[RELz] Unofficial Fallout 3 Patch

Post » Fri Aug 14, 2009 5:56 pm

Awesome, I was waiting for this. To Quarn and everyone else that has contributed, great work.

Quick question about the fixed paper/litter textures - have you created new textures/meshes for them, or is it simply what the game was intended to use but did not work correctly in the PC version? Same goes for the fixed lights in Paradise Falls, I guess.
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I’m my own
 
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Post » Fri Aug 14, 2009 9:26 pm

I had to uninstall UF3P, fixed the missing Ghoul icons and my CTD when opening the Metro Central door. I'm missing it already :(
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BaNK.RoLL
 
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Post » Fri Aug 14, 2009 6:54 pm

Sorry if this has been mentioned/fixed already, I am a bit in a rush(PC Cafe money is running out, duh) so pardon my ignorance;)

Is there any way how to fix the Save/autosave crash when finished talking with Three Dog the first time ? I first thought it was caused by mods, but judging from http://www.gamesas.com/bgsforums/index.php?showtopic=950841&st=20 thread it seems that it's happening even in the Vanilla F3.

Is there any way how to fix it ? I am pretty sure that some script after talking to Three Dog prevents the game to save (I am getting those half-finished .tmp save files)
Or it's an F3 core bug and I am doomed? :o

Thanks in Advance

Smert

Nope haven't fixed anything like that, if I can get a gamesave of it I'll see what I can do.

Awesome, I was waiting for this. To Quarn and everyone else that has contributed, great work.

Quick question about the fixed paper/litter textures - have you created new textures/meshes for them, or is it simply what the game was intended to use but did not work correctly in the PC version? Same goes for the fixed lights in Paradise Falls, I guess.

No, they are the original meshes\texture just modified slightly. The meshes had their alpha testing reduced and the texture is exactly the same except it is DTX5 now with an improved alpha channel.

I had to uninstall UF3P, fixed the missing Ghoul icons and my CTD when opening the Metro Central door. I'm missing it already :(

Did you even read my responce to your previous message?
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daniel royle
 
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Post » Fri Aug 14, 2009 10:21 pm

...and you're not running Fallout 3 in your programs files folder under Windows Vista?...

Don't take this the wrong way...but the generalization that having it(fallout 3) installed in the default Vista directory can break the game is a fallacy . I have it(fallout 3) installed in its default directory and have had no texture or model issues. Where did you get the idea that having Fallout installed there causes problems?

That being said...having it installed their can cause problems when trying to unzip mods directly into the Data Folder. Though this can be circumvented by unzipping to the desktop first then moving the files to the Data directory.

Again, no offense intended, but if i am indeed wrong, could you please clarify for me :)

thanks,
TheDamned
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Baylea Isaacs
 
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Post » Fri Aug 14, 2009 6:43 pm

Don't take this the wrong way...but the generalization that having it(fallout 3) installed in the default Vista directory can break the game is a fallacy . I have it(fallout 3) installed in its default directory and have had no texture or model issues. Where did you get the idea that having Fallout installed there causes problems?

That being said...having it installed their can cause problems when trying to unzip mods directly into the Data Folder. Though this can be circumvented by unzipping to the desktop first then moving the files to the Data directory.

Again, no offense intended, but if i am indeed wrong, could you please clarify for me :)

thanks,
TheDamned

I've had reports of it causing weird problems and turning UAC off\moving Fallout 3 somewhere else fixed the issues.
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Johnny
 
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Post » Fri Aug 14, 2009 8:00 pm

I've had reports of it causing weird problems and turning UAC off\moving Fallout 3 somewhere else fixed the issues.

maybe im just lucky :D though like i said, trying to extract mods directly into the data folder does cause issues... but playing in general i havent noticed anything :shrug:

TheDamned
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Breanna Van Dijk
 
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Post » Fri Aug 14, 2009 1:11 pm

