[RELz] garybash thread 2

Post » Sat Feb 19, 2011 4:39 am

My entire install (except Breezes body and Darn UI) is installed with BAIN and I have as elaborate a collection for F3 as I do for Oblivion.


Thanks Psymon, if you are using it so extensively thats recommendation enough for me. Ref the above, presume thats for similar reasons as with oblivion, ie certain file types will not be installed or xml edits/fonts changes would not be done
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MARLON JOHNSON
 
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Post » Sat Feb 19, 2011 10:34 am

Thanks Psymon, if you are using it so extensively thats recommendation enough for me. Ref the above, presume thats for similar reasons as with oblivion, ie certain file types will not be installed or xml edits/fonts changes would not be done

Well Breeze could be repackaged but it is even more frustrating to look at than repacking Roberts 4 for Oblivion and Darn - yep need the ini stuff addressed. Even so if I tried I'm sure I could get a working BAIN package.
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neen
 
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Post » Fri Feb 18, 2011 9:03 pm

Just installed it an hour ago, :) feeling like very familiar trusted territory already.

Highlighted something I had not noticed, the merged patch from FO3Edit was zero bytes, so even though a lot of calculating seemed to go into the production of that file, bit of a disappointing result.

On the other hand, after deleting that merged patch from FO3Edit, a bashed patch from GaryBash has successfully incorporated 4 of my mods and deselected the original esp's automatically, quite a few conflicts resolved too I was unaware of previously (maybe FOMM was aware of them and they were not a problem, but I wasn't).

I have had very few crashes in the last couple of days adding mods (the ones we did have seem to occur during auto saves - CASM solved that, just found out about it today), fingers crossed now after using GaryBash we should be very close to CTD free modded Fallout3

Right, looks like I am going to be lost to the world creating BAINs for a fair few hours, might have a bash (pardon the pun) at breeze too :).
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CHANONE
 
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Post » Sat Feb 19, 2011 11:29 am

Highlighted something I had not noticed, the merged patch from FO3Edit was zero bytes, so even though a lot of calculating seemed to go into the production of that file, bit of a disappointing result.

On the other hand, after deleting that merged patch from FO3Edit, a bashed patch from GaryBash has successfully incorporated 4 of my mods and deselected the original esp's automatically, quite a few conflicts resolved too I was unaware of previously (maybe FOMM was aware of them and they were not a problem, but I wasn't).

I have had very few crashes in the last couple of days adding mods (the ones we did have seem to occur during auto saves - CASM solved that, just found out about it today), fingers crossed now after using GaryBash we should be very close to CTD free modded Fallout3

Well the merged patch being zero does not sound right. When I create a merged patch it comes out to 74 KB and the merged patch that Mez provides with FWE/FOIP is at 45 KB, so you may have been doing something wrong.

I have about 35 esp that get merged.

I never use quick saves preferring to hard save all the time. And have never had crashes that were making a save related.

After much testing and futsing over load order I've identified mods that will just be more crashy - the rest I clean with method in link above - doing this I have a stable game without masterupdate.
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Chloe Lou
 
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Post » Sat Feb 19, 2011 9:38 am

Yep going to get into cleaning mods later, not sure I have any that need it yet (and my load list is small in comparison to oblivion - Not really finding much that I want to add to Fallout3, out of the GOTY box its a lot more advanced/acceptable than Oblivion was so mostly eye candy texture replacers so far, breeze/type 5/NMC, a companion replacer and a few immersion/atmosphere changes, slower item degradation and Lings Finer Things, and a Sniper Overhaul/Hideout combined mod, plus Unofficial Fallout3 Patches).

The merged patch FO3Edit generated I am not going to look into now I am happy with GaryBash's bashed patch, and see how we get on without masterupdate for a while.

Very impressed with the Fallout3 experience so far (apart from the realisation that the original game without Broken Steel ended after the Main Quest - That must have been a bit of a shock for TES fans, glad I waited until things matured), I think it shows a lot of experience has come from the Oblivion/Morrowind community.
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Ashley Campos
 
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Post » Sat Feb 19, 2011 5:31 am

There is great stuff for F3 actually, but there does not seem to be as much as say for Oblivion.

