Request assistance with Mod Setup

Post » Tue May 17, 2011 2:43 am

Like some others here, I'm creating a thread to work on selecting the right group of mods to create a great F3 experience.

It's been quite a while since I last spent the time needed on the Bethesda Forums to put in the proper research needed for such an undertaking. In fact, the last time it was for Oblivion.
I realize I have a lot of research ahead of me.

I also realize your time is quite valuable, and I greatly appreciate any assistance you can give me. :nod:


Now for some specifics of what I'm looking to accomplish.

For starters I should preface that I'm still undecided if I want to forgo the use of FOSE. The reason being is that I can't use it with Windows Live.
The only reason I see I'd want to use Windows Live with F3 is for the accomplishments, it seems like it would be a nice idea to have it (I haven't got them all yet). The accomplishments from Windows Live isn't really a BFD to me, so I could easily be persuaded to drop Windows Live and use FOSE.

I do know I want to use MMM.
I'd like to find a good companion mod. Multiple companions would be nice.
To expand on items, weapons, gear.
Something like the traveling merchants (from Oblivion) mod.
Expand/add on settlements, towns.
I like added quests, dungeons etc..

Is there anything to expand the use of the monetary system, add guilds/groups, people, tech?
A mod to add the visuals of the game would be nice too.

Basically I'm looking to add more depth to the game, and to enrich the experience of it all.


Thank you for your time! :)
User avatar
Harinder Ghag
 
Posts: 3405
Joined: Wed Jan 17, 2007 11:26 am

Post » Tue May 17, 2011 3:35 am

http://www.gamesas.com/bgsforums/index.php?showtopic=1056342

And I highly suggest forgetting everything having to do with windows and live. Please use FOSE =)
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Tanya
 
Posts: 3358
Joined: Fri Feb 16, 2007 6:01 am

Post » Tue May 17, 2011 12:37 pm

http://www.gamesas.com/bgsforums/index.php?showtopic=1056342

And I highly suggest forgetting everything having to do with windows and live. Please use FOSE =)


Thanks for the link Mezmorelda.
I see you've done some epic work! I'm still going through it all and compiling a lot of info which I'll use to figure out my setup.
Once I'm ready I'll post back here with my findings (lots), using this post as a place holder for it. I just wanted to take a moment to thank you.
I'd really appreciate any further assistance you can offer at that time.

BTW: I've decided FOSE>Windows Live. :)
I'll also be using FOMM, CALIBR, CRAFT and maybe even FO3Edit.
I'll stop myself there before I carry on any further...
User avatar
Javier Borjas
 
Posts: 3392
Joined: Tue Nov 13, 2007 6:34 pm

Post » Tue May 17, 2011 2:14 am

Alright here's where I am so far with my research.
Mez: I based my layout off your great "http://www.gamesas.com/bgsforums/index.php?showtopic=1056342"!

I haven't started downloading any of the mods yet, just saving links in a bookmarks folder.
Mez: I left out the ones in your list that said "[FWE Integrated]". I assume that would be the correct way to go since I plan on using your FWE mod.

If anyone sees anything incompatible with my list please let me know.
Any ideas for other mods to add are most welcome!

Not to get to far ahead of myself here, once I have the final list figured out I'd really appreciate assistance in figuring out the proper load order. :)

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

Notable Updates:

This list will need FOIP. (When using FWE, WMK, MMM, and EVE, you'll end up downloading a number of packages, including the MMM package, FWE-EVE package, and FWE-WMK package.)

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

Update Log:

2010.05.07
Not sure if my Notable Update above ^ applies anymore :laugh:
Added CASM to the list.
CRAFT and CALIBR removed from list (part of FWE now)
2010.05.12
Not installing Fellout or Wasteland Moods

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

Legend:
--------
Header/Section

Sub-header/Sub-section

Noted: [FWE Integrated] = I will not add, since it's integrated ;)

Comment/Concern
--------
Updated: 2009, December 07

================================
================================
Preytor's F3 Super Mod List v.0.2a
================================
================================

Cornerstone Mods:

MMM
FWE
Weapon Mod Kits
EVE
Darn's UI
FOIP needed
CASM

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

Mod Tools + "Standard Resource" Mods:


Fallout Mod Manager (FOMM)

Fallout Script Extender (FOSE)

FO3Edit

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

Cornerstone Mods:

FWE- Fallout Wanderers Edition!!

Martigen's Mutant Mod (MMM)!!

Weapon Mod Kits

Energy Visuals Enhanced (EVE)

Darn's UI [Link: http://www.gamesas.com/bgsforums/index.php?showtopic=1045221]

Fallout Interoperability Program (FOIP)

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


Comprehensive Gameplay Rebalance Mods:

Arwen's Realism Tweaks [FWE Integrated - Partial] (FWE includes Arwen's Smarter AI and sneak change) = I will not add, since it's Partially integrated
================================


Character (PC) Related:

--------
S.P.E.C.I.A.L.s / Skills / Leveling / Experience:

Pointiac Sounds interesting and it's already [FWE Integrated]

Wasteland Mastery (needs Level Cap Workaround AND the Level Cap Skill Increaser Workaround)

--------
Perks:

Robo Certification

Wasteland Whisperer

Buildable Bots (use Robco Certified Buildable Bots)

Ultimate Perk Pack

--------
Books:

Book Perks [FWE Integrated]

Persistent Skill Books [FWE Integrated] (Persistent Skill Books is incompatible with the Book Perk mod, but Mez has merged their respective functionalities, so you get the book perks AND the persistent skill books)

Pre-War Books + Titles

--------
Hacking + Lockpicking:

Menu Based Hacking + Lockpicking [FWE Integrated]

Explosive Entry [FWE Integrated]

Zumbs Overhauled Real-Time Security (Should be compatible) :)

--------
Movement + Stealth:

DK_BulletTime [FWE Integrated]

Sprint Mod [FWE Integrated]

Stealth Kills Enabled (I will still need to look into compatibility myself. It may or may not be used.)

