[RELz] garybash thread 2

Post » Sat Feb 19, 2011 2:33 am

This is the error, it happens with Fook2 beta 2 esms/esps whenever I try to include stats in the bashed patch.

Spoiler
Calibr.esm
Fook2 Main.esm
Fook2 DLC improvement.esm
Fook2 Main.esp
Fook2 Main (hotfix).esp
Fook2 dik (hotfix).esp





unsupported operand type(s) for &: 'NoneType' and 'long'
DNAM Iff4B5fI4BffII11fIIffIfff (0, 0, 0.0, 0L, 0, 1, 0, 0.0, 0.0, 0, 70.0, 0, None,

30, 0, 1, 0, 350.0, 600.0, 0, 0L, 0, 15.0, 65.0, 0.20000000298023224, 0.5, 0.5, 0.0, 1.0344827175140381, 3.0, 2.0, 0.0, 0,

0, 0.25, 1.0, 0, 0.0, 0.0, 0.0)
unsupported operand type(s) for &: 'NoneType' and 'long'
CRDT IfHI (0, 1.0, 0L, None)
unsupported operand type(s) for &: 'NoneType' and 'long'
DNAM Iff4B5fI4BffII11fIIffIfff (0, 0, 0.0, 0L, 0, 1, 0, 0.5, 2.0, 0, 70.0, 0, None,

25, 0, 1, 0, 256.0, 1024.0, 0, 0L, 0, 1.0, 23.0, 0.5, 0.0, 0.15000000596046448, 0.0, 2.9999990463256836, 3.0,

2.6666998863220215, 0.0, 0, 0, 0.0, 1.0, 0, 1.0, 0.25, 2.5)
unsupported operand type(s) for &: 'NoneType' and 'long'
CRDT IfHI (32, 25.0, 0L, None)
unsupported operand type(s) for &: 'NoneType' and 'long'
DNAM Iff4B5fI4BffII11fIIffIfff (0, 0, 0.0, 0L, 0, 1, 0, 90.0, 180.0, 0, 65.0, 0,

None, 18, 0, 12, 0, 256.0, 1024.0, 0, 0L, 0, 1.0, 17.0, 0.30000001192092896, 0.0, 0.20000000298023224, 0.0, 6.0, 3.0,

1.666700005531311, 0.0, 0, 0, 0.0, 1.0, 0, 1.0, 0.10000000149011612, 2.0)
unsupported operand type(s) for &: 'NoneType' and 'long'
CRDT IfHI (60, 2.5, 0L, None)


Thanks for the link i'll download it when I get the chance.

/edit I missed an esp out in that list FOOK2 - [DIK] DLC Improvement Kit.esp

hmm.. I couldn't reproduce an error.
Please try the latest revision (but I'm not confident).
http://github.com/valda/garybash
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Jason Wolf
 
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Post » Fri Feb 18, 2011 8:41 pm

I've taken all other plugins out of the data folder and the error only occurs when including the fook2 beta2 hotfix plugins. It doesn't happen with an earlier hotfix, its not just when stats are tagged its tagging names as well. These plugins are the latest esp hotfixes plus I downloaded the latest main files as well. I don't get any errors when I build a bashed patch with all of fwe plugins so maybe its not my install that's causing this. For the time being i'm going to leave the hotfixes out of the bashed patch.

Also with the link I'm not quite sure what file I should download.
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Love iz not
 
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Post » Fri Feb 18, 2011 11:30 pm

I've taken all other plugins out of the data folder and the error only occurs when including the fook2 beta2 hotfix plugins. It doesn't happen with an earlier hotfix, its not just when stats are tagged its tagging names as well. These plugins are the latest esp hotfixes plus I downloaded the latest main files as well. I don't get any errors when I build a bashed patch with all of fwe plugins so maybe its not my install that's causing this. For the time being i'm going to leave the hotfixes out of the bashed patch.

Also with the link I'm not quite sure what file I should download.