For overhauls - I think FWE is about the pinnacle of an overhaul for a game based on this engine - surpassing even OOO. Then there is MMM actually being updated to this very day by Martigen himself. I'm also a fan of Weapon Mod Kits for accessorizing and extending guns. Xepha's Dynamic Weather is akin to All Natural for Oblivion. Talkie Toaster's Companion Share and Recruit + RobCo + Wasteland Whisperer. XCaliber! and so on.

There are things about vanilla F3 that bug me - there is not much challenge - especially when using VATS - FWE addresses that very well.

My Load Order as it is now:
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 1.3]0C  xcalibr.esm0D  project beauty.esm0E  CubeExperimental (EN).esm0F  Zumbs' Overhauled Real Time Security.esm10  refurbishes [all].esm11  fo3 wanderers edition - main file.esm12  mart's mutant mod.esm13  MMZombieCemetery.esm14  Companion Core.esm15  Companion Share & Recruit.esm16  RobCo Certified v2.esm17  Wasteland Whisperer v2.esm18  Enhanced Weather - Rain and Snow.esm19  Xepha's Dynamic Weather.esm1A  StreetLights.esm1B  dcinteriors_comboedition.esm1C  Unofficial Fallout 3 Patch - Operation Anchorage.esp  [Version 1.2.0]1D  Unofficial Fallout 3 Patch - The Pitt.esp  [Version 1.2.0]1E  Unofficial Fallout 3 Patch - Broken Steel.esp  [Version 1.2.0]1F  Unofficial Fallout 3 Patch - Point Lookout.esp  [Version 1.2.0]20  Unofficial Fallout 3 Patch - Mothership Zeta.esp  [Version 1.2.0]21  darnifieduif3.esp22  Project Beauty- Broken Steel.esp23  Project Beauty- Point Lookout.esp24  StreetLights - Wasteland.esp25  FireLightFix.esp26  craft - activation perk.esp27  CRAFT - EnergyAmmo.esp28  TinCanCRAFTing.esp  [Version 2.0]29  CALIBRxMerchant.esp++  InverseCombatKnife.esp2A  More Hotkeys.esp2B  Princess Better Prompts v1pt1.esp++  Zombie Sounds V2.esp++  GeneratorSound.esp2C  GalaxyNewsRadio100[M].esp2D  Moshman's Wasteland Ambiance.esp2E  GhostRadio.esp2F  mutantradio.esp30  LookoutRadio.esp31  RadioTenpenny.esp32  CONELRAD 640-1240.esp33  Existence2.0.esp34  RadioBlues.esp35  WAR_radio.esp36  People_Radio.esp37  InvasionRadio.esp38  KBATRadio.esp39  VTAP25.esp3A  Radio Stutter fix.esp3B  RadioHotkey.esp3C  RadioHotkey_RadioBluesAddon.esp3D  UPP - Original Perks.esp3E  UPP - Pack 1.esp3F  UPP - Pack 2.esp40  UPP - Experience Perks.esp41  UPP  - Quest Perks.esp42  Combat Style Perks.esp43  PreWar Book Titles and Perks.esp44  NotSoFast.esp45  HeirApparent.esp46  merc.esp47  tubRRCompound.esp48  BoSPatrols.esp49  MarkB50K_Wasteland_Patrols.esp4A  Echo_BatteryCharger.esp4B  HouseholdWaterPurifier.esp4C  BlackWolf Backpack.esp4D  GunnySack.esp  [Version 1.3]4E  FalloutFood.esp4F  Stealth Kills Enabled.esp++  Stealth Kills Enabled - Pitt Compatibility.esp50  1Animated Nightvision goggles.esp51  ZoomReworked.esp52  Directional PipLight HDR.esp53  Expanded Megaton House V3.esp54  MaintenanceShed.esp  [Version 1.3]55  moremapmarkers.esp56  Treasure Maps_Secrets of the Wasteland.esp57  Treasure Maps_Underground.esp58  Treasure Maps_Bobblehead Edition.esp59  Treasure Maps_A Fist Full of Caps.esp5A  Greenerworld.esp++  Destruction - Main.esp5B  Destruction - Main - Statics.esp++  Destruction - DLC.esp5C  Destruction - DLC - Statics.esp5D  MTC Wasteland Travellers.esp5E  DCInteriors_DLC_Collectables.esp5F  Rivet City Realignment.esp60  MovinOnUp3.0.esp61  maxlevelworkaround-hp-bs.esp62  wastelandmastery.esp63  skillcheck.