is masterupdate still necessary?

Post » Mon Aug 23, 2010 4:14 am

Hi All.

As the title of this thread reads. with the list of Mods I'm running as a clean game.

Do I need to Use a Merged Patch?

*load order snipped*

I know how to create a merged patch,But as Martens has said earlier in this thread."If you don't know what the patch does you shouldn't use One"

If I want to avoid certain Mods from being merged when Do I uncheck them? In FOMM or when the list appears with FO3Edit?

And Lastly.When looking for information in FOMM I get WARNING: This plugin has the file extension .esp, but its file header marks it as an esm!
Have I made an error running FO3edit?Also I'm intending to start a New game.Should I run Masterupdate to sort the Files?

Thank You for any Advice.

James.


Mart's advice is wise. A merged patch will merge everything that it thinks needs merging, and often requires hand-editing afterwards (usually just simply deleting the override from the patch plugin). You have to know what you're doing or have pretty explicit instructions on what needs to be in the merged patch. Example: with Mart's stuff, he instructs to delete anything merged with it because he already has compatibility patches to handle stuff (unless you want certain changes... like nixing excess HP and melee damage on reavers inherent in vanilla BS/PL :swear: )

Also, the error in FOMM is because it still thinks an ESMified ESP is a problem. That's what MasterUpdate does: it makes all plugins into quasi-master files and reorganizes load orders (since masters always load before plugins). There's more involved than just flipping a little bit, involving generation of ONAM override records (if you want details, ask in the FO3Edit forums).

Speaking of which, I should probably integrate said 'explicit merge instructions' into some of my mods...
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Andres Lechuga
 
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Post » Mon Aug 23, 2010 6:28 am

Hi All.

As the title of this thread reads. with the list of Mods I'm running as a clean game.

Do I need to Use a Merged Patch?
Check out post #8 in this thread.
[X] Fallout3.esm[X] Anchorage.esm[X] ThePitt.esm[X] BrokenSteel.esm[X] PointLookout.esm[X] Zeta.esm
Try that order for your DLC's as FOOK2's DIK can be temperamental about the order of all its masters. :)
Wow... I really missread Masterupdate. :blink: Must be getting tired.
LAWL :biglaugh: I think I know how you misread it. http://www.gamesas.com/bgsforums/index.php?s=&showtopic=1047128&view=findpost&p=15198738.
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Hannah Whitlock
 
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Post » Mon Aug 23, 2010 4:21 am

Hi Guys.

Thank You All very much for the Information :)

Max. Good luck with the re-writing some of the manual chapters.It is by far the best written and easiest to understand Manual! :tops:

MadCat. Your not wrong! Its like reading a cook book.The instructions only make sense if you know what your doing lol :lol:

JustinOther. Thank you for your info.Quick question please. I joined the fookunity a while Back,but I'm still unable to make any posts.If this because I didn't activate my account no email was sent.

El. No worries! they say the first sign of madness is looking for hairs on the palms of your hands. The second is Finding Them.lol :nuts: :P
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Tyrel
 
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Post » Mon Aug 23, 2010 3:38 am

JustinOther. Thank you for your info.Quick question please. I joined the fookunity a while Back,but I'm still unable to make any posts.If this because I didn't activate my account no email was sent.
No prob. :)

Hmmm... What was the acct. name? I didn't see a Nilms SN, so try registering again as the server might have timed out or something at the wrong time? Lemme know if that doesn't work.
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lillian luna
 
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Post » Mon Aug 23, 2010 1:44 am

No prob. :)

Hmmm... What was the acct. name? I didn't see a Nilms SN, so try registering again as the server might have timed out or something at the wrong time? Lemme know if that doesn't work.


Hi Justinother.

Please excuse the late reply. :embarrass: :whistle:

Account name is virginrocker. To kill the curiosity! No lol :P :lol:
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Sophie Payne
 
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Post » Mon Aug 23, 2010 4:20 am

Hi Justinother.

Please excuse the late reply.

Account name is virginrocker. To kill the curiosity! No lol
No worries. Merry Christmas!