Yah, Please try the latest revision in order :)
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Eduardo Rosas
 
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Post » Sat Feb 19, 2011 8:25 am

When ESMifying an ESP, does Garybash properly generate ONAM records as FO3Edit does?
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Danny Warner
 
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Post » Sat Feb 19, 2011 12:28 pm

I downloaded what I thought was the right file, I'm still not sure though. Rebuilding the bashed patch with fook2 beta 2's hotfixes produced this error.
Spoiler
unsupported operand type(s) for &: 'NoneType' and 'long'
DNAM Iff4B5fI4BffII11fIIffIfff (0, 0, 0.0, 0L, 0, 1, 0, 0.0, 0.0, 0, 70.0, 0, None, 30, 0, 1, 0, 350.0, 600.0, 0, 0L, 0, 15.0, 65.0, 0.20000000298023224, 0.5, 0.5, 0.0, 1.0344827175140381, 3.0, 2.0, 0.0, 0, 0, 0.25, 1.0, 0, 0.0, 0.0, 0.0)
unsupported operand type(s) for &: 'NoneType' and 'long'
CRDT IfHI (0, 1.0, 0L, None)
unsupported operand type(s) for &: 'NoneType' and 'long'
DNAM Iff4B5fI4BffII11fIIffIfff (0, 0, 0.0, 0L, 0, 1, 0, 0.5, 2.0, 0, 70.0, 0, None, 25, 0, 1, 0, 256.0, 1024.0, 0, 0L, 0, 1.0, 23.0, 0.5, 0.0, 0.15000000596046448, 0.0, 2.9999990463256836, 3.0, 2.6666998863220215, 0.0, 0, 0, 0.0, 1.0, 0, 1.0, 0.25, 2.5)
unsupported operand type(s) for &: 'NoneType' and 'long'
CRDT IfHI (32, 25.0, 0L, None)
unsupported operand type(s) for &: 'NoneType' and 'long'
DNAM Iff4B5fI4BffII11fIIffIfff (0, 0, 0.0, 0L, 0, 1, 0, 90.0, 180.0, 0, 65.0, 0, None, 18, 0, 12, 0, 256.0, 1024.0, 0, 0L, 0, 1.0, 17.0, 0.30000001192092896, 0.0, 0.20000000298023224, 0.0, 6.0, 3.0, 1.666700005531311, 0.0, 0, 0, 0.0, 1.0, 0, 1.0, 0.10000000149011612, 2.0)
unsupported operand type(s) for &: 'NoneType' and 'long'
CRDT IfHI (60, 2.5, 0L, None)

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Andrew Perry
 
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Post » Sat Feb 19, 2011 9:05 am

I downloaded what I thought was the right file, I'm still not sure though. Rebuilding the bashed patch with fook2 beta 2's hotfixes produced this error.
Spoiler
unsupported operand type(s) for &: 'NoneType' and 'long'
DNAM Iff4B5fI4BffII11fIIffIfff (0, 0, 0.0, 0L, 0, 1, 0, 0.0, 0.0, 0, 70.0, 0, None, 30, 0, 1, 0, 350.0, 600.0, 0, 0L, 0, 15.0, 65.0, 0.20000000298023224, 0.5, 0.5, 0.0, 1.0344827175140381, 3.0, 2.0, 0.0, 0, 0, 0.25, 1.0, 0, 0.0, 0.0, 0.0)
unsupported operand type(s) for &: 'NoneType' and 'long'
CRDT IfHI (0, 1.0, 0L, None)
unsupported operand type(s) for &: 'NoneType' and 'long'
DNAM Iff4B5fI4BffII11fIIffIfff (0, 0, 0.0, 0L, 0, 1, 0, 0.5, 2.0, 0, 70.0, 0, None, 25, 0, 1, 0, 256.0, 1024.0, 0, 0L, 0, 1.0, 23.0, 0.5, 0.0, 0.15000000596046448, 0.0, 2.9999990463256836, 3.0, 2.6666998863220215, 0.0, 0, 0, 0.0, 1.0, 0, 1.0, 0.25, 2.5)
unsupported operand type(s) for &: 'NoneType' and 'long'
CRDT IfHI (32, 25.0, 0L, None)
unsupported operand type(s) for &: 'NoneType' and 'long'
DNAM Iff4B5fI4BffII11fIIffIfff (0, 0, 0.0, 0L, 0, 1, 0, 90.0, 180.0, 0, 65.0, 0, None, 18, 0, 12, 0, 256.0, 1024.0, 0, 0L, 0, 1.0, 17.0, 0.30000001192092896, 0.0, 0.20000000298023224, 0.0, 6.0, 3.0, 1.666700005531311, 0.0, 0, 0, 0.0, 1.0, 0, 1.0, 0.10000000149011612, 2.0)
unsupported operand type(s) for &: 'NoneType' and 'long'
CRDT IfHI (60, 2.5, 0L, None)


Umm, I ascertained the cause of the error, but can't reproduce yet.
I presume... do you use ImportStat from CSV?
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Bad News Rogers
 
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Post » Sat Feb 19, 2011 3:57 am

When ESMifying an ESP, does Garybash properly generate ONAM records as FO3Edit does?

