[Video] Install Guide for Fallout 3 mods

Post » Sat Sep 04, 2010 1:55 pm

You might wanna leave the Unofficial Fallout Patch out, for some people it seems to increase CTDs.

Another thing you might want to try is MasterUpdating your load order. You can check our http://sites.google.com/site/fo3wanderersedition/faq, it has instructions on how to do that.

Isn't that just for the UFP Broken Steel module? The rest of the UFP fixes so so many things I'm not sure I'd want to play without it, but then as I'm not actually playing at the moment I'm not sure my op holds much weight :)

Finally got some time to watch the vids and it's all good. It also reminded me to check out how well the merged patch manages (I've not started playing yet with one, and I've been away for a while). It's a small thing, but using the FWE-MMM-EVE-WMK combo, for those who hate albino radscorps, open up the merged patch and delete the 'Leveled Creatures' tree -- the patch undoes a change by MMM to reduce the chance of albino radscorps spawning slightly. As this is a record removed from the BS.esm, the merged patch is seeing it and adding it back in. Fortunately, removing the tree won't impact any other functionality as the remainder of its contents align with the FOIP patches (which is, of course, their intention as hand-made merged patches).

I expect a merged patch will end up doing this at times, but for the combo in the vid this is only issue I could see which is great. I know a merged patch with FOOK I looked at a while ago had similar issues but on a larger degree (as FOOK created new LLs for some creature types, and the MMM-FOOK FOIP patch merged these to get them working properly, the automated merged patch altered it so that the FOOK entries would never spawn).
User avatar
Setal Vara
 
Posts: 3390
Joined: Thu Nov 16, 2006 1:24 pm

Post » Sat Sep 04, 2010 7:58 am

Kai i have gotten to the end of your tutorial with the merged patch i saved mine but when i open FOMM it loads everything but the merged patch any ideas what i could be doing wrong i have gone over you video that many times now and cant see what i have done wrong.

My loading order is exactly like yours and FO3 Edit had no errors loading my load order i made the load patch and saved it than open FOMM and my Merged Patch never loaded with the rest any ideas.

oh and i have the game of the year edition. so by what i have seen we have the same files.
User avatar
rolanda h
 
Posts: 3314
Joined: Tue Mar 27, 2007 9:09 pm

Post » Sat Sep 04, 2010 4:18 am

Isn't that just for the UFP Broken Steel module? The rest of the UFP fixes so so many things I'm not sure I'd want to play without it, but then as I'm not actually playing at the moment I'm not sure my op holds much weight

Opinions on the UFP really are divided. It's caused Mez and me more headaches than we considered worth it, so we personally stopped using it awhile ago. Instead we've started incoperating some of the more essential fixes in FWE.

Finally got some time to watch the vids and it's all good. It also reminded me to check out how well the merged patch manages (I've not started playing yet with one, and I've been away for a while). It's a small thing, but using the FWE-MMM-EVE-WMK combo, for those who hate albino radscorps, open up the merged patch and delete the 'Leveled Creatures' tree -- the patch undoes a change by MMM to reduce the chance of albino radscorps spawning slightly. As this is a record removed from the BS.esm, the merged patch is seeing it and adding it back in. Fortunately, removing the tree won't impact any other functionality as the remainder of its contents align with the FOIP patches (which is, of course, their intention as hand-made merged patches).

Yeah we've built up FOIP around the merged patch, otherwise the files needed to be loaded for some mod combinations would become ridiculous :). We extra adjust our files so everything gets merged as we want it.
Like you say only that revert of the albino spawn chance is slightly unfortunate, but not really a big deal and can be removed easily like you said.


Kai i have gotten to the end of your tutorial with the merged patch i saved mine but when i open FOMM it loads everything but the merged patch any ideas what i could be doing wrong i have gone over you video that many times now and cant see what i have done wrong.

My loading order is exactly like yours and FO3 Edit had no errors loading my load order i made the load patch and saved it than open FOMM and my Merged Patch never loaded with the rest any ideas.

oh and i have the game of the year edition. so by what i have seen we have the same files.

