Two warning messages at game startup

Post » Sat Feb 19, 2011 11:27 am

I ran FO3 for the first time after adding the below mods, ordering them via BOSS and rebuiliding my bashed patch, and starting the game via fose_loader. It loaded properly but I encountered a message about a conflict possibly messing up Dogmeat's behavior and about Followers not working properly.

Edit- Yep, I've definitely got some sort of error in my install. Game has frozen up twice now once I complete my character selection on the comptuer terminal.

The game did load properly though, I began with the alternate start outside the vault in the little shack where I chose my character stats at a terminal. It did freeze up a few mins. later though, after I'd gone to the main menu screen to configure my controls.

Also, Wyre Flash indicates a possible problem:

I just rebuilt my bashed patch and have orange checks and boxes for Mart's Mutant Mod DLC The Pitt.esp and FO3 Wanders Edition DLC Broken Steel.esp with the following Description above:


FO3 Interoperability Plugin

- FWE Master Release 6.03- Martigen's Mutant Mod (RC 6.1)

- Requires DLC plugins for Broken Steel and The Pitt for both FWE and MMM.

I am confused b/c I have the DLC plugins for Broken Steel and The Pitt for both FWE and MMM, as far as I know as listed in the below load order.

So, if anyone has anythoughts about what the problem is with the DLC plugins for Broken Steel and The Pitt, which I think I already have, and the messages re: Dogmeat and Followers, I would be much obliged. Thanks.








Active Mods
? 00 Fallout3.esm

? 01 Anchorage.esm

? 02 ThePitt.esm

? 03 BrokenSteel.esm

? 04 PointLookout.esm

? 05 Zeta.esm

? 06 Unofficial Fallout 3 Patch.esm [Version 1.2.0]

? 07 CRAFT.esm

? 08 CALIBR.esm [Version 1.3]

? 09 FOOK2 - Main.ESM

? 0A FOOK2 - [DIK] DLC Improvement Kit.ESM

? 0B FO3 Wanderers Edition - Main File.esm

? 0C Mart's Mutant Mod.esm

? 0D Unofficial Fallout 3 Patch - Operation Anchorage.esp [Version 1.2.0]

? 0E Unofficial Fallout 3 Patch - The Pitt.esp [Version 1.2.0]

? 0F Unofficial Fallout 3 Patch - Broken Steel.esp [Version 1.2.0]

? 10 Unofficial Fallout 3 Patch - Point Lookout.esp [Version 1.2.0]

? 11 Unofficial Fallout 3 Patch - Mothership Zeta.esp [Version 1.2.0]

? 12 DarNifiedUIF3.esp

? 13 CASM.esp

? 14 CRAFT - Activation Perk.esp

? 15 CALIBRxMerchant.esp

? 16 FOOK2 - Main.esp

? 17 FOOK2 - [DIK] DLC Improvement Kit.esp

? 18 FOOK2 Main [Hotfix].esp

? 19 FOOK2 DIK [Hotfix].esp

? 1A FO3 Wanderers Edition - Main File.esp

? 1B FO3 Wanderers Edition - DLC Anchorage.esp

? 1C FO3 Wanderers Edition - DLC The Pitt.esp

? 1D FO3 Wanderers Edition - DLC Broken Steel.esp

? 1E FO3 Wanderers Edition - DLC Point Lookout.esp

? 1F FO3 Wanderers Edition - DLC Mothership Zeta.esp

? 20 FO3 Wanderers Edition - Alternate Travel.esp

? 21 FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp

? ++ FO3 Wanderers Edition - Optional Restore Tracers.esp

? 22 FO3 Wanderers Edition - Optional VATS Realtime.esp

? ++ FO3 Wanderers Edition - Optional Restore Tracers (automatics only).esp

? 23 WeaponModKits.esp

? 24 WeaponModKits - FWE Master Release.esp

? 25 WeaponModKits - OperationAnchorage.esp

? 26 WeaponModKits - ThePitt.esp

? 27 WeaponModKits - BrokenSteel.esp

? 28 WeaponModKits - PointLookout.esp

? 29 WeaponModKits - Zeta.esp

? 2A WMKAA12Shotgun.esp

? 2B Stealthboy Recon Armor - CRAFT.esp

? 2C Mart's Mutant Mod.esp

? 2D Mart's Mutant Mod - DLC Anchorage.esp

? 2E Mart's Mutant Mod - DLC The Pitt.esp

? 2F Mart's Mutant Mod - DLC Broken Steel.esp

? ++ Mart's Mutant Mod - DLC Point Lookout.esp

? 30 Mart's Mutant Mod - DLC Zeta.esp

? ++ Mart's Mutant Mod - Master Menu Module.esp

? 31 Mart's Mutant Mod - FWE Master Release.esp

? ++ Merged Patch.esp
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Steeeph
 