The function only sets a ESM flag (don't generate ONAM records).
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Marcin Tomkow
 
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Post » Sat Feb 19, 2011 11:10 am

I believe i've found the source of the problem. I had a look at the bashed patch in Fo3edit and checked it for errors and this is what I found.

Spoiler
"DELET ME" [WEAP:07E7EA28] -> Record marked as deleted but contains: Object Bounds, Name, Equiptment Type, , Sound Level
VNAM - Sound Level ->
"DELET ME" [WEAP:07E7E8C9] -> Record marked as deleted but contains: Object Bounds, Name, Equiptment Type, , Sound Level
VNAM - Sound Level ->
"DELET ME" [WEAP:0702396F] -> Record marked as deleted but contains: Object Bounds, Name, Equiptment Type, , Sound Level
VNAM - Sound Level ->
Above errors were found in :GRUP Top "WEAP"
Above errors were found in :[0F] Bashed Patch, 0.esp


I removed those 3 records from the esp and I dont have a problem anymore. With these records present it doesnt matter even if i don't have any tags at all on the hotfix esp I still can't build the bashed patch. Bashed patch can't seem to ignore these entries and puts object bounds back that the hotfix takes off but still has them flagged deleted.
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jessica Villacis
 
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Post » Sat Feb 19, 2011 3:07 am

I believe i've found the source of the problem. I had a look at the bashed patch in Fo3edit and checked it for errors and this is what I found.

Spoiler
"DELET ME" [WEAP:07E7EA28] -> Record marked as deleted but contains: Object Bounds, Name, Equiptment Type, , Sound Level
VNAM - Sound Level ->
"DELET ME" [WEAP:07E7E8C9] -> Record marked as deleted but contains: Object Bounds, Name, Equiptment Type, , Sound Level
VNAM - Sound Level ->
"DELET ME" [WEAP:0702396F] -> Record marked as deleted but contains: Object Bounds, Name, Equiptment Type, , Sound Level
VNAM - Sound Level ->
Above errors were found in :GRUP Top "WEAP"
Above errors were found in :[0F] Bashed Patch, 0.esp


I removed those 3 records from the esp and I dont have a problem anymore. With these records present it doesnt matter even if i don't have any tags at all on the hotfix esp I still can't build the bashed patch. Bashed patch can't seem to ignore these entries and puts object bounds back that the hotfix takes off but still has them flagged deleted.

Hm-hum. Please send hotfix esp to me by e-mail.
That may be different from esp I have.
My mail address: valda at underscore dot jp (at -> @, dot -> .)
Thanks ;)
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JR Cash
 
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Post » Sat Feb 19, 2011 10:32 am

In the next release, I have plan to change an application name to "Wrye Flash".
The reason to change. I wanted to settle the name such as the joke called GaryBash before NV was released :)
Before half a year I sent PM to Wrye, but there is not an answer.
How do you think?
If there is dissenting opinion, I maintain the present conditions.
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Lexy Corpsey
 
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Post » Sat Feb 19, 2011 5:48 am

In the next release, I have plan to change an application name to "Wrye Flash".
The reason to change. I wanted to settle the name such as the joke called GaryBash before NV was released :)
Before half a year I sent PM to Wrye, but there is not an answer.
How do you think?
If there is dissenting opinion, I maintain the present conditions.

Your translations are interesting sometimes.

I don't think most people got that the name Gary Bash had to do with the character in Fallout3 - I'd even heard people say it was named that way because your real name was gary.

Wrye Flash makes sense and matches Mash and Bash, but what will NV bring?
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Inol Wakhid
 
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Post » Sat Feb 19, 2011 3:00 am

Your translations are interesting sometimes.

I don't think most people got that the name Gary Bash had to do with the character in Fallout3 - I'd even heard people say it was named that way because your real name was gary.

