Request assistance with Mod Setup

Post » Tue May 17, 2011 2:41 am

Thanks for the feedback all, so helpful!! :D

I've got Pucemoose bookmarked for sure and look forward to using them later.

I unchecked Mart's Mutant Mod - Hunting & Looting.esp in FOMM.

I installed DarnUI_Update_for_FWE-2761 (pretty sure that was a good idea).
Then I installed Mezs_Merged_Patch-2761. Should I use that patch (I think I should)?

When I make my merged patch (I think I need to do so, even with Mezs merge patch?), do I "need" to make a MasterUpdate?
I've read conflicting things about MasterUpdate.

I adjust the load order: moved Ammo Bench.esm to correct location, moved other mods around...
Note, I kept Realistic Interior Lighting mods at the top of the esp's cause FOMM says they're actualy esm's disguising as esp's.
I updated my load order list to version 0.3 now to reflect the changes.

Also a specific side question:
Can someone please confirm MTC Wasteland Travellers is indeed compatible with FWE (and the rest of my mod layout).
I'm pretty sure, but I am concerned.
Samething with Arefu Expanded..

Thank you all again so much! I'm very grateful for all your help.

Regards
Preytor
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remi lasisi
 
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Post » Tue May 17, 2011 9:54 am

Thanks for the feedback all, so helpful!! :D

I've got Pucemoose bookmarked for sure and look forward to using them later.

I unchecked Mart's Mutant Mod - Hunting & Looting.esp in FOMM.

I installed DarnUI_Update_for_FWE-2761 (pretty sure that was a good idea).
Then I installed Mezs_Merged_Patch-2761. Should I use that patch (I think I should)?

When I make my merged patch (I think I need to do so, even with Mezs merge patch?), do I "need" to make a MasterUpdate?
I've read conflicting things about MasterUpdate.

Nono, you either use your own OR Mez's merged patch not both. Please refer to the http://docs.google.com/Doc?docid=0ASdCGxH-MDdeZGRzNmtyNzdfNGhobTJ2dmZu&hl=en for more info on materupdating and merged patches.


Also a specific side question:
Can someone please confirm MTC Wasteland Travellers is indeed compatible with FWE (and the rest of my mod layout).
I'm pretty sure, but I am concerned.
Samething with Arefu Expanded..

They're compatible with FWE. In general any content mods (quests, cities, new NPCs, locations, etc) are compatible with FWE.
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[Bounty][Ben]
 
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Post » Tue May 17, 2011 1:51 am

Cool.
Thanks for answer those questions. It's all a lot more clear now to me now.

I'll try with Mez's patch first then. See how it goes.
Sweet FAQ, thx for the link!

I adjusted my load order again. Looks like it should all be good to go now for initial play testing.
I've updated my load order list to version 0.4 now to reflect the changes I've made.

Thank you thank you thank you, all of you!
P

ps.
I'm going to test FO3 Ram Boost V1.1 at some point.
Anyone else use this? It looks awesome - lets F3 utilize more than 2GB of RAM.
Link: http://www.fallout3nexus.com/downloads/file.php?id=12031

pss.
Figured out FO3 RAM Boost is just a program called ExplorerSuite 3 by NTCore: http://www.ntcore.com/exsuite.php
Good program that works. That said I need to test Fallout again tonight since I made that change today; though it'll be fine.

Speaking of testing, I played Fallout successfully for several hours lastnight.
Only thing I noticed that might be an issue is when the travelers want you to escort them. They start a conversion with you but the first dialogue box has no text; I clicked off (like skipping the text box, when you've heard it before), then the menu pops up.
It doesn't seem to break anything, it happens consistently and so far it's not much cause for concern. That said I haven't taken them up on the offer yet, so we'll see (I think it'll be fine).
Other than that everything has been perfect. ..Well over looking the fact I left the fault half alive with a severe concussion, blurring in and out till the doc in Megaton healed my head. lol
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bonita mathews
 
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Post » Tue May 17, 2011 9:16 am

I played Fallout successfully for several hours lastnight... everything has been perfect. ..Well over looking the fact I left the fault half alive with a severe concussion, blurring in and out till the doc in Megaton healed my head. lol

Sounds perfect to me. Glad things are working better for you now.

gothemasticator
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Emma louise Wendelk
 
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Post » Tue May 17, 2011 4:32 am

Before I begin with this post I just gotta say you guys rock!, and I know I've said this before, and I'll say it again (can't help it, I must), thank you all very much, I'm so grateful for all your help.