Did you make sure that you closed FO3Edit before starting FOMM? Because if you have FO3Edit open at the same time it will "block" your load order and prevent you from activating mods.
User avatar
Francesca
 
Posts: 3485
Joined: Thu Jun 22, 2006 5:26 pm

Post » Sat Sep 04, 2010 5:11 pm

yea i closed and it made no difference. another thing though fo3 edit only works when i have FO3 directory in C:\Program Files (x86)\Bethesda Softworks\Fallout 3\ were i just gave FOMM admin rights to work there i did try having fallout on my desktop but that made no difference. so far every things gone fine i cant believe all it took for fallout to work on my laptop was those 14 letters you told us to put in.
User avatar
Andrew Lang
 
Posts: 3489
Joined: Thu Oct 11, 2007 8:50 pm

Post » Sat Sep 04, 2010 2:19 am

No thoughts on why I would be crashing in my setup? I mean...vanilla Fallout 3 crashes for me too, but I usually go 30+ hrs into a character's career before the crashes occur. Once the crashes come, it seems they are rampant, suggesting possible save file corruption or game world errors within those saves.

With Fallout 3 all modded just like you showed in the video, with only the UFO3 and CASM extras added in, I crash every 5m or so. I was so excited to play a brand new Fallout game before these crashes. Could the UFO3 mod really be crashing me, or could it be something else? I figured others were running the UFO3 mod into the load order with this setup too.

EDIT: To add on to this...

I was also renaming the "fose_loader.exe" file to "FalloutLauncher.exe" and removing the original FalloutLauncher.exe. Steam support users say this is the way to run the game with FOSE, but still have Steam community support and game time logging. Is this a problem?
User avatar
Kevin S
 
Posts: 3457
Joined: Sat Aug 11, 2007 12:50 pm

Post » Sat Sep 04, 2010 7:05 am

yea i closed and it made no difference. another thing though fo3 edit only works when i have FO3 directory in C:\Program Files (x86)\Bethesda Softworks\Fallout 3\ were i just gave FOMM admin rights to work there i did try having fallout on my desktop but that made no difference. so far every things gone fine i cant believe all it took for fallout to work on my laptop was those 14 letters you told us to put in.

Well the issue is you apparently just cut and pasted the Fallout folder. If you do that you also need to edit your registry to point at the correct location, as otherwise FO3Edit will continue to look in the wrong folder for Fallout.
If you dont know how to do that, you can also simply uninstall Fallout3 and reinstall it somewhere else that is not C:\Program Files.

No thoughts on why I would be crashing in my setup? I mean...vanilla Fallout 3 crashes for me too, but I usually go 30+ hrs into a character's career before the crashes occur. Once the crashes come, it seems they are rampant, suggesting possible save file corruption or game world errors within those saves.

With Fallout 3 all modded just like you showed in the video, with only the UFO3 and CASM extras added in, I crash every 5m or so. I was so excited to play a brand new Fallout game before these crashes. Could the UFO3 mod really be crashing me, or could it be something else? I figured others were running the UFO3 mod into the load order with this setup too.

Well I already told you above:
Try removing UFP and masterupdate your load order and see if that helps.
User avatar
Eddie Howe
 
Posts: 3448
Joined: Sat Jun 30, 2007 6:06 am

Post » Sat Sep 04, 2010 3:52 am

ok thanks kai looks like i need to reinstall it. wish me luck
User avatar
Causon-Chambers
 
Posts: 3503
Joined: Sun Oct 15, 2006 11:47 pm

Post » Sat Sep 04, 2010 6:46 am

yeah, i followed ur guide, even uninstalled my fallout 3 and reinstalled it to do it, now my game is unplayable, only extra i have is More where that came from mod, and i put that in my merger patch to, i did use the unoffical patch, but it still crashed, so i removed it and its just the same as before, trying to get to the outcast base is next to impossible, i crash in the same place everytime, and i have no idea why... *sigh* i so wanted to play fallout 3 but its back to the drawing board for me >.>

edit: i also tried master updating, and that didn't help, i just removed everything, and started over again, i'll just use the stuff i was using before, atleast its a lot more stable than following whats here.... or better yet, may Bethesda could get of there ass and actually fix some of these issues.
User avatar
jason worrell
 
Posts: 3345
Joined: Sat May 19, 2007 12:26 am

Post » Sat Sep 04, 2010 4:47 am

ok thanks kai looks like i need to reinstall it. wish me luck

I hope Kai does not mind me jumping in a little here.

