[RelZ] FWE - FO3 Wanderers Edition #42

Post » Sat Feb 19, 2011 2:13 am

I'm getting this error as well. And like showler, I just upgraded from MMM5 and FWE5 to MMM6 and FWE6, even though I did clean out MMM5 before installing MMM6. I also get short pauses (maybe a frame or two) at cell borders. Possibly a ref-walk gone wrong?

We will try to make some experiments and may be will give some recommendations about stability
Or will change script, so it will be more stable, but less effective
We will see
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MR.BIGG
 
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Post » Fri Feb 18, 2011 6:53 pm

This is strange indeed, I will check it shortly.


Here is my mod list if that helps, but I don't think I'm using anything that would cause that.

Spoiler
Active Mod Files:00  fallout3.esm01  anchorage.esm02  thepitt.esm03  brokensteel.esm04  pointlookout.esm05  zeta.esm06  unofficial fallout 3 patch.esm  [Version 1.2.0]07  destruction.esm08  impervious power armour.esm09  craft.esm0A  calibr.esm  [Version 1.4]0B  project beauty.esm0C  fo3 wanderers edition - main file.esm0D  mart's mutant mod.esm0E  companion core.esm0F  robco certified v2.esm10  wasteland whisperer v2.esm11  enhanced weather - rain and snow.esm12  xepha's dynamic weather.esm13  streetlights.esm14  dcinteriors_comboedition.esm15  tubrrcompound.esm16  mothership crew.esm17  tsc air support.esm18  fow - the last child of gallifrey v2.esm19  unofficial fallout 3 patch - operation anchorage.esp  [Version 1.2.0]1A  unofficial fallout 3 patch - the pitt.esp  [Version 1.2.0]1B  unofficial fallout 3 patch - broken steel.esp  [Version 1.2.0]1C  unofficial fallout 3 patch - point lookout.esp  [Version 1.2.0]1D  unofficial fallout 3 patch - mothership zeta.esp  [Version 1.2.0]1E  firelightfix.esp1F  darnifieduif3.esp20  project beauty- broken steel.esp21  project beauty- point lookout.esp22  streetlights - wasteland.esp23  maxlevelworkaround-bs.esp24  casm.esp25  galaxynewsradio100[m].esp26  dn_recyclingmachine.esp27  tubrrcompound.esp28  moremapmarkers.esp29  wastelandmastery.esp2A  ammosorter - start.esp2B  scenic_loading_background.esp2C  destruction - main.esp2D  destruction - main - statics.esp2E  destruction - dlc.esp2F  destruction - dlc - statics.esp30  mtc wasteland travellers.esp31  01atm - firefly ranch.esp32  undergroundhideout.esp33  dcinteriors_dlc_collectables.esp34  trophies - megaton.esp35  megaton house and theme overhaul.esp36  fo3 wanderers edition - main file.esp37  fo3 wanderers edition - dlc anchorage.esp38  fo3 wanderers edition - dlc the pitt.esp39  fo3 wanderers edition - dlc broken steel.esp3A  fo3 wanderers edition - dlc point lookout.esp3B  fo3 wanderers edition - dlc mothership zeta.esp3C  fo3 wanderers edition - alternate travel.esp3D  fo3 wanderers edition - followers enhanced (brokensteel).esp3E  darnifieduif3_fwe.esp3F  fo3 wanderers edition - project beauty.esp40  fo3 wanderers edition - project beauty (followers enhanced).esp41  refurbishes [all].esp42  weaponmodkits.esp43  weaponmodkits - fwe master release.esp44  weaponmodkits - operationanchorage.esp45  weaponmodkits - thepitt.esp46  weaponmodkits - brokensteel.esp47  weaponmodkits - pointlookout.esp48  weaponmodkits - zeta.esp49  dogmeat leather armor - craft.esp4A  powered power armor.esp4B  ppa - operation anchorage.esp4C  ppa - broken steel.esp4D  ppa - fwe.esp4E  eve.esp4F  eve operation anchorage.esp50  eve - fwe master release.esp51  eve - fwe master release (follower enhanced).esp52  eve anchorage - fwe dlc anchorage.esp53  eve - fwe with weaponmodkits.esp54  companion core dlc addon.esp55  wasteland whisperer v2 broken steel addon.esp56  vanishingpiles.esp57  mart's mutant mod.esp58  mart's mutant mod - dlc anchorage.esp59  mart's mutant mod - dlc the pitt.esp5A  mart's mutant mod - dlc broken steel.esp5B  mart's mutant mod - dlc point lookout.esp5C  mart's mutant mod - dlc zeta.esp5D  mart's mutant mod - natural selection.esp5E  mart's mutant mod - tougher traders.esp5F  mart's mutant mod - zones respawn.esp60  mart's mutant mod - mutant mod menu.esp61  mart's mutant mod - soft unleveler.esp62  mart's mutant mod - fwe master release.esp63  mart's mutant mod - project beauty + fwe.esp64  mart's mutant mod - master menu module.esp65  t3t_miscitemicons.esp66  arwen_visionfx.esp67  vault-tec experimental dimensional safe.esp  [Version 1.2.0]68  megalight.esp69  realistic interior lighting.esp6A  realistic interior lighting - bs.esp6B  realistic interior lighting - oa.esp6C  xepha's dynamic weather - main.esp6D  xepha's dynamic weather - anchorage.esp6E  xepha's dynamic weather - the pitt.esp6F  xepha's dynamic weather - broken steel.esp70  xepha's dynamic weather - point lookout.esp71  xepha's dynamic weather - rain.esp72  xepha's dynamic weather - sandstorm.esp73  xepha's dynamic weather - sandstorms damage armor.esp74  xepha's dynamic weather - nighttime sneakboost.esp75  destruction - cp - fellout.esp76  mzc-few_foip.esp77  tsc air support.esp78  pause.esp79  deadlierexplosivetraps.esp7A  randomextratraps.esp7B  npc response expansion.esp7C  solarscorcher.esp7D  robco certified v2 impervious for fwe.esp7E  robco certified v2 omnipatch.esp7F  merged patch.esp