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


Combat + Damage Related:

----------------
General:


Locational Damage [FWE Integrated]

FPS Style Grenade Hotkey [FWE Integrated] (Sweet!)

--------
Damage Focused Changes:

Falling Damage Mods [FWE Integrated] (lol - what is the average height?)

--------
Weapon Changes:

T3T's Weapon Tweaks [FWE Integrated]

Realistic Explosions [FWE Integrated]

Explosive Knockdown [FWE Integrated]

Explosive Explosives [FWE Integrated]

--------
Auto-aim Related:

Auto Aim Fix - Headshot Delux Edition [FWE Integrated]

--------
Radiation:

Radiation Level Revamp [FWE Integrated]

--------
Injuries + Healing:

Triage [FWE Integrated]

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


Equipment + Items:

--------
Ammunition:

Ammo Weight [FWE Integrated]

DAV's Weighted Ammo Weight

Ammo Weight Extended

Ammo Toolkits


Displayed Ammo Weight Has been noted by Mez - incompatible with FWE

--------
New Weapons:

Classic Fallout Weapons [FWE Integrated]

Missing Unique Weapons [FWE Integrated]

--------
Armor:

MR Armor Overhaul [FWE Integrated]

Missing Unique Armors + Clothing [FWE Integrated]

--------
Food + Drugs: (conflicts? [MMM])

Better Living Through Chemistry [FWE Integrated] Note: The FOIP patch for FWE + MMM resolves incompatibilities with MMM.

FDA Mod [FWE Integrated]

Realistic Chems [FWE Integrated]

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


NPC's, and Creatures:

--------
Followers:

Phalanx - (updated - Phalanx is compatible provided you use it INSTEAD of FWE's "enhanced follower" optional modules.) [I may or may not use it - undecided] Updated Link: http://www.fallout3nexus.com/downloads/file.php?id=1925 )

Sharing + Caring Companions

Remote Control Companions [FWE Integrated]

0h Followers Hire [FWE Integrated] (I will not be using standalone version, but other may choose to) (The original mod may have been updated, but FWE has changed a many parts of this mod in the course of integrating it with other follower mods. - Don't use a standalone version of 0H Followers Hire if using FWE's "enhanced follower" modules.)

--------
Non-Player Characters:

Caravan Upgrades [FWE Integrated]

MTC - Wasteland Travelers

Raiders Wear Pitt Armor

MMM Monster Perks - (I will not be using the standalone mod) (these are built into FWE for the standard monsters, and extended to MMM in the FWE-MMM FOIP patch, so you don't need the standalone mod.)

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


Immersion Mods:

--------
Needs (Hunger, Thirst, Sleep):

Primary Needs [FWE Integrated]

Coleen's Portable Tent

(Question: is there anything like Septim's Mansion for F3? Link: http://www.tesnexus.com/downloads/file.php?id=6870)

--------
Travel:

Hoverchair!
+
Echo_BatteryCharger [Link: http://www.fallout3nexus.com/downloads/file.php?id=1696]
+
Solar Charger [Link: http://www.fallout3nexus.com/downloads/file.php?id=2021]

Vault-Tec Geo Locators

J3Xified Driveable Motorcycle
+
J3Xified Drivable Motorcycle garage-mod shop [Link: http://www.fallout3nexus.com/downloads/file.php?id=6013]

More Map Markers

SGsUA ? No Borders

--------
Time + Respawning:

Selected Containers Respawn [FWE Integrated] (hope I don't go loosing stuff in my homes!)

--------
Environmental / Atmospheric:

Wasteland Weather Overhaul (compatible with Fellout?)

FireLightFix

Fallout Street Lights

Fallout Street Lights - Wasteland

Realistic Interior Lighting

Xepha Darker Nights

Enhanced Weather - Rain + Snow (Note: The "rains through buildings" doesn't mean that it's raining inside. The issue occurs when you are outside and standing under a building overhang / canopy / etc... Those things don't "stop" the rain so you'll still see rain when under a ledge or something.)

--------
GUI + HUD:

VTAP PipBoy Radio MP3 Player [not in Mez's list]

Echo - Use Your Glove


--------
Graphic Tweaks:

Note: Most of these weapon effects aren't compatible with EVE! Might work if loaded after, need to test. Burnification might work. (undecided if I'll try to use or not)

Flesh-burning Plasma Weapons (So cool!)

Burnification (note: Mez's list says "Flesh-burning Plasma Weapons" again)
+
Flavors for burnification [Link: http://www.fallout3nexus.com/downloads/file.php?id=6442]

Destruction (maybe)

Note: Weapon Effects by Saiden Storm, I'd like to use but I think there might be issues with the Flesh-burning Plasma Weapons and Burnicifcation (possibly the FireLightFix too).