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 - followers enhanced (brokensteel).esp6B  fo3 wanderers edition - alternate travel.esp6C  fo3 wanderers edition - ufp support.esp6D  fo3 wanderers edition - optional restore tracers.esp6E  fo3 wanderers edition - optional vats realtime.esp6F  fo3 wanderers edition - optional worn weapons.esp++  FO3 Wanderers Edition - Project Beauty.esp++  FO3 Wanderers Edition - Project Beauty (Followers Enhanced).esp70  FO3 Quest Patch - FWE + BS.esp71  weaponmodkits.esp72  weaponmodkits - fwe master release.esp++  WeaponModKits - FWE Optional Worn Weapons.esp73  weaponmodkits - operationanchorage.esp74  weaponmodkits - thepitt.esp75  weaponmodkits - brokensteel.esp76  weaponmodkits - pointlookout.esp77  weaponmodkits - zeta.esp++  Echo_UseBothGloves.esp78  jmschematics - CRAFT.esp79  Dragonskin Tactical Outfit.esp7A  DragonskinBonusPack.esp++  DTOForFWE.esp7B  ZL-SVD-CALIBR.esp++  SVDForFWE.esp7C  ZL-ACR.esp++  ACRForFWE.esp7D  Tactical Weapons by gRs Frederyck.esp++  frederyck+FWE+xCALIBR.esp7E  xcalibrmunitions.esp7F  xcalibrmunitions_fosenhancements.esp80  stealthboy recon armor - craft.esp81  calibr ammo schematics - craft.esp82  CRAFT Improvised Weaponry.esp83  CRAFT Improvised Weaponry - Unmodeled.esp84  Realistic Death Physics.esp85  Burnification.esp86  eve.esp87  eve operation anchorage.esp88  eve - fwe master release.esp++  EVE - FWE Master Release (Follower Enhanced).esp++  EVE Anchorage - FWE DLC Anchorage.esp++  EVE - FWE with WeaponModKits.esp89  DLM_FFOutcastsQuest(FWEEd).esp++  DLM_FFOutcastsQuest_Override-BS.esp++  FalloutFoods - FWE Master Release.esp++  ZORTS - Custom HP - FWE.esp++  ZORTS - Disable FWE activate.esp++  ThePitt-NoFireFollowers.esp8A  Companion Core DLC Addon.esp8B  Wasteland Whisperer v2 Broken Steel Addon.esp8C  RobCo Certified v2 Mechanist's Edition.esp8D  RobCo Certified v2 Zeta Addon.esp8E  RobCo Certified v2 Omnipatch.esp8F  Mr Smith's Scrapyard.esp90  Playing With Firepower.esp91  Mysteriouswoman_corsetntrousers.esp92  DogmeatEssentialModv1.2.esp93  Dogmeat Leather Armor - CRAFT.esp94  Phalanx-Obedient-Dogmeat.esp95  Move-Dogmeat.esp++  DogmeatStealth.esp96  Responsive Kill Reactions.esp  [Version 1.1]97  ImmersiveHealth.esp98  mart's mutant mod.esp99  mart's mutant mod - dlc anchorage.esp9A  mart's mutant mod - dlc the pitt.esp9B  mart's mutant mod - dlc broken steel.esp++  Mart's Mutant Mod - DLC Point Lookout.esp9C  mart's mutant mod - dlc zeta.esp++  Mart's Mutant Mod - Mutant Mod Menu.esp**  Mart's Mutant Mod - Project Beauty.esp9D  Mart's Mutant Mod - Zombie Cementery.esp9E  S.T.A.L.K.E.R. Mutants[addon for MMM].esp9F  mart's mutant mod - fwe master release.esp++  Mart's Mutant Mod - Project Beauty + FWE.esp++  T3T_MiscItemIcons.espA0  Gifts4Kids.espA1  megalight.espA2  Enhanced Weather - Rainbows.espA3  Enhanced Weather - Weather Sounds in Interiors.espA4  Realistic Interior Lighting.espA5  Realistic Interior Lighting - OA.espA6  Realistic Interior Lighting - BS.espA7  Xepha's Dynamic Weather - Main.espA8  Xepha's Dynamic Weather - Anchorage.espA9  Xepha's Dynamic Weather - The Pitt.espAA  Xepha's Dynamic Weather - Broken Steel.espAB  Xepha's Dynamic Weather - Point Lookout.espAC  Xepha's Dynamic Weather - Experimental Green Tint Remover.espAD  Xepha's Dynamic Weather - Rain.espAE  Xepha's Dynamic Weather - Sandstorm.espAF  Night Time Sneak Boost.esp++  PiPBoy Light Range x4.esp++  PiPBoy Yellow Light.esp++  xCALIBR_override_FWE5.esp++  FWE(v.5.04)+WMK_weapons_xCALIBRified.espB0  tubunarFWE.espB1  Bashed Patch, 0.esp
Haven't put in the newest Dynamic Weather & MMM yet.

