Merged patch?

Post » Thu Dec 08, 2011 10:32 am

I am planning on installing a ton of mods to fallout 3 and read somewhere you need a merged patch? what is its purpose? as ive modded oblivion and have never needed one, i take it fallout 3 must be different when modding?

Thanks

EDIT, another question, does http://www.fallout3nexus.com/downloads/file.php?id=14773 mod work with FWE?
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WYatt REed
 
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Post » Fri Dec 09, 2011 12:57 am

When you're familiar with Oblivion, you have likely used Wrye Bash and made bashed patches. You can do pretty much the same in Fallout with http://www.fallout3nexus.com/downloads/file.php?id=11336.

A merged patch is done with the tool http://www.fallout3nexus.com/downloads/file.php?id=637; it can do some things a bashed patch can't (while this can do other things) but I prefer the other one. A manual for FO3edit can be found http://fallout3nexus.com/downloads/file.php?id=8629. No need to do both patches, btw - but I'd install FO3edit even if you plan to use Wrye Flash - it has other uses.
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Bek Rideout
 
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Post » Thu Dec 08, 2011 9:58 am

i never used wyre bash, just OBMM but thanks anyway i'll just use fo3edit. But does it basiclly make all your mods talk nicely to each other? Btw i will use fomm, as i have already used it for new vegas and is easy to use as ive used OBMM which isnt much different. Personnaly think fallout 3 is a lot better.

Also any comment on AA working with FWE?
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Beulah Bell
 
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Post » Thu Dec 08, 2011 5:03 pm

It depends. Last time I played F3, I couldn't make the then current version of http://www.fallout3nexus.com/downloads/file.php?id=11418 work flawlessly in my loooong LO with a merged patch - but when I added the appropriate tags to the mod in Wrye Flash, it worked perfectly after the bashed patch did its job.

But, in principle, the merged patch helps to level the different mods out and, usually, it works well.

I have seen a couple of LO that include AA and FWE, so they should work together - but I don't use the overhaul mod this time around, so I can't speak out of experience.

Btw, when I played Oblivion a bashed patch was simply a must for my LO - without it: crash & burn. But this was some time ago - I didn't even know you could play it with the help of OBMM alone.
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Shannon Marie Jones
 
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Post » Thu Dec 08, 2011 6:26 pm

It depends. Last time I played F3, I couldn't make the then current version of http://www.fallout3nexus.com/downloads/file.php?id=11418 work flawlessly in my loooong LO with a merged patch - but when I added the appropriate tags to the mod in Wrye Flash, it worked perfectly after the bashed patch did its job.

But, in principle, the merged patch helps to level the different mods out and, usually, it works well.

I have seen a couple of LO that include AA and FWE, so they should work together - but I don't use the overhaul mod this time around, so I can't speak out of experience.

ok well thanks for your help, IMCN is on my install list so i'll have to see how it works out. Ive gone through about 5 play throughs on the ps3 before i got it on pc, (now downloading it only 1 gig to go!) so i think i need a overhaul and lots and LOTS of mods, haha :)

Yeah oblivion runs fine with well over 20 mods with OBMM alone (well, with OBSE and BOSS to), including OOO, QTP3 etc

Another quickie, how do you think NMC texture pack Full will work on my pc? (no bumpacks)
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aisha jamil
 
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Post » Thu Dec 08, 2011 9:53 pm

Another quickie, how do you think NMC texture pack Full will work on my pc? (no bumpacks)


Fast computer, a lot of video RAM - I don't think you'll have any problems with it. My Fun-PC isn't as quick and does fine with the many graphic enhancement packs installed.
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W E I R D
 
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Post » Thu Dec 08, 2011 8:44 pm

Yeah AA and FWE will work together. But AA unbalances some Changes from FWE. Two things happen: Weapon DMG is significantly lower and Weapon prices, health is higher than FWE′s ones.

Edit: 20 Mods isn′t so much. My Oblivion runs with an FCOM core install and ends up with 107 activated mods and 153 incl. the ones merged into the Bash Patch. My F3 install looks similar: 70 act. and 88 incl. merged ones. Using a Bashed Patch can really avoid mod conflicts. Especially if a bunch of mods change different things of the the same thing.