--------
"Quest" Related:

Alternative Start ? Roleplayers [FWE Integrated]

T3T's Outcast Tech Support [FWE Integrated]

Multiple Ways to Attain Power Armor Training [FWE Integrated]

Owned (worried about Selected Containers Respawn mod [loosing my stuff] - I need to look into it)

--------
Places + Quests:

Bus World

DC Interiors

Reily's Rangers Expanded

Arefu Expanded

--------
A Little Something Special:

Weapon Scanner [FWE Integrated]

FF Interactive Bobbleheads [FWE Integrated]

FF Portable Lab + Infirmary [FWE Integrated]

FF Portable Wonder Meat Maker [FWE Integrated]

DN Recycling Machines

RobCo Battery Charger

Solar Charger (I already mentioned under Travel section)

Echo Battery Charger (I already mentioned under Travel section)

================================
User avatar
Andres Lechuga
 
Posts: 3406
Joined: Sun Aug 12, 2007 8:47 pm

Post » Tue May 17, 2011 3:08 am

First thing you need to do is spend some time with the readmes of FWE. Many of the mods you have listed (e.g. sprint mod) are already included, so you would cause yourself problems using them.

Second thing you need to do is spend some time with the readmes of FWE. Many of the mods you have listed (e.g. pontiac, Arwen's) are incompatible, so you would cause yourself problems using them.

My suggestion: Install FWE and get used to it some. Play a few quests, dungeons, and try out all the new features. Then add MMM and do some exploring. Then add EVE and WMK (and I'm pretty sure at this point you'll need FOIP and you'll need to learn FO3Edit's masterupdate and merged patch functions. Playtest some more.

Then go back to your list with new eyes.

It's fun, isn't it? To dream... to drool...

Just go slow enough that you don't bork your game.

gothemasticator
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Luna Lovegood
 
Posts: 3325
Joined: Thu Sep 14, 2006 6:45 pm

Post » Tue May 17, 2011 4:23 am

First thing you need to do is spend some time with the readmes of FWE. Many of the mods you have listed (e.g. sprint mod) are already included, so you would cause yourself problems using them.

Second thing you need to do is spend some time with the readmes of FWE. Many of the mods you have listed (e.g. pontiac, Arwen's) are incompatible, so you would cause yourself problems using them.

My suggestion: Install FWE and get used to it some. Play a few quests, dungeons, and try out all the new features. Then add MMM and do some exploring. Then add EVE and WMK (and I'm pretty sure at this point you'll need FOIP and you'll need to learn FO3Edit's masterupdate and merged patch functions. Playtest some more.

Then go back to your list with new eyes.

It's fun, isn't it? To dream... to drool...

Just go slow enough that you don't bork your game.

gothemasticator


Thank you for your input gothemasticator.

I guess I should have been more clear that all mods tagged with [FWE Integrated] = I will not add them.
I have modified my list to reflect that.

Thanks for clarifying Arwen's Realism Tweaks which is partially integrated. Now I know for sure not to add that.
I have modified my list to reflect that.

I'd prefer to add MMM, EVE, WMK right away. If I need to use FOIP and FO3Edit, so be it, I learn it and use it.

Slow and steady does win the race at this. Which can be difficult to deal with I admit (speaking for myself anyway).
I remember how long it took to get my Oblivion games the way I wanted them.

Wyre Bash was a great tool back then, is there anything like that for F3?
It seems from what I skimmed through that it's not the tool to use for F3 ATM.
User avatar
luis ortiz
 
Posts: 3355
Joined: Sun Oct 07, 2007 8:21 pm

Post » Tue May 17, 2011 3:24 am

I'll try to respond to the RED issues / concerns.

- Yes you need FOIP. If you're using FWE, WMK, MMM, and EVE, you'll end up downloading a number of packages, including the MMM package, FWE-EVE package, and FWE-WMK package.
- I've personally decided to not use the Unofficial Patch. Some of the basic changes have been built into FWE. I've experienced some odd glitches and CTD's resulting from the UFP, so I've decided to stop using it personally.
- Persistent Skill Books is incompatible with Book Perks. However, in FWE's I've merged their respective functionalities, so you get the book perks AND the persistent skill books =)
- Zumbs Real-Time Security. I haven't used this yet. I've been told it doesn't conflict with FWE, but just adds another way of getting past security.
- Stealth kills enabled - this mod might adjust some of the faction flags and properties, which would conflict with FWE as well as MMM. I looked at it briefly once, but that was a while ago. You'll have to give it a look in FO3Edit.
- Explosive knockdown + explosive explosives are both integrated into FWE. So the text is a typo.
- Thanks for mentioning that displayed ammo weight is incompatible with FWE. I'll make note of that.
- Better Living Thru Chemistry is integrated into FWE. The FOIP patch for FWE + MMM resolves incompatibilities with MMM.
- Phalanx is compatible provided you use it INSTEAD of FWE's "enhanced follower" optional modules.
- Don't use a standalone version of 0H Followers Hire if using FWE's "enhanced follower" modules. The original mod may have been updated, but FWE has changed a many part of this mod in the course of integrating it with other follower mods.
- MMM Monster Perks - these are built into FWE for the standard monsters, and extended to MMM in the FWE-MMM FOIP patch, so you don't need the standalone mod.
- Coleen's tent - I have no idea if it's like the mansion mod mentioned =)
- Echo Battery Charger and Solar Charger should be perfectly compatible with FWE.
- Wasteland Weather overhaul is compatible with FWE. I use that one myself.
- No idea about compatibility between wasteland moods + fellout.
- The "rains through buildings" issue occurs when you are outside and standing under a building overhang / canopy / etc... Those things don't "stop" the rain so you'll still see rain when under a ledge or something. It doesn't mean that it's raining inside.
- Most of the weapon effects aren't compatible with EVE as well, although if you load them after EVE they might override things okay. I think burnification will work though.
- Owned - I'm not sure about this one. I use a really old version of owned that doesn't have all the new features. I haven't noticed any problems at all. Not sure about the newer versions.

