[RELz] Unofficial Fallout 3 Patch #2

Post » Fri May 27, 2011 9:00 pm

Quarn, can you answer one question?
If I have BSA with name, identical with esp-name, will it give me any advantages? For example- will engine search for the resources in this BSA first, if they called by the mod with similar name?

Benifits are:
1) Less loose files floating around which has the potential to cause more problems (someone accidentallly deleteing one of your files ect).
2) Easier to uninstall your mod.
3) Other people can easily mod your files just like we do with Bethesda's BSA (loose files override files in the BSA).

As long as the BSA starts with the same name as the esp\esm it will automatically load with the esp\esm eg, My Plugin.esp will auto load My Plugin.bsa, My Plugin - Textures.bsa, My Plugin blah blah blah.bsa.
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jasminε
 
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Post » Sat May 28, 2011 3:59 am

Very impressive changelog, Quarn
Really looking forward to what might come out of your portal/room marker project.

Thanks for the hard work man
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Dalton Greynolds
 
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Post » Sat May 28, 2011 2:20 am

Hey Quarn, thanks for all the hard work, just letting you know about a bug I found: the Broken Steel plugin caused me to crash upon saving after changing location from where the save loaded. I did a number of tests, reinstalled drivers etc, and it was repeatable every time. The test I ran was loading near the Jefferson Memorial and going into Boats and Bait (?) to save. Everything else seems to be fine. I have compressed my bsa list and archive invalidation bsa as I had been using fake patch, tho now am using the 1.7 exe - none of the UFP files (apart from aii renaming) were changed in any way though.

Here's my load order:

Fallout3.esm
Anchorage.esm
ThePitt.esm
BrokenSteel.esm
PointLookout.esm
Zeta.esm
Unofficial Fallout 3 Patch.esm
HairPack.esm
CALIBR.esm
CRAFT.esm
FO3 Wanderers Edition - Main File.esm
Mart's Mutant Mod.esm
Globaltravelsystem.esm
GTSEssentials.esm
GTSDeathCanyon.esm
RTS.esm
Enhanced Weather - Rain and Snow.esm
CubeExperimental (EN).esm
ShadySands.esp
Unofficial Fallout 3 Patch - Operation Anchorage.esp
Unofficial Fallout 3 Patch - The Pitt.esp
Unofficial Fallout 3 Patch - Point Lookout.esp
Unofficial Fallout 3 Patch - Mothership Zeta.esp
DarNifiedUIF3.esp
DUIF3Extras.esp
hair_add_npc.esp
Named Wasteland.esp
CALIBRxMerchant.esp
Stealthboy Recon Armor - CRAFT.esp
FO3 Wanderers Edition - DLC Anchorage.esp
FO3 Wanderers Edition - DLC The Pitt.esp
FO3 Wanderers Edition - DLC Broken Steel.esp
FO3 Wanderers Edition - Lvl 30 High Skills.esp
FO3 Wanderers Edition - Main File.esp
FO3 Wanderers Edition - UFP Support.esp
WeaponModKits.esp
WeaponModKits - FWE Master Release.esp
Mart's Mutant Mod.esp
Mart's Mutant Mod - Increased Spawns.esp
Mart's Mutant Mod - Zones Respawn.esp
Mart's Mutant Mod - Feral Ghoul Rampage.esp
Mart's Mutant Mod - Natural Selection.esp
Mart's Mutant Mod - Tougher Traders.esp
Mart's Mutant Mod - No Corpse Flies.esp
Mart's Mutant Mod - Hunting & Looting.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 - FWE Master Release.esp
Enhanced Weather - Rain and Snow in Fallout.esp
Enhanced Weather - Radioactive Rain and Snow Plugin.esp
Enhanced Weather - Sneak Bonus during Storms.esp
Enhanced Weather - Weather Sounds in Interiors.esp
Fellout-Full.esp
Fellout-Anchorage.esp
Fellout-BrokenSteel.esp
Fellout-pipboylight.esp
Owned!.esp
RTS_beta_patch_ 01.esp
RTS_Life_Of_Raider_Addon.esp
Tailor Maid.esp
Tailor Maid Anchorage.esp
Tailor Maid Brokensteel.esp
Tailor Maid PITT.esp
BlackWolf Backpack.esp
Blank's Container Backpack (BlackWolf Backpack Plugin).esp
Trophies - Megaton.esp
Trophies- Tenpenny.esp
RCmarketNoFire.esp
bittercup_comp.esp
BriannaCompanion.esp
LucyWestCompanion.esp
bzArmour.esp
shopping-spree.esp
DCInteriors_Georgtown.esp
DCInteriors_Mason.esp
NotSoFast.esp
Merged Patch.esp