Wrye Flash makes sense and matches Mash and Bash, but what will NV bring?

Please decrypt my bashed english hard :)

The codes more than 90% of GaryBash are result of Wrye and Wrye Team.
I think the name should be corrected to make it clear

NV version is "Wrye Vanish" ?
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Big mike
 
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Post » Sat Feb 19, 2011 7:50 am

Your translations are interesting sometimes.

I don't think most people got that the name Gary Bash had to do with the character in Fallout3 - I'd even heard people say it was named that way because your real name was gary.

Wrye Flash makes sense and matches Mash and Bash, but what will NV bring?


Really, I thought it was pretty obvious, I still have the urge to make a mod that has a "Gary" as a merchant and I don't know why.
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Ana Torrecilla Cabeza
 
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Post » Sat Feb 19, 2011 1:03 am

[snip]
NV version is "Wrye Vanish" ?


Sticking with the Mash, Bash, 'Flash', the NV should be called Cash :rofl: If that can't work, maybe Dash could work as well :bolt:
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teeny
 
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Post » Sat Feb 19, 2011 5:03 am

Please decrypt my bashed english hard :)

The codes more than 90% of GaryBash are result of Wrye and Wrye Team.
I think the name should be corrected to make it clear

NV version is "Wrye Vanish" ?


New GaryMash
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Max Van Morrison
 
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Post » Sat Feb 19, 2011 12:33 am

Just wondering, but could someone who works on this awesome program allow for Autoaim distances to be set in the bashed patch? And I don't mean set to zero.
It's because http://www.fallout3nexus.com/downloads/file.php?id=1919, while it does what I need quite well, still takes up a spot on my list(which is getting very full), yet the bashed patch allows people to turn off autoaim in it(which only helps up close, where as while sniping shots tend to go up and right from where you were aiming, following the barrel of the weapon instead of the crosshair).
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Luis Longoria
 
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Post » Sat Feb 19, 2011 9:57 am

Does C-Climate work with the bashed patch, i've got Xepha's dynamic weather tagged for that and bashed patch is not picking up the different climate for the wasteland and other exterior areas.

/just editing here, the problem I was having with bashed patch adding eyes to npc's is avoided if I have the Hair.esm unchecked with no tags while building the patch. Bashed patch then adds the hair/eyes to the races.
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Amanda Furtado
 
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Post » Fri Feb 18, 2011 9:18 pm

Just wondering, but could someone who works on this awesome program allow for Autoaim distances to be set in the bashed patch? And I don't mean set to zero.
It's because http://www.fallout3nexus.com/downloads/file.php?id=1919, while it does what I need quite well, still takes up a spot on my list(which is getting very full), yet the bashed patch allows people to turn off autoaim in it(which only helps up close, where as while sniping shots tend to go up and right from where you were aiming, following the barrel of the weapon instead of the crosshair).

I'm not using that tweak now, but don't you feel an effect?

The 'Combat: Auto Aim Fix' change 'fAutoAimMaxDistance', 'fAutoAimScreenPercentage', 'fAutoAimMaxDegrees', 'fAutoAimMissRatioLow', 'fAutoAimMissRatioHigh', 'fAutoAimMaxDegreesMiss' of GMST(Game Setting) record.
The values referred to http://fallout3nexus.com/downloads/file.php?id=5606 and FWE.
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Emilie M
 
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Post » Sat Feb 19, 2011 1:41 am

Does C-Climate work with the bashed patch, i've got Xepha's dynamic weather tagged for that and bashed patch is not picking up the different climate for the wasteland and other exterior areas.

/just editing here, the problem I was having with bashed patch adding eyes to npc's is avoided if I have the Hair.esm unchecked with no tags while building the patch. Bashed patch then adds the hair/eyes to the races.

Yeah, it's a known problem.
http://github.com/valda/garybash/issues#issue/17
When investigated before, I couldn't find out the cause :(
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CYCO JO-NATE
 
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Post » Sat Feb 19, 2011 3:50 am

I'm not using that tweak now, but don't you feel an effect?

The 'Combat: Auto Aim Fix' change 'fAutoAimMaxDistance', 'fAutoAimScreenPercentage', 'fAutoAimMaxDegrees', 'fAutoAimMissRatioLow', 'fAutoAimMissRatioHigh', 'fAutoAimMaxDegreesMiss' of GMST(Game Setting) record.
The values referred to http://fallout3nexus.com/downloads/file.php?id=5606 and FWE.