Like Oblivion when cleaning - avoid the overhauls, don't clean esp that have other esp as masters, Clean from top down.

[edit] Oh yeah and here is my BAIN package list, but then again like Oblivion I make complex packages with sometimes many mods squeezed in them:
Spoiler
Bain Packages:++ 000 - DLC Official-BAIN.7z (7F63D368) (Installed)++ 001 - Unofficial Fallout Patch-BAIN.7z (CFE779E3) (Installed)-- 002 - World Textures BASE 4AcesHiRez-BAIN.7z (9E05DFE9) (Not Installed)++ 003 - NMC Textrues Full-BAIN.7z (C24C0B32) (Installed)-- 004 - NMC Textures Performance-BAIN.7z (765311FF) (Not Installed)++ 005 - World Textures I Terrain and Environment-BAIN.7z (ED4A23B0) (Installed)++ 006 - World Textures II Architecture-BAIN.7z (38AE88BC) (Installed)++ 007 - World Textures III Clutter Furniture-BAIN.7z (D8EDB159) (Installed)++ 008 - Books and Documents-BAIN.7z (979C1714) (Installed)++ 009 - Environment Overhauls-BAIN.7z (00B24B9B) (Installed)++ 010 - Weather Compilation-BAIN.7z (B8C05EBD) (Installed)++ 011 - Dynamic Weather-BAIN.7z (F8D02C04) (Installed)-- 012 - Fellout-BAIN.7z (21312BB7) (Not Installed)-- 013 - DOF and View Distance-BAIN.7z (F24E8AB6) (Not Installed)++ 014 - World Textures IV Sky and Moon-BAIN.7z (55D864EF) (Installed)++ 015 - Sounds Compilation-BAIN.7z (25D218FD) (Installed)++ 016 - RADIO Base.7z (7E50EC77) (Installed)++ 017 - RADIO - GNR More Where That Came From-MP3.7z (D156EDD4) (Installed)++ 018 - RADIO I Lore.7z (A8C6FE1C) (Installed)++ 019 - RADIO II Expansions.7z (960CA024) (Installed)++ 020 - RADIO III Parjay.7z (4C693FB9) (Installed)++ 021 - DLC Refurbish-BAIN.7z (9AC20E8C) (Installed)++ 022 - CALIBR-CRAFT Base-BAIN.7z (5FAF3CA5) (Installed)++ 023 - CALIBR-CRAFT Extensions-BAIN.7z (B44BF7FE) (Installed)++ 024 - CALIBR-CRAFT Weapons-BAIN.7z (E42A15BD) (Installed)++ 025 - Leveling and Skill Mods-BAIN.7z (352AF139) (Installed)++ 026 - Perks and Skills-BAIN.7z (3BA19052) (Installed)++ 027 - FWE-BAIN.7z (9CD8183B) (Installed)++ 028 - Weapon Mod Kits-BAIN.7z (5FA1A21E) (Installed)++ 029 - EVE - BAIN.7z (411B0D73) (Installed)-- 030 - ImmaFirinMahLazor-BAIN.7z (E7DF986E) (Not Installed)++ 031 - MartsMutantMod-BAIN.7z (630F318F) (Installed)++ 032 - FOIP - BAIN.7z (9044750B) (Installed)-- 033 - Fook+FWE Merger-BAIN.7z (896BA56B) (Not Installed)++ 034 - FWE Add Ons-BAIN.7z (44AD0346) (Installed)++ 035 - XCALIBR-BAIN.7z (E20BAF6E) (Installed)++ 036 - Frederyk Tactical Weapons-BAIN.7z (220489DA) (Installed)++ 037 - T3T FWE Add Ons-BAIN.7z (CB20CF64) (Installed)-- 038 - Realistic Wasteland-BAIN.7z (924699E4) (Not Installed)++ 039 - UNAR2_0-10375.zip (F9D839CC) (Installed)-- 040 - Tub Unique Armors-BAIN.7z (6996CDB1) (Not Installed)++ 041 - Encounters-BAIN.7z (9F2CCA79) (Installed)-- 042 - Spawn and Time Control-BAIN.7z (3C03A75D) (Not Installed)++ 043 - STALKER Mutants-BAIN.7z (73DB790F) (Installed)-- 044 - Zombie Apocalypse-BAIN-10346.7z (F8A09BD6) (Not Installed)++ 045 - Zombie Cemetary-BAIN-6254.7z (4839D080) (Installed)++ 046 - Voice and Creature Sounds-BAIN.7z (E93DC411) (Installed)++ 047 - Dialogue and Economy-BAIN.7z (5D5862EA) (Installed)++ 048 - Pip Boy Base-BAIN.7z (3F5B14F0) (Installed)++ 049 - Pip Boy Classic Mods-BAIN.7z (6A5C13A9) (Installed)-- 050 - PipBoy Hologram-BAIN.7z (1AA3C4C8) (Not Installed)-- 051 - PipBoy Readius Skin Kit-BAIN.7z (C5455487) (Not Installed)++ 052 - Hotkeys and Game Tweaks-BAIN.7z (7EF3C663) (Installed)++ 053 - Interiors-BAIN.7z (70B0707F) (Installed)++ 054 - Location Additions-BAIN.7z (672E75D6) (Installed)-- 