I can't find your account and there aren't any banned SN's or anything with that handle. Maybe just re-register?
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Roberta Obrien
 
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Post » Mon Aug 23, 2010 8:52 am

No worries. Merry Christmas! :)

I can't find your account and there aren't any banned SN's or anything with that handle. Maybe just re-register?


Merry Christmas JustinOther.

I Tried re registering but I was told email address is already in use!

virginrocker2000@yahoo.co.uk

I really need to find out how to use The scrapper properly and Find out how to use stuff like wiring and Screws!!! lol :read: Plus Why if I drop them out of my list when i go to pick them up The come up Red say would I Steal these items!!!

How can they be stolen? I made them lol :rofl:
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Bee Baby
 
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Post » Mon Aug 23, 2010 4:23 am

Account name is virginrocker. To kill the curiosity! No lol :P :lol:
No what? Does it mean you're a virgin who rocks or a rocker of virgins? :biglaugh: One would seem to exclude the other.
Merry Christmas JustinOther.

I Tried re registering but I was told email address is already in use!

virginrocker2000@yahoo.co.uk

I really need to find out how to use The scrapper properly and Find out how to use stuff like wiring and Screws!!! lol :read: Plus Why if I drop them out of my list when i go to pick them up The come up Red say would I Steal these items!!!

How can they be stolen? I made them lol :rofl:

Merry Christmas to you too, Nilms. :)

Hmmmm... still can't find any virginrocker accout to do anything with. What you could always do is make another email acct just to use for forum resistration(s). :shrug:

I'm not sure what's going on with the ownership of the scrapper rendered items. I'll look into that before 1.1 is made available.
No worries. Merry Christmas! :)
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Liii BLATES
 
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Post » Mon Aug 23, 2010 4:57 am

No what? Does it mean you're a virgin who rocks or a rocker of virgins? :biglaugh: One would seem to exclude the other.

Merry Christmas to you too, Nilms. :)

Hmmmm... still can't find any virginrocker accout to do anything with. What you could always do is make another email acct just to use for forum resistration(s). :shrug:

I'm not sure what's going on with the ownership of the scrapper rendered items. I'll look into that before 1.1 is made available.
No worries. Merry Christmas! :)


I'll risk hotmail even though it svcks lol :yuck: :lol:
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Anna Kyselova
 
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Post » Sun Aug 22, 2010 11:37 pm

No what? Does it mean you're a virgin who rocks or a rocker of virgins? :biglaugh: One would seem to exclude the other.

Merry Christmas to you too, Nilms. :)

Hmmmm... still can't find any virginrocker accout to do anything with. What you could always do is make another email acct just to use for forum resistration(s). :shrug:

I'm not sure what's going on with the ownership of the scrapper rendered items. I'll look into that before 1.1 is made available.
No worries. Merry Christmas! :)



I'm In! :woot:

TYVM :tops:
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Dan Endacott
 
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Post » Mon Aug 23, 2010 2:27 am

I'm In! :woot:

TYVM :tops:
Right on! :foodndrink:

See you there.
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Marquis deVille
 
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Post » Mon Aug 23, 2010 2:31 am

Hi guys!

First of all thank you all very much for your efforts; both for the wonderful mods like MMM (I loved his Obliviıon Mod as well), FOOK (reminds me of OOO for Oblivion), FWE, WMK, etc. and your valuable advice.

I'm not a modder myself (I lack necessary skills) but I am a gamer for +20 years, and Fallout series is among my favourite games of all times.

Now, I love and use mods extensively. Although I has FO3 for some time, I did not have the time to play it (honestly, I played GTA IV and some other games); but now with the release of GotY release, I started again. I was playing with FOOK, WMK and several other mods installed; then I finally got MMM along with many other nice mods. Anyway, my game was OK (but somehow the FOOK weapons got lost after I installed MMM and the other mods. I thought maybe some other mod was overwriting it; so I reloaded my old saves with only FOOK loaded, and the weapons were still gone (I still had Vanilla 10 mm Gun instaead of FOOK's N99). I believe these problems started when I decided to use BOSS to make a good load order for so many mods.

