Mod suggestions for fan of the original Fallouts?

Post » Sat Feb 19, 2011 8:29 am

Hi all,

I've been playing a lot of modded Oblivion over the past few months, and have really been impressed with the degree to which mods can make that good-but-deeply-flawed game playable/fun. So I thought I'd turn to FO3 and ask for recommendations -- I've done a bit of searching, but haven't found any threads that are looking for quite what I want (feel free to link any if I've missed them). So here are some things I'm looking for/disliked about FO3:

1) Generally, I'm just looking for mods to replicate the feel of Fallouts 1 and 2. Those games were great, and FO3 just never really did it for me in the same way they did.

(and the specifics...)

2) I hated how generic most of the NPCs in FO3 were. None of them seemed to have much character -- the main NPCs had a little, but everyone else was a walking signpost. Are there any suggestions for mods to improve characters/dialog/etc.? I'm happy to read -- they don't have to be voiced.

3) I disliked the everything-levels-with-you approach. FO3 isn't quite as bad in this respect as Oblivion, but it still made the game feel, well, bland and homogeneous. I want variety -- challenge in some places, ease in others, with commensurate reward for risk -- and I want leveling up to mean that my character grows in power relative to the world.

4) I disliked that a ) it was possible to max every skill, and b ) that it was necessary to max every skill. Of the two, ( b ) bothered me more -- I felt like I needed to have high levels in lockpick AND science AND speech in order to get along. This made these skills feel not at all like alternatives, but rather all bland components of the same necessary supercharacter. In FO1 & 2, there were generally options for each of these skill paths.

5) As a corollary to (4), I want more quests/areas to be manageable through non-violence or roleplaying; I felt that there weren't anywhere near enough speech challenge ways to get things done.

6) I just wanted the game to have more character, generally. All the character in vanilla FO3 feels very surface-level to me (i.e., pretty much limited to the visuals), relative to Fallout and Fallout 2.


Ok, that's all I can think of for the moment. Thanks for reading and/or responding. :)
User avatar
Nathan Maughan
 
Posts: 3405
Joined: Sun Jun 10, 2007 11:24 pm

Post » Sat Feb 19, 2011 3:36 am

1) Generally, I'm just looking for mods to replicate the feel of Fallouts 1 and 2.

A lot of that feel was the spooky music. Sadly, I don't know any mods that add the music from those games, but you can find them on YouTube.

2) I hated how generic most of the NPCs in FO3 were. None of them seemed to have much character -- the main NPCs had a little, but everyone else was a walking signpost. Are there any suggestions for mods to improve characters/dialog/etc.? I'm happy to read -- they don't have to be voiced.

No modder wants to touch the Main Quests, but there are separate quest mods. I've played and enjoyed mods by Puce Moose called A Note Well Missed, An Evening with Mr. Manchester, and To Sleep, Perchance to Dream. They were very challenging and non-combat. Next I will try A Quest for Heaven, Episode 1 and Episode 2.

3) I disliked the everything-levels-with-you approach. FO3 isn't quite as bad in this respect as Oblivion, but it still made the game feel, well, bland and homogeneous. I want variety -- challenge in some places, ease in others, with commensurate reward for risk -- and I want leveling up to mean that my character grows in power relative to the world.

Fallout Wanderer's Edition, but beware, it is unmerciful in the beginning. Your skill points will contribute to your accuracy and, if you want, gunspread will make all npcs and you more or less accurate. Also try Weapon Spread and Jam.
http://www.fallout3nexus.com/downloads/file.php?id=2761
http://www.fallout3nexus.com/downloads/file.php?id=5750

MMM has a feature that allows enemies above the player's level to spawn. MMM has crashed constantly for me and I have had to learn to use Master Update Mode with FO3Edit to reduce conflict caused ctds.

http://www.fallout3nexus.com/downloads/file.php?id=3211
http://www.fallout3nexus.com/downloads/file.php?id=637
http://fallout3nexus.com/downloads/file.php?id=8629

You will also need FOIP if you want FWE and MMM to coexist peacefully, as well as Master Update Mode with FO3Edit

http://fallout3nexus.com/downloads/file.php?id=4968

4) I disliked that a ) it was possible to max every skill, and b ) that it was necessary to max every skill. Of the two, ( b ) bothered me more -- I felt like I needed to have high levels in lockpick AND science AND speech in order to get along. This made these skills feel not at all like alternatives, but rather all bland components of the same necessary supercharacter. In FO1 & 2, there were generally options for each of these skill paths.