Oh, so the bashed patch setting that "removes unpleasant autoaim" uses the values out of that mod? You might want to change the text on that to something that implies it increases it, rather then removes it.
Like, "Sets Autoaim settings to match Auto Aim Fix - Headshots Deluxe Edition", or "Increase Auto Aim settings to a level at which Snipers can benefit from them".
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ZANEY82
 
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Post » Sat Feb 19, 2011 9:27 am

Ah, true. Just exporting the number to file and relying on the users to look up "2= 2HM, 3=1HP" or whatever elsewhere is perhaps a bit confusing. Email is sent- thanks for volunteering to do it, I hope I didn't bother you about it too much.

Sorry, too late.
I wrote a script in spare moments.

http://gist.github.com/604040

1. Download script.
2. Copy script to GaryBash's mopy directory.
3. Disable 'Auto-Ghost' and shutdown GaryBash.
4. Open DOS console at mopy directory.
5. Run script.
(e.g.) C:\Fallout 3\Mopy>python firepower_autobalance.py -o 20thCW_FWE_patch.esp "20th Century Weapons.esm"
6. Script generates (e.g.)"20thCW_FWE_patch.esp".

I feel that more adjustment is necessary, but very interesting :)
Thanks!

Edit:
I uploaded the output esp to 4shared. please check it out.
Edit2: updated
http://www.4shared.com/file/4lGiv_IV/20thCW5-12_FWE_autobalanced.html