055 - Busworld-BAIN.7z (6493CA42) (Not Installed)-- 056 - BusWorld_105d-fixed.7z (EA73E74A) (Not Installed)++ 057 - HOMES - Random-BAIN.7z (9BDC0251) (Installed)-- 058 - HOMES - Princess Houses-BAIN.7z (7A5E0414) (Not Installed)-- 059 - HOMES - Yevic Houses-BAIN.7z (CA3A13B4) (Not Installed)-- 060 - HOMES - Eldiabs House Mods-BAIN.7z (C393D743) (Not Installed)-- 061 - Down_Under_v1-0-12839.zip (8CD02891) (Not Installed)-- 062 - TOWN - Megaton-BAIN.7z (3FE06746) (Not Installed)-- 063 - TOWN - Canterbury-BAIN.7z (1B93F154) (Not Installed)-- 064 - TOWN - Big Town-BAIN.7z (ADFCEBF5) (Not Installed)++ 065 - TOWN - Rivet City-BAIN.7z (5C30E1F2) (Installed)-- 066 - TOWN - Girdershade-BAIN.7z (8FCEB1BE) (Not Installed)-- 067 - TOWN - Arefu Expanded-BAIN.7z (E3D3D601) (Not Installed)++ 068 - TOWN - Rockville-BAIN.7z (1BE32EA3) (Installed)++ 069 - TOWN - Colby East-BAIN.7z (C40D5CFE) (Installed)-- 070 - TOWN - Shady Sands-BAIN.7z (7809845D) (Not Installed)++ 071 - TOWN - MizunoTakarai-BAIN.7z (8A5C7401) (Installed)++ 072 - Lighting Compilation-BAIN.7z (612E7944) (Installed)++ 073 - QUESTS - Faction Mods-BAIN.7z (EF818310) (Installed)-- 074 - QUEST - CARFORT with Quests-BAIN.7z (7AE0619E) (Not Installed)++ 075 - QUEST - Cube Experimental-BAIN.7z (58B52660) (Installed)++ 076 - QUESTS - Puce Moose-BAIN.7z (4015DC82) (Installed)++ 077 - QUESTS - Treasure Maps-BAIN.7z (98E41138) (Installed)-- 078 - Waysted Resource Pack-BAIN.7z (31307029) (Not Installed)-- 079 - The Foundation-BAIN.7z (8BDB1982) (Not Installed)++ 080 - Fallout 3 Quest Patch (Broken Steel).7z (A273B08E) (Installed)++ 081 - Gifts4Kids-BAIN.7z (B4D709F6) (Installed)++ 082 - Companion Control-BAIN.7z (1CAB0705) (Installed)++ 083 - Companions-BAIN.7z (E8BD132A) (Installed)-- 084 - Robots and Animals-BAIN.7z (F7067B8A) (Not Installed)++ 085 - Talkie Companions-BAIN.7z (7F3021D8) (Installed)++ 086 - Dogmeat-BAIN.7z (F4BA79F0) (Installed)-- 087 - Motorcycle-BAIN.7z (DF317E3C) (Not Installed)++ 088 - Immersion Mods-BAIN.7z (989DD15D) (Installed)++ 089 - Realism and Survival Mods-BAIN.7z (EB59AE2D) (Installed)-- 090 - ImpPerverse-BAIN.7z (69FA3ED9) (Not Installed)++ 091 - Fallout Food-BAIN.7z (DD9B5B96) (Installed)++ 092 - Wounding and Burning-BAIN.7z (46EFAD64) (Installed)++ 093 - Body Mods Female-BAIN.7z (A6595A88) (Installed)++ 094 - Animations and Idles-BAIN.7z (27F96FE2) (Installed)++ 095 - Project BeautyHD-BAIN.7z (5F9212BF) (Installed)-- 096 - Animated Prostitution-BAIN.7z (18F22C6B) (Not Installed)++ 097 - Destruction-BAIN.7z (ABC39645) (Installed)++ 098 - Combat and Stealth Tweaks-BAIN.7z (E884CC13) (Installed)-- 099 - Combat Overahuls-BAIN.7z (33397225) (Not Installed)++ 100 - Weapon Handling-BAIN.7z (D203C808) (Installed)++ 101 - Talkie Weapons and Armor-BAIN.7z (9400A848) (Installed)-- 102 - StormFront-BAIN.7z (152CBCF5) (Not Installed)-- 103 - FWE Weapons Pack-BAIN.7z (C85EA108) (Not Installed)-- 104 - 19th and 20th Century Weapons-BAIN.7z (819F785C) (Not Installed)-- 105 - C.I.B. Creatures-BAIN.7z (D7CA77DF) (Not Installed)-- 106 - tubURP1_0-14268.zip (15D784AC) (Not Installed)107 - ==Last==-- 108 - RH IronSights-BAIN.7z (BD880DA4) (Not Installed)-- 109 - ISA Ironsights-BAIN.7z (2FB396D6) (Not Installed)++ 110 - Loading Screens-BAIN.7z (C21400C4) (Installed)++ 111 - MUSIC-Fallout Past Games-BAIN.7z (B1CBD49C) (Installed)++ 112 - MUSIC-STALKER Games-BAIN.7z (02AC8E0A) (Installed)++ 113 - High Definition Overhaul-BAIN.7z (FFCD7D86) (Installed)++ 114 - VTAP TG Experiment-BAIN.7z (17DA763B) (Installed)