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Post » Fri Feb 18, 2011 8:51 pm

I ran FO3 for the first time after adding the below mods, ordering them via BOSS and rebuiliding my bashed patch, and starting the game via fose_loader. It loaded properly but I encountered a message about a conflict possibly messing up Dogmeat's behavior and about Followers not working properly.



I've seen that message before. I think it's because you have fook2 and fwe installed. The message you're getting is from fook2. Fwe is messing up the follower settings in fook2. According to the fwe site, under the compatibility section, fook2 isn't compatible with fwe. You may want to go with one of them, or check around and see if anyone's working on a compatibility patch.

An orange box in wrye flash indicates masters in the wrong order. Click on the esp with the orange box and the Masters box on the right side will show the masters. It may not matter if it's masters in the wrong order. I've got one that shows up in wrye flash and it's just because Anchorage and the Pitt are reversed. It actually doesn't matter in the game. Also, have you tried fo3edit (http://www.fallout3nexus.com/downloads/file.php?id=637). Unzip it in the fo3 directory (not the data directory). Run it and make sure all your mods are checked and it will load and give you errors if you're missing any masters.

FWE site: https://sites.google.com/site/fo3wanderersedition/
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Tina Tupou
 
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Post » Sat Feb 19, 2011 1:22 am

Thanks Cooper. Hmm, I let BOSS set the load order, so I'm surprised it would put the masters in the wrong order.
Yes, I did run FO3edit. I will run it again and look for an error messages.
How would you recommend I put the masters in the correct order- manually in FOMM?

Really, FOOK2 and FWE aren't compatible? I thought they were, via FOIP.
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MatthewJontully
 
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Post » Sat Feb 19, 2011 5:43 am

Just ran FO3edit again and there is a lot of info in the right-side bar Messages but nothing indicating any errors.

Also, I think Wrye is telling me there are missing DLC plugins, nothing about load order:

"FO3 Interoperability Plugin

- FWE Master Release 6.03- Martigen's Mutant Mod (RC 6.1)

- Requires DLC plugins for Broken Steel and The Pitt for both FWE and MMM."

I am confused b/c I do have DLC plugins for BS and Ptt for FWE and MMM, as seen in my load list. So, if the load order is wrong, I am unsrue what is wrong b/c BOSS is setting it.

In my bashed patch, I only have checks in Alias Mod Names and Merge Patches (and within Merge Patches, I have checks in all the mergeable mods that appear:

- FO3 Wanders Edtion Optionoal Resource Tracers.esp
-" " (automatic).esp
- MMM DLC Point Lookout.esp
- MMM Master Menu Module.esp
- Merged Patch.esp


Should I have checks in any of the other boxes- Import Actors through Race Records?

Here is my most recent bashed patch:

Spoiler
00 Fallout3.esm

? 01 Anchorage.esm

? 02 ThePitt.esm

? 03 BrokenSteel.esm

? 04 PointLookout.esm

? 05 Zeta.esm

? 06 Unofficial Fallout 3 Patch.esm [Version 1.2.0]

? 07 CRAFT.esm

? 08 CALIBR.esm [Version 1.3]

? 09 FOOK2 - Main.ESM

? 0A FOOK2 - [DIK] DLC Improvement Kit.ESM

? 0B FO3 Wanderers Edition - Main File.esm

? 0C Mart's Mutant Mod.esm

? 0D Unofficial Fallout 3 Patch - Operation Anchorage.esp [Version 1.2.0]

? 0E Unofficial Fallout 3 Patch - The Pitt.esp [Version 1.2.0]

? 0F Unofficial Fallout 3 Patch - Broken Steel.esp [Version 1.2.0]