I am thinking of starting a new game; but I'm not sure whether that will solve my problems. BTW, I even tried to make a merged patch with FO3Edit, but that option was not even available to me (I think because of the conflicting mods and resulting errors), because I got the options with much less active mods (but still FOOK weapons did not show). When I checked the mods with FO3Edit, it seemed like FOOK weapons were overwritten by FWE, which was in my list but inactive; but the problems was still there when I removed all FWE files completely.

Anyway, as far as I know, I have to change the filename of FO3Edit to "MasterUpdate" for it to work as Master Update, is that right?

Another problem is that I treated .esp files having .esm flags as .esm's (loading them before .esp's); but shoudl just ignore FOMM's message and deem these as .esp's?

I had CTD's and freezes before I stumbled upon a file on Nexus saying stating that FO3 does not work well with quad-core CPU's after the 1.5 patch, and showed a clever way to correct it; but after I used BOSS for the first time, I got them back again (also all my FOOK weapons and equipment got lost).

I wish I could my current, not working as I want, Load Order, but I am writing this message from another computer where I don't have FO3 (sorry for that).

However, my general load order philosphy is:

Fallout
all DLC's (with their release order)
Unofficial Fallout patches (for FO3 and DLC's)
CALIBR
CRAFT
important .esm's (FOOK, MMM, Destruction, etc.)
Other .esm's
Enhanced Weather
Radio files (like GNR, Conelrad, Existence, etc.)
Graphic & Animation files
FOOK .esp's
several XFO .esp's (nothing that changes weapons or NPC's)
MMM .esp's
other mod .esp's (again I try to use nothing that changes weapons or apparel so as not to overwrite FOOK, but I use some that add new weapons like "Classic Fallout Weapons" and "Unique Weapons")
Mods for perks (like UPP, VDSP, etc.)
FOIP patches
CASM

But still, it looks like I am doing something wrong. I even tried sorting all mods manually in accordance with the masterlist of BOSS for that matter; but even that did not work.

BTW, I had Project Beauty installed, but I removed it's .esp's and .esm after I read that FOOK is not compatible with that particular mod in fookunity.

I also tried having loading MMM.esm before FOOK.esm as suggested by someone in fookunity, but even that did not work.

Even the Load Order soted by FOMS did me no good.

I think I will eventually start a new game with all these installed, but I am not sure whether that will work (besides I've put a lot of effort to come that far with FOOK and MMM's IncreasedIncreasedSpawns on).

Will it be better if I just removed everything and made a clean install (which takes ages with all DLC's and so many mods); or can I just make do by changing my LO?

I am also open for suggestions for the load order.

I believe I will do much better without a merged file (thanks to Mart for the advice) since I am not sure what it will do. But I can still use the "MasterUpdate" I believe, right?

Anyway, sorry for writing so long and boring; I hate leaving out any details that might provide some insight.

Again, thanks a bunch for the mods and the time you've all put in.

And Merry Christmas!!
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Becky Palmer
 
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Post » Mon Aug 23, 2010 1:53 pm

could someone clarify for me if im still supposed to esmify all my esps again. i havent had any issues and i use FWE and MMM. :dance:


MasterUpdating some mods does not work or has unintended side effects.

For example, http://www.fallout3nexus.com/downloads/file.php?id=6066 in my experience, will crash frequently if Master Updated

http://www.fallout3nexus.com/downloads/file.php?id=7693 will have the rocks placed back in front of the entrance and therefore be inaccessible for a revisit and consequently, no more fun times with the Enclave there.
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Setal Vara
 
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Post » Mon Aug 23, 2010 8:57 am

Anyway, as far as I know, I have to change the filename of FO3Edit to "MasterUpdate" for it to work as Master Update, is that right?

Another problem is that I treated .esp files having .esm flags as .esm's (loading them before .esp's); but shoudl just ignore FOMM's message and deem these as .esp's?

I had CTD's and freezes before I stumbled upon a file on Nexus saying stating that FO3 does not work well with quad-core CPU's after the 1.5 patch, and showed a clever way to correct it; but after I used BOSS for the first time, I got them back again (also all my FOOK weapons and equipment got lost).