For example: Normally the latest esp in your LO wins the run and gets loaded. Lets take a NPC of your choice. Project Beatuy adds a nice face and hair to the NPC, FWE changes the Faction of the NPC and last AA adds a new Weapon to the inventory. Common LO for this mods:

1. PB
2. AA
3. FWE

Without a Bashed Patch you′ll get just the changes FWE does to the NPC. But with you can set tags (automated if using BOSS) so the NPC get merged into the Patch and appears ingame with all 3 changes.
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Scared humanity
 
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Post » Thu Dec 08, 2011 6:48 pm

Fast computer, a lot of video RAM - I don't think you'll have any problems with it. My Fun-PC isn't as quick and does fine with the many graphic enhancement packs installed.

ok awesome thanks. Thats a relief as ive already downloaded it at 1gb+ ;)
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Taylor Tifany
 
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Post » Thu Dec 08, 2011 12:43 pm

Yeah AA and FWE will work together. But AA unbalances some Changes from FWE. Two things happen: Weapon DMG is significantly lower and Weapon prices, health is higher than FWE′s ones.

hmm thanks for that piece of interesting info lifestorock! i'll have to make my mind up about that... does fwe add any more weapons? as i would like some more, perhaps there are options in FWE that change the above effects?
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Jacob Phillips
 
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Post » Thu Dec 08, 2011 3:05 pm

hmm thanks for that piece of interesting info lifestorock! i'll have to make my mind up about that... does fwe add any more weapons? as i would like some more, perhaps there are options in FWE that change the above effects?


There is no solution in FWE options. Some time ago I′ve done my own patch. But it depends on several other mods: EVE, Weapon Mod Kit, xCalibre (Book of Earache).
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Jessie Rae Brouillette
 
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Post » Thu Dec 08, 2011 10:42 am

There is no solution in FWE options. Some time ago I′ve done my own patch. But it depends on several other mods: EVE, Weapon Mod Kit, xCalibre (Book of Earache).

yeah, i'll list the mods im gonna use:

FWE
EVE
WMK
FO3 reanimated
NMC's texture pack
Project beauty HD
MMM
FOIP
COTW
some body mods
Ultimate perk pack
Enhanced weather
Unofficial fallout 3 patch
AA
DC interiors
GNR more where that came from
IMCN
Max level workaround
Mothership zeta crew
RTS
Robco certified
FNNCQ slavery overhaul
MTC wasteland travellers
Owned
Underground hideout
Vault 89
Vault 101 revisited
Archive invalidation validated
FOSE
FSR

Then finish it off with a merged patch, any more mod suggestions or good ones ive missed?

Also do you recommend i create a test save and wait to get out of the vault before installing and install 1 at a time?

And you edited above saying a bashed patch helps but will the merged patch work as effectively?
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Damien Mulvenna
 
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Post » Thu Dec 08, 2011 7:21 pm

If you use http://www.fallout3nexus.com/downloads/file.php?id=640 or Wrye Flash to install your mods (and you should use one of them - actually, definitely use FOMM but BAIN in Wrye Flash is my new toy and I like it a lot), archive invalidation can be handled by them. http://www.fallout3nexus.com/downloads/file.php?id=14946 is an update of "GNR - More where that came from".

I don't know if the issue between EVE and "FO3 reanimated" has been resolved, so I'd ask first and be careful. It once was a common advice to not use the "Unofficial fallout 3 patch" with FWE, since the Overhaul integrated and updated many of its patches - but I've read other opinions lately too.

Still, I'd rather prefer http://www.fallout3nexus.com/downloads/file.php?id=16490 - though I'll likely try out a new beta of another mod that corrects errors.

There is a ton of other mods that I think are interesting - but it always depends whether you're rather a shooter or a role-player or a puzzle-solver.

Absolutely use DarnUI and if you have more than one mod that adds information to a HUD: http://www.fallout3nexus.com/downloads/file.php?id=15771.

This is also a mod that should be installed as a fomod - so you should install FOMM anyway. ;)
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Vicki Gunn
 
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Post » Fri Dec 09, 2011 1:24 am

I never used the Merged Patch from Fo3edit. I′m running Wrye since Morrowind. But if you need help with Wrye, let me know. It′s not as difficult as you think. And with that bunch of mods that you plan to use ... I really recommend to use a Bashed Patch.

Also there is no need for a save. With FWE you can get really quick out of the tutorial.

Perhaps you want to check out Dynamic Weather. Works perfectly with the rain part from Enhanced Weather. Perhaps you also want to check out Paradox Ignition. They merged two of the mods you want to use.
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Elizabeth Davis
 
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Post » Thu Dec 08, 2011 2:29 pm

Thanks for both of your advice and will have a look at your suggestions and check for compatibility etc, and i think i'll use fomm with the merged patch.
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An Lor
 
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Post » Thu Dec 08, 2011 4:02 pm

I read archive needs turning on and off on fomm etc when installing mods but with the mod you dont need to change anything after install.

Thanks for gnr enhanced now downloading that

Some people say EVE and fo3 reanimated work and others say it doesnt so i'll have to experiment with it.

Yes it seems fwe fixes most things anyway so i'll leave the UFO3P

Thanks ive downloaded darnui and unified project.

lifestorock will the merged patch with fo3edit suffice in getting the mods working?