Spoiler
Script stdout:
Striker-12 Protecta StockExt StdDrum:(20th Century Weapons.esm,0x0239A8)  weaponType: Smallgun  animationType: Rifle - Automatic (2 Hand)  damage: 25  isAutomatic: 1  projectileCount: 8  resistType: None  damage: 25 (* 3.250000) -> 81  minSpread: 5.000000 (* 0.466600) -> 2.333000  health: 500 (* 0.916000) -> 458  >> patched!!Mk3a1 Jackhammer Pancor:(20th Century Weapons.esm,0x0239A9)  weaponType: Smallgun  animationType: Rifle - Automatic (2 Hand)  damage: 25  isAutomatic: 1  projectileCount: 8  resistType: None  damage: 25 (* 3.250000) -> 81  minSpread: 5.000000 (* 0.466600) -> 2.333000  health: 500 (* 0.916000) -> 458  >> patched!!CAWS Heckler&Koch Mag:(20th Century Weapons.esm,0x0239AA)  weaponType: Smallgun  animationType: Rifle - Automatic (2 Hand)  damage: 25  isAutomatic: 1  projectileCount: 8  resistType: None  damage: 25 (* 3.250000) -> 81  minSpread: 5.000000 (* 0.466600) -> 2.333000  health: 500 (* 0.916000) -> 458  >> patched!!G-3 Heckler&Koch Semi Silenced:(20th Century Weapons.esm,0x024726)  weaponType: Smallgun  animationType: Rifle - Automatic (2 Hand)  damage: 27  isAutomatic: 0  projectileCount: 1  resistType: None  damage: 27 (* 1.600000) -> 43  minSpread: 0.000000 (* 0.500000) -> 0.000000  spread: 0.300000 (* 3.333300) -> 0.999990  health: 500 (* 0.800000) -> 400  >> patched!!TOZ-87 Tula:(20th Century Weapons.esm,0x027C6A)  weaponType: Smallgun  animationType: Rifle - Balistic (2 Hand)  damage: 50  isAutomatic: 0  projectileCount: 8  resistType: None  damage: 50 (* 1.309100) -> 65  spread: 6.000000 (* 0.600000) -> 3.600000  health: 250 (* 1.458300) -> 365  projectileCount: 8 (* 1.333300) -> 11  >> patched!!USAS Daewoo Mag:(20th Century Weapons.esm,0x027C6D)  weaponType: Smallgun  animationType: Rifle - Automatic (2 Hand)  damage: 25  isAutomatic: 1  projectileCount: 8  resistType: None  damage: 25 (* 3.250000) -> 81  minSpread: 5.000000 (* 0.466600) -> 2.333000  health: 500 (* 0.916000) -> 458  >> patched!!AutoAssault-12 Mag:(20th Century Weapons.esm,0x027C70)  weaponType: Smallgun  animationType: Rifle - Automatic (2 Hand)  damage: 25  isAutomatic: 1  projectileCount: 8  resistType: None  damage: 25 (* 3.250000) -> 81  minSpread: 5.000000 (* 0.466600) -> 2.333000  health: 500 (* 0.916000) -> 458  >> patched!!CAWS Heckler&Koch Drum:(20th Century Weapons.esm,0x027C73)  weaponType: Smallgun  animationType: Rifle - Automatic (2 Hand)  damage: 25  isAutomatic: 1  projectileCount: 8  resistType: None  damage: 25 (* 3.250000) -> 81  minSpread: 5.000000 (* 0.466600) -> 2.333000  health: 500 (* 0.916000) -> 458  >> patched!!Striker-12 Protecta StockExt ExpDrum:(20th Century Weapons.esm,0x027C74)  weaponType: Smallgun  animationType: Rifle - Automatic (2 Hand)  damage: 25  isAutomatic: 1  projectileCount: 8  resistType: None  damage: 25 (* 3.250000) -> 81  minSpread: 5.000000 (* 0.466600) -> 2.333000  health: 500 (* 0.916000) -> 458  >> patched!!Striker-12 Protecta Stockless ExpDrum:(20th Century Weapons.esm,0x027C75)  weaponType: Smallgun  animationType: Pistol - Balistic (1 Hand)  damage: 25  isAutomatic: 1  projectileCount: 8  resistType: None  damage: 25 (* 2.857100) -> 71  minSpread: 6.000000 (* 0.500000) -> 3.000000  spread: 8.000000 (* 0.800000) -> 6.400000  health: 500 (* 0.900000) -> 450  >> patched!!M-1928 Thompson Drum Auto:(20th Century Weapons.esm,0x02B852)  weaponType: Smallgun  animationType: Rifle - Automatic (2 Hand)  damage: 8  isAutomatic: 1  projectileCount: 1  resistType: None  damage: 8 (* 3.250000) -> 26  minSpread: 1.600000 (* 0.466600) -> 0.746560  health: 500 (* 0.916000) -> 458  >> patched!!M-1928 Thompson Drum Auto Silenced:(20th Century Weapons.esm,0x02B853)  weaponType: Smallgun  animationType: Rifle - Automatic (2 Hand)  damage: 7  isAutomatic: 1  projectileCount: 1  resistType: None  damage: 7 (* 3.250000) -> 23  minSpread: 1.600000 (* 0.466600) -> 0.746560  health: 500 (* 0.916000) -> 458  >> patched!!M-1928 Thompson Drum Semi:(20th Century Weapons.esm,0x02B854)  weaponType: Smallgun  animationType: Rifle - Automatic (2 Hand)  damage: 11  isAutomatic: 0  projectileCount: 1  resistType: None  damage: 11 (* 1.600000) -> 18  minSpread: 0.000000 (* 0.500000) -> 0.000000  spread: 0.600000 (* 3.333300) -> 1.999980  health: 500 (* 0.800000) -> 400  >> patched!!M-1928 Thompson Drum Semi Silenced:(20th Century Weapons.esm,0x02B855)  weaponType: Smallgun  animationType: Rifle - Automatic (2 Hand)  damage: 10  isAutomatic: 0  projectileCount: 1  resistType: None  damage: 10 (* 2.500000) -> 25  minSpread: 0.000000 (* 0.666600) -> 0.000000  spread: 0.600000 (* 0.333300) -> 0.199980  >> patched!!M-1903 Colt:(20th Century Weapons.esm,0x02BF16)  weaponType: Smallgun  animationType: Pistol - Balistic (1 Hand)  damage: 7  isAutomatic: 0  projectileCount: 1  resistType: None  damage: 7 (* 4.666600) -> 33  health: 250 (* 3.250000) -> 813  >> patched!!M-1903 Colt Silenced:(20th Century Weapons.esm,0x02BF17)  weaponType: Smallgun  animationType: Pistol - Balistic (1 Hand)  damage: 6  isAutomatic: 0  projectileCount: 1  resistType: None  damage: 6 (* 4.666600) -> 28  health: 250 (* 3.250000) -> 813  >> patched!!PPK Walther:(20th Century Weapons.esm,0x02BF18)  weaponType: Smallgun  animationType: Pistol - Balistic (1 Hand)  damage: 7  isAutomatic: 0  projectileCount: 1  resistType: None  damage: 7 (* 4.666600) -> 33  health: 250 (* 3.250000) -> 813  >> patched!!PPK Walther Silenced:(20th Century Weapons.esm,0x02BF19)  weaponType: Smallgun  animationType: Pistol - Balistic (1 Hand)  damage: 6  isAutomatic: 0  projectileCount: 1  resistType: None  damage: 6 (* 4.666600) -> 28  health: 250 (* 3.250000) -> 813  >> patched!!M-1928 Thompson Mag Auto:(20th Century Weapons.esm,0x009442)  weaponType: Smallgun  animationType: Rifle - Automatic (2 Hand)  damage: 8  isAutomatic: 1  projectileCount: 1  resistType: None  damage: 8 (* 3.250000) -> 26  minSpread: 1.600000 (* 0.466600) -> 0.746560  health: 500 (* 0.916000) -> 458  >> patched!!AS-50 A.I. Auto:(20th Century Weapons.esm,0x000EAB)  weaponType: Smallgun  animationType: Rifle - Automatic (2 Hand)  damage: 75  isAutomatic: 1  projectileCount: 1  resistType: None  damage: 75 (* 3.250000) -> 244  minSpread: 1.100000 (* 0.466600) -> 0.513260  health: 500 (* 0.916000) -> 458  >> patched!!M-1918 B.A.R. Auto:(20th Century Weapons.esm,0x000EAC)  weaponType: Smallgun  animationType: Rifle - Automatic (2 Hand)  damage: 30  isAutomatic: 1  projectileCount: 1  resistType: None  damage: 30 (* 3.250000) -> 98  minSpread: 1.200000 (* 0.466600) -> 0.559920  health: 500 (* 0.916000) -> 458  >> patched!!AR-10 Armalite Auto:(20th Century Weapons.esm,0x000EAD)  weaponType: Smallgun  animationType: Rifle - Automatic (2 Hand)  damage: 23  isAutomatic: 1  projectileCount: 1  resistType: None  damage: 23 (* 3.250000) -> 75  minSpread: 1.300000 (* 0.466600) -> 0.606580  health: 500 (* 0.916000) -> 458  >> patched!!AR-15 Armalite Auto:(20th Century Weapons.esm,0x000EAE)  weaponType: Smallgun  animationType: Rifle - Automatic (2 Hand)  damage: 15  isAutomatic: 1  projectileCount: 1  resistType: None  damage: 15 (* 3.250000) -> 49  minSpread: 1.400000 (* 0.466600) -> 0.653240  health: 500 (* 0.916000) -> 458  >> patched!!M-82 Barrett Semi:(20th Century Weapons.esm,0x000EAF)  weaponType: Smallgun  animationType: Rifle - Automatic (2 Hand)  damage: 100  isAutomatic: 0  projectileCount: 1  resistType: None  damage: 100 (* 1.875000) -> 188  minSpread: 0.000000 (* 0.000000) -> 0.000000  health: 500 (* 3.000000) -> 1500  >> patched!!M-1 Garand Semi:(20th Century Weapons.esm,0x000EB0)  weaponType: Smallgun  animationType: Rifle - Automatic (2 Hand)  damage: 40  isAutomatic: 0  projectileCount: 1  resistType: None  damage: 40 (* 1.875000) -> 75  minSpread: 0.000000 (* 0.000000) -> 0.000000  health: 500 (* 3.000000) -> 1500  >> patched!!M-14 Springfield Semi:(20th Century Weapons.esm,0x000EB1)  weaponType: Smallgun  animationType: Rifle - Automatic (2 Hand)  damage: 30  isAutomatic: 0  projectileCount: 1  resistType: None  damage: 30 (* 1.600000) -> 48  minSpread: 0.000000 (* 0.500000) -> 0.000000  spread: 0.300000 (* 3.333300) -> 0.999990  health: 500 (* 0.800000) -> 400  >> patched!!snip...American-180 Mag Semi Silenced Scoped:(20th Century Weapons.esm,0x05556C)  weaponType: Smallgun  animationType: Rifle - Automatic (2 Hand)  damage: 4  isAutomatic: 0  projectileCount: 1  resistType: None  damage: 4 (* 2.500000) -> 10  minSpread: 0.000000 (* 0.666600) -> 0.000000  spread: 1.000000 (* 0.333300) -> 0.333300  >> patched!!Wrote to '20thCW_FWE_patch.esp'...