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Daramis McGee
 
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Post » Fri Feb 18, 2011 11:45 pm

No.
1. Be sure you not install fallout in default folder (c:/program Files), if you using Vista or Windows 7. If you have- reinstall the game or disable UAC (user account control)
2. Check downloaded archives for errors, you can do this with 7zip or winrar archivers
As alternative, you can simply extract archives in temporarily folder. If extraction will be without errors- then archives are OK and you have problems with hard drive
3. If 1. and 2. are OK, then you need to check your hard drive for disk errors, and probably- to reinstall fallout fully


Thanks for the detailed assistance. It turned out to be disk error. CHKDSK fixed it for me, but I would have never guessed this as the source of the problem. Learn something new every day I guess, even for an experienced PC user. Again, thanks!
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Flesh Tunnel
 
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Post » Sat Feb 19, 2011 3:48 am

I noticed that someone said that there was a previous bug with the loot "rarity" settings. So the question I have is how far off were they? I've been playing with the FWE default in 5.0 so now with 6.0, what's going to happen? How much rarer will ammo be with the FWE default settings now? Thanks.



This must have been missed as you guys are so good at answering questions. Can anyone on the FWE team answer this question? Thanks!
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Sunny Under
 
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Post » Sat Feb 19, 2011 2:21 am

I'm not on the FWE team or anything, but judging from what Mezmorelda actually said ("the loot buttons don't do anything"...mostly accurate) I'd say that the default values will be the same, but anyone trying a harsher or easier setting will now see a difference.
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ezra
 
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Post » Fri Feb 18, 2011 11:02 pm

I'm not on the FWE team or anything, but judging from what Mezmorelda actually said ("the loot buttons don't do anything"...mostly accurate) I'd say that the default values will be the same, but anyone trying a harsher or easier setting will now see a difference.


By default, a lot of FWE's ammo is set to 50% "chance none" . . . so if you loot something with 50 bullets, on average you'll find 25. You 'could' find 50, you 'could' find 0.

