Unofficial Fallout 3 Patch - Endorsements
#41
Posted 23 February 2009 - 06:57 AM
You mod damn good!
#42
Posted 23 February 2009 - 11:02 PM
fixed a lot of the issues I was facing with my game. Thanks!
#43
Posted 26 February 2009 - 11:06 PM
Can't play without it!!!
#44
Posted 27 February 2009 - 03:00 AM
As usual, you go way beyond a 10 in your work.
Thank you for all you do for us.
#45
Posted 27 February 2009 - 03:24 PM
Ok, totally forgot about rating it. It was awesome while it lasted for me.
So the patch has an effect to an extent. With big guns at 100 + Pyromaniac, the Burnmaster STILL have a whopping 250 damage, instead of 167.
But me still wants the bobbling head.
Edited by extremegunner, 27 February 2009 - 03:25 PM.
#46
Posted 28 February 2009 - 08:37 PM
Gj Looking forward to even less pesky CTD. Game is just so buggy gaaah >.<.
#47
Posted 02 March 2009 - 06:08 AM
Not much else to say, everyone has already said it. *thumbs up*
#48
Posted 02 March 2009 - 08:45 PM
We'll finally took me lazy shoes off, and installed and am now running it, oh and i also converted the esp into esm in tessnip and all is wonderful so far.
Mind you would have preferably had a manual bsa mesh version though, as to avoid blanket installer method, but will update once you get around to it bud.
gj all the the same.
Edit; I'm going to give this a go with the mesh's see if I can get this working, what ya think quarn?
Edit; sorry should mention this is from the fomm thread.
After a great deal of tinkering I found out.
For those who are interested, you create a dummy Fallout file structure somewhere else and only put the files you want to include in the .bsa (ie data/textures/weapons/myweaponskin.dds).
Open up the Fallout Mod Manager and click BSA Creator.
Then while in the .bsa creator click on add folder. Navigate to and then select the data folder in your dummy structure and click ok.
If you want to have separate .bsa files for each type of asset (Meshes, Textures, etc.) all you do is select the particular folder in your dummy structure instead of the data folder.
Now click create on the BSA Creator and name your .bsa file the same as your mod's .esp file and save the .bsa to your Fallout data folder
Voila, your .bsa now has files with their proper file structure so the game and the GECK will actually find them, plus they are now in one easy to install (and hard to mess up) installation package for users of your particular mod.
Edit; just a question for ya quazzy,
I do have a little theory like with regards to the texture suppose I best ask quazzy about this, but what I was thinking was would it be possible to pack the textures in/along with the mesh files and that way when the esp's call upon em through an alternative path as opposed to using the default texture path would may be bypass the archive invalidation problem, not sure though.
is that possible quazzy?
Edited by ANG3Looo, 04 March 2009 - 12:03 AM.
#49
Posted 06 March 2009 - 11:10 AM
One of the most important DLCs
#50
Posted 07 March 2009 - 05:44 AM
Thanks for all the fixes!
I can't imagine playing ***any*** of Bethesda's games without your mods! Thanks for being such an amazing part of the modding community, Quarn. -hugs-
Edited by Jara, 07 March 2009 - 05:52 AM.



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