I found that if I edit the file outside of the directory then move it over works fine.
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djimi
 
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Post » Sat Aug 15, 2009 2:55 am

I just drag the files out of the 7zip window and drop them in my data folder, and it seems to place it in a temp location before moving it into the data folder, and before I turned off my UAC, this worked like a charm, and I never needed to copy to my desktop.
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Chrissie Pillinger
 
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Post » Fri Aug 14, 2009 2:49 pm

saw flashing concrete @ 00072b3c, this is post uf3p
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Tasha Clifford
 
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Post » Fri Aug 14, 2009 10:14 pm

There appears to be a problem with one of your modified meshes (meshes/architecture/diner/diner01.nif), it crashes the GECK when Canterbury Commons wasteland is loaded. (if I delete diner01.nif CC loads normally)
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Mason Nevitt
 
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Post » Fri Aug 14, 2009 7:28 pm

Time for a bug report, regarding the modified textures.

Sometimes, in certain environments, when using the Pip-boy light and walking around, the litter texture will display incorrectly (too dark), when seen from a distance.

http://img.photobucket.com/albums/1003/acious/ScreenShot26.jpg

When you get closer, however, it displays correctly:

http://img.photobucket.com/albums/1003/acious/ScreenShot27.jpg

This creates an annoying sort of pop-in effect; could it be caused by the modified texture and the switch to the DXT5 format? Note that I am using an NVIDIA GeForce 8800 GT, so ATI or newer NVIDIA cards may be unaffected.

Additionally, the yellow cigarette pack litter texture (or whatever you want to call it) appears cut off at the top right corner. I think this issue appears even without using the Unofficial Patch, however.

http://img.photobucket.com/albums/1003/acious/ScreenShot28.jpg
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Eve(G)
 
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Post » Fri Aug 14, 2009 6:28 pm

There appears to be a problem with one of your modified meshes (meshes/architecture/diner/diner01.nif), it crashes the GECK when Canterbury Commons wasteland is loaded. (if I delete diner01.nif CC loads normally)

Fixed, I forgot to turn auto sanitize back on after fixing some other meshes... since it doesn't affect in-game play I won't release a hotfix.

Time for a bug report, regarding the modified textures.

Sometimes, in certain environments, when using the Pip-boy light and walking around, the litter texture will display incorrectly (too dark), when seen from a distance.

http://img.photobucket.com/albums/1003/acious/ScreenShot26.jpg

When you get closer, however, it displays correctly:

http://img.photobucket.com/albums/1003/acious/ScreenShot27.jpg

This creates an annoying sort of pop-in effect; could it be caused by the modified texture and the switch to the DXT5 format? Note that I am using an NVIDIA GeForce 8800 GT, so ATI or newer NVIDIA cards may be unaffected.

Additionally, the yellow cigarette pack litter texture (or whatever you want to call it) appears cut off at the top right corner. I think this issue appears even without using the Unofficial Patch, however.

http://img.photobucket.com/albums/1003/acious/ScreenShot28.jpg

Only happen with the fixed texture\meshes? I've seen this happen in other parts of the game too (not with litter though) but I've been unable to find any solution to it yet.
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ShOrty
 
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Post » Fri Aug 14, 2009 10:54 pm

And here it is! This is fantastic, thank you guys very much.

I have a question that I've had since Oblivion, actually, but never came out and voiced it.

I've always loved all of the bug fixes that you have done via an esp file, but the textures and mesh fixes have always proved problematic when used with all of the texture replacers and such.

In fact I have tried removing them all and it worked at first but, after awhile, I found that some of them were tied to something in the esp so that, without the UOP (UF3P) versions, there would be all sorts of problems with purple meshes and other graphic anomalies. Granted there were fixes for some large mods like Qarls, but even with those, I've had issues with other meshes and textures.