With the most restrictive setting, ammo rarity get's up into the 90% "chance none" range for more common ammo types, so that's pretty scarce.


REGARDING CRASHING

Resolving CTD's is not easy if the cause isn't consistently reproducable by doing a specific series of actions. It could be any of the following:
1) hardware driver problems
2) poor system specs / overheating / bad harddrives
3) bad / corrupt saves or install files or fallout3.ini
4) seemingly innocent (but not) mod conflicts
5) scripting errors / processing problems
6) not runnign master update
7) not having a merged patch
8) the gamebryo engine hates you
9) who the hell knows?

Basically, saynig that your having "instability" or "crashes" is not helpful. I apologize if FWE is at fault (may be in some instances) and it irritates me to no end thinking we've created problems. So, if you're going to talk about CTD's . . . PLEASE help and narrow down the problem to give us some direction as to what might be the cause of it.

For now, anyone with lots of crashes might try disabling RKR (responsive kill reactions) and Unfound Loot. Those featues added some heavier scripting work and could be at fault.

Apologies for ranting, and I'm not trying to be defensive. Just keep us posted, and if at all possible you can experiment with settings and see if crashing/stability improves, let us know.

Here's random stuff posted from Nexus:

Repair + Workbenches
We’ll have this be an option you can turn off, and we’ll adjust the script so vendor’s aren’t affected when repairing.
In the meantime, if you want to change it, you’ll need to launch the GECK with FOSE support. Read the install instructions for FOSE to see how to do this. Then you can delete or change the scripting stuff that’s in the FWEMaintenanceQuestScript.

CRAFT Messages + Item Requirements
We’re brining back the CRAFT messages that say what items you require, how many you need, and how many you have (i.e. you have “1 of 2 Scrap Metals”). The change has been completed and were testing it right now. We should have that patched soon.

Alternate Travel
The other option if you don’t want to disable / re-enable alt travel is to go back to the Wasteland Motors and talk to the owner. He’ll give you an option to retrieve your motorcycle. You can also use the Motorcycle Recall item (in your aid section) to bring your cycle back.

Gun Powder
We could easily add gunpowder to merchants to loot lists. Not a bad idea.

Projectiles + Tracers
Here’s the deal. In the vanilla game, projectiles always had tracers, and they displayed in VATS. In prior versions of FWE, we disabled tracers by using a different projectile mesh that did not have tracers. The “restore tracers” brought tracers back . . . but they also showed up in VATS again. Supposedly you can flag VATS animations to not draw tracers, we’ll see. Anyway, the short of it is that we can probably improve things, or at least make it so that by default you never have tracers anywhere. We’ll work on this.

Stealth Fields
We tracked down the HUD glitch on the stealthfield, so that’s fixed. We also added an option to disable the power consumption for armor entirely if you want to revert armor to the default (i.e. cheater) mode. Lastly, we’ve removed the “stopcombat” script that stealth fields used by default (but was previously removed in FEW 5.0 and re-added in 6.0, don’t ask). That should better balance stealth fields.
In addition, note that YOU CANNOT entirely disable the stealth field changes. You can disable the instability effect, set energy use to zero, and set the activation method back to sneak (instead of hotkey). When set to sneak however, you have to HOLD the sneak key for a second after pressing it to turn the field on/off. This allows you to toggle the field on/off even when sneaking if you want. This also lets you turn off stealthboys so you’re stuck using the whole charge all at once. Anyway, there you go.

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abi
 
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Post » Sat Feb 19, 2011 5:51 am

Hi Mezmorelda,

Believe it or not, this is just a quick note to say how IMMENSELY all of us players appreciate the tremendous effort and patience that you've put into this mod !!!

I love playing FW with it, and could not do without it :)

Hopefully once you've persisted in fixing whatever minor little bugs still persist, you can sit back, bask in our collective adoration, and perhaps enjoy playing the game yourself and appreciating the artistry of your efforts !


