] Project Beauty- Point Lookout.esp[X] DarNifiedUIF3.esp[X] CASM.esp[X] Auto Aim Fix v1.1.esp[X] GalaxyNewsRadio100[M].esp[X] The Mantis Imperative - Mantis.esp[X] The Mantis Imperative - Jello.esp[X] DCInteriors_DLC_Collectables.esp[X] FOOK2 - Main.esp[ ] FOOK2 - Project Beauty.esp[ ] FOOK2 - DIK - Project Beauty.esp[X] FOOK2 - [DIK] DLC Improvement Kit.esp[X] Ghostbodysuitv3.esp[X] MantisZeroSuit.esp[X] KarmaRevampExtreme1010.esp[X] Mart's Mutant Mod.esp[ ] Mart's Mutant Mod - Project Beauty.esp[X] Mart's Mutant Mod - No Corpse Flies.esp[X] Mart's Mutant Mod - No Floaters.esp[X] Mart's Mutant Mod - No Geckos.esp[X] Mart's Mutant Mod - No Skeleton Decay.esp[X] Mart's Mutant Mod - No Wanamingos.esp[X] Mart's Mutant Mod - Feral Ghoul Rampage.esp[X] Mart's Mutant Mod - Increased Spawns.esp[X] Realistic Interior Lighting.esp[X] Realistic Interior Lighting - BS.esp[X] Realistic Interior Lighting - OA.esp[X] Bashed Patch, 0.esp[ ] FFCBNKR.esp


All nicely sorted with BOSS-F and tagged accordingly in Garybash, I created my bashed patch. As you can see, i just merged the comp-patches and deactivated them, except for MMM-PB where i just imported the faces.

Now on to the problem:

I tried the bashed patch with and without the comp-patches, with different sorting and shuffling, with different import settings (to almost nothing <<) but i couldn't get the bashed patch ( and only the bashed patch ) to work. In Garybash, the PB-BS, PB-PL and MMM-PB plugins are colored purpleish, something i've never seen before. Also the Fook2 - DIK - PB and MMM-PB are marked as orange, and i can't for the life of me figure out why considering i don't have any exclusion groups whatsoever.

Anyway, in the end when ingame the game crashes when i play the growing-up sequence and get from birthday to goat / goat to waking up in bed. I only can go on when i deactivate the bashed patch.
I'm probably making some totally newbie mistake and i apollogize in advance for my stupid questions but I'm at a loss here.

Any help would be greatly appreciated.

B.
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Lauren Denman
 
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Post » Sun Aug 22, 2010 10:15 am

Just to cover some bases, are you using FOMM to install your mods using the package manager or FOMODs?
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Darren Chandler
 
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Post » Sun Aug 22, 2010 1:31 am

Just to cover some bases, are you using FOMM to install your mods using the package manager or FOMODs?


Yes, i am. I also just did a complete reinstall of the components needed for bash and everything is sparkly new.

And i also tried it without and with masterupdate.
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Mandi Norton
 
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