Again, FWE. It will limit your skill points to force you to choose. Also, it's customizable. And there are perk mods.

http://fallout3nexus.com/downloads/file.php?id=1409
For this one, don't download the perk pack that replaces default perks.

5) As a corollary to (4), I want more quests/areas to be manageable through non-violence or roleplaying; I felt that there weren't anywhere near enough speech challenge ways to get things done.

I've heard that Fallout: New Vegas is the way to go for this choice, but you will be STUCK to the main story.

6) I just wanted the game to have more character, generally. All the character in vanilla FO3 feels very surface-level to me (i.e., pretty much limited to the visuals), relative to Fallout and Fallout 2.

Again, New Vegas npcs have more depth, but Obsidian supposedly neglected the game world locations severely.
User avatar
Alex Vincent
 
Posts: 3514
Joined: Thu Jun 28, 2007 9:31 pm

Post » Sat Feb 19, 2011 6:21 am

Thanks. I had briefly taken a look at FWE and it looked like the best bet, so I guess that will form the basis of what I try -- I'm fine with hardmode. It sounds like there's not a lot to be done in terms of crappy NPCs and so forth...the main quest didn't bother me that much -- I thought the writing lacked subtlety, but I wouldn't say that I thought it was awful. My major problem was with all the other NPCs in the game -- the ones who weren't the main 5 or 6 characters. That and the fact that there was really only one way to get through the MQ. But c'est la vie.

FWIW, while I thought the writing in FO:NV was a bit better (I do also own and have played it), I wouldn't say that it was amazing either. Still miles behind FO1, FO2, or anything else from Black Isle. But thanks for the recommendations. FWE looks like it'll at least make the game challenging, and that's something. ;)
User avatar
ImmaTakeYour
 
Posts: 3383
Joined: Mon Sep 03, 2007 12:45 pm

Post » Fri Feb 18, 2011 9:29 pm

Unfortunately, no one can change the writing and nobody wants to try to break the quests. FO3's strength is the gameworld ( exploration not limited by overscaled hostiles, dungeons and item placement, outside encounters ).

Let me list off the top of my head what FWE does:

New game choice to enter the world at different locations
Mandatory eating and drinking
Option to travel by caravan. Optional module to turn fast travel off and fix your own motorcycle
Crippled limbs need medical braces and surgical tubing to treat
Hostiles report dead bodies and communicate if they see you
Arm cripple hurts aim, leg cripple hurts movement, head cripple blurs vision intermittently
More weapons in the Leveled Lists for everyone and different types of ammo. ( Book of Earache mod adds even more )
Less health and more damage for everyone
Choice of both VATS and bullet time mode, night vision, grenade key
Fall damage increased, weight capacity decreased, big guns have strength requirements
AI is different ( I have seen hostile actors dodging out of my sights and using cover like pros )
VATS can be arranged to have the player suffer 100% damage while using it
Explosives can be used to open locks
Radiation is severe and the player may become addicted to Rad-X, RadAway, Buffout, etc.
Player can use power armor right after fitting it at a workbench ( I didn't have power armor training )
More weapons to craft, as well as more stuff to craft

If you want the open world to have more action via more spawns, consider MMM, but also be aware that Wrye Bash and FO3Edit are needed so that MMM does not cause the game to crash. I see what you mean about walking signposts, many characters are there as stock and nothing else, BoS patrols and Outcast patrols have nothing to tell you, and hunters are spread sparsely to provide a few basics but nothing else. Because fleshing out minor characters more would have meant scheduling more voice acting and editing. So that's why we have quest mods that don't touch the main quest. Here are the ones I've mentioned and some that I've always wanted to try:

http://www.fallout3nexus.com/downloads/file.php?id=4730
http://www.fallout3nexus.com/downloads/file.php?id=5630
http://www.fallout3nexus.com/downloads/file.php?id=6921
http://www.fallout3nexus.com/downloads/file.php?id=6270
http://www.fallout3nexus.com/downloads/file.php?id=10208
http://www.fallout3nexus.com/downloads/file.php?id=12887
http://www.fallout3nexus.com/downloads/file.php?id=13308 ( This one has synthetic voice acting )
http://www.fallout3nexus.com/downloads/file.php?id=10779
http://www.fallout3nexus.com/downloads/file.php?id=14449 ( Fully voiced )
http://www.fallout3nexus.com/downloads/file.php?id=12296