User avatar
Daniel Lozano
 
Posts: 3452
Joined: Fri Aug 24, 2007 7:42 am

Post » Fri Feb 18, 2011 11:17 pm

Oh, so the bashed patch setting that "removes unpleasant autoaim" uses the values out of that mod? You might want to change the text on that to something that implies it increases it, rather then removes it.
Like, "Sets Autoaim settings to match Auto Aim Fix - Headshots Deluxe Edition", or "Increase Auto Aim settings to a level at which Snipers can benefit from them".

Thanks for your suggestion.
Such comment is helpful for me because English is not my native language.
User avatar
marie breen
 
Posts: 3388
Joined: Thu Aug 03, 2006 4:50 am

Post » Sat Feb 19, 2011 12:23 pm

FYI: Release 20.

20 [10/08/2010] [Valda,Sativarg]
* Change AppName.
* Added Japanese language catalog.
* Added 'ECZN' (Encounter Zone) record support.
* Added FO3MasterUpdate and FO3MasterRestore launchers (contributed by Sativarg).
* Added 'GetGroupTargetCount' definition to conditionFunctionData (support for Fallout3Tactics.esm).
* Added 'IsTurning' definition to conditionFunctionData (thanks anonymous 2ch gentlemen).
* Added 'DEST' (Destructable) subrecord handler to 'ARMO' (Armor) record structure (thanks anonymous 2ch gentlemen).
* Added some FOSE condition functions ('GetFOSEVersion', 'GetFOSERevision', etc) to conditionFunctionData (thanks Meridian).
* Fixed a default value of the MreWeap#projectile to 0.
* Added names tweak to append ammo weight for FWE.

Cheers! :foodndrink:
User avatar
Elina
 
Posts: 3411
Joined: Wed Jun 21, 2006 10:09 pm

Post » Sat Feb 19, 2011 12:50 pm

Hi Valda-

Curious if you've updated to the latest MMM or FWE/MMM combo. the http://www.fallout3nexus.com/downloads/file.php?id=4968 package contains an esp to patch those two overhauls and include Project Beauty. It is called Mart's Mutant Mod - FWE Master Release + Project Beauty.esp and is in the MMM for FWE FOIP package.

Anyway it shows up as green in Wrye Flash (20) and yet even if left deactivated in building patch it always comes out activated after building bashed patch.

Probably not a major issue but maybe a misread of the esp.

Looking at it in FO3edit I see that there are several instances where the bashed patch is overriding this plugin with race and names (well one name: Richter) so I will try tagging some race records on it and see. What I didn't see was new records that would prevent it from being merged.

can you tell me what you think should be its tags?

thanks
User avatar
Adriana Lenzo
 
Posts: 3446
Joined: Tue Apr 03, 2007 1:32 am

Post » Sat Feb 19, 2011 6:21 am

Hi Valda-

Curious if you've updated to the latest MMM or FWE/MMM combo. the http://www.fallout3nexus.com/downloads/file.php?id=4968 package contains an esp to patch those two overhauls and include Project Beauty. It is called Mart's Mutant Mod - FWE Master Release + Project Beauty.esp and is in the MMM for FWE FOIP package.

Anyway it shows up as green in Wrye Flash (20) and yet even if left deactivated in building patch it always comes out activated after building bashed patch.

Probably not a major issue but maybe a misread of the esp.

Looking at it in FO3edit I see that there are several instances where the bashed patch is overriding this plugin with race and names (well one name: Richter) so I will try tagging some race records on it and see. What I didn't see was new records that would prevent it from being merged.

can you tell me what you think should be its tags?

thanks

I updated new MMM too, and noticed the same problem.
Please add tag 'Names' to "Mart's Mutant Mod.esm" or update to latest BOSS masterlist.txt.
And another. The zMMMzIguanoliveDrop script attached on zMMMzIguanolive is overwritten by FOIP MMM-FWE patch and disappears.
I thought that could also be fixed by tag 'Scripts', But it didn't work contrary to expectation :(
I'm investigating now about it.
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Charlotte Buckley
 
Posts: 3532
Joined: Fri Oct 27, 2006 11:29 am

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