? 10 Unofficial Fallout 3 Patch - Point Lookout.esp [Version 1.2.0]

? 11 Unofficial Fallout 3 Patch - Mothership Zeta.esp [Version 1.2.0]

? 12 DarNifiedUIF3.esp

? 13 CASM.esp

? 14 CRAFT - Activation Perk.esp

? 15 CALIBRxMerchant.esp

? 16 FOOK2 - Main.esp

? 17 FOOK2 - [DIK] DLC Improvement Kit.esp

? 18 FOOK2 Main [Hotfix].esp

? 19 FOOK2 DIK [Hotfix].esp

? 1A FO3 Wanderers Edition - Main File.esp

? 1B FO3 Wanderers Edition - DLC Anchorage.esp

? 1C FO3 Wanderers Edition - DLC The Pitt.esp

? 1D FO3 Wanderers Edition - DLC Broken Steel.esp

? 1E FO3 Wanderers Edition - DLC Point Lookout.esp

? 1F FO3 Wanderers Edition - DLC Mothership Zeta.esp

? 20 FO3 Wanderers Edition - Alternate Travel.esp

? 21 FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp

? ++ FO3 Wanderers Edition - Optional Restore Tracers.esp

? 22 FO3 Wanderers Edition - Optional VATS Realtime.esp

? ++ FO3 Wanderers Edition - Optional Restore Tracers (automatics only).esp

? 23 WeaponModKits.esp

? 24 WeaponModKits - FWE Master Release.esp

? 25 WeaponModKits - OperationAnchorage.esp

? 26 WeaponModKits - ThePitt.esp

? 27 WeaponModKits - BrokenSteel.esp

? 28 WeaponModKits - PointLookout.esp

? 29 WeaponModKits - Zeta.esp

? 2A WMKAA12Shotgun.esp

? 2B Stealthboy Recon Armor - CRAFT.esp

? 2C Mart's Mutant Mod.esp

? 2D Mart's Mutant Mod - DLC Anchorage.esp

? 2E Mart's Mutant Mod - DLC The Pitt.esp

? 2F Mart's Mutant Mod - DLC Broken Steel.esp

? ++ Mart's Mutant Mod - DLC Point Lookout.esp

? 30 Mart's Mutant Mod - DLC Zeta.esp

? ++ Mart's Mutant Mod - Master Menu Module.esp

? 31 Mart's Mutant Mod - FWE Master Release.esp

? ++ Merged Patch.esp



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Casey
 
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Post » Fri Feb 18, 2011 10:58 pm

Thanks Cooper. Hmm, I let BOSS set the load order, so I'm surprised it would put the masters in the wrong order.
Yes, I did run FO3edit. I will run it again and look for an error messages.
How would you recommend I put the masters in the correct order- manually in FOMM?

Really, FOOK2 and FWE aren't compatible? I thought they were, via FOIP.


First, what masters are showing up out of order. They'll show up orange in the masters window in wrye flash.

With fook2 and fwe, there are foip patches for both fook2 and fwe, but none of the patches have fook2 and fwe in the same patch. The provide compatibility between either fwe or fook2 and other mods, but not with each other.
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Flutterby
 
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Post » Fri Feb 18, 2011 7:11 pm

Ahh, ok re: the FOIP for either FOOK2 or FWE. I'd mistakenly assumed that the FOIP addressed both. Rats...both look GREAT, so I guess I have to choose? I'll post or search the forums for this topic of FWE and/or FOOK2. Which do you prefer, and why?


Re: the masters showing up orange: none show up orange/out of order in Wrye. The one file that is orange is Mart's Mutant Mod - FWE Master Release + DLCs.esp

When I click on it, to the right in the Masters window, I see the following:

Blue box, check, and text:
Fallout3.esm

Green box, check, and blue text:
ThePitt.esm
BrokenSteel.esm
FO3Wanders Edition Main File.esm
Mart's Mutant Mod.esm

Green box, check,and black text:
FO3 Wanders Edition DLC The Pitt.esp

Orange box, check, and black text:
Mart's Mutant Mod DLC- The Pitt.esp
FO3 Wander's Edition DLC - Broken Steel.esp

Green box, check, and black text:
Mart's Mutant Mod DLC- Broken Steel.esp
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michael danso
 
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Post » Sat Feb 19, 2011 12:06 am

Ahh, ok re: the FOIP for either FOOK2 or FWE. I'd mistakenly assumed that the FOIP addressed both. Rats...both look GREAT, so I guess I have to choose? I'll post or search the forums for this topic of FWE and/or FOOK2. Which do you prefer, and why?