Hopefully that helps =)
User avatar
Ross Zombie
 
Posts: 3328
Joined: Wed Jul 11, 2007 5:40 pm

Post » Tue May 17, 2011 5:54 am

I'll try to respond to the RED issues / concerns.

- Yes you need FOIP. If you're using FWE, WMK, MMM, and EVE, you'll end up downloading a number of packages, including the MMM package, FWE-EVE package, and FWE-WMK package.
- I've personally decided to not use the Unofficial Patch. Some of the basic changes have been built into FWE. I've experienced some odd glitches and CTD's resulting from the UFP, so I've decided to stop using it personally.
- Persistent Skill Books is incompatible with Book Perks. However, in FWE's I've merged their respective functionalities, so you get the book perks AND the persistent skill books =)
- Zumbs Real-Time Security. I haven't used this yet. I've been told it doesn't conflict with FWE, but just adds another way of getting past security.
- Stealth kills enabled - this mod might adjust some of the faction flags and properties, which would conflict with FWE as well as MMM. I looked at it briefly once, but that was a while ago. You'll have to give it a look in FO3Edit.
- Explosive knockdown + explosive explosives are both integrated into FWE. So the text is a typo.
- Thanks for mentioning that displayed ammo weight is incompatible with FWE. I'll make note of that.
- Better Living Thru Chemistry is integrated into FWE. The FOIP patch for FWE + MMM resolves incompatibilities with MMM.
- Phalanx is compatible provided you use it INSTEAD of FWE's "enhanced follower" optional modules.
- Don't use a standalone version of 0H Followers Hire if using FWE's "enhanced follower" modules. The original mod may have been updated, but FWE has changed a many part of this mod in the course of integrating it with other follower mods.
- MMM Monster Perks - these are built into FWE for the standard monsters, and extended to MMM in the FWE-MMM FOIP patch, so you don't need the standalone mod.
- Coleen's tent - I have no idea if it's like the mansion mod mentioned =)
- Echo Battery Charger and Solar Charger should be perfectly compatible with FWE.
- Wasteland Weather overhaul is compatible with FWE. I use that one myself.
- No idea about compatibility between wasteland moods + fellout.
- The "rains through buildings" issue occurs when you are outside and standing under a building overhang / canopy / etc... Those things don't "stop" the rain so you'll still see rain when under a ledge or something. It doesn't mean that it's raining inside.
- Most of the weapon effects aren't compatible with EVE as well, although if you load them after EVE they might override things okay. I think burnification will work though.
- Owned - I'm not sure about this one. I use a really old version of owned that doesn't have all the new features. I haven't noticed any problems at all. Not sure about the newer versions.

Hopefully that helps =)


That's some very helpful feed back. I really appreciate it, thank you!
It has answered many questions and helped to streamline where I need to spend my time researching/learning.
I've updated my list to reflect what I have learned from your feedback thus far.

I'm happy to hear Wasteland Weather Overhaul is compatible with FWE. Do you happen to know if it's compatible with Fellout?


Many thanks!
Preytor
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Batricia Alele
 
Posts: 3360
Joined: Mon Jan 22, 2007 8:12 am

Post » Tue May 17, 2011 9:17 am

It's been sometime, and I've decided to pick this up again. :fallout:
I'll use the next post here as a log of my modding process. That way if I do run into any issues they should be much simpler to troubleshoot.

After installing F3 and the expansions I plan on installing the prerequisites for FWE. I plan on installing FWE and MMM.
Then I'll start adding some of the other mods in the list.
Once I have a good foundation of the mods installed (and all the mods that require/suggest a fresh game start), I'll start the game and ensure things are working as expected.
If everything goes well, I'll start adding a few other mods.

I'll do my best to keep this log as clean and concise as I can, noting when its been updated - preferably with an update log (a log of updates to the log).
I'll do what I can figure everything out for myself and not bother anyone for assistance, but if I do need some this should help make it as easy as possible.
Plus it should be of value to anyone looking to do the same thing. :read:


Best regards
Preytor
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Lynette Wilson
 
Posts: 3424
Joined: Fri Jul 14, 2006 4:20 pm

Post » Tue May 17, 2011 2:36 am

================================
Process
================================

================
2010.05.06
- Installed F3 (followed by reboot)
- Updated F3 with Fallout3_1.7_English_US Patch (followed by reboot)
- Installed FOMM (followed by reboot)
- Installed (all five) expansions into F3 data folder
================
2010.05.09
- Install FOSE
I extracted fose_v1_2_beta2 folder from fose_v1_2_beta2.7z into Fallout 3 directory (I placed the contents not the folder into the directory).
Note: it says just the .dll files and fose_loader.exe, but I also extracted the src folder and html file with it (all the contents).