Total active plugins: 79
Total plugins: 79


I started a new game not so long ago so will wait until getting into Broken Steel in anticipation of a fix, or at least some direction as to where I might have gone wrong.
Cheers!
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Ebou Suso
 
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Post » Fri May 27, 2011 7:43 pm

Hey Quarn, thanks for all the hard work, just letting you know about a bug I found: the Broken Steel plugin caused me to crash upon saving after changing location from where the save loaded. I did a number of tests, reinstalled drivers etc, and it was repeatable every time. The test I ran was loading near the Jefferson Memorial and going into Boats and Bait (?) to save. Everything else seems to be fine. I have compressed my bsa list and archive invalidation bsa as I had been using fake patch, tho now am using the 1.7 exe - none of the UFP files (apart from aii renaming) were changed in any way though.

Here's my load order:



I started a new game not so long ago so will wait until getting into Broken Steel in anticipation of a fix, or at least some direction as to where I might have gone wrong.
Cheers!

I make trip from JM to B&B without any crashes.
After look at your load order. Try to load as many mods as it possible between unofficial patch and FWE-MMM. It will, be good to have only Fellout and rain after MMM.
Shady Sands and Wasteland Settlers can give crashes to you, but not in this place IMHO.

Try to make masterupdate, it can greatly decrease number of crashes even with 1.7 patch
I always use masterupdate
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Dylan Markese
 
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Post » Fri May 27, 2011 8:05 pm

delamer - thanks for the advice - it worked! First time using Master Update as I only came back to FO3 when Zeta was released. Cheers!
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(G-yen)
 
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Post » Sat May 28, 2011 7:06 am

Glad to hear :)
Don't forget to rerun it each time when you change something in your load order
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Bones47
 
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Post » Sat May 28, 2011 7:24 am

Try to make masterupdate, it can greatly decrease number of crashes even with 1.7 patch
I always use masterupdate


Any idea what is this "masterupdate" ?
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Laura Hicks
 
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Post » Sat May 28, 2011 12:39 am

Any idea what is this "masterupdate" ?

http://fallout3nexus.com/downloads/file.php?id=637

MasterUpdate mode is the solution to the bugs introduced in Patch 1.5 in regards to plugins.
When running in MasterUpdate mode, the following operations are performed without further user interaction:
all modules in the Data folder are assigned into 2 groups, masters and plugins, based on their file extension (.esm or .esp)
the modules in each group are sorted by file modification date/time
all module files are redated, first all masters, then all plugins, in 1 minute intervals
all active modules are then loaded, the ESM flag set in the file header if not yet present, the ONAM subrecords build if required
any temporary overriding worldspace record that have at least one previous version that is persistent are marked as persistent
all modified modules are saved.


You can run it in MasterUpdate mode by passing the parameter "-masterupdate" when running FO3Edit.exe or you can simply rename the exe to FO3MasterUpdate.exe
There is also a MasterRestore mode which removes the ESM flag again from all .esp files. You can run in MasterRestore mode by passing "-masterrestore" as parameter or renaming the exe to FO3MasterRestore.exe

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Harry-James Payne
 
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Post » Fri May 27, 2011 10:49 pm

Loading The broken steel unofficial patch caused me to crash whenever I traveled from an interior space to the exterior of rivet city (for example RC marketplace to RC worldspace)

Should look into it...
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Far'ed K.G.h.m
 
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Post » Sat May 28, 2011 5:32 am

MZ bug - if you do the end battle too quickly, Sally never opens the door for the Samurai.
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MR.BIGG
 
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Post » Fri May 27, 2011 11:27 pm

Try to make masterupdate, it can greatly decrease number of crashes even with 1.7 patch
I always use masterupdate


Some mods don't like masterupdate. Megaton Snipers will crash magnificently with it on. Additionally, mods such as Raven Rock Forever based off of No Rocks in front of Raven Rock will put all the deleted rocks back in front of Raven Rock, making it inaccessible.