Re: the masters showing up orange: none show up orange/out of order in Wrye. The one file that is orange is Mart's Mutant Mod - FWE Master Release + DLCs.esp

When I click on it, to the right in the Masters window, I see the following:

Blue box, check, and text:
Fallout3.esm

Green box, check, and blue text:
ThePitt.esm
BrokenSteel.esm
FO3Wanders Edition Main File.esm
Mart's Mutant Mod.esm

Green box, check,and black text:
FO3 Wanders Edition DLC The Pitt.esp

Orange box, check, and black text:
Mart's Mutant Mod DLC- The Pitt.esp
FO3 Wander's Edition DLC - Broken Steel.esp

Green box, check, and black text:
Mart's Mutant Mod DLC- Broken Steel.esp


You're not missing any masters, it just looks like the Mart's Mutant Mod - FWE Master Release + DLCs.esp is expecting the esps in a different order. The foip on tesnexus shows that the load order you have is correct. It was probably just the esps in the wrong order when the mod was saved in GECK. It should work the way it is. The orange boxes don't necessarily mean the order is wrong, it just means the esp in question is expecting the master files to be in a different order.

I tried fook2 and fwe and I preferred fwe. They're both good mods you just have to look at the features of each and decide which one you like. Also, I don't think fook2 is updated any more. I think that fwe still is, or at least up until recently updates were still coming out. I had stability problems with fwe and ended up switching over to Arwen's Tweaks. I found out after that some people have reported stability problems with fwe and the unofficial patch as well as problems with eve. If I'd known that at the time, it may have been better.
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Khamaji Taylor
 
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Post » Sat Feb 19, 2011 11:05 am

OK, thanks. Do you think the combo of FOOK2 and FWE might be what's causing my game to lock up after I have selected my character attributes in the starting shack?
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Eibe Novy
 
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Post » Sat Feb 19, 2011 12:34 am

OK, thanks. Do you think the combo of FOOK2 and FWE might be what's causing my game to lock up after I have selected my character attributes in the starting shack?


It's quite possible. They probably conflict in quite a few areas. Just try unchecking all the fook2 esm's and esp's in wrye flash and then rebuild the patch and see if it works.
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C.L.U.T.C.H
 
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Post » Fri Feb 18, 2011 11:15 pm

AFter removing FOOK files, should I rerun FO3edit and create a new mergable patch, or would rebuilding my bashed patrch in Wrye Flash accomplish the same thing?
In fact, is using FO3edit to create a mergable patch and rebuilding the bashed patch in Wrye Flash redundant?

If that's the case, what are some usefl functions of FO3edit that Wrye Flash doesn't offer?

Thanks again, btw, for your help- I really appreciate it.
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Add Meeh
 
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Post » Fri Feb 18, 2011 8:13 pm

Also, there were a number of textures,meshes, and sounds folders from FOOK2 that I installed. I've removed the esp and esm FOOK2 files, but won't having the various files in the meshes, sound, and textures folders mess up or conflict with my current, FOOK-less install?
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Kaley X
 
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Post » Sat Feb 19, 2011 5:31 am

Also, there were a number of textures,meshes, and sounds folders from FOOK2 that I installed. I've removed the esp and esm FOOK2 files, but won't having the various files in the meshes, sound, and textures folders mess up or conflict with my current, FOOK-less install?


If you're using Fo3edit to create a merged patch then you don't need to use wrye bash. They basically do the same thing. I'd probably stick with fo3edit because of the wmk mod. It needs the merged patch from fo3edit to work.

The problem with uninstalling fook2 now is that it's probably overwritten meshes, texture, etc from fwe unofficial patch, or something else. I've run across that before. Uninstalling a large mod usually results in having to reinstall everything else. I'd probably leave it there. As long as the esm's and esp's are unchecked, then none of the extra stuff will appear in the game.
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Quick draw II
 
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Post » Fri Feb 18, 2011 11:33 pm

OK, will do. Hopefully I won't encounter missing meshes.
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Shiarra Curtis
 
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Post » Sat Feb 19, 2011 9:02 am

Peppergomez-

If you are used to using bashed patches from Oblivion and have Wrye Flash installed - there is no need for FO3edit. Wrye Flash does a better job of merging and the information that WMK needs FO3edit over bash is misinformation. The bashed patch is the same as a merged patch but with more control if tags are used and the option to fully merge some esp.