So, I'm wondering...is there any way to separate a purely "bugfixes" file and then a "full" one? Since the Oblivion version has gotten so huge, I didn't have the heart to ask but, since this is in it's beginning stages, I hoped to pop in and make that request.
With Oblivion I had so many troubles getting everything to work around all of the hundreds of (awesome but numerous) texture fixes. Again, not all of them were tied to the esp but the ones that were made it totally impossible to remove based on my understanding of the CS.

I know I've read comments/requests in the past but never saw anything come of them...not even responses that I'm aware of.
It'd be really nice for those of us who've run into this sort of thing to have the ability to use just the game bug-fixes rather than all of the meshes and textures as well.

Bottom line, I love this series of mods and couldn't live without them. It'd just be fantastic to be able to keep the conflicts to a minimum this time around with FO3.
Thanks Quarn and friends! ^_^
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Melissa De Thomasis
 
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Post » Fri Aug 14, 2009 11:27 am

And here it is! This is fantastic, thank you guys very much.

I have a question that I've had since Oblivion, actually, but never came out and voiced it.

I've always loved all of the bug fixes that you have done via an esp file, but the textures and mesh fixes have always proved problematic when used with all of the texture replacers and such.

In fact I have tried removing them all and it worked at first but, after awhile, I found that some of them were tied to something in the esp so that, without the UOP (UF3P) versions, there would be all sorts of problems with purple meshes and other graphic anomalies. Granted there were fixes for some large mods like Qarls, but even with those, I've had issues with other meshes and textures.

So, I'm wondering...is there any way to separate a purely "bugfixes" file and then a "full" one? Since the Oblivion version has gotten so huge, I didn't have the heart to ask but, since this is in it's beginning stages, I hoped to pop in and make that request.
With Oblivion I had so many troubles getting everything to work around all of the hundreds of (awesome but numerous) texture fixes. Again, not all of them were tied to the esp but the ones that were made it totally impossible to remove based on my understanding of the CS.

I know I've read comments/requests in the past but never saw anything come of them...not even responses that I'm aware of.
It'd be really nice for those of us who've run into this sort of thing to have the ability to use just the game bug-fixes rather than all of the meshes and textures as well.

Bottom line, I love this series of mods and couldn't live without them. It'd just be fantastic to be able to keep the conflicts to a minimum this time around with FO3.
Thanks Quarn and friends! ^_^

parkinglotlight01ON.nif, parkinglotlight02ON.nif, and parkinglotlight03ON.nif are the only custom meshes UF3P has at the moment, so don't delete those ones, rest can go... reminds me I should really put those files into a BSA, make it easier all around :)
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~Amy~
 
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Post » Fri Aug 14, 2009 9:02 pm

parkinglotlight01ON.nif, parkinglotlight02ON.nif, and parkinglotlight03ON.nif are the only custom meshes UF3P has at the moment, so don't delete those ones, rest can go... reminds me I should really put those files into a BSA, make it easier all around :)


Thank you so much! That really makes things easy and sane. You're my hero and I'd ask you to be my valentine....'cept I already have one. :wub:
Oh, and a bsa....well, that would be unbelievable. :)
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Marion Geneste
 
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Post » Fri Aug 14, 2009 1:39 pm

ardel, after killing the canables, the loot it the houses are still red/stealing.
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kyle pinchen
 
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Post » Sat Aug 15, 2009 2:19 am

any chance of adding a door opener inside Vault 106 to resolve the "trapped in 106" syndrome
if you close the vault door behind you, there's no opening mechanism inside - TCL or reload is your only option
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Killah Bee
 
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Post » Fri Aug 14, 2009 8:58 pm

saw flashing concrete @ 00072b3c, this is post uf3p

Incidentally, I reported this yesterday in the bug tracker, not knowing you had already reported this in the forum.

This is just my own 2 cents, but perhaps there could be a stronger encouragement for people to use the bug tracker?