I'm torn on what game to get next between Fallout NV, STALKER Call of Pripyat, Metro 2033, and Shogun 2: Total War
User avatar
Allison Sizemore
 
Posts: 3492
Joined: Wed Jul 19, 2006 6:09 am

Post » Fri Feb 18, 2011 11:24 pm

I guess I will toss out my suggestions, as I too wanted to add more of a Fallout feel to my game through mods, and I think I have done a reasonable job at such. I'll give you my LO as well, so you can take a peek at that if you like as well, but I will give my main suggestions with some links:

First and foremost, I recommend http://fallout3nexus.com/downloads/file.php?id=2761 and http://fallout3nexus.com/downloads/file.php?id=3211 are both absolutely essential to my build, though even if I don't use it myself, you may also want to take a look at http://fallout3nexus.com/downloads/file.php?id=7565 as a possible choice in place of FWE, as it is similar but does have a different approach to how it does some things. Of course, if you do decide to run with FWE+MMM, you will certainly want to look into the http://fallout3nexus.com/downloads/file.php?id=4968 options available as well to patch some things together nice (and will also be needed for another recommendation I have). Finally, I also want to give my backing for http://fallout3nexus.com/downloads/file.php?id=1409 as well - great selection of Perks, many in a Trait style fashion.

That all being said, you may also want to take a look into http://fallout3nexus.com/downloads/file.php?id=3388 to get a little more flavor out of the weapons in the game (this will again need FOIP) - which you might as well do since it is still an FPS with RPG mixed in, so enhancing that aspect will help the levels of enjoyment (and add some old school aspects back).

Then, to get the companions to act a little more like the old Fallout games (with some new features to compensate for the FPS aspects of the game), I would take a look a http://fallout3nexus.com/downloads/file.php?id=1925. You can't use Followers Enhanced from FWE with it, but would use it in place of that. Also, it looks like the author may be getting some more updates done on it, so that may be something to look forward to. This will at least make a few more NPCs have a little character to them.

Also in the realm of NPCs, you could look at http://fallout3nexus.com/downloads/file.php?id=6044 which will add some more NPCs out and about. Most are generic as hell still, but there are some special events added in like escorting groups to locations for money, or getting robbed and having to chase the thief down for your goods.

Next there is the newer mod, http://fallout3nexus.com/downloads/file.php?id=15881, which will add some meaning back to the Action Point system of the game and make things a little more like the older games in regards to that. It is listed as Alpha, but it works fine, it is just still being actively worked and more features being considered. Perfectly stable though and works a charm.

To get a little more investigative life back in the game you could take a look at both http://fallout3nexus.com/downloads/file.php?id=5573 and http://fallout3nexus.com/downloads/file.php?id=13064 (this one will need the assets from http://fallout3nexus.com/downloads/file.php?id=4736). While you are at it, maybe take a look at http://fallout3nexus.com/downloads/file.php?id=14368 to make some use out of the random cars and rubble piles about the wasteland.

Those cover a fairly good chunk of Fallout originals that should spice your game up. Might also be worth checking out the UI patch linked in my signature to mix the more PC friendly DUI interface with a Fallout classic feel laced in (also works with other HUD mods and DUI is also patched up to work with FWE).

