[RelZ] Fallout Interoperability Program Number 2

Post » Sat Feb 19, 2011 4:10 am

It's optional because it changes your companions in a variety of ways: http://sites.google.com/site/fo3wanderersedition/detailed-changes/05actors#TOC-Followers-Enhanced-FWE-Optional-Mod

It doesn't conflict that I know of, but not everyone would want the changes.
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BlackaneseB
 
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Post » Sat Feb 19, 2011 10:08 am

It's optional because it changes your companions in a variety of ways: http://sites.google.com/site/fo3wanderersedition/detailed-changes/05actors#TOC-Followers-Enhanced-FWE-Optional-Mod

It doesn't conflict that I know of, but not everyone would want the changes.


Okay, thanks for your help. It seems like a great addition so I'll use it.
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roxxii lenaghan
 
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Post » Fri Feb 18, 2011 11:40 pm

Should I be using the FOMOD installer for MMM. If so, I don't understand which configuration method I should be using. The 'In-Game Menu' or 'ESP Configuration'. I'm only confused because the FOIP readme says:

The Mart's Mutant Mod - FWE Master Release.esp automatically includes ALL optional MMM addons, including the in-game menu, except for the DLC plugins. Do NOT use ANY of the following plugins:

Mart's Mutant Mod - Feral Ghoul Rampage.esp
Mart's Mutant Mod - Hunting & Looting.esp
Mart's Mutant Mod - Increased Increased Spawns.esp
Mart's Mutant Mod - Increased Spawns.esp
Mart's Mutant Mod - Natural Selection.esp
Mart's Mutant Mod - No Corpse Flies.esp
Mart's Mutant Mod - No DLC Increased Spawns.esp
Mart's Mutant Mod - No Floaters.esp
Mart's Mutant Mod - No Geckos.esp
Mart's Mutant Mod - No Ghoul Raise.esp
Mart's Mutant Mod - No Size Scaling.esp
Mart's Mutant Mod - No Skeleton Decay.esp
Mart's Mutant Mod - No Wanamingos.esp
Mart's Mutant Mod - Reduced Wasteland Spawns.esp
Mart's Mutant Mod - Tougher Traders.esp
Mart's Mutant Mod - Zones Respawn.esp

I don't know if this is old news or what. I don't know if using the 'In-Game Menu' configuration method for the MMM FOMOD installer will make break something with The Mart's Mutant Mod - FWE Master Release.esp or its in-game menu. Can someone please help?
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SHAWNNA-KAY
 
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Post » Sat Feb 19, 2011 1:25 am

Choose the in-game menu option in the fomod installer, but delete the Mart's Mutant Mod - Master Menu Module.esp.

If you have any files from that list you posted, delete them too. All that is controlled from the MMM menu when using FOSE and FWE already contains a copy of the MMM menu.
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Rhi Edwards
 
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Post » Sat Feb 19, 2011 2:20 am

Choose the in-game menu option in the fomod installer, but delete the Mart's Mutant Mod - Master Menu Module.esp.

If you have any files from that list you posted, delete them too. All that is controlled from the MMM menu when using FOSE and FWE already contains a copy of the MMM menu.


Thanks, should I overwrite any files from FWE or DUI with MMM ones? For example, "meshes/creatures/smspinebreaker/1hmaim.kf".
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ezra
 
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Post » Fri Feb 18, 2011 9:46 pm

I'd say yes. They are probably shared resources and therefore identical files anyway.
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jess hughes
 
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Post » Sat Feb 19, 2011 8:00 am

I'd say yes. They are probably shared resources and therefore identical files anyway.


Okay, thanks, we'll see lol. I'm looking at the FOIP esp patches now. I have FWE, MMM, and PBHD so do I just need "Mart's Mutant Mod - FWE Master Release + DLCs.esp" and "Mart's Mutant Mod - Project Beauty + FWE.esp"?
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Tiff Clark
 
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Post » Sat Feb 19, 2011 11:41 am

You also need "Mart's Mutant Mod - FWE Master Release.esp" and the FWE-PB compatibility patches as well.
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Sarah Evason
 
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Post » Sat Feb 19, 2011 12:29 pm

You also need "Mart's Mutant Mod - FWE Master Release.esp" and the FWE-PB compatibility patches as well.


So;

"Mart's Mutant Mod - FWE Master Release"
"Mart's Mutant Mod - FWE Master Release + DLCs"
"Mart's Mutant Mod - FWE Master Release + Project Beauty"

And also the "FOIP - Project Beauty and FWE" from the FOIP Nexus page?
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Kristina Campbell
 
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Post » Sat Feb 19, 2011 5:42 am

Yes.
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Jhenna lee Lizama
 
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Post » Sat Feb 19, 2011 11:38 am

Yes.