- Install FWE
I extracted FO3 Wanderers Edition.fomod to Fallout3\FOMM\Mods folder.
Launched FOMM and went to the package manager, it asked me to login, Ignored and it let me to the package manager anyway.

Selected FWE and chose to activate it, got a message:
Archive invalidation does not appear to be active. This mod requires it to be activated in order to work correctly.
Please make sure to use the Toggle Invalidation feature available on the main form after installing this mod.
It asks: Would you like ot abort this installation so you may do so now?

Not sure what to do, so I choose yes to abort, toggled on invalidation, Selected FWE and chose to activate it.
Core components (CRAFT, CALIBR, FWE Main Master, CRAFT, FWE Main Plugin) and DLC Compatibility Patches are already checked.
Under Follower Plugins (Optional) I can choose Follower Enhanced or Follower Enhanced (BrokenSteel), I chose the latter (Since I have BrokenSteel).
Under Optional Plugins I didn't choose any. I considered Worn Weapons, but I'm not sure if this will conflict with anything I want to add, I think these options can be activated later if I really want them.
Click install - Mod was successfully installed.

- Update FWE 5.0 to 5.02
I copied/replaced all the appropriate esp files. (I noticed there wasn't one for FO3 Wanderers Edition - DLC Point Lookout [nothing wrong, just thought it was interesting])

- Install MMM
... but it wants me to have ArchiveInvalidation Invalidated installed first.
When I run ArchiveInvalidation Invalidated a box with four buttons pops up. The first two say Activate and the other Deactivate, but Activate is greyed out.
I assume (never a good thing) that because FOMM has it's own and I already activated that.

Just in case, I'm going to stop here for the night.
If someone would please confirm that's I'm correct and I can go ahead with installing MMM I'd appreciate it, thanks.
================
2010.05.10
- Install MMM
I went ahead and installed MMM assuming FOMM was handling the ArchiveInvalidation Invalidated stuff (nvm, I just found out it does. w00t).
Chose to use MMM DLC plugins, and Increased Spawns, H&L, TT, NS, ZR, RWS plugins.

- Install Invisible_Trog_fix_for_DLC_Pitt-3211.

- Install CASM

- Install EVE
First EVE_-_Operation_Anchorage-8340, then EVE_096_Beta_Main-8340, finally EVE_096_Important_UPdate-8340.
Maybe I should have done EVE_-_Operation_Anchorage-8340 last, idk, I found nothing saying anything either way, seemed safer to do it first since it's older than the rest.

- Install FOIP
Mart's Mutant Mod - FWE Master Release.esp and Mart's Mutant Mod - FWE with EVE.esp.

- Adjust
In FOMM Unselected: zones respawn, increased spawns, natural selection, and Tougher Traders optional modules.
Cause FOIP said so. FWE and the FWE patches takes care of these. (dodged that bullet)

- Install Darn's UI
fomod version - said yes a lot.

- Wasteland Mastery time!
Installed Level-Up_Workaround-165 (Level Cap Increaser Skill Workaround), and Max Level Workaround - Broken Steel (Level Cap Workaround).
Then Wasteland_Mastery-2045.

Note:
That's good for today.
Looking into Destroyable Environments and Starting Energy Weapon to see if they're compatible.
Weapon Mod Kits is looking daunting... I'll wait a bit for that.
================
2010.05.12
- Install Robo Certification
- Install Wasteland Whisperer
- Install Buildable Bots
- Install Ultimate Perk Pack

UPP - Original Perks, UPP - Pack 1, UPP - Pack 2, UPP - Beverage Perks, UPP - Experience Perks, UPP - Quest Perks.
- Install Pre-War Books + Titles
- Install Zumbs Overhauled Real-Time Security
- Install Stealth Kills Enabled
- Install DAV - weighted AmmoWeight
- Install Ammo Weight Extended
- Install Ammo Toolkits

Ammo Bench - Alien Power Cell, Ammo Bench - CALIBR, Ammo Bench - Car Mechanic, Ammo Bench - CRAFT Plugin, Ammo Bench - Toolkit Retex
- Install MTC Wasteland Travellers
- Install Raiders wear Pitt armor

(Raiders Get Steel Saws)
- Install Coleens Portable Tent
- Install HoverChair

(HoverChair 0.4.2 - MK2.esp)
- Install Echo_BatteryCharger
- Install Solar Charger
- Install Vault-Tec Geo Locators
- Install J3Xified Driveable Motorcycle
- Install J3Xified Drivable Motorcycle garage-mod shop
- Install More Map Markers
- Install SGsUA - No Borders
- Install Dynamic Weather

Dynamic Weather - Main 1_2, and Dynamic Weather - DLC Add-ons
- Install Wasteland Weather Overhaul
- Install Enhanced Weather - Rain + Snow

