[RELz] Unofficial Fallout 3 Patch #2

Post » Sat May 28, 2011 4:53 am

Can I use this now with the official 1.5 patch if I use FO3Edit Master Update?


Yes, I've done so and nothing wonky has happened yet.
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Jake Easom
 
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Post » Sat May 28, 2011 2:37 am

hmmm anyone using 1.5, unofficial patch and masterupdate finding that lots of the water especially around project purity is still full of radiation? This is specifically the main unofficial patch. When standing back slightly there are obvious lines drawn across where the clean water meets the old.
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Pat RiMsey
 
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Post » Fri May 27, 2011 5:49 pm

i never checked to see if the water around the purifier was clean, srry.
i did run into an odd bug. i was in the rotunda and col. autumn was making his speach and the game crashed just before he kills 1 of the scientists. it is repeatable. i got by this by saving just before the crash and loading and the scene jumped to the killing.
i am using an old character, pre 1.5
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kennedy
 
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Post » Fri May 27, 2011 10:47 pm

I'm sure you already know, but can you fix in your next patch teh fact that when you use Broken Steel the GNR think that you did everything in teh main game? It's quite annoying.

Thank you, your patch is great and I'm using it with teh fake patch.
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Rachael
 
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Post » Fri May 27, 2011 8:09 pm

The My Megaton house container ownership bug still seems present with the newest unofficial patch. I did fill one container full of stuff after manually setting the wonership.

Are you going to be doing an unofficial mod patch like Oblivion has? I notices that Haven in the Pitt stays locked after you completely the questline.
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Ally Chimienti
 
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Post » Sat May 28, 2011 6:16 am

The My Megaton house container ownership bug still seems present with the newest unofficial patch. I did fill one container full of stuff after manually setting the wonership.

Are you going to be doing an unofficial mod patch like Oblivion has? I notices that Haven in the Pitt stays locked after you completely the questline.

If a mod edits the cell after the UFO3P, the ownership gets over written because last loaded mod wins, and ownership is done to the cell, not the items in it(it's a much better way, but as you noticed, isn't perfect).
Haven locks off when you complete The Pitt IF you side with Wiener, but not if you side with Ashura(yes, I know the names are wrong, but it's fun to spell things odd).
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Philip Rua
 
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Post » Sat May 28, 2011 7:44 am

If a mod edits the cell after the UFO3P, the ownership gets over written because last loaded mod wins, and ownership is done to the cell, not the items in it(it's a much better way, but as you noticed, isn't perfect).
Haven locks off when you complete The Pitt IF you side with Wiener, but not if you side with Ashura(yes, I know the names are wrong, but it's fun to spell things odd).

My load order:
Anchorage.esm
Fallout3.esm
ThePitt.esm
BrokenSteel.esm
Unofficial Fallout 3 Patch.esp
Unofficial Fallout 3 Patch - Operation Anchorage.esp
Unofficial Fallout 3 Patch - The Pitt.esp
Pip-Boy Remover.esp
DarNifiedUIF3.esp
DUIF3Extras.esp


Even though it isn't last on the list nothing else changes the cell, and the ownership still isn't mine.
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Meghan Terry
 
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Post » Sat May 28, 2011 4:14 am

Uh, isn't Fallout3.esm supposed to load first? That would likely break a lot of stuff.
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Valerie Marie
 
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Post » Sat May 28, 2011 7:44 am

Just a quick question, if I'm running with patch 1.5 is it still recommended to use the UFO3 Patch ?
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Enie van Bied
 
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Post » Sat May 28, 2011 5:13 am

Uh, isn't Fallout3.esm supposed to load first? That would likely break a lot of stuff.

Good catch. I used FOMM for my mod list I don't know how it got mixed up. Will check and edit with results.

edit- Same result.
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N Only WhiTe girl
 
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Post » Sat May 28, 2011 8:39 am

Hey Quarn do you eventually plan on fixing the bugs in the DLC, like the Quantam Chemist not working with ice cold drinks, Nerves of steel not working at all, Winterized T-51B being the Simulation version not the wasteland version? Things along those lines, and the bug with the saws from the Pitt that have an animation bug of sorts.
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sara OMAR
 
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Post » Sat May 28, 2011 5:01 am

Hey Quarn do you eventually plan on fixing the bugs in the DLC, like the Quantam Chemist not working with ice cold drinks, Nerves of steel not working at all, Winterized T-51B being the Simulation version not the wasteland version? Things along those lines, and the bug with the saws from the Pitt that have an animation bug of sorts.

Quantam Chemist: not sure if I should fix that or not...
Nerves of Steel: already fixed in the next version. Now increases action point regeneration by 50% (which is an increase of 2 points per second if your base action point regeneration is 4), unlike before it only increased regeneration by 2.5% (0.1 point per second).
Auto-Axe: Already partially fixed in the current UF3P version, can't fully fix it since NifSkope can't handle the axe's animation but atleast the entire thing doesn't disappear anymore.
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Amanda Leis
 
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Post » Sat May 28, 2011 6:18 am

Quantam Chemist: not sure if I should fix that or not...
Nerves of Steel: already fixed in the next version. Now increases action point regeneration by 50% (which is an increase of 2 points per second if your base action point regeneration is 4), unlike before it only increased regeneration by 2.5% (0.1 point per second).
Auto-Axe: Already partially fixed in the current UF3P version, can't fully fix it since NifSkope can't handle the axe's animation but atleast the entire thing doesn't disappear anymore.