And then, last but not least, my current LO for you to peek at (at least I think this is the correct one, should be darn close):

Spoiler
Active Mod Files:00  Fallout3.esm01  Anchorage.esm02  ThePitt.esm03  StreetLights.esm04  BrokenSteel.esm05  PointLookout.esm06  Zeta.esm07  FNNsys.esm08  Destruction.esm09  Phalanx-PointLookout-Navmesh.esm0A  aHUD.esm0B  iHUD.esm0C  CRAFT.esm0D  CALIBR.esm  [Version 1.4]0E  Mothership Crew.esm0F  FO3 Wanderers Edition - Main File.esm10  Mart's Mutant Mod.esm11  FNNIguana.esm12  Enhanced Weather - Rain and Snow.esm13  Xepha's Dynamic Weather.esm14  DCInteriors_ComboEdition.esm15  FNNCQ.esm16  FNNCQ_DavidsLab.esm17  FireLightFix.esp18  BlackWidowBurkeFix.esp19  LessRocks.esp++  Reduced Dust Particles.esp1A  DarNifiedUIF3.esp1B  Selective Fire.esp1C  DynamicCrosshair.esp1D  Stimpak Counter.esp1E  CASM.esp1F  Princess Better Prompts v1pt1.esp20  Agatha Radio Enhanced.esp21  Enclave Radio Enhanced.esp22  GNR Enhanced.esp++  GeneratorSound.esp23  ReneersRadioMod.esp24  UPP - Pack 1.esp25  UPP - Pack 2.esp26  UPP - Experience Perks.esp27  UPP  - Quest Perks.esp28  Ex Libris - PreWar Book Titles.esp29  implants.esp++  Tenpenny Tower true peace.esp2A  Scavenger World.esp2B  RZW_SimpleGrab.esp++  LittleLamplightDogs.esp2C  ReciveLyonsPA.esp2D  RZW_PortableLamps.esp2E  MAXdog.esp2F  MegatonHouseExtraStorageSG.esp30  loadingsc.esp31  Treasure Maps_Underground.esp32  Treasure Maps_Secrets of the Wasteland.esp33  Treasure Maps_Bobblehead Edition.esp34  Treasure Maps_A Fist Full of Caps.esp++  Destruction - Main.esp35  Destruction - Main - Statics.esp++  Destruction - DLC.esp36  Destruction - DLC - Statics.esp37  BusworldV1.05d.esp38  NoKnockedOverComments.esp39  SneakModeEffect.esp3A  NPC Height Randomizer Less Variance.esp3B  CrowdedCities_v2.esp3C  MTC Wasteland Travellers.esp3D  MTC MoreGuardsInBigTown.esp++  Clothed American Soldiers.esp3E  Confessor Cromwell has a Break_EV.esp3F  Clothed Sarah Lyons - Sleepwear.esp40  Outcast Scribes03.esp41  ThreeDogs 3 Dogs Alternative.esp42  NPC Response Expansion.esp43  FruitTrees.esp44  RandomExtraTraps.esp45  megalight.esp46  Riverboat Landing Merchant.esp47  FO3 Wanderers Edition - Main File.esp48  FO3 Wanderers Edition - DLC Anchorage.esp49  FO3 Wanderers Edition - DLC The Pitt.esp4A  FO3 Wanderers Edition - DLC Broken Steel.esp4B  FO3 Wanderers Edition - DLC Point Lookout.esp4C  FO3 Wanderers Edition - DLC Mothership Zeta.esp4D  FO3 Wanderers Edition - Alternate Travel.esp4E  DLM_FWE Medic PA FWE+Zeta required.esp  [Version 1.0]4F  MZC-FWE_CP.esp50  Refurbishes [ALL].esp51  WeaponModKits.esp52  WeaponModKits - FWE Master Release.esp53  WeaponModKits - OperationAnchorage.esp54  WeaponModKits - ThePitt.esp55  WeaponModKits - BrokenSteel.esp56  WeaponModKits - PointLookout.esp57  WeaponModKits - Zeta.esp++  Echo_UseBothGloves.esp58  Ammo Press Calibrified.esp59  BBBackpacks-v1-1.esp5A  AutoGates.esp5B  Burnification.esp5C  BuildableBots v0.3a.esp5D  WSG Improved.esp5E  ImmersiveHealth.esp5F  FalloutFood.esp++  FalloutFoods - FWE Master Release.esp60  Mart's Mutant Mod.esp61  Mart's Mutant Mod - DLC Anchorage.esp62  Mart's Mutant Mod - DLC The Pitt.esp63  Mart's Mutant Mod - DLC Broken Steel.esp++  Mart's Mutant Mod - DLC Point Lookout.esp64  Mart's Mutant Mod - DLC Zeta.esp65  Mart's Mutant Mod - FWE Master Release.esp++  Mart's Mutant Mod - FWE Master Release + DLCs.esp66  WRWC - Classic Fallout.esp67  Attentater's Wasteland Economy.esp68  FleshBurningPlasma.esp69  Gifts4Kids.esp6A  ShellRain.esp6B  SunGlassesFX.esp6C  yaDisguisesMod.esp6D  yaDisguisesMod-DLC-Anchorage.esp6E  yaDisguisesMod-DLC-BrokenSteel.esp6F  yaDisguisesMod-DLC-ThePitt.esp70  yaDisguisesMod-MOD-FWE.esp71  Savage Wasteland - Fewer Gun Wielding Maniacs.esp72  Phalanx-MainFollowerModule.esp73  Phalanx-BrokenSteel-Integration.esp74  Phalanx-PointLookout-Integration.esp++  MrSlackPants-DecentPipBoyLight.esp75  ZZ_APP.esp  [Version 0.21]76  Enhanced Weather - Weather Sounds in Interiors.esp77  Realistic Interior Lighting.esp78  Realistic Interior Lighting - BS.esp79  Realistic Interior Lighting - OA.esp7A  Realistic Interior Lighting - PL.esp7B  NColorDCInteriors.esp7C  Xepha's Dynamic Weather - Main.esp7D  Xepha's Dynamic Weather - Anchorage.esp7E  Xepha's Dynamic Weather - The Pitt.esp7F  Xepha's Dynamic Weather - Broken Steel.esp80  Xepha's Dynamic Weather - Point Lookout.esp81  Xepha's Dynamic Weather - Rain.esp82  Xepha's Dynamic Weather - Sandstorm.esp83  Xepha's Dynamic Weather - Dynamic Sneak Bonus.esp84  Xepha's Dynamic Weather - Green Tint Remover.esp++  FNNIguana - FWE.esp85  FNNIguana - MMMRC6.esp++  FNNsys - FWE.esp86  FNNsys start inventory.esp87  Bashed Patch, 0.esp