Enhanced Weather - Rain and Snow.esm, Enhanced Weather - Rain and Snow in Fallout.esp, Enhanced Weather - Weather Sounds in Interiors, Enhanced Weather - Sneak Bonus during Storms,
- Install FireLightFix
- Install Fallout Street Lights
- Install Fallout Street Lights - Wasteland
- Install Realistic Interior Lighting
- Install Xepha Darker Nights
- Install Echo - Use Your Glove
- Install Destruction V6-1 - A Destroyable Environments Mod by SP
(w00t!)
- Install Flesh Burning Plasma Weapons
- Install Burnification
- Install Owned
- Install RobCo Battery Charger
- Install DN - Recycling Machine
- Install Busworld
- Install Reily's Rangers Expanded
- Install Arefu Expanded


Note:
Saving Weapon Mod Kits for the end (scary still).
Not installing Fellout or Wasteland Moods.
Later on, (after I play a while) I'll look at installing DC Interiors, Sharing and Caring Companions, Global Travel System (GTS), VTAP PipBoy Radio MP3 Player.
================
2010.05.13
Doing a backwards compatibility check
- Uninstall Flesh Burning Plasma Weapons & Burnification
(EVE Read Me said so)
================
2010.05.13
- Uninstall Mart's Mutant Mod - Tougher Traders.esp
(FOIP said so)
- Uninstall Xepha Darker Nights
(Not compatible with Wasteland Weather Overhaul)
- Installed Weapon Mod Kits
- Load Order set up 001
================
2010.05.13
- Uninstall Ultimate Perk Packs
- Uninstall Zumbs Overhauled Real-Time Security
- Uninstall Busworld
- Uninstall Wasteland Weather Overhaul, Enhanced Weather - Rain + Snow
- Uninstall Dynamic Weather
- Uninstall J3Xified Driveable Motorcycle
- Uninstall J3Xified Drivable Motorcycle garage-mod shop
- Uninstall Stealth Kills Enabled
- Uninstall DAV - weighted AmmoWeight
- Uninstall Ammo Weight Extended
(Just in case)
================
2010.05.14
- Unchecked Mart's Mutant Mod - Hunting & Looting.esp in FOMM
- Installed DarnUI_Update_for_FWE-2761
- Installed Mezs_Merged_Patch-2761
- Adjust load order

moved Ammo Bench.esm to correct location, moved other mods around...
================
2010.05.14
- Adjust load order again. Version 0.4 now.
================
2010.05.xx
- TBD/need to figure out which steps to take next.
User avatar
Laura Mclean
 
Posts: 3471
Joined: Mon Oct 30, 2006 12:15 pm

Post » Mon May 16, 2011 11:55 pm

Read the new readme for the new version of FWE. Craft and Calibr (or at least one of them) is now included in FWE. I mention this because of your mention of installing the prerequisites first.

My own suggestion is to check out Pucemoose's quest mods on Nexus. Wonderful wonderful quests.

gothemasticator
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Jodie Bardgett
 
Posts: 3491
Joined: Sat Jul 29, 2006 9:38 pm

Post » Tue May 17, 2011 6:58 am

Read the new readme for the new version of FWE. Craft and Calibr (or at least one of them) is now included in FWE. I mention this because of your mention of installing the prerequisites first.

My own suggestion is to check out Pucemoose's quest mods on Nexus. Wonderful wonderful quests.

gothemasticator


I'm definitely going to read and use the most current of everything here. I noticed that too, I think it's both, which would be great!
Thanks for voicing your concern, I do appreciate it. :)

Thanks for the suggestion! I'll make sure to check out Pucemoose's quest mods.
More quests are a good thing IMO.
Any idea if Pucemoose's quest mods are compatible with FWE and MMM?


Thanks again
Preytor
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Nikki Morse
 
Posts: 3494
Joined: Fri Aug 25, 2006 12:08 pm

Post » Tue May 17, 2011 4:29 am

You know, one VERY important mod I do not see listed anywhere here is http://www.fallout3nexus.com/downloads/file.php?id=3729.

If you use no other mod at all, this is a MUST.
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Julia Schwalbe
 
Posts: 3557
Joined: Wed Apr 11, 2007 3:02 pm

Post » Tue May 17, 2011 2:51 pm

You know, one VERY important mod I do not see listed anywhere here is http://www.fallout3nexus.com/downloads/file.php?id=3729.

If you use no other mod at all, this is a MUST.


Definitely get this mod! It's saved my ass many times by having several backup saves, plus when there's a crash I've got a save within 5 minutes prior (can be set to whatever you wish)

But make sure all autosaves are turned off.
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FABIAN RUIZ
 
Posts: 3495
Joined: Mon Oct 15, 2007 11:13 am

Post » Tue May 17, 2011 2:09 am

It still doesn't cover everything though. There are times when I definitely do a manual save.

See, I am the type of person who forgets to save regularly. Before I found CASM I could lose up to 2 hours of game play and not play Fallout 3 for a day or 2 in disgust. Not at the game crashing but in my own stupidity of not remembering to save often. I use the 50 save cycle in the CASM options. I don't actually use the profiles since when have several folders in my save folder, one for each character. When i switch, I move files into the right folders.
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claire ley
 
Posts: 3454
Joined: Fri Aug 04, 2006 7:48 pm

Post » Tue May 17, 2011 5:26 am

Thanks guys! CASM is a must for sure!!
I just found it the other day. Man I wish they had this when I played F3 last.
I found with F3 and Oblivion I was always saving and making multiple manual saves. I'm quite fastidious when it comes to saving files; this will save me a lot of headaches. :D

Thanks again!
Preytor
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Bonnie Clyde
 
Posts: 3409
Joined: Thu Jun 22, 2006 10:02 pm

Post » Tue May 17, 2011 5:25 am

Does anyone know if Destroyable Environments and Starting Energy Weapon are compatible?
I'd really like to add these in.