I've done some more testing found things aren't really working as they should.

To keep a long story short, I found a texture bug with Coleens Portable Tent mod (unusable). I went through the list of what I'm using and read all the Read Me's once again and found some more possible incompatibilities, and "other issues".
Thus I'm taking what I know now with my newest build list, load order, and redoing the lot.
Don't shoot! - It's not as bad as it may sound really, it'll be more of a pain to uninstall and clean up the mess getting ready for a new set up. lol
So this time my culled down list will be simpler and easier to deal with. I can always (<-- depends) add more later.

What I plan on installing:

F3
Patch
FOMM
expansions
================
FOSE
FWE
Update FWE 5.0 to 5.02
MMM
EVE
Weapon Mod Kits
FOIP
DarnUI_Update_for_FWE-2761
Mezs_Merged_Patch-2761
Darn's UI
CASM
MTC Wasteland Travellers V2
Arefu Expanded
BuildableBots
RobCo Certified
Robco Certified Buildable Bots
RobCo Storage Module
RobCo Certified Recall
Echo BatteryCharger
Solar Charger Zeta Edition
BA_WastelandRecyclingMachine
Ammo Toolkits
Owned!
Echo - Use Your Glove
FireLightFix
SGsUA - No Borders
Destruction V6-1

================
I'd like to use Wasteland Whisperer but I'm scared it conflicts with other mods I'm using.
================

What I might install later (other than Pucemoose mods):
RobCo Engineer
RobCo Battery Charger (might not considering I'm using Echo's BatteryCharger)
Vault-Tec Geo Locators
More Map Markers
HoverChair (HoverChair 0.4.2 - MK2.esp)
Pre-War Books + Titles (I think it'll conflict with FWE)

================

When updated I might use:
Fallout Street Lights (need 1.7 not 1.8 ATM with mod below)
Fallout Street Lights - Wasteland
Realistic Interior Lighting
Raiders wear Pitt armor


Side note: I keep reading Arefu Expanded Read Me and can't get over the feeling it could conflict with my set up. idk what it is.... (paranoia? lol)


Kind regards
Preytor
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Chrissie Pillinger
 
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Post » Tue May 17, 2011 1:44 am

DarnUI_Update_for_FWE-2761

I'm pretty sure you shouldn't be using this with the latest FWE. I believe it's totally unneeded now and will mess up things like the new grenade icons. Check with Kai to be sure, though. Or the FAQ.

I don't see anything that will conflict with Arefu Expanded.

Is Pre-War Books and Titles just a texture replacer? Meaning, no ESP? If so, it's perfectly fine. As are all such replacers. If you use garybash's Installers feature, you can even get pretty good control over which textures from which mods overwrite which other ones. If you just use FOMM, install order becomes more important.

gothemasticator
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Alexxxxxx
 
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Post » Tue May 17, 2011 6:34 am

DarnUI_Update_for_FWE-2761

I'm pretty sure you shouldn't be using this with the latest FWE. I believe it's totally unneeded now and will mess up things like the new grenade icons. Check with Kai to be sure, though. Or the FAQ.

Actually that's the name of the zip file of the FWE-DarN UI update from the FWE page, so he should install that.

(I know what file you mean though, there used to be some old legacy patch floating around, but this isnt the case here)
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Alba Casas
 
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Post » Mon May 16, 2011 11:47 pm

Alright, I've got a new update.
I finished the newest set up lastnight and got some play testing done.
It all went well, with the exception of RobCo Certified Recall. RobCo Certified Recall.esp will load but when I use the RobCo Certified Recall - FWE EVE Balance.esp the game crashes when you start it.
I'm thinking that the RobCo Certified Recall - FWE EVE Balance.esp once worked but it's old and out of date now. Here's a link: http://www.fallout3nexus.com/downloads/file.php?id=11625

I haven't installed the level cap remover yet.
It was mentioned it might conflict, and I haven't read anything that tells me it might. So I'm still looking into this.

I'm also still trying to figure out if Wasteland Whisperer will work okay.
It also has some perks, but I think they are original to it so it maybe fine.
Here's a link: http://www.fallout3nexus.com/downloads/file.php?id=1610

I've updated my load order to version 0.5 to reflect my latest changes.

DarnUI_Update_for_FWE-2761

I'm pretty sure you shouldn't be using this with the latest FWE. I believe it's totally unneeded now and will mess up things like the new grenade icons. Check with Kai to be sure, though. Or the FAQ.

I don't see anything that will conflict with Arefu Expanded.