Thanks now got dynamic weather and will check out paradox.

I think my mods are now more compatible lol but if you have any other suggestions please say, also for mods i like it as realistic as possible tbh.


Now for some installing....gulp :confused:
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FABIAN RUIZ
 
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Post » Fri Dec 09, 2011 1:11 am

When you use FOMM, an entry under the tab "Tools" (called "Archive Invalidation", strangely enough) needs to be checked and then takes care of the issue.

Wrye Flash can do the same.

A merged patch will do just fine, just follow the instructions precisely – but you already know that. :)

If "realism" is your goal, FWE wasn't the best Overhaul you could have chosen. I am now using http://arwenevecom.ipage.com/Fallout/FO-mods04.htm for the first time instead of FWE and they turn the Wasteland into a more gritty experience. Among other modules, it incorporates a system to deal with injuries and needs that is more demanding than FWE+IMCN and, imo, adds a lot if you want to deal with the consequences of a life under those conditions.

Some other mods I like:

Armor & Weapons (and effects upon them):

Advanced Recon Stealth Armor (plus the night vision and the trap detector)

DC Ranger Arsenal (armor, gear, weapons)

Dragonskin Tactical Outfit (one of the best "soldier" outfits)

Impervious Power Armour (makes a Power Armour wearer a tough nut to crack)

Powered Power Armor (adds upgrades to power armour; I rarely actually wear Power Armour at all but if I do, I want options, options, options)

RH_IronSights – FOSE (bundle it with http://www.marcurioscache.nl/?q=fo3tofps and some weapon-upgrade-mods and you are as close to a shooter as F3 will probably get. Most weapon mods linked on the IronSights page are also good)

Solar Scorcher (fun weapon)

Steiner Combat Gear (another good outfit for a soldier-like appearance)

Weapon Mod Kits (already on your list).


The world around you

BA_WastelandRestoration (if you think that the flora should have already started to grow back 200 years after the war – GreenWorld, Greener World and Recovering Wasteland are alternatives, but not as good, imo.)

Fallout Street Lights (when you use Fellout, the night is dark and street lights a welcome aid)

Fellout

Ranger HQ (because it wasn't an HQ at all in vanilla)

TecVault (new home, must be earned)

The IMAGINATOR for FO3 - Visual Control Device (to control the light very precisely)

http://www.marcurioscache.nl/?q=fo3urwl (I've always liked the colours of URWL and the added weather script is comparatively fast. An alternative to Fellout and Weather mods).


Quests, adventures, new lands

A Quest for Heaven (a quest that consists of several parts)

Cube Experimental (maybe not lore-friendly but well done)

MarkB50K Wasteland Patrols (What, you don't want more enemies?)

Project Genesis


http://www.fallout3nexus.com/modules/members/index.php?id=137055's quest mods have always been among my favourites

Real Time Settler

The Crimson Caravan v1.3 Beta (rich, but some annoying bugs)

and

Alton IL (new addition, looks very promising; will add it when my new character has matured a bit).


Enrich/improve the experience

DK Bullet Time (more "realistic" than VATS – I don't use it anyway)

FO3 to FPS (already mentioned - a more shooter-oriented experience. But since all modules can be used independently (the integrated versions of Bullet Time and Sprint work fine, for example), you can also use the mod to add aspects to a more "realistic" approach)

Karma Revamp Mod (because Karma in vanilla changes too rapidly)

Refurbish DLC (so that the DLCs are better integrated into the unfolding story)

See you – Time for Bed (the world continues to do its things while you are asleep)

Sprint Mod (running away fast might save you)

Zumbs Overhauled Real-Time Security (real-time lockpicking, hacking, and lock smashing).


And for a little added fun:

Laurens Bathroom Poetry (adds graffiti, words of wit, and poetry to bathrooms)

Playing With Firepower (exotic weapon effects).


You can find all those mods easily on the Nexus, apart from the ones made by Marcurios; that's why they contain links.
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CArla HOlbert
 
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Post » Fri Dec 09, 2011 12:15 am

I think for his first gamethrough with a modded FO3 FWE is the better general overhaul. It contains several mods you listed up and meant to be used alongside Arwen′s mod.

About your merge patch Problem: I never used the one created with FO3edit. But after creating on just for fun a couple of minutes ago: I think it mostly merges lists, similar to the "Mashed List", which is required and recommend for a modded Morrowind. I can′t deny your Fallout won′t run with it. But a "Bashed Patch" is more detailed and you have more control of what gets merged into it.