User avatar
Alexis Estrada
 
Posts: 3507
Joined: Tue Aug 29, 2006 6:22 pm

Post » Sat Feb 19, 2011 9:29 am

Hey, thanks. There are a ton of good ideas in there. I'm particularly interested in APP...how APs and VATS were used bugged the bejeebus out of me when FO3 first came out, but I think I just came to accept it with time. Question though...do you find that the combination of APP & FWE makes the game especially brutal? It's hard to know how the numbers will play out until I get it installed, but APP sounds pretty unforgiving too.
User avatar
natalie mccormick
 
Posts: 3415
Joined: Fri Aug 18, 2006 8:36 am

Post » Sat Feb 19, 2011 12:08 am

To be honest, I love the mix of the two of them together. Does it make the game harder, absolutely, but I feel the game needed that.

As it presently stands, you can get down to 0 AP and still do things with that mod running, you just get hit with some hard penalties for doing so (and can also lose HP very slowly if you go long enough). I personally use the menu to turn off the inventory management portion of the mod, as I don't feel I should be docked AP for having less than 100% encumbrance. You'll also not be able to just run all the time, walking will be more essential if you want to start fights with full AP - same would apply to sneaking (you'll at least want to hold position from time to time and stop moving). Beyond that, even firing/swinging a weapon or even reloading will take a bit of AP.