I wish I could my current, not working as I want, Load Order, but I am writing this message from another computer where I don't have FO3 (sorry for that).


The manual in my sig may be of some help in configuring MasterUpdate/MasterRestore - as well as some of the conflicts you mentioned.

Cheers,

Miax
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Vivien
 
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Post » Mon Aug 23, 2010 1:46 am

So.... what is the final word about what to select to create a merged patch for WMK ?

If I understand correctly, in order to 1) select as few mods to merge as possible and 2) since WMK requires a patch to deal with DLC, should I just merge these files ?

- DLC.esms
- Unofficial fallout patch DLC ?
- WMK files
- EVE - FWE with WMK.esp (from FOIP)

My load order is in my sig (first link) if anyone wants to look at it.
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kitten maciver
 
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Post » Mon Aug 23, 2010 2:43 pm

So.... what is the final word about what to select to create a merged patch for WMK ?

If I understand correctly, in order to 1) select as few mods to merge as possible and 2) since WMK requires a patch to deal with DLC, should I just merge these files ?

- DLC.esms
- Unofficial fallout patch DLC ?
- WMK files
- EVE - FWE with WMK.esp (from FOIP)

My load order is in my sig (first link) if anyone wants to look at it.


I would see http://www.gamesas.com/bgsforums/index.php?showtopic=1062103&hl=a, which will answer alot of your questions about load order.

If you get the FOIP patch and Mez's merged patch, you shouldn't need to make one of your own unless your still having issues..

Miax
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Joey Bel
 
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Post » Mon Aug 23, 2010 11:54 am

Just to belabour - and confuse - the point even more, here's an excerpt from the WMK readme:

"Automatic Merged Patch Creation:

- This is MANDATORY unless you use WMK on its own with no add-ons (such as compatibility patches or add-ons for DLC weapons); and even then it is strongly recommended as standard practice when using mods for FO3, as it may improve compatibility between mods you may be using (including - but not limited to - WMK).
- Download FO3Edit v2.5.0 or above (http://fallout3nexus.com/downloads/file.php?id=637) to create the 'merged patch'. This should be done after you have installed and activated all the mods you wish to play the game with (and have configured your load order using a tool like Fallout Mod Manager (FOMM)). This is how to do it:
- Run FO3Edit, and a list of all the plugins in your Fallout 3\Data\ directory will come up, listed as per your load order. By default, the plugins you have activated in the Fallout 3 Launcher or in FOMM will have ticks next to them. This is what you want, so just click 'OK'.
- Once FO3Edit has finished loading, right-click somewhere in the panel on the left that lists your activated plugins, and select 'Create Merged Patch' from the context menu.
- Enter a name for the patch into the window that pops up (any name you like), and click on 'OK'.
- Once FO3Edit has finished generating the patch (it creates a new .esp file with the name you entered), which should only take a few seconds, close FO3Edit. Click 'OK' on the window that pops up to save the Merged Patch that was generated.
- Finally, make sure the Merged Patch esp is loading after all your other plugins (which it should already be, by default), and activate it using the Fallout 3 Launcher or FOMM.
- If you ever uninstall plugins - or install new ones - deactivate and delete the Merged Patch, and then follow these instructions again to create a new one."

Mart, I draw your attention to he bolded bits, which clearly talk about the benefits of applying Merged Patch for ALL your mods... help me please resolve this confusing and - dare I say - contradicting piece of advice from two respected sources...