Is Pre-War Books and Titles just a texture replacer? Meaning, no ESP? If so, it's perfectly fine. As are all such replacers. If you use garybash's Installers feature, you can even get pretty good control over which textures from which mods overwrite which other ones. If you just use FOMM, install order becomes more important.

gothemasticator


It's PreWar Book Titles and Perks. It has two perks, which is my concern. Link: http://www.fallout3nexus.com/downloads/file.php?id=4318
I think that the perks would be compatible, just not be effected by any of the balancing from FWE; they'd work as is. Which would be fine.
I'm just not 100% on this and didn't want to risk it.


Kind regards
Preytor
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Robert DeLarosa
 
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Post » Tue May 17, 2011 3:47 am

Ah. That is the book mod I have used in the past. It is quite neat. It does conflict somewhat with FWE. If you load it after FWE, you should get Pre-War Book Titles and Perks' way of handling book-reading.

It's going to end up being your choice. I highly doubt that it will bork your game. You'll just get either the book mod's way of doing things or FWE's way.

gothemasticator
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Clea Jamerson
 
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Post » Mon May 16, 2011 11:17 pm

Ah. That is the book mod I have used in the past. It is quite neat. It does conflict somewhat with FWE. If you load it after FWE, you should get Pre-War Book Titles and Perks' way of handling book-reading.

It's going to end up being your choice. I highly doubt that it will bork your game. You'll just get either the book mod's way of doing things or FWE's way.

gothemasticator


Very interesting!
Now I just need to figure out the details of the differences :laugh:
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Destinyscharm
 
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Post » Tue May 17, 2011 8:41 am

Would someone please suggest a good mod to remove the level cap?

I've read through the FWE ReadMe and https://sites.google.com/site/fo3wanderersedition/home and it doesn't appear that FWE removes the level cap (level 30 with the DLCs).
I do like what FWE does with the leveling and all, I don't want to touch that.
I only want to keep leveling up past level 30.


Thx
P
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Alex Vincent
 
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Post » Tue May 17, 2011 12:42 pm

http://www.fallout3nexus.com/downloads/file.php?id=121

I would also use it combined with http://www.fallout3nexus.com/downloads/file.php?id=2045

Someone mentioned earlier that MMM hunting and looting is included. As far as http://sites.google.com/site/fo3wanderersedition/compatibility-list has on it, I do not think it is included.
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George PUluse
 
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Post » Tue May 17, 2011 12:25 am

Someone mentioned earlier that MMM hunting and looting is included. As far as http://sites.google.com/site/fo3wanderersedition/compatibility-list has on it, I do not think it is included.

Yes it is included, see the FOIP readme:

- The Mart's Mutant Mod - FWE Master Release.esp automatically includes ALL optional MMM addons and, except for the DLCs, and they can be configured via the FWE control panel.
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

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Claire Mclaughlin
 
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Post » Tue May 17, 2011 2:34 am

Well, I guess that page ought to be updated then...
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Cameron Garrod
 
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Post » Tue May 17, 2011 8:11 am

Well, I guess that page ought to be updated then...

Well I did write that ReadMe so it would be...yanno..read.

But yes I apologize for the oversight and have updated the compatibility list with that missing entry.
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Paula Ramos
 
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Post » Tue May 17, 2011 2:41 pm

I prefer to use the website rather than a text based readme. I have old eyes and the website is easier to read, plus it gives more info than the readme :)
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Amy Cooper
 
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Post » Tue May 17, 2011 11:07 am

I prefer to use the website rather than a text based readme. I have old eyes and the website is easier to read, plus it gives more info than the readme :)

I understand, we're working to get more information on the website (it just launched very very recently) :)
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Caroline flitcroft
 
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Post » Tue May 17, 2011 11:34 am

I understand, we're working to get more information on the website (it just launched very very recently) :)


It's very good. Nice contrast on the pages, well laid out, and minimalistic so I don't have to use Adblock plus to remove "busy" images....like I do on here.
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Angel Torres
 
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Post » Tue May 17, 2011 5:05 am

Level Cap Workaround it is then! Thanks GrayeWolf.

I'm really liking the website too!


Thx all
P

ps.
Anyone have anything to say about http://www.fallout3nexus.com/downloads/file.php?id=7817?
It (it's counterpart) worked well in Oblivion.
I get some stuttering outside sometimes after I've been running around for a while. Eventually I crash.
Not a big deal, I save often, it's just a PITA.
So is this any good, any better ideas?
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Euan
 
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