Side note: anyone else find installing Weapon Mod Kits kinda scary? lol

Thx!

ps. updated the log some more.
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Mark
 
Posts: 3341
Joined: Wed May 23, 2007 11:59 am

Post » Tue May 17, 2011 7:51 am

Take a look at this, it should help you with your mod choices as far as FWE is concerned.

http://spreadsheets.google.com/ccc?key=0AidCGxH-MDdedDhpMXdjcEUycnM3S1ducXRjOVRxLVE&hl=en

AFAIK it's not completely up to date, but it's still rather comprehensive.
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Louise Dennis
 
Posts: 3489
Joined: Fri Mar 02, 2007 9:23 pm

Post » Tue May 17, 2011 10:07 am

Take a look at this, it should help you with your mod choices as far as FWE is concerned.

http://spreadsheets.google.com/ccc?key=0AidCGxH-MDdedDhpMXdjcEUycnM3S1ducXRjOVRxLVE&hl=en

AFAIK it's not completely up to date, but it's still rather comprehensive.


Epic thanks!
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Cesar Gomez
 
Posts: 3344
Joined: Thu Aug 02, 2007 11:06 am

Post » Tue May 17, 2011 1:17 am

I've culled through all the mods and their respective Read Me's.
Fairly confident everything is now compatible, though I'm under the impression I still need to use FO3Edit to make that patch cause of Weapon Mod Kits.

That said I have what I think is a workable load order here and I'd really appreciate some feed back on it.
If all goes well I'll be able to play test this baby soon.

Thank you thank you thank you all!

The load order version 0.6:
[X] Fallout3.esm[X] Anchorage.esm[X] ThePitt.esm[X] BrokenSteel.esm[X] PointLookout.esm[X] Zeta.esm[X] Destruction.esm[X] ArefuExpandedByAzar.esm[X] CRAFT.esm[X] CALIBR.esm[X] Ammo Bench.esm[X] FO3 Wanderers Edition - Main File.esm[X] Mart's Mutant Mod.esm[X] CASM.esp[X] CRAFT - Activation Perk.esp[X] DarNifiedUIF3.esp[X] SGsUA - No Borders v.1.0-EN.esp[X] Destruction - Main.esp[X] Destruction - Main - Statics.esp[X] Destruction - DLC.esp[X] Destruction - DLC - Statics.esp[X] ArefuExpandedByAzar-Radio.esp[X] MTC Wasteland Travellers.esp[X] FireLightFix.esp[X] Echo_UseBothGloves.esp[X] BuildableBots v0.3a.esp[X] RobCo Certified.esp[X] Buildablebots Robcert. addon.esp[X] RobCo Storage Module.esp[ ] RobCo Certified Recall - FWE EVE Balance.esp[ ] RobCo Certified Recall.esp[X] Echo_BatteryCharger.esp[X] solarchargerzeta.esp[X] BA_WRM.esp[X] Owned!.esp[X] Ammo Bench - CRAFT Plugin.esp[X] Ammo Bench - CALIBR.esp[X] Ammo Bench - Alien Power Cell.esp[X] Ammo Bench - Toolkit Retex.esp[X] Ammo Bench - Car Mechanic.esp[X] FO3 Wanderers Edition - Main File.esp[X] FO3 Wanderers Edition - DLC Anchorage.esp[X] FO3 Wanderers Edition - DLC The Pitt.esp[X] FO3 Wanderers Edition - DLC Broken Steel.esp[X] FO3 Wanderers Edition - DLC Point Lookout.esp[X] FO3 Wanderers Edition - DLC Mothership Zeta.esp[X] FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp[X] WeaponModKits.esp[X] WeaponModKits - FWE Master Release.esp[X] WeaponModKits - OperationAnchorage.esp[X] WeaponModKits - ThePitt.esp[X] WeaponModKits - BrokenSteel.esp[X] WeaponModKits - PointLookout.esp[X] WeaponModKits - Zeta.esp[X] EVE.esp[X] EVE Operation Anchorage.esp[X] EVE - FWE Master Release.esp[X] EVE Anchorage - FWE DLC Anchorage.esp[X] EVE - FWE with WeaponModKits.esp[X] EVE - FWE Master Release (Follower Enhanced).esp[X] Mart's Mutant Mod.esp[X] Mart's Mutant Mod - DLC Anchorage.esp[X] Mart's Mutant Mod - DLC The Pitt.esp[X] Mart's Mutant Mod - DLC Broken Steel.esp[X] Mart's Mutant Mod - DLC Point Lookout.esp[X] Mart's Mutant Mod - DLC Zeta.esp[X] Mart's Mutant Mod - FWE Master Release.esp[X] Mart's Mutant Mod - FWE with EVE.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 - 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 - Reduced Wasteland Spawns.esp[ ] Mart's Mutant Mod - Tougher Traders.esp[ ] Mart's Mutant Mod - Zones Respawn.esp[X] Mez's Merged Patch 5-0 - DLC-FWE-WMK-MMM.esp


subtle changes from 0.5 to 0.6, moved Destruction up so it won't interfere with the smaller mods which are now below.
User avatar
Mariana
 