If you reinstall and want to not worry about admin rights and all that please consider installing outside of UAC control - I have my games installed on a whole other drive than my OS and never have to worry about elevated privileges.

Then also while I know that many advocate the master update - I don't. I run 213 mods (well 170 after several get merged into the bashed patch) and have no crashes. There are a few things I attribute this to.
  • I clean all non-overhaul mods using http://cs.elderscrolls.com/constwiki/index.php/TES4Edit_Cleaning_Guide. (A simpler one http://www.uesp.net/wiki/Tes4Mod:Tes4Edit#Cleaning_a_Dirty_Plugin) The caveat with this is that it is best to let overhaul modders know about edits rather than clean indiscriminately. But quest mods, house mods, mods that alter world space - all often need it badly. If you read the first guide you will learn why it is important. This is not related to masterupdate and masterupdating a load of dirty pluggins is not going to stop the problems.
  • Some mods are just not load order friendly. Take Busworld for instance. Many have reported that it crashes the game regardless of whether masterupdate is used or not. I don't know why this is, but many mods came out before the various official updates to the game and this may haven something to do with it. So if you think that some stray one off esp may be innocent - that may be the cause.
  • I install mods very slowly - I know this is meant mostly for those that run FWE/MMM/WMK/EVE but I think that only FWE (maybe MMM) is necessary form the very beginning. If the game is crashing with just the big 4 there then try only FWE/MMM if it still crashes then it may be system related or it may be error in install (the main reason for using an installer like FOMM or BAIN). But play for a while to test stability before dumping over 100 mods on top of an overhaul. My list grew this long from last year very slowly.
  • Stay on top of system upkeep. That means check on video card driver updates, Direct X updates, etc. Defragment your drive (very important after installing a lot of stuff at once). Crashes can occur from using too high a texture replacer with too low powered a video card.
  • Think about how mods relate to system components. Texture replacers=video card; AI of NPC=CPU; Sound mods=sound card.
  • Adhere to load order advice.

Again cleaning can do a lot, but need to follow the advice in the guides and let overhaul modders handle their edits themselves.
User avatar
Emily Jeffs
 
Posts: 3335
Joined: Thu Nov 02, 2006 10:27 pm

Post » Sat Sep 04, 2010 12:06 pm

Hi there...

Been a while since I posted here, but I basically decided to check the mods section of the Forums today, and I saw this. I think it's awesome that you've made these tutorial videos for people. :) Cheers. :D
User avatar
Nauty
 
Posts: 3410
Joined: Wed Jan 24, 2007 6:58 pm

Post » Sat Sep 04, 2010 5:38 pm

Psymon sorry but Kai was much more useful i have about 2tb of space all used so your idea is out of the picture or i would have installed it on another drive. but hey it works now Kai how do you uninstall the mods you mention something about it in the video but never explain how. might be an idea for a part 5 uninstalling mods. or am i the only one who doesnt know how
User avatar
Blaine
 
Posts: 3456
Joined: Wed May 16, 2007 4:24 pm

Post » Sat Sep 04, 2010 6:48 pm

Psymon sorry but Kai was much more useful i have about 2tb of space all used so your idea is out of the picture or i would have installed it on another drive. but hey it works now Kai how do you uninstall the mods you mention something about it in the video but never explain how. might be an idea for a part 5 uninstalling mods. or am i the only one who doesnt know how

You just go into the package manager, select a mod and click on deactivate.
User avatar
El Goose
 
Posts: 3368
Joined: Sun Dec 02, 2007 12:02 am

Post » Sat Sep 04, 2010 4:44 am

ok cool thanks new i was missing something i liked being able to pick a lock my self not the computer picking it for me any idea which one changes it around.
User avatar
Rude Gurl
 
Posts: 3425
Joined: Wed Aug 08, 2007 9:17 am

Post » Sat Sep 04, 2010 6:03 am

ok cool thanks new i was missing something i liked being able to pick a lock my self not the computer picking it for me any idea which one changes it around.