Thanks again,

Bendiwolf
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chinadoll
 
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Post » Sat Feb 19, 2011 9:47 am

re: Load mods that you think might conflict with FWE before FWE in your load order to ensure that FWE's changes are functioning consistently and correctly, unless you know that the mod doesn't conflict at all with FWE, or you know what it changes and you want it to override FWE changes.

There are many overlapping mesh elements between FWE and MMM

data\meshes\creatures\smspinebreaker\1hmaim.kf
data\meshes\creatures\smspinebreaker\1hmaimdown.kf
data\meshes\creatures\smspinebreaker\1hmaimup.kf
...
etc.

I am not sure why FWE has these meshes; jjust starting to play both these mods, but I guess just use MMM's
elements here and install MMM after FWE if using both mods?

and more overlaps for EVE and WMK (Weapon Mod Kits).

I guess the absolute correct install order should be FWE, WMK, EVE then MMM ???
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james reed
 
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Post » Sat Feb 19, 2011 6:07 am

6) not runnign master update
7) not having a merged patch


A question about master update and merged patches; if using garybash, does master update interfere with the bashed patch process? Same question for the merged patch, though I'm more sure that it doesn't. Also, should the merged patch get assimilated into the bashed patch, or go after it?

Thanks for the great mod and all the work and help.
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Nadia Nad
 
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Post » Fri Feb 18, 2011 10:31 pm

I am not sure why FWE has these meshes; jjust starting to play both these mods, but I guess just use MMM's
elements here and install MMM after FWE if using both mods?

and more overlaps for EVE and WMK (Weapon Mod Kits).

I guess the absolute correct install order should be FWE, MMM, WMK, then EVE ???

Doesnt really matter in what order you install them. The ressources that overlap are pretty much identical. Only thing you need to make sure of is to install the FOIP patches last.

For example MMM and FWE both use the same ressources for a lot of super mutant animations, because both mods enable Super Mutants to use all weapons.
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Ryan Lutz
 
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Post » Fri Feb 18, 2011 10:57 pm

A further report on my crashing. I increased my graphics settings (took all the LOD, light, item, shadow, etc. distance settings back up to full) and didn't have any crashes today. I had to lower them the other day due to some slowdowns and it's possible that the distance I had them set to just coincided with the cell boundaries causing the game to overload on work at times.

I had a semi-reproducible crash directly behind Tenpenny tower, but it wasn't entirely consistent, so I'm afraid I'm of limited help. I'll try to remember to revert any changes I made back before I report on problems in the future.

On a happier note, I love having the new sniper rifle option with the .556 ammo, but is that thing ever LOUD. My god that scared the heck out of me on the first shot. I've had my main weapons silenced for quite a while and gotten used to that. I'll have to find a silencer for the new gun right away.

I also need some 30-06 ammo. I found a machine gun that uses them which looks awesome, but I'd go through all my current ammo in less than five seconds.
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Chris Jones
 
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Post » Fri Feb 18, 2011 6:24 pm

I also need some 30-06 ammo. I found a machine gun that uses them which looks awesome, but I'd go through all my current ammo in less than five seconds.

Ammo creation, outcast's support, traders.

EpF
A question about master update and merged patches; if using garybash, does master update interfere with the bashed patch process?

I'm not sure about it, but you are free to make bashed patch and then- masterupdate all mods, including bashed patch.

Same question for the merged patch, though I'm more sure that it doesn't. Also, should the merged patch get assimilated into the bashed patch, or go after it?

In case of Merged patch you can make masterupdate at any time.
You must use merged patch or bashed patch, or both of them, but be sure you create merged patch last.
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JUDY FIGHTS
 
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Post » Fri Feb 18, 2011 8:52 pm

Ouch. I was on the receiving end of that Lewis Mk II tonight.

Not as much fun from that side.
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Tiffany Carter
 
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Post » Fri Feb 18, 2011 5:18 pm

Ouch. I was on the receiving end of that Lewis Mk II tonight.

Not as much fun from that side.

he-he
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BethanyRhain
 
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Post » Fri Feb 18, 2011 7:41 pm

Can I start a game with a save right before leaving the vault without any problems or needing to do anything special? Thanks.
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kiss my weasel
 
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Post » Sat Feb 19, 2011 7:41 am

In case of Merged patch you can make masterupdate at any time.
You must use merged patch or bashed patch, or both of them, but be sure you create merged patch last.