Cheers, bendiwolf


i do this that you have described above
but...when i get to the part about open FOMM and make sure its loaded...there is no new merged patch to be found....if i re run FO3edit its shows that its there but FOMM doesnt show it
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Nicholas
 
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Post » Sun Aug 22, 2010 11:01 pm

Do you have FOMM running while you create the patch? If so, close and restart it, it only finds new esp's when it is started.
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Marguerite Dabrin
 
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Post » Mon Aug 23, 2010 6:48 am

So what things/errors is this master update business used to resolve? Is it navmesh and spawn list stuff, kind of like the old levelled list issue with Morrowind (but extended to Navmeshes?). This is really doing my head in as someone who has spent more time around MW! I'm not surprised there's new threads every day with people concerned/wondering about their load orders, the whole ESM/ESP system is so picky!
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Kelly John
 
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Post » Mon Aug 23, 2010 7:39 am

So to sum up for those that might be a little slow (myself included) to get a game that runs decently with FWE, MMM, EVE and WMK:

1. You use Mez's Merged Patch unless you know what you're doing and can manually edit a merged patch.

2. You load the patch after the FOIP patch for WMK, but before all the other FOIP patches.

3. Then you masterupdate

Now what if you use other mods as well. For example quest mods like Cube or new land/quest mods like Arefu Expanded or Return to Shady Sands?
Do you merely masterupdate to handle these mods or do you need to do something with a merged patch? I have tried looking at the readme manual for FO3Edit, but my brain starts to melt after having read too much :P
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Charlie Ramsden
 
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Post » Sun Aug 22, 2010 10:58 pm

So to sum up for those that might be a little slow (myself included) to get a game that runs decently with FWE, MMM, EVE and WMK:

1. You use Mez's Merged Patch unless you know what you're doing and can manually edit a merged patch.

2. You load the patch after the FOIP patch for WMK, but before all the other FOIP patches.


I thought Mez's Merged Patch should load last?
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Alex [AK]
 
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Post » Mon Aug 23, 2010 3:08 am

Which is why it would be nice to have a genius explain it once again for those of us that find it a tad complicated ;)

Maybe the right way is to load it last if you use Mez's Merged Patch which I suspect is already tweaked for those mods and if you create your own automatically in FO3Edit you should load it efter FOIP - WMK but before the other FOIP patches. But I guess an expert will answer in due time. Haven't much time to begin playing anyway. Even though I must admit I'm beginning to get the itch :D
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Melanie Steinberg
 
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Post » Mon Aug 23, 2010 12:54 am

Mez's patch causes a mighty serious problem for me (unable to do anything but to watch the beginning slideshow, since the game doesn't react to keyboard or mouse), so i just load all esp's in FO3Edit, click "create merged patch", put it last in load list and finally apply master update. I don't know if it's the proper way to do things, but i haven't seen any unexpected behaviour nor does the game crash constantly, so it's good enough for me :shrug:

Too bad Fallout 3 doesn't have a tool like Wrye Bash for Oblivion.
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Bek Rideout
 
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Post » Mon Aug 23, 2010 2:39 pm

Well I'm no expert but was active on forums when the patch was created. It should load near last or last like a bashed patch.

Check http://www.gamesas.com/bgsforums/index.php?showtopic=1058962 which Mez has admin privileges to and which is now utilized pretty well in FOMM. Check http://www.gamesas.com/bgsforums/index.php?showtopic=1062103 thread - same info - load last.

On Nexus is http://www.fallout3nexus.com/downloads/file.php?id=8629 that would probably be the best info. That has expertise in it. Genius, however, is a word I use sparingly.

If you search there have been two or three threads about http://www.fallout3nexus.com/downloads/file.php?id=10097. Only the BAIN functions have been implemented. Cannot create a bashed patch. A good portion has been done but then the author shied away stating all he wanted to do was have BAIN, but now FOMM has some BAIN like features.

If Wrye bash for F3 were implemented then F3 would have as robust a modding scene as Oblivion.
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April
 
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Post » Mon Aug 23, 2010 8:26 am

Ok genius might be a bit much, but I have tried reading that manual and it seems to complicated for me to comprehend. I simply don't have the time to read it and as far as I can understand you don't need to do many of the things inside of it, as experienced modders have already done it with their FOIP - project at least as far as I understand. And what else conflicts I have by using other mods I'll just have to live with. I merely need some guidance as exactly what to load and in which order when it comes to Merged Patch and Masterupdate. I've read through this thread, but it's a bit hard to mke out exactly what to do as I described earlier. Thanks for any guidance in advance :)
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Luna Lovegood
 
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