After 1.6, Masterupdate in my game at least, seems unneeded.

Experimentation is required to find the best solution each individual situation.
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George PUluse
 
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Post » Sat May 28, 2011 12:54 am

Some mods don't like masterupdate. Megaton Snipers will crash magnificently with it on. Additionally, mods such as Raven Rock Forever based off of No Rocks in front of Raven Rock will put all the deleted rocks back in front of Raven Rock, making it inaccessible.
Experimentation is required to find the best solution each individual situation.

I fully agree wuth you.
But it is hard to make experiments with only one system and all this mods on the nexus :)
Feedback is in need
Until now I was sure- masterupdate is magic tool which can't make something wrong, but today I meet my first mod which have minor conflict with MU
After 1.6, Masterupdate in my game at least, seems unneeded.

Saddenly- can't say it about myself. So I still use it
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Rachel Tyson
 
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Post » Sat May 28, 2011 5:11 am

Hey Quarn,

I wanted to report a bug here as I have found it nowhere else and it's creepy as hell.

1. Go to Old Olney.

2. Find the "dead" mercenary.

3. Watch his face. His eyes are open and he's blinking!!
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Stephanie Valentine
 
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Post » Fri May 27, 2011 11:16 pm

Great mod. I use your patches for Oblivion and this was one of the first things I went looking for to use with Fallout 3. I noticed two things that are a bit off. I believe your patch adds the crane (need refscope for Fallout :goodjob: ) so you can see it from the Bailey. First thing: You can't see the cables, which you should be able to. Second thing: Ummm...... The crane is facing the wrong way. Whenever you approach the crane from outside the crane is always holding up the gate. In the bailey it's pointed the other direction for some reason.

I figured this might've just slipped through the net so I'd better post it being the annoying stickler for detail that I am.

Cheers
zedas
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Fluffer
 
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Post » Fri May 27, 2011 7:09 pm

Loading The broken steel unofficial patch caused me to crash whenever I traveled from an interior space to the exterior of rivet city (for example RC marketplace to RC worldspace)

Should look into it...

This was caused my MMM conflicting with UOFP

A fix has been made, so this issue is now moot
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Abi Emily
 
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Post » Fri May 27, 2011 8:28 pm

Thank you Quarn! :)
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Javier Borjas
 
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Post » Fri May 27, 2011 10:32 pm

Hey Quarn,

I wanted to report a bug here as I have found it nowhere else and it's creepy as hell.

1. Go to Old Olney.

2. Find the "dead" mercenary.

3. Watch his face. His eyes are open and he's blinking!!


I saw this on a raider that I killed in the area around tenpenny tower....
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Hairul Hafis
 
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Post » Sat May 28, 2011 5:00 am

So in reference to my above post. I just swaped out the inside crane mesh that was being used, for the outside crane mesh. I spun it around, lined it up and it looks great. It still functions correctly during the finale sequence too. My question is: Might there be any unforseen problems I will run into? I couldn't think of any but I'm new to this stuff.
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Julia Schwalbe
 
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Post » Fri May 27, 2011 6:29 pm

CTD when trying to save in the area of Bait&Boat near the Purifier. I have had other crashes as well when clicking on bodies to search them. I've had one crash in a different area that gave a black screen and required a power cycle to get the monitor back, I had a total loss of video signal. I don't think that it was the video driver (nv190.38 with 9800GTX) that failed, I've rolled back to nv186.18 just to see if that helps.

I never had this kind of regular crashes (every 10..15 minutes) until trying to use the UF3P.