Some more info http://www.gamesas.com/index.php?/topic/1117083-merged-patch-or-bashed-patch-or-both/page__view__findpost__p__16416804 albeit unfortunately embedded in some needless drama.

Besides Wrye Flash has http://www.gamesas.com/index.php?/topic/1084204-bain-mod-installation-projects/ - rumored to be the best installer for these games. If you had installed with BAIN then uninstalling FOOK or any other mod would have been painless.
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Wane Peters
 
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Post » Sat Feb 19, 2011 6:24 am

Peppergomez-

If you are used to using bashed patches from Oblivion and have Wrye Flash installed - there is no need for FO3edit. Wrye Flash does a better job of merging and the information that WMK needs FO3edit over bash is misinformation. The bashed patch is the same as a merged patch but with more control if tags are used and the option to fully merge some esp.

Some more info http://www.gamesas.com/index.php?/topic/1117083-merged-patch-or-bashed-patch-or-both/page__view__findpost__p__16416804 albeit unfortunately embedded in some needless drama.

Besides Wrye Flash has http://www.gamesas.com/index.php?/topic/1084204-bain-mod-installation-projects/ - rumored to be the best installer for these games. If you had installed with BAIN then uninstalling FOOK or any other mod would have been painless.


Wrye Flash is a lot better if mods are set up with the correct tags. WMK isn't set up with the correct tags to merge the formid's. If you want to set the tags to merge the wmk form id's then wrye bash has a lot more options if you need them.
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Rach B
 
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Post » Sat Feb 19, 2011 5:40 am

Thanks for the info. I am more used to Wrye Flash/Bash, so I guess I will use it unless I have need of FO3edit.

I removed FOOK2 and was able to start my game without any problems. With that sucess, I added a few more mods (KillableChildren, EVE, and Dynamic Weather) and now FO3 will not start up (either when I launch if from the FO3.exe or from the usual place- fose_loader)

I pasted my load order below. For some reason, bashed patch is showing up before Mart's Mutant Mod - FWE Master Release + DLCs.esp, KillableChildren.esp, and KillableChildren - MMM.esp in the load order. This doesn't seem correct. BOSS doesn't know where to load these, so I reordered them in FOMM, but that didn't seem to set the order correctly (or rather, that reordering didn't apply or "take" once I close FOMM).

How exactly do I manually set the load order for these and make it "stick" when I rebuild my bashed patch?


Also, should I not be included the mergedpatch.esp I made in FO3edit into Wyre Flash when I rebuild the bashed patch? I have been.

Without claiming to be an expert, I wonder bashedpatch coming before the MMM FWE, and KillableChildren esp files is causing the crash?





