Fallout Remastered

Post » Fri Nov 18, 2011 4:03 pm

We are looking for people to help Beta test the newest community bugfix patch for Fallout 3. The work of many authors has gone into this file, and it's intent is to more tightly integrate the DLCs into the main game, erradicate CTDs and logical oversights, and to make a more enjoyable game overall, all while maintaining a certain level of transparency and lore-friendliness.

http://www.fallout3nexus.com/downloads/file.php?id=16928

If you're interested in helping us squash bugs, or you just want to see what we've done so far, please come and check this baby out.
User avatar
Kelly Tomlinson
 
Posts: 3503
Joined: Sat Jul 08, 2006 11:57 pm

Post » Fri Nov 18, 2011 4:56 pm

I've at least already mentioned the Beta in the BOSS thread. I am inclined to try it out and will tell you when I find something odd, of course.
User avatar
ZANEY82
 
Posts: 3314
Joined: Mon Dec 18, 2006 3:10 am

Post » Fri Nov 18, 2011 12:50 pm

Edit: Changed my mind about some things, this project sounds good! :P

I'm curious, why is it important that this mod load last in the load order? In Oblivion you always wanted to load the unofficial patch early, so that any mods that had an overlap with it would not have their changes overwritten.
User avatar
Reven Lord
 
Posts: 3452
Joined: Mon May 21, 2007 9:56 pm

Post » Fri Nov 18, 2011 2:18 pm

That is exactly the reason: Overrides.

Many mods out there have some bad code, either put their accidentally or by the GECK. For example: The Point Lookout Worldspace often does not have the Unknown: 7 flag, and therefore people find missing water. Another example: Fallout Wanderers Edition has a medkit entry in that same area, which contains a Leveled List of stimpacks with a count of zero. That will lead to unlootable stimpacks.

Additionally, in later versions I will start incorporating already-made merged patches for popular combos of mods, such as MMM + FWE, or even others that might not be so possible now such as FWE + FOOK2 (If I can ever wrap my head around that monster).

So it is important to load it last because in addition to fixing bugs found in the vanilla files, it tries to cut other bugs that might arise off at the pass by doing one last set of overrides on things which other mods might miss.

It's not technically required, but it's a best-practice. No mod absolutely needs a specific load order if you have the right patches and what-not, but placing it where the author had intended helps to make sure it works as intended.
User avatar
Sammie LM
 
Posts: 3424
Joined: Thu Nov 30, 2006 1:59 pm

Post » Fri Nov 18, 2011 5:28 pm

I've recently updated this beta to 0.81. Anyone here using it is highly recommended to upgrade, since some very important stability fixes have been integrated.

Additionally, the FOOK2 patch has been released as-is and will be required if you start a new game using Fallout Remastered and FOOK2 in tandem.
User avatar
Prisca Lacour
 
Posts: 3375
Joined: Thu Mar 15, 2007 9:25 am

Post » Fri Nov 18, 2011 4:59 pm

I don't suppose there's a way to keep this from screwing around with Phalanx?

http://ph.illogic.net/images/games/fallout3/phalanxerror.jpg
User avatar
Veronica Flores
 
Posts: 3308
Joined: Mon Sep 11, 2006 5:26 pm


Return to Fallout 3