Posts: 3426
Joined: Mon Jun 12, 2006 9:39 pm

Post » Tue May 17, 2011 12:05 pm

  • Move the DLC ESMs up two spots so that they directly follow the game ESM. Arefu and that other one can load after DLC.
  • Read the FWE readme about perk mod compatibilities. Basically, adding new perks will work fine (even though it will no longer follow the FWE balance plan), but some of the UPP perk plugins change vanilla perks, and that won't be compatible with the changes FWE makes to perks.
  • Not positive, but the Zumb's security mod is probably not a great idea. FWE already overhauls security. Better check the readme.
  • Busworld is known to be quite buggy and cause crashes.
  • I don't know how the two weather mods are going to get along. I don't use them, so I don't know. But it's a potential problem spot unless you know they are compatible. (Gosh, make that three! weather mods. Yeah, I'd guess that'll be a problem.)
  • Drivable motorcycle - FWE already has a motorcycle fast-travel feature. Don't know if this will be compatible.
  • Stealth Kills - FWE makes a lot of changes to stealth. I doubt (but don't know for sure) that this is compatible.
  • Weighted ammo - Again, FWE does this.
  • Mac level - Again, check FWE readme. I don't remember.


That's a bunch. You should really re-read the FWE readme and ask specific questions you don't find the answer to in the FWE thread.

gothemasticator
User avatar
Chantelle Walker
 
Posts: 3385
Joined: Mon Oct 16, 2006 5:56 am

Post » Tue May 17, 2011 2:54 pm

  • Move the DLC ESMs up two spots so that they directly follow the game ESM. Arefu and that other one can load after DLC.
  • Read the FWE readme about perk mod compatibilities. Basically, adding new perks will work fine (even though it will no longer follow the FWE balance plan), but some of the UPP perk plugins change vanilla perks, and that won't be compatible with the changes FWE makes to perks.
  • Not positive, but the Zumb's security mod is probably not a great idea. FWE already overhauls security. Better check the readme.
  • Busworld is known to be quite buggy and cause crashes.
  • I don't know how the two weather mods are going to get along. I don't use them, so I don't know. But it's a potential problem spot unless you know they are compatible. (Gosh, make that three! weather mods. Yeah, I'd guess that'll be a problem.)
  • Drivable motorcycle - FWE already has a motorcycle fast-travel feature. Don't know if this will be compatible.
  • Stealth Kills - FWE makes a lot of changes to stealth. I doubt (but don't know for sure) that this is compatible.
  • Weighted ammo - Again, FWE does this.
  • Mac level - Again, check FWE readme. I don't remember.


That's a bunch. You should really re-read the FWE readme and ask specific questions you don't find the answer to in the FWE thread.

gothemasticator



Thank you gothemasticator.

I couldn't find anything in the FWE about Max level. (<-- Assuming your comment about Mac level was a typo.)

I did however play it safe and removed the following:
- Uninstall Ultimate Perk Packs
- Uninstall Zumbs Overhauled Real-Time Security
- Uninstall Busworld
- Uninstall Wasteland Weather Overhaul, Enhanced Weather - Rain + Snow
- Uninstall Dynamic Weather
- Uninstall J3Xified Driveable Motorcycle
- Uninstall J3Xified Drivable Motorcycle garage-mod shop
- Uninstall Stealth Kills Enabled
- Uninstall DAV - weighted AmmoWeight
- Uninstall Ammo Weight Extended (Just in case)

I also posted a new version of my load order reflecting these changes.

Thank you for your assistance, it's greatly appreciated.
Preytor
User avatar
Yvonne
 
Posts: 3577
Joined: Sat Sep 23, 2006 3:05 am

Post » Tue May 17, 2011 7:09 am

Well, it looks okay to me. Next steps are to
  • Create a merged patch with FO3Edit.
  • MasterUpdate your load order.

Then, playtest. Hopefully everything works out.

I'll give a plug for the quest mods by Pucemoose, though. They are wonderful. Just search Nexus for his name or "A Note Easily Missed."

gothemasticator
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Farrah Lee
 
Posts: 3488
Joined: Fri Aug 17, 2007 10:32 pm

Post » Tue May 17, 2011 11:12 am

This should be removed since it'S integrated in the FWE FOIP patch: [X] Mart's Mutant Mod - Hunting & Looting.esp

Other than that all that stuff you currently have at the bottom of your load order should be moved above FWE and check our http://docs.google.com/Doc?docid=0ASdCGxH-MDdeZGRzNmtyNzdfNGhobTJ2dmZu&hl=en for how to create a merged patch
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Veronica Martinez
 
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Joined: Tue Jun 20, 2006 9:43 am

Post » Tue May 17, 2011 7:49 am

Just to add to what everyone else already said (they sure did a great job!) the Ammo Bench mod is out of place (you even have the esm out of place). The readme for Ammo Bench tells you where to place things, so be sure to read that.
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Marguerite Dabrin
 
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Joined: Tue Mar 20, 2007 11:33 am

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