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xxLindsAffec
 
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Post » Sat Feb 19, 2011 4:53 am

Like Oblivion when cleaning - avoid the overhauls, don't clean esp that have other esp as masters, Clean from top down.


:tops: Downloads complete I'm off to do some BAIN compiling :)
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Amy Cooper
 
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Post » Sat Feb 19, 2011 5:08 am

I've not fully tested this yet but Surazal made a graphic user interface out of Word Macros called BAT: http://www.gamesas.com/index.php?/topic/1113196-rel-bain-project-tools/ Get at http://www.tesnexus.com/downloads/file.php?id=34271

It seems to be an interface for creating complex archives, so I will be diving into it and will report back to his thread and here advantages & potential issues.
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Tai Scott
 
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Post » Sat Feb 19, 2011 12:00 pm

I've not fully tested this yet but Surazal made a graphic user interface out of Word Macros called BAT: http://www.gamesas.com/index.php?/topic/1113196-rel-bain-project-tools/ Get at http://www.tesnexus.com/downloads/file.php?id=34271

It seems to be an interface for creating complex archives, so I will be diving into it and will report back to his thread and here advantages & potential issues.


Thanks for the tip but using OOO (Open Office Org) for word processing/database needs, so not sure if it would work with macros designed for MS Word.

Anyway did a complete overhaul from fomods to BAIN installation (not had a go at Darn UI yet), downloaded all original files first to ensure I get every scrap needed... Complete success, just had two hours testing it all - no problems.