First three DLC's (OA, Pitt, BS) are (newly) installed and activated, fallout3 v1.7 patch, the three relevant UF3P DLC patches are also activated. No other unusual ESPs are installed (no MMM or FOOK and no merged ESPs or merged lists), those ESPs that are installed have been there a loooong time and have never given a problem.

Looking at the failed save file it appears that it always fails at the same place - the tmp save always stops at the same size/place so some hard failure is happening.

I'll next try to run without the UF3P and see if it still crashes, but I would like to have the fixes that UF3P provides. I had no idea that the DLC was so borked.
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Heather beauchamp
 
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Post » Sat May 28, 2011 4:01 am

CTD when trying to save in the area of Bait&Boat near the Purifier. I have had other crashes as well when clicking on bodies to search them. I've had one crash in a different area that gave a black screen and required a power cycle to get the monitor back, I had a total loss of video signal. I don't think that it was the video driver (nv190.38 with 9800GTX) that failed, I've rolled back to nv186.18 just to see if that helps.

I never had this kind of regular crashes (every 10..15 minutes) until trying to use the UF3P.

First three DLC's (OA, Pitt, BS) are (newly) installed and activated, the three relevant UF3P DLC patches are also activated. No other unusual ESPs are installed, those ESPs that are installed have been there a loooong time and have never given a problem.

Looking at the failed save file it appears that it always fails at the same place - the tmp save always stops at the same size/place so some hard failure is happening.

I'll next try to run without the UF3P and see if it still crashes, but I would like to have the fixes that UF3P provides. I had no idea that the DLC was so borked.


The 'crash on save' problem can be fixed by killing yourself. Just, suicide your character and let the game reload from the last save. It has fixed my problems with saves quite a few times.
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Dark Mogul
 
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Post » Fri May 27, 2011 7:32 pm

let the game reload from the last save.
That's an interesting solution. But how is that different from just reloading the last save?

This is what happens now:

If I crash then restart the game then reload the last save then go to the place where I last tried to save (and crashed) and try to save again I WILL get the same crash.

I don't see how reloading the last save by killing the player is any different than just manually reloading the last save.

I'm not saying you're wrong. There might be some global variables (or items or references) that change when your player dies that eliminates whatever conflict that might exist which is causing the crash.

I'm going to try the FO3Edit masterupdate thing next.
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Red Sauce
 
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Post » Sat May 28, 2011 6:02 am

That's an interesting solution. But how is that different from just reloading the last save?

This is what happens now:

If I crash then restart the game then reload the last save then go to the place where I last tried to save (and crashed) and try to save again I WILL get the same crash.

I don't see how reloading the last save by killing the player is any different than just manually reloading the last save.

I'm not saying you're wrong. There might be some global variables (or items or references) that change when your player dies that eliminates whatever conflict that might exist which is causing the crash.

I'm going to try the FO3Edit masterupdate thing next.


I'm not sure what the last save has to do with it, but it is a known method that works. I think it happens when there is some world corruption that needs to be reset or something like that.
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REVLUTIN
 
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Post » Fri May 27, 2011 9:29 pm

This was caused my MMM conflicting with UOFP

A fix has been made, so this issue is now moot

I was wrong, the issue still persists. Unofficial Fallout 3 Patch - Broken Steel causes crashes in rivet city
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Etta Hargrave
 
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Post » Sat May 28, 2011 6:52 am

I was wrong, the issue still persists. Unofficial Fallout 3 Patch - Broken Steel causes crashes in rivet city
Try http://www.mediafire.com/download.php?jwhxz4h0tm0? There were orphaned references in the Worldspace group which could explain why it was giving you trouble.
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Taylor Tifany
 
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Post » Fri May 27, 2011 8:10 pm

UPdate: I ran the masterupdate thing and, after repairing 4 really old ESPs (which were not the problem, they just didn't comply with the masterupdate requirements), it completed successfully and appears to have stopped the crash on saving.

Now I get a crash when entering the Anchorage simulation, very disappointing since this is the first time I've tried to play the OA. Display goes white which I think it's suppossed to do then crashes. Probably not related to the UF3P. Maybe I just need new batteries in my PipBoy.
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Taylor Thompson
 
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