I'm trying to adjust my load order now, but I see in the "FWE Master Release - Recommended Load Order" on the FOIP Nexus page, that it says I need the "Mart's Mutant Mod - Project Beauty.esp" which comes with Project Beauty, but I was told that that esp would not be necesary. That FOIPs patches would cover that esp. I also don't see "Mart's Mutant Mod - FWE Master Release + DLCs.esp" in the load order.
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SWagg KId
 
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Post » Sat Feb 19, 2011 8:57 am

FOIP Nexus page needs updating.

MMM-PB.esp is no longer needed with the newer MMM-FWE-PB.esp you already have.
The MMM-FWE MR +DLCs.esp can go immediately after the MMM-FWE MR.esp in your load order.
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Gracie Dugdale
 
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Post » Sat Feb 19, 2011 1:17 am

FOIP Nexus page needs updating.

MMM-PB.esp is no longer needed with the newer MMM-FWE-PB.esp you already have.
The MMM-FWE MR +DLCs.esp can go immediately after the MMM-FWE MR.esp in your load order.


Alright, thank you for all your help showler. I'm going to make a merged patch now and see how it goes.
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[Bounty][Ben]
 
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Post » Sat Feb 19, 2011 12:36 am

I'm having a problem with stealth boys not turning me transparent. I posted in the FWE thread, but Delamer said it was an unheard of issue. I only have DUI, FWE, MMM, Project Beauty and RH Ironsights installed, so its weird. Pretty basic setup. What file would be missing for it to do that? It works and I get a message about a stealth field active and a stealth field bar appears in the lower right hand corner for a second, but I'm still just as visible. Help would be appreciated.
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carly mcdonough
 
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Post » Sat Feb 19, 2011 10:35 am

When you "equip" a Stealth Boy in FWE, it starts in deactivated mode. You have to turn it on. By default I think this means you have to hold down the sneak key for three to five seconds, but the FWE menu allows you to pick a specific hotkey instead.

With FWE you can turn on and off your Stealth Boy and save it's juice instead of having it stay active until it runs out of power.
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Chris Jones
 
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Post » Sat Feb 19, 2011 9:51 am

When you "equip" a Stealth Boy in FWE, it starts in deactivated mode. You have to turn it on. By default I think this means you have to hold down the sneak key for three to five seconds, but the FWE menu allows you to pick a specific hotkey instead.

With FWE you can turn on and off your Stealth Boy and save it's juice instead of having it stay active until it runs out of power.


Thank you. I never would have thought of that. I'll have to switch the hotkey, but thats really cool.
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Tamara Primo
 
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Post » Sat Feb 19, 2011 2:03 am

I was curious as to when the compatibility patch for FWE 6.03 and WMK would be updated to allow the new FWE weapons to be upgraded with the weapon kits.
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stacy hamilton
 
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Post » Fri Feb 18, 2011 11:10 pm

Doesn't this seem like the files might overwrite each other? Why would I need 3 Compatibility patches with MMM + FWE in the title? Is this the correct way to do it?

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 Point Lookout.esp
Mart's Mutant Mod - DLC Zeta.esp
Mart's Mutant Mod - FWE Master Release.esp
Mart's Mutant Mod - FWE Master Release + DLCs.esp
Mart's Mutant Mod - FWE Master Release + Project Beauty.esp
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Czar Kahchi
 
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Post » Sat Feb 19, 2011 4:51 am

Doesn't this seem like the files might overwrite each other? Why would I need 3 Compatibility patches with MMM + FWE in the title? Is this the correct way to do it?

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 Point Lookout.esp
Mart's Mutant Mod - DLC Zeta.esp
Mart's Mutant Mod - FWE Master Release.esp
Mart's Mutant Mod - FWE Master Release + DLCs.esp
Mart's Mutant Mod - FWE Master Release + Project Beauty.esp

Yes, that's right. use the last one only if you're also using the mod "Project Beauty".
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Monika Krzyzak
 
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Post » Fri Feb 18, 2011 9:44 pm

Yes, that's right. use the last one only if you're also using the mod "Project Beauty".



I hope you're absolutely positive. Thanks.
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Peetay
 
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Post » Fri Feb 18, 2011 10:08 pm

Im really sorry for being a [censored] but do I use the FOIP package on FO Nexus for FWE 6.03 and MMM RC 6.1 even though the readme says the patches are for FWE 5.04 and MMM 5.0?

EDIT: replace censored with idiot

EDIT 2: also, does the part where the readme says the FOIP MMM master release includes the in-game menu mean the MMM Master Menu Module.esp should not be active? Cheers
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Anthony Rand
 
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