BAIN as usual is brilliant.

I see what you mean about breeze, type 5 was easy with all additional options, and I thought initially breeze would just be a case of getting the right esp (non-nvde etc) and put the textures and meshes folders in the right place, didn't seem right considering the different body choices hairy/non-hairy/tattoo and erm.. other options, on inspecting the already installed folders which I had previously used FOMM scripted install, then compared with the extracted originals side-by-side, breeze has a few more choices within the sub-folders of textures and meshes which need separating into a complex folder setup as sub-packages - long story short its do-able if a little tedious (helps having a completed install to see what eventually goes where and what had to be re-named in the process or left behind).

Found also as with oblivion's OBMM, FOMM still has some very good reasons to keep installed, but as primary installation method I am very glad to see the BAIN method so successfully implemented for Fallout3.
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Mari martnez Martinez
 
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Post » Sat Feb 19, 2011 6:11 am

For Psymon, regarding LO:

After collecting the latest BOSS-F Masterlist, I noticed that it had added a Deactivate tag to Project Beauty's Broken Steel and Point Lookout plugins. Based on that suggestion, it might not be necessary to have them active in your load order, so you can just run them imported (unless there's a garybash issue that makes that a bad idea, but if it were Wrye Bash in Oblivion, that's what I'd do).

If anything, it'll save you a couple slots.
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Jade
 
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Post » Sat Feb 19, 2011 10:07 am

Thanks - cool.

Well I'm confused over the new FOIP patch that Martigen just put out ... the 'marts mutant mod - Project beauty + FWE.esp' Gary Bash reads it as mergable, but after bashing it remains active. So a misread by bash I think. Gonna leave it active.

and Breeze surprises me with having two patches for his body mod and the patches have super slick FOMM scripts - but why not just fix the original mod. Seems wasted effort.
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Amy Smith
 
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Post » Sat Feb 19, 2011 4:31 am

I'm having problems with Garybash not registering changes the modlist relating to bain packages. At the moment it shows all my DLC .esms as missing when they're not, and if I delete a file from the mod list and refresh the relevant bain package, it doesn't register the missing file until I restart the program.
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Motionsharp
 
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Joined: Sun Aug 06, 2006 1:33 am

Post » Sat Feb 19, 2011 11:46 am

so... your DLC .ESMs are not even there, as in not even showing up in the mods window? You might have to get them out of the GFWL folder if that's the case.
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Czar Kahchi
 
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Joined: Mon Jul 30, 2007 11:56 am

Post » Sat Feb 19, 2011 12:36 pm

so... your DLC .ESMs are not even there, as in not even showing up in the mods window? You might have to get them out of the GFWL folder if that's the case.

No, you misunderstand: In the installers tab, the .esms are flagged as missing (for the DLCs), but in the mods tab they are present. I don't use GFWL - everything is in a dedicated, non-Program Files folder.
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Channing
 
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Joined: Thu Nov 30, 2006 4:05 pm

Post » Sat Feb 19, 2011 12:45 pm

Yeah it is like that with Oblivion too - I have then installed with an installer as well and continually thye come up as red in BAIN even though they are there.

I just ignore the red package. No big deal. Kinda makes me think they are being altered though each time the game loads. Not sure.
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biiibi
 
Posts: 3384
Joined: Sun Apr 08, 2007 4:39 am

Post » Sat Feb 19, 2011 9:37 am

Yeah it is like that with Oblivion too - I have then installed with an installer as well and continually thye come up as red in BAIN even though they are there.

I just ignore the red package. No big deal. Kinda makes me think they are being altered though each time the game loads. Not sure.

Fair enough; I don't recall ever seeing it with Oblivion myself.

What about the second thing I mentioned; the program not recognising that a bain file has been removed from the data folder until restart? Have you encountered that? I used the delete function within garybash to remove...
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ILy- Forver
 
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Joined: Sun Feb 04, 2007 3:18 am

Post » Sat Feb 19, 2011 8:55 am

Yeah I've seen that too with Oblivion even.

Are we talking strictly about esp/esm?

Try changing the load order of the plugins - sometimes that will kick start the 'missing esp' notification message. Doesn't happen often for me though.

Are you also using FOMM and have that open during these times too?
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Adam
 
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Joined: Sat Jun 02, 2007 2:56 pm

Post » Sat Feb 19, 2011 8:04 am

Oh, ok.