I've tried creating the merged patch, but I'm having some trouble with it. Here's an example of the 'RepairKnife' formlist - the UOFP removes the uniques from the list; the 2 FWE main files include them and add Repair Parts; but the merged patch only has the original 'WeapKnife' and FWE's Repair Parts - not the uniques added back in.

Am I doing it right? I read that you have to create the merged patch before using master update - is that correct?
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Flesh Tunnel
 
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Post » Sat Feb 19, 2011 7:55 am

I've tried creating the merged patch, but I'm having some trouble with it. Here's an example of the 'RepairKnife' formlist - the UOFP removes the uniques from the list; the 2 FWE main files include them and add Repair Parts; but the merged patch only has the original 'WeapKnife' and FWE's Repair Parts - not the uniques added back in.

Well- I told you this is technically possible, I don't told you it will be correct in result. Of course you must check Merged patch after creation, dear America, of course :)
Merged patch- this is simply base for your following actions. In most cases it works perfectly and safe for not so difficult configurations, but in case of more complicated load order it can fail. You will not have crashes or something, simply something will work not as intended by you.
I read that you have to create the merged patch before using master update - is that correct?
Personally- I can not confirm or reject this, I don't have problems with both methods.
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Paula Rose
 
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Post » Sat Feb 19, 2011 12:04 am

Well- I told you this is technically possible, I don't told you it will be correct in result. Of course you must check Merged patch after creation, dear America, of course :)

Just to be clear, the RepairKnife issue occurs without using garybash - no Bashed Patch, just the normal FO3Edit Merged Patch. And the example I gave wasn't a complicated one - just 2 mods. As it happens I'm in favour of removing uniques from repair lists, so apart from the question about the Merged Patch process, it's kind of a heads up that using the merged patch will undo some of the work done in FWE.

As for checking the Merged Patch - how did you get the impression I didn't check it?
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Alex Vincent
 
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Post » Fri Feb 18, 2011 8:04 pm

As for checking the Merged Patch - how did you get the impression I didn't check it?

I don't have such impression, I'm sure you did this
Well- you ask question, I answer it. I can not respond for FO3edit functionality
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Mr. Allen
 
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Post » Fri Feb 18, 2011 11:36 pm

Is the Lewis Mk II supposed to be Small Guns? Doesn't really seem like it should be considering it's like 20+ lbs and a WWII era (at least it looks) machine gun with a tripod and everything.
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Penny Courture
 
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Post » Sat Feb 19, 2011 5:58 am

I will ask about it
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Ladymorphine
 
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Post » Sat Feb 19, 2011 2:08 am

I've tried creating the merged patch, but I'm having some trouble with it. Here's an example of the 'RepairKnife' formlist - the UOFP removes the uniques from the list; the 2 FWE main files include them and add Repair Parts; but the merged patch only has the original 'WeapKnife' and FWE's Repair Parts - not the uniques added back in.

Am I doing it right? I read that you have to create the merged patch before using master update - is that correct?


That's actually the correct result from a technical standpoint of how the merged patch works. UOFP removes the uniques, which is a change from the Fallout3.esm. FWE adds another item, but doesn't change the uniques. UFOP's removal of uniques is allowed to persist (even if FWE loads later) because it CHANGES something, where FWE does not. The merged patch process merges CHANGES and doesn't just blindly merge the data.

Now, there may be instances where you don't want to behave like it does (if for example you want the uniques in the repair list). But it's MUCH more powerful working the way it does as opposed to stupidly merging all possible options.
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Gen Daley
 
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Post » Sat Feb 19, 2011 12:06 am

You all are freaks.

Here's the http://www.gamesas.com/index.php?/topic/1114078-relz-fwe-fo3-wanderers-edition-43/.

:)
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Portions
 
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Post » Sat Feb 19, 2011 3:30 am

New thread up, so this one is locked. :)
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scorpion972
 
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