Wrye Flash + BOSS can handle your whole LO very easy.

some advantages:

- LO gets fully automated sorted
- not all .esps needed to be activated
- easy and fully automated added "Bash Tags" from BOSS to control your "Bash Patch" creation
- you are able to handle all tools for modding from wrye′s interface

disadvantage:

- you need Python ... can cause headache during install if you grab the wrong version x)

But at the end ... it′s your decision. Lets hope that you end up with a stable game anyway. :celebration:
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Catherine N
 
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Post » Fri Dec 09, 2011 1:28 am

Thank you very much lifestorock and thommaal, good recommendations thommaal but couldnt move past your first one about arwens realism tweaks...excuse me but OMFG!! :shocking: That is what you call a hardcoe looking mod.... but can FWE be used in conjunction with arwens mod? and is arwens mod mostly compatible with everything else im planning? and lifestorock why do you say FWE would be a better general overhaul, i havent started installing yet so want to make the right decision :)

Sorry just read arwens mod isnt compatible with fwe, but am debating what one to use now... as i want the realism but also want the good mods fwe offers....
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Sun of Sammy
 
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Post » Thu Dec 08, 2011 10:05 pm

If you are familiar with Oblivion think about these correlates:
FWE ... OOO
Arwen ... TIE
MMM ... MMM
FOIP ... FCOM

If not then basically it is like this. Arwen uses mostly vanilla content and spends most of its energy in rebalancing the game.It has options (though I'm not up to date on it but I bet you can get less hardcoe if wanted). it accentuates the game.

FWE not only rebalances the game it also introduces tons of smaller mods that all have been altered and adjusted to work with FWE and these include a bunch of weapon and armor mods and tweaks. It changes the game.

FOIP is a collection of patches to make MMM and a few other mods work with FWE. It really changes the game.

I will say this though - Arwen is still active here while none of the FWE, MMM, FOIP people are. that means you are more likely to get support from her.

the debate over merged patch and bashed patch http://www.gamesas.com/index.php?/topic/1117083-merged-patch-or-bashed-patch-or-both/.
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Lily
 
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Post » Thu Dec 08, 2011 11:58 am

If you are familiar with Oblivion think about these correlates:
FWE ... OOO
Arwen ... TIE
MMM ... MMM
FOIP ... FCOM

If not then basically it is like this. Arwen uses mostly vanilla content and spends most of its energy in rebalancing the game.It has options (though I'm not up to date on it but I bet you can get less hardcoe if wanted). it accentuates the game.

FWE not only rebalances the game it also introduces tons of smaller mods that all have been altered and adjusted to work with FWE and these include a bunch of weapon and armor mods and tweaks. It changes the game.

FOIP is a collection of patches to make MMM and a few other mods work with FWE. It really changes the game.

I will say this though - Arwen is still active here while none of the FWE, MMM, FOIP people are. that means you are more likely to get support from her.

the debate over merged patch and bashed patch http://www.gamesas.com/index.php?/topic/1117083-merged-patch-or-bashed-patch-or-both/.

Thanks for the overview Psymon, cant decide with FWE or arwens mod, i want the realism of arwens mod but feel like i'll be missing a load of other good tweaks from FWE

Im leaning more toward arwens mod now, but are there any mods from FWE that you think i should have anyone? Thanks really looking forward to using it now.

EDIT ive found some that i should prob use like: ammo weight, ZORTS, karma revamp and AA instead of fwes added weapons, any more you would think i need?
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Bek Rideout
 
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Post » Thu Dec 08, 2011 11:50 pm

FWE most definitely is slanted toward being harder with a lot of options to make it like Arwen's realism. You can set it to extremely harsh with limited ammo availability, gimped stimpack healing and all that.

It is just that and so much more. But like OOO with Oblivion it would require more patches if add other mods. If you are new to mods try Arwen ... FWE isn't going anywhere.

As for immersion/realism mods I gotta give a plug for http://www.fallout3nexus.com/downloads/file.php?id=11418 which is the most comprehensive realism mod (food, sleep, thirst, hydrothermia, drugs) I've seen for any game based on this engine. It works with all major overhauls.
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I love YOu
 
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Post » Thu Dec 08, 2011 1:11 pm

So say fwe can be made like arwens but it looks like arwens is far more advanced than fwe in terms of realism and changes. And its got to be better than IMCN no? I will either use arwens and those mods i posted or fwe and IMCN for the realism.
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BRAD MONTGOMERY
 
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Post » Thu Dec 08, 2011 12:50 pm

I'm a fan of more content and adjustable option menus in game, so FWE always was my preferred choice.

Arwen's may be more advanced in certain areas. She is tenacious about it.

IMCN works with Arwen's too.
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Enie van Bied
 
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Post » Thu Dec 08, 2011 9:13 pm

Thanks for your advice. Surely you wouldnt need IMCN with arwen?
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courtnay
 
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