Personally, I find it very balanced in the long run, but you will need to get used to it. I am a huge fan of the original FO games, but having played 3 with the AP system it has for so long there is certainly an adjustment phase.
User avatar
Guy Pearce
 
Posts: 3499
Joined: Sun May 20, 2007 3:08 pm

Post » Sat Feb 19, 2011 2:04 am

I would add the following premod utilities:

1. Use your graphic card overrides to set AA and AF (check our Arwen's nhancer tweaks for FO3 which can be set now directly in nvidia console on her own website)
2. FOSE
3. Fallout Stutterer Remover - FSR fixes the 64 frame per second gamebryo engine made for xbox/ps3 engines to run at 60 to match vsync for PCs
4. Fallout Invisible Wall fix
5. Fallout Radio fix - play all the beautiful radio music mods (I also use the radio hotkey mod and used the GECK as instructed to include all my radio mods hotkey accessible without using the pipboy)
6. Fake Fullscreen Mode Windowed - didnt think was important at first but really useful
7. Purge Cell Buffers FIXED version no message (immersion purposes) - this purges, same as console command pcb, stuff the engine is keeping track of so that menus, pipboy, esc key loads immediately without delay - at least this is what I noticed in my game.

I use all of them and I really have a CTD Stutter free game....I also use Wrye Flash and do some of my own patch work to minimize conflicts (almost eliminated almost all worldspace and cell conflicts, others types of conflicts are planned). I finally succumbed to the masterupdate mode in FO3edit when I got to my final load order....
User avatar
Adam Baumgartner
 
Posts: 3344
Joined: Wed May 30, 2007 12:12 pm

Post » Sat Feb 19, 2011 4:22 am

Red Eye...a question: do you find that the UPP perks are overpowered compared to the FWE ones? I'm currently thinking of just doing FWE, WMK, APP, and UPP (since in my experience from oblivion, it's best to start off with fewer mods), but I was looking through the perk lists for both FWE and UPP and it seemed like the UPP ones were quite a bit more potent than the FWE ones (although some of the UPP ones are hilarious, and therefore I want to use them if I can...just don't want to unbalance my game). Ooh, actually same question for Scavenger World (which I was semi-considering too)...I could see that potentially being unbalancing if you routinely dig up really good stuff.

Thanks again for your help.
User avatar
Pete Schmitzer
 
Posts: 3387
Joined: Fri Sep 14, 2007 8:20 am

Post » Sat Feb 19, 2011 4:26 am

Red Eye...a question: do you find that the UPP perks are overpowered compared to the FWE ones? I'm currently thinking of just doing FWE, WMK, APP, and UPP (since in my experience from oblivion, it's best to start off with fewer mods), but I was looking through the perk lists for both FWE and UPP and it seemed like the UPP ones were quite a bit more potent than the FWE ones (although some of the UPP ones are hilarious, and therefore I want to use them if I can...just don't want to unbalance my game). Ooh, actually same question for Scavenger World (which I was semi-considering too)...I could see that potentially being unbalancing if you routinely dig up really good stuff.

Thanks again for your help.

Well, here is what I can say in regards to all that:

UPP seems to be pretty well balanced out from my experience with it thus far. You will find yourself confronted with so many Perk choices as you level up, and if you allow the game to maintain a level cap (which I do, just have the 30 cap set by BS), then there is no hope to get close to all of them anyways. The difficulty increase you will see from the mods you listed there will make things stay pretty in line for you as you play.

In regards to Scavenger World, don't expect to be finding super great loot all the time as you go trotting around the wastes - sure, there is plenty of potential to try and get some new found loot that was not available before, but with the correct settings you'll find you won't be making a killing off it (but it can sure help with getting a few desperately needed caps and finding the odd equipment you actually care to keep around). More often than not, rubble piles will produce one item or none (so the spread tends to net you mostly junk), and the cars tend to net items one would expect to be related to searching through a vehicles trunk/glove box/engine.

All in all, I tend to find I have a pretty nice balance of things going in my game, though some of that came through tweaking out settings on the mods (since FWE you can customize almost every aspect, much like MMM as well and to some degree APP). So, I would say that you may want to pace yourself a little at first, set things the moment you get out of the Vault to what you think will work best for each setting to get your best balance possible, and then adjust those as you play and notice pitfalls in your balance as needed (increasing or decreasing the difficulty presented by the assorted aspects available). Overall, I think it took me to probably about 20 hours of gameplay to figure out exactly where I wanted settings for everything to be at, and then I actually restarted and made a character using those settings right from the get go.