When you use a locked door/computer, you have three options, the first is to auto-pick and the last is to manual pick.
User avatar
i grind hard
 
Posts: 3463
Joined: Sat Aug 18, 2007 2:58 am

Post » Sat Sep 04, 2010 12:00 pm

ahh dur what an idiot i am sorry was late at night when i finally got it working so wasn't thinking straight
User avatar
TASTY TRACY
 
Posts: 3282
Joined: Thu Jun 22, 2006 7:11 pm

Post » Sat Sep 04, 2010 7:55 pm

This guide finally got me into F3 (well, this guide and a Steam sale), and for that I thank you Kai.
User avatar
Robert
 
Posts: 3394
Joined: Sun Sep 02, 2007 5:58 am

Post » Sat Sep 04, 2010 6:51 pm

This guide finally got me into F3 (well, this guide and a Steam sale), and for that I thank you Kai.

Cheers, glad it was helpful to you.
User avatar
Code Affinity
 
Posts: 3325
Joined: Wed Jun 13, 2007 11:11 am

Post » Sat Sep 04, 2010 6:08 am

Very nice job Kai Hohiro! These are Awesome. :) :celebration:

I still havn't gotten through all of them yet, I plan to tonight.

Cheers!! :foodndrink:

Miax
User avatar
Neil
 
Posts: 3357
Joined: Sat Jul 14, 2007 5:08 am

Post » Sat Sep 04, 2010 8:50 pm

Very nice guide Kai. I've been playing FO3 since it came out, but I'm still novice at best when it comes to installing mods in the correct load order. I managed to install the combination in your tutorial once before without any help (older version of FWE), but man it was so hard to figure out which compatibility patches to use and whatnot. I plan on playing through FO3 again with the latest build of FWE and your guide is just the thing I need to get me started. Thanks man!
User avatar
Ashley Tamen
 
Posts: 3477
Joined: Sun Apr 08, 2007 6:17 am

Post » Sat Sep 04, 2010 10:19 am

hey that was the the most helpful vid i have seen on how to 'fix' FO3
it made fallout playable for the first time EVAR :tops:
now i have a wierd problem when i click on the FO3 shortcut or any related FO3 .exe it causes my computer to freeze up entirely
i have it installed in the C: directory and i have vista
any help please ?
User avatar
Jessica Colville
 
Posts: 3349
Joined: Wed Oct 18, 2006 6:53 pm

Post » Sat Sep 04, 2010 1:46 pm

When I play I use FOMM to launch my game by clicking the 'Launch FOSE' button on the right hand side. Is that what you're using to start FO3 with those mods running?
User avatar
Chenae Butler
 
Posts: 3485
Joined: Sat Feb 17, 2007 3:54 pm

Post » Sat Sep 04, 2010 11:46 am

That works, i've made a desktop shortcut straight to fose_loader.exe that i use to start the game, though.

On topic, i redid my load order using these instruction (tried it the BOSS gary bash route first, but apparently those tools aren't yet quite at the level of their Oblvion equivalents), very helpful and easy to understand, even to non-native english speaker :goodjob:

One minor visual issue, deputy Weld lost his head. That is, the glowing part is missing, normal protectrons appear as they should, though. Possibly an EVE issue?
User avatar
cutiecute
 
Posts: 3432
Joined: Wed Sep 27, 2006 9:51 am

Post » Sat Sep 04, 2010 10:10 am

currently im using no mods, FOMM or FOSE at all and i have reinstalled it several times patched it and everything and same result, it pauses on start-up

edit : i have played with several mods running mod before but after this happened mods or no mods made no difference so i removed them
User avatar
kirsty joanne hines
 
Posts: 3361
Joined: Fri Aug 18, 2006 10:06 am

Post » Sat Sep 04, 2010 10:59 pm

I'm thinking of getting the PC version of FO3 GOTY in anticipation for NV, so this is perfect. Thanks for posting the links... :)
User avatar
Guinevere Wood
 
Posts: 3368
Joined: Mon Dec 04, 2006 3:06 pm

Post » Sat Sep 04, 2010 10:39 pm

When I play I use FOMM to launch my game by clicking the 'Launch FOSE' button on the right hand side. Is that what you're using to start FO3 with those mods running?

yes it is
User avatar
Penny Courture
 
Posts: 3438
Joined: Sat Dec 23, 2006 11:59 pm

PreviousNext

Return to Fallout 3