I always check the tracker to see if someone else has reported something first - there's an easy search function - that way, between releases, and especially as the patch starts growing larger, we don't have people reporting the same things. It's probably also easier on Quarn if the list of bugs is the tracker and things aren't reported in threads and such - that's what the tracker is there for. Anyway, that's just my encouragement to use the tracker.

You don't even have to register on the tracker, so it's very easy to use... it's fun to register though because then you have a list of the bugs you've reported, and you can watch to see when they are fixed :)

http://f3bugs.gamedata.us/
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Carys
 
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Post » Fri Aug 14, 2009 5:55 pm

Ah that's better!

Nice job guys!
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carly mcdonough
 
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Post » Fri Aug 14, 2009 12:29 pm

Only happen with the fixed texture\meshes? I've seen this happen in other parts of the game too (not with litter though) but I've been unable to find any solution to it yet.

False alarm - it happens without the patch as well. Seems like it's either an engine or a driver issue.

A few more potential candidates for texture correction in the next version. Some of these are quite nasty and pixelated. Note that I have the first version uninstalled, here. I'm of course referring specifically to the jagged edges on those 2D decals (some might be parallax mapped, not sure). Bethesda seems to have a history with these sorts of things...

http://img.photobucket.com/albums/1003/acious/ScreenShot30.jpg
http://img.photobucket.com/albums/1003/acious/ScreenShot31.jpg
http://img.photobucket.com/albums/1003/acious/ScreenShot32.jpg
http://img.photobucket.com/albums/1003/acious/ScreenShot33.jpg

EDIT: Eek, The Mall is really quite bad with all these poor 2D elements.

In front of the National Archives...

http://img.photobucket.com/albums/1003/acious/ScreenShot1-1.jpg
http://img.photobucket.com/albums/1003/acious/ScreenShot0-2.jpg

A nearby bus stop...

http://img.photobucket.com/albums/1003/acious/ScreenShot2-2.jpg

Some miscellaneous rubble...

http://img.photobucket.com/albums/1003/acious/ScreenShot4.jpg

Also, I know you fixed the paper textures, but there is also a cut-off corner on one of them as seen right here:

http://img.photobucket.com/albums/1003/acious/ScreenShot3-1.jpg

Don't know if you plan on fixing all this stuff, but hey, it's there if you're interested.

EDIT 2: I noticed some stuff in the Hall of Columns (inside the Capitol Building) - namely, that most of the rubble meshes scattered around don't fully come into contact with the floor. Very noticeable, and more than just one or two do this. Sloppy work, Bethesda.
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Nomee
 
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Post » Sat Aug 15, 2009 1:01 am

saw flashing concrete @ 00072b3c, this is post uf3p

Fixed.

ardel, after killing the canables, the loot it the houses are still red/stealing.

Don't think Bethesda has setup anything in the game to where you kill someone all their belongings become unowned... besides the kids and the old guy are still alive, you'd be stealing from them!

any chance of adding a door opener inside Vault 106 to resolve the "trapped in 106" syndrome
if you close the vault door behind you, there's no opening mechanism inside - TCL or reload is your only option

Fixed.


False alarm - it happens without the patch as well. Seems like it's either an engine or a driver issue.

A few more potential candidates for texture correction in the next version. Some of these are quite nasty and pixelated. Note that I have the first version uninstalled, here. I'm of course referring specifically to the jagged edges on those 2D decals (some might be parallax mapped, not sure). Bethesda seems to have a history with these sorts of things...

http://img.photobucket.com/albums/1003/acious/ScreenShot30.jpg
http://img.photobucket.com/albums/1003/acious/ScreenShot31.jpg
http://img.photobucket.com/albums/1003/acious/ScreenShot32.jpg
http://img.photobucket.com/albums/1003/acious/ScreenShot33.jpg

EDIT: Eek, The Mall is really quite bad with all these poor 2D elements.