Fallout3.esm
Anchorage.esm
ThePitt.esm
BrokenSteel.esm
PointLookout.esm
Zeta.esm
Unofficial Fallout 3 Patch.esm
CRAFT.esm
CALIBR.ESM
FO3 Wanderers Edition - Main File.esm
Mart's Mutant Mod.esm
Xepha's Dynamic Weather.esm
FO3 Wanderers Edition - Alternate Travel.esp
EVE.esm
Unofficial Fallout 3 Patch - Operation Anchorage.esp
Unofficial Fallout 3 Patch - The Pitt.esp
Unofficial Fallout 3 Patch - Broken Steel.esp
Unofficial Fallout 3 Patch - Point Lookout.esp
Unofficial Fallout 3 Patch - Mothership Zeta.esp
DarNifiedUIF3.esp
CASM.esp
CRAFT - Activation Perk.esp
CALIBRxMerchant.esp
More Hotkeys.esp
FO3 Wanderers Edition - Main File.esp
FO3 Wanderers Edition - DLC Anchorage.esp
FO3 Wanderers Edition - DLC The Pitt.esp
FO3 Wanderers Edition - DLC Broken Steel.esp
FO3 Wanderers Edition - DLC Point Lookout.esp
FO3 Wanderers Edition - DLC Mothership Zeta.esp
FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp
FO3 Wanderers Edition - Optional VATS Realtime.esp
WeaponModKits.esp
WeaponModKits - FWE Master Release.esp
WeaponModKits - OperationAnchorage.esp
WeaponModKits - ThePitt.esp
WeaponModKits - BrokenSteel.esp
WeaponModKits - PointLookout.esp
WeaponModKits - Zeta.esp
WMKAA12Shotgun.esp
Stealthboy Recon Armor - CRAFT.esp
EVE.esp
EVE Operation Anchorage.esp
Mart's Mutant Mod.esp
Mart's Mutant Mod - DLC Anchorage.esp
Mart's Mutant Mod - DLC The Pitt.esp
Mart's Mutant Mod - DLC Broken Steel.esp
Mart's Mutant Mod - DLC Zeta.esp
Mart's Mutant Mod - FWE Master Release.esp
Xepha's Dynamic Weather - Main.esp
Xepha's Dynamic Weather - Anchorage.esp
Xepha's Dynamic Weather - The Pitt.esp
Xepha's Dynamic Weather - Broken Steel.esp
Xepha's Dynamic Weather - Point Lookout.esp
Xepha's Dynamic Weather - Sandstorm.esp
Xepha's Dynamic Weather - NightTime SneakBoost.esp
Bashed Patch, 0.esp
Mart's Mutant Mod - FWE Master Release + DLCs.esp
KillableChildren.esp
KillableChildren - MMM.esp

Total active plugins: 60
Total plugins: 65
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Dale Johnson
 
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Post » Fri Feb 18, 2011 7:55 pm

Wrye Flash is a lot better if mods are set up with the correct tags. WMK isn't set up with the correct tags to merge the formid's. If you want to set the tags to merge the wmk form id's then wrye bash has a lot more options if you need them.

http://www.gamesas.com/index.php?/topic/1098111-relz-boss-f-thread-2/page__view__findpost__p__16677948 masterlist for Fallout 3 - tell me what the correct tags are and your logic for it then I will add the correct tags. Probably better to post about that in BOSS thead.

Peppergomez-

when adding mods - probably best to wait till out of the tutorial and the vault before adding too much. Like the tutorial in Oblivion things can get funky in there and mods might need to access things about your character not yet defined.

And you need to get http://www.tesnexus.com/downloads/file.php?id=20516 installed. Yes it works for F3 and yes get the one of TESnexus it is newer and Wrye Flash is set up to work with the newer version. It will handle your load order woes and tag mods for you.

also right click on the top bar of the mods tab in Wrye Flash and make sure lock times is off. Bashed patch should be last just like Oblivion.
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jadie kell
 
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Post » Sat Feb 19, 2011 7:54 am

http://www.gamesas.com/index.php?/topic/1098111-relz-boss-f-thread-2/page__view__findpost__p__16677948 masterlist for Fallout 3 - tell me what the correct tags are and your logic for it then I will add the correct tags. Probably better to post about that in BOSS thead.




Wrye Flash hasn't been working well for me so I stopped using it a while ago. I've been using basically the same load order for quite a while now so I haven't updated boss in quite some time. Any mods I've added recently, I usually just set the load order manually. Just updated to the latest masterlist from boss and it works a lot better. Haven't been paying attention to updating boss because I wasn't using it.
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Alycia Leann grace
 
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Post » Fri Feb 18, 2011 9:18 pm

So does it now tag correctly? Is the problem solved?
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[ becca ]
 
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Post » Sat Feb 19, 2011 11:33 am

So does it now tag correctly? Is the problem solved?



It looks like it's working correctly. In most of the sections of the bashed patch configuration window, it shows the mods that are tagged for that section. What was confusing was the form id's section. It didn't show any mods listed but it still merges the form id's. I was looking at it mainly for the wmk mod, which requires a merged patch to work correctly. Otherwise, all it's esp's overwrite each other. It looks like the only mods listed there are tagged with the deflst tag. Can't find any info on it anywhere, but I'm assuming it's set when a mod deletes something from the form id section (similar to delev). After I updated the masterlist file from boss, more mods where showing up in the configuration window.
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chirsty aggas
 
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