The file not showing up as missing can be either esp or esm.

I don't use FOMM for mod managment.

I've been changing the load order quite a bit recently as I'm testing a lot of stuff out, though never those files. I'll try that and see...
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Leanne Molloy
 
Posts: 3342
Joined: Sat Sep 02, 2006 1:09 am

Post » Sat Feb 19, 2011 12:46 pm

Well, no change there; still showing up as missing.

I have a possibly more serious issue with garybash; I may be doing/have understood incorrectly, but it's to do with formid lists. I brought it up in the FWE thread, but it really belongs here, and I have more info on it anyway. I'll give an example; the RepairScoped44Magnum list:

Here's a link to a screenshot: http://www.alluvialplains.com/Images/RepairMagnumCapture.PNG

I don't understand how the final bashed patch list is created; after the UOFP BS patch removing everything before it, how did the Abraxo Cleaner and Repair Parts get back in? And if it's possible for something to be reinstated, how do you get the two Desert Eagles back? All the files, bar BrokenSteel.esm and Fallout3.esm are tagged with Deflst...
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benjamin corsini
 
Posts: 3411
Joined: Tue Jul 31, 2007 11:32 pm

Post » Sat Feb 19, 2011 3:47 am

Hi, Long time no see :)

Well, no change there; still showing up as missing.

I have a possibly more serious issue with garybash; I may be doing/have understood incorrectly, but it's to do with formid lists. I brought it up in the FWE thread, but it really belongs here, and I have more info on it anyway. I'll give an example; the RepairScoped44Magnum list:

Here's a link to a screenshot: http://www.alluvialplains.com/Images/RepairMagnumCapture.PNG

I don't understand how the final bashed patch list is created; after the UOFP BS patch removing everything before it, how did the Abraxo Cleaner and Repair Parts get back in? And if it's possible for something to be reinstated, how do you get the two Desert Eagles back? All the files, bar BrokenSteel.esm and Fallout3.esm are tagged with Deflst...

If you want simple merge, please remove a deflst tag from esm/p of UOF3P, FWE.
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Amber Hubbard
 
Posts: 3537
Joined: Tue Dec 05, 2006 6:59 pm

Post » Sat Feb 19, 2011 3:28 am

Hi Valda ... do you plan to port bash for New Vegas?
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Bloomer
 
Posts: 3435
Joined: Sun May 27, 2007 9:23 pm

Post » Sat Feb 19, 2011 9:16 am

Hi Valda ... do you plan to port bash for New Vegas?

I look forward to New Vegas.
And, I think that I'm not able to bear the situation to play NV without bash :(
If nobody begin the work to port bash, I will do it.
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Harry Leon
 
Posts: 3381
Joined: Tue Jun 12, 2007 3:53 am

Post » Sat Feb 19, 2011 10:12 am

All I can say is awesome!
and thank you.
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TASTY TRACY
 
Posts: 3282
Joined: Thu Jun 22, 2006 7:11 pm

Post » Sat Feb 19, 2011 3:40 am

Can anyone explain to me how the following works?

Import Factions

[ ]Unofficial Fallout 3 Patch.esm


Import Relations

[ ]Unofficial Fallout 3 Patch.esm[ ]FO3 Wanderers Edition - Main File.esm[ ]Mart's Mutant Mod.esm[ ]Mart's Mutant Mod - FWE Master Release.esp


I use BOSS to sort my mods and then I look at the tags and I often see mods in the above categories.

How will I know if a mod is okay to check or not in garybash?

Should I check them all?

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Jack
 
Posts: 3483
Joined: Sat Oct 20, 2007 8:08 am

Post » Sat Feb 19, 2011 12:06 pm

Wrye Bash has a readme just click the ? at the bottom. bash tags are explained some there.
? Relations: Mod changes faction relationships.

? Factions: Import changes to factions of npcs and creatures.


Essentially these tags (which are very prolific and many in Oblivion) serve to carry records that would normally get overwritten in the merging process forward and be the winners in the conflict even though load and merge order would usually make them the loser.

Sometimes they are added to make sure, but usually after testing it is found they are needed.

In Oblivion the average overhaul has up to 10 tags and the unofficial patch there is about the same.

Yes I check them all.
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Ricky Rayner
 
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