In front of the National Archives...

http://img.photobucket.com/albums/1003/acious/ScreenShot1-1.jpg
http://img.photobucket.com/albums/1003/acious/ScreenShot0-2.jpg

A nearby bus stop...

http://img.photobucket.com/albums/1003/acious/ScreenShot2-2.jpg

Some miscellaneous rubble...

http://img.photobucket.com/albums/1003/acious/ScreenShot4.jpg

Also, I know you fixed the paper textures, but there is also a cut-off corner on one of them as seen right here:

http://img.photobucket.com/albums/1003/acious/ScreenShot3-1.jpg

Don't know if you plan on fixing all this stuff, but hey, it's there if you're interested.

EDIT 2: I noticed some stuff in the Hall of Columns (inside the Capitol Building) - namely, that most of the rubble meshes scattered around don't fully come into contact with the floor. Very noticeable, and more than just one or two do this. Sloppy work, Bethesda.

Please provide some FormID's, easier for me and you :)
Edit: Fixed the litter UV, some of it can't be fixed though because the actual texture has been clipped.


Oh and some good new too guys... I only ever tested replacing textures from a BSA (damn stupid thing to do, should of assumed it wouldn't work because of the retarted ArchiveInvalidation), you can use a BSA replace files already in another BSA excluding textures (only tested meshes) as long as the BSA is added to the SArchiveList before the other BSA's. So all of UF3P's files (excluding textures) will be in a BSA next version which should make managing things easier, no more hundreds of files floating around your Data folder!
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I love YOu
 
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Post » Fri Aug 14, 2009 5:27 pm

That is awesome news about the bsa overriding. Just wondering, would Oblivion work the same way? If so, I'm going to be making an UOP bsa!
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James Hate
 
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Post » Sat Aug 15, 2009 2:47 am

That is awesome news about the bsa overriding. Just wondering, would Oblivion work the same way? If so, I'm going to be making an UOP bsa!

I'm guessing it would since Oblivion and Fallout 3 are pretty similar and the retart ArchiveInvalidation behaves identically, I don't have Oblivion installed anymore so go give it a try :)
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J.P loves
 
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Post » Fri Aug 14, 2009 2:59 pm

New bug: I have a mod that resets interior cells. When I returned to Vault 87, it had reset, and the "failed experiments" were now "respawned". They uttered detection phrases from the super mutant voice pack, but otherwise did nothing. It wouldn't be much of a deal except... killing them crashes the game. Dogmeat eagerly ripped one to shreds and CTD'd me. Stupid mutt...

Would it be possible to change the failed experiment mesh to be a static or havoked static instead of a creature? That made no sense to me that it was a creature to begin with...
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Lizs
 
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Post » Fri Aug 14, 2009 7:02 pm

New bug: I have a mod that resets interior cells. When I returned to Vault 87, it had reset, and the "failed experiments" were now "respawned". They uttered detection phrases from the super mutant voice pack, but otherwise did nothing. It wouldn't be much of a deal except... killing them crashes the game. Dogmeat eagerly ripped one to shreds and CTD'd me. Stupid mutt...

Would it be possible to change the failed experiment mesh to be a static or havoked static instead of a creature? That made no sense to me that it was a creature to begin with...

Hey MadCat,

Are you using MMMF3's Zones Respawn.esp? The problem lies in some hand-placed dead creatures/NPCs being marked as 'Respawn' in fallout3.esm. Technically it's not a bug with the game since Bethesda didn't intend for some zones to respawn, but ideally any hand-placed corpse shouldn't be marked as 'Respawn' anyway -- it is a corpse afterall.

Zones Respawns already fixes many dead creatures/NPCs this way, however I didn't have all of them until I recently went through fallout3.esm with a fine-toothed comb in FO3Edit and added any remaining creatures/NPCs that had the 'Respawn' flag incorrectly set. Some of those I recently added included the failed FEV experiments :)

This updated version of Zones Respawn is included in the upcoming Beta 3 of MMMF3, which I hope to have up by the end of the week.
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Nauty
 
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