There is a mod that fixes the Quantum Chemist bug:

http://www.fallout3nexus.com/downloads/file.php?id=6139

The other bug from DLC that needs to be fixed is the T-51B Armor from Operation Anchorage it has a MILLION health, they accidently put the simulation version in the game it needs a fix.
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Makenna Nomad
 
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Post » Fri May 27, 2011 11:28 pm

I dont know if it was answered but i need to know: this works ok with the 1.5 version? Im confused by the statement that "this works for 1.3 version" and "not use with other versions".
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Noraima Vega
 
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Post » Fri May 27, 2011 8:31 pm

I dont know if it was answered but i need to know: this works ok with the 1.5 version? Im confused by the statement that "this works for 1.3 version" and "not use with other versions".


it freezes the game for me might be the load order, it also causes the 'save' crash.
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Inol Wakhid
 
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Post » Sat May 28, 2011 1:06 am

~Auto-Axe: Already partially fixed in the current UF3P version, can't fully fix it since NifSkope can't handle the axe's animation but atleast the entire thing doesn't disappear anymore.

Ah, the auto-axe. Odd issue, but I noticed a small add on to the current fix of it: when I equip it and attack, the blade vanishes. That's with the UFO3P-Pitt fixes, and that's a hell of a lot better then it completely vanishing.
But, if I unequip it, then re-equip, and attack again, the blade remains there, and it spins. And it remains fixed until I close the game(or maybe just until reload, I'm not sure right now).
While this is odd, it is a neat little fix. Sure, it'll need more testing(like just equip it then re-equip it), but so long as I can get through the Pitt again quick enough(or just add the item and test right away), I can test my theory.
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Daramis McGee
 
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Post » Sat May 28, 2011 8:30 am

There is a mod that fixes the Quantum Chemist bug:

http://www.fallout3nexus.com/downloads/file.php?id=6139

The other bug from DLC that needs to be fixed is the T-51B Armor from Operation Anchorage it has a MILLION health, they accidently put the simulation version in the game it needs a fix.

Yeah the armor is already fixed in the current UF3P version.

I dont know if it was answered but i need to know: this works ok with the 1.5 version? Im confused by the statement that "this works for 1.3 version" and "not use with other versions".

You'll have to convert UF3P to an ESM if you want it to fully work due to the bugs in v1.5. The next version of UF3P will be an ESM anyway even if Bethesda fixes the bugs v1.5 caused...


Ah, the auto-axe. Odd issue, but I noticed a small add on to the current fix of it: when I equip it and attack, the blade vanishes. That's with the UFO3P-Pitt fixes, and that's a hell of a lot better then it completely vanishing.
But, if I unequip it, then re-equip, and attack again, the blade remains there, and it spins. And it remains fixed until I close the game(or maybe just until reload, I'm not sure right now).
While this is odd, it is a neat little fix. Sure, it'll need more testing(like just equip it then re-equip it), but so long as I can get through the Pitt again quick enough(or just add the item and test right away), I can test my theory.

Yep thats quite a well known way to get the axe back, I really should add it to the FAQ...
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Dalia
 
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Post » Sat May 28, 2011 5:43 am

When will we get a 1.5 compatible mod Quarn, will in any case 1.6 compatible for Point Lookout? And with a new DLC comes new bugs. And did you have a look at the quantum chemist mod?
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Guy Pearce
 
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Post » Sat May 28, 2011 4:43 am

Hey Quarn, just curious if you knew anything about the water still being irradiated around Project Purity when using the UOFP as an esm? Could that have been a mod conflict or load order issue or does everyone with Broken Steel experience this?
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Tom
 
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Post » Sat May 28, 2011 9:10 am

Is there no fix for the clover bug where you cant get her if you complete "Rescue from Paradice" before hiring her? I checked the release notes and theres no mention of anything specific to clover.
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chinadoll
 
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Post » Fri May 27, 2011 9:41 pm

None of my other mods edit the house in Megaton but for some reason no matter what load order I try no containers in the house are set as mine. Load order posted above and have made no changes.
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Austin England
 
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Post » Sat May 28, 2011 7:16 am

When will we get a 1.5 compatible mod Quarn, will in any case 1.6 compatible for Point Lookout? And with a new DLC comes new bugs. And did you have a look at the quantum chemist mod?

He's said that he's waiting for 1.6 or later to see if Bethesda reverts the changes they made in 1.5 that ruined most mods.
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LijLuva
 
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Post » Fri May 27, 2011 11:54 pm

When I looked at UF3P in FOEdit it didn't show any changes for cell ownership in My Megaton House. Has anyone else run into the bug or did I just get a bad copy of the mod? Nothing else changes the cell in my mod list. Though is it possibly because I use the newest patch?
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liz barnes
 
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Post » Fri May 27, 2011 7:52 pm

Is this forgotten? Does anyone care? Have people just accepted that we have these bugs?

I'm a fan of UF3P and the Oblivion patches... I check almost every day at Nexus in hope there is a new version.
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Marie Maillos
 
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Post » Sat May 28, 2011 7:11 am

He's said that he's waiting for 1.6 or later to see if Bethesda reverts the changes they made in 1.5 that ruined most mods.


Time to stop waiting then since 1.6 is working fine with ESP based mods.
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Ernesto Salinas
 
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