Sadly, my gaming PC just died on me here, and I just got fired a few days ago from my job, so it may be a moment before I get to jump back into the game world myself. Either way, if you have any other questions at all, don't hesitate to ask.
User avatar
Penny Wills
 
Posts: 3474
Joined: Wed Sep 27, 2006 6:16 pm

Post » Sat Feb 19, 2011 7:58 am

Sorry to hear about that, man. :(

Thanks for the advice. It has been very helpful. I got the game up and running again last night, got FOMM, FOSE, FWE, and DUI installed. Everything's going smoothly so far, except for a freezing problem that I thought was mod-related but turned out to be an INI setting. Obviously I'm not done setting up, but I did do an alt-start as a ghoul just to see what it looked like, and it looks good. :)

FWE does have a pretty bewildering array of options though. Super-customizable.
User avatar
Siidney
 
Posts: 3378
Joined: Fri Mar 23, 2007 11:54 pm

Post » Sat Feb 19, 2011 12:23 pm

Very much so, most of them are described on their website as well, so if you want to read up on the different options a little to get a better idea of what they do, http://sites.google.com/site/fo3wanderersedition/detailed-changes.
User avatar
Marcin Tomkow
 
Posts: 3399
Joined: Sun Aug 05, 2007 12:31 pm

Post » Sat Feb 19, 2011 6:44 am

edit: nevermind. the problem fixed itself. no idea how, but for now it's fixed.
User avatar
loste juliana
 
Posts: 3417
Joined: Sun Mar 18, 2007 7:37 pm

Post » Sat Feb 19, 2011 5:06 am

Another problem I'm having. I had downloaded GNR More Where That Came From and the first track pack and had checked the appropriate ESP and it was working great. Then I decided to add more track packs and now I'm having problems. I added 3 track packs and switched ESPs to the 80-track version (which I believe is all correct), but now whenever music is playing on GNR, it sounds like it's skipping -- kinda like playing mp3s on a really old computer that doesn't have the processing power for it. If I alt-tab out of FO3, the music plays in the background just fine -- i.e., without skipping, so I'm led to believe this is some weird performance thing. But my computer's no slouch and I hadn't had any problems with running anything else in FO3, and anyway I'm not sure why adding more tracks would matter for that.

Any thoughts?
User avatar
Yung Prince
 
Posts: 3373
Joined: Thu Oct 11, 2007 10:45 pm

Post » Fri Feb 18, 2011 8:32 pm

I would add the following premod utilities:

3. Fallout Stutterer Remover - FSR fixes the 64 frame per second gamebryo engine made for xbox/ps3 engines to run at 60 to match vsync for PCs.


Was perusing and decided to try this since I always get stutter at certain points. I did not expect any difference, but wow, I`m impressed. the game is incredibly smooth now. All the places where normally Id get stutter and then maybe a crash- nothing. I can`t even tell if a monster is loaded up because there would usually be a warning stutter. And the game doesn`t seem any different in looks to me. How the heck has this guy done it? I`ll have to read his Readme explanation in detail.


7. Purge Cell Buffers FIXED version no message (immersion purposes) - this purges, same as console command pcb, stuff the engine is keeping track of so that menus, pipboy, esc key loads immediately without delay - at least this is what I noticed in my game.


But doesn`t that stop it keeping track of stuff? Do you lose things?


I use all of them and I really have a CTD Stutter free game....I also use Wrye Flash and do some of my own patch work to minimize conflicts (almost eliminated almost all worldspace and cell conflicts, others types of conflicts are planned). I finally succumbed to the masterupdate mode in FO3edit when I got to my final load order....


I also finally learned some of Wrye bash and used it successfully, thanks to Psymon. :thumbsup:
User avatar
Elea Rossi
 
Posts: 3554
Joined: Tue Mar 27, 2007 1:39 am

Post » Sat Feb 19, 2011 11:45 am

I would add the following premod utilities:

4. Fallout Invisible Wall fix


You don't need this if you get the latest version of 'A quest for heaven episode 1', which caused the 'invisible wall ' issue in the first place.
User avatar
Janine Rose
 
Posts: 3428
Joined: Wed Feb 14, 2007 6:59 pm


Return to Fallout 3