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A World Of Pain - The Patches


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#111
CZukoff

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Love the AWOP series of mods first off :)

On a second note, Is it just me or does the AWOP CFW mod break the sleep and wait timers?

For me it will display a -1 after pushing the wait button and only wait an hour no matter the selected time.

#112
sworddragon

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@dj:no i was busy downloading and since it was the final release i thought some major things would be changed atleast.
but if it will work fine it saves me 1 download :)

#113
djmystro

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CZukoff:
That's an old bug, you need to update your files but if you are still experiencing that I expect you will have to update everything (including FNV to the 1.3 patch, AWOP, CFW, Caliber and pretty much any other big mod you are running). Not that the problem is caused by all those things. It's just caused by a few NPCs in an old version of the CFW patch. Updating to the FNV 1.3 patch breaks most mods that have not been updated since.

#114
hallucinationss

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just quick cheak me on muy load order
BOSS says this

so this what i used


FalloutNV.esm
Project Nevada-Core.esm
AWorldOfPain(Preview).esm
ELECTRO-CITY-CompleteWorkorders.esm
ELECTRO-CITY-Highways and Byeways.esm
MoMod.esm
Bobblehu8nt.esp
Project Nevada-Cyberware.esp
NewvegasBounties.esp
AWOPMonsterPatch.esp
AWOP-MoMod.esp
Immersive karma.esp


but not sure on AWOPMonsterpatch.esp goes b4 or after the Momod.esp


Atm no problems on rumbles and new mobs there in AWOP and standard zones

killed bertha, then into rumble to fight two spider's and bernie just insane, used that false wall the npc errected as a safe spot pwn them 8D


b4 the new patch there just bernie only, was shock seeing black widow + friend bearing down at me



#115
djmystro

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hallucinationss:
Thanks for the feedback :)
I don't think the order of the MoMod/ Monster Patch makes much difference. Mine moves about all the time as I edit it and I have not seen any problems.
List looks fine to me and I doubt you'll have any problems with that order.


#116
nexus464

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Hi djmystro,

I've been reading all about the patches, I understand all I need to do regarding MoMod and its supplement patches for AWOP, the other patches causes me some confusion:

- AWOP/CaliberX Ammo patch 4.0
- AWOP/Ahztek's Weapon Overhaul Patch 3.0 - actually named: 'Shrapnel - The Definitive Weapon Collection'
- AWOP/Classic Fallout Weapons Patch 3.0
- CaliberX Update
- BOE Patch

Can they all coexist? I understand both Ahzteks and BOE require CaliberX, can I load them both? my impression is that Ahztek's Weapon Overhaul Patch 3.0 is towards more life like weapons including meshes and sounds while BOE is more about unique and special weapons. Have you tried playing with both?

Thanks

#117
djmystro

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nexus464:
I use 'em all all the time apart from the 'Low' (Loot/Robots) patches. Never had any problems although sometimes Mod kits can get a bit confusing

#118
nexus464

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Thanks Djmystro,

Anyone recommended in particular?

#119
djmystro

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nexus464:
They all do different things -
Akztek's Weapons aka Shrapnel add the biggest amount of weapons with a lot of familiar real-life firearms mixed with some exiting new weapons (including lots of awesome gear for the Energy specialists).
BOE's weapons are very realistic, mordern, cool weapons with lots of extra availible features (such as shell rain, changable fire-rates, Taclights, C-Mags and lots of other cool features).
CFW adds completely lore-friendly weapons (they have all been in Fallout Games before) which has a more vanilla-friendly set balaced mostly for unmodded gameplay (though there is a patch for boosting thier damage).

Thats the ABC of Weapons patches as I like to call 'em. I have not had chance to make any more yet (though I still have another one planned).
The CaliberX patch drops ammo for these guns everywhere.


#120
nexus464

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djmystro:

Thanks, I've played a bit with Akztek's Weapons mod which looks like a complete standalone set of weapons and with BOE's weapons mod which seems to change a lot of my existing weapons, even without loading Mo'Guns.esp or Mo'Uniques.esp still some of the weapons are changed, the riots shot gun has a new model with an unusable iron sites, the view is blocked, and the standard sniper rifle is changed too, with a very faint red reticle, hardly seen. are these known problems, or is something wrong with my installation?

Thanks.

EDIT: Just remembered, all the problems described are with M models. not all of the M are changed with BOE but most of them are changed. I guess the M models are changed as part of the BOE since they are not considered vanilla. Is there a way to address specific problems? Can I do something simple to set the sniper rifle M back to vanilla for example?

BTW I've read the note from EARACHE not to bother you about this mod, so I've registered to his new home but it will take some time to get permission to enter his download thread over there

Edit: The file BOEvegas_patch_for_Caliber3-11-39981-1-02b which is optional for downloading with CaliberX files shouldn't be downloaded and installed it contains the file "Mo'.esm" which should be used only from the BOE downloads which contains the newer version of "Mo'.esm". Otherwise the gets stuck while loading.

Edited by nexus464, 13 June 2011 - 03:34 PM.





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