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Script Conflict - How to properly handle it?


scharleaux

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Dammit! That pic you posted would actually implode my PC right of the bat! The level of details, the smoothness. Feels like a real Wasteland, where people just vanished and let vegetation place in for years.

 

I need a job so I can get my hands on a good rig and put some efforts in Fallout 3. I would rather play old games because not only I can mod, but also the graphics could be optimized. It is a shame Fallout 3 was build up this way. I really appreciate the concept of mod freedom, but I feel bad for the way it was done.

 

Look, it is time to go inside my .INI files, but since I'm running an i3 3110, Intel HD4k (no real GPU), I wouldn't like to implode the file or hose them up. I would like just to do the basics. I already know them, but I would appreciate some support or tips.

 

Look, I know that FO Remastered is sensitive topic. Wasn't it removed? It is yours? All I know is what I've read. It was removed because it was ripped apart, without consideration. Also you cannot download it from mirros, I would have to ask you to put me in touch with the files right? I wonder if my machine handles it.

Edited by scharleaux
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Dammit! That pic you posted would actually implode my PC right of the bat! The level of details, the smoothness. Feels like a real Wasteland, where people just vanished and let vegetation place in for years.

 

Post your specs. 2 screen shots from the run command line dxdiag page 1 and two, and I'll tell you if your machine has the balls to run this code.

 

Look, I know that FO Remastered is sensitive topic. Wasn't it removed? It is yours? All I know is what I've read. It was removed because it was ripped apart, without consideration. Also you cannot download it from mirros, I would have to ask you to put me in touch with the files right? I wonder if my machine handles it.

I posted the correct methods to Obtain the files as I was instructed to do. I do what I'm told to do, and I do this with many authors too, Not just that one team. There is an ongoing team for a New Vegas mod, I am to be conmcidered (the specialist role is conmcidered to be the Trusted technical advisor to our Clients) a ghost, any repairs I make, my name and presents is kept out of it for my privacy. I don't want a thousand hits like before in My PM nor My E-mail.

 

The team's main author's has and is respecting this.

 

I am the current CEO now For that mods resources, it's a licensed mod. No, I am not the owner, Just probono ,an over glorified Secretary.

---------------------------

An i3 ? not too sure.

 

"It was removed because it was ripped apart, without consideration." mildly put, yes"

 

Apples and oranges , I was handed something that taught me a lot. I had no idea how far that would take me.

  •  

    I wonder if my machine handles it.

    IF you can run the game ? then yes, your machine can handle my code too.
Edited by Purr4me
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Dammit! That pic you posted would actually implode my PC right of the bat! The level of details, the smoothness. Feels like a real Wasteland, where people just vanished and let vegetation place in for years.

 

[00:22] Background Loader: finished

[00:00] Checking for Errors in [06] RH_IRONSIGHTS.esp

[00:00] Checking for Errors in [07] WeaponModKits.esp

[00:01] Checking for Errors in [08] Xepha's Darkened Interiors + DLC.esp

[00:01] Checking for Errors in [09] TemperateTestedmergedMods.esp

[00:01] Checking for Errors in [0A] Enhanced Weather - Rain and Snow.esp

[00:01] Checking for Errors in [0B] UpdatedDetect Traps.esp

[00:01] Checking for Errors in [0C] Xepha's Dynamic Weather.esp

[00:01] Checking for Errors in [0D] Purr4me'sTREES.esp

[00:33] All Done!

 

 

 

IF none of the above mods combined cause harm to your PC, then you can run the code just fine.

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The only mod that caused my FO3 to outright crash was Gopher's Traponator. Unfortunately, since it was the only one mod that threw my capacity to play out of the window, I didn't even tried to fix it. I just removed it from my load list since I was disgusted that some mod would do it.

 

LOL, little I knew that time.

 

For some reason, RH_Ironsights didn't appeal to me. I really don't think the game is lacking if not providing ironsights, I do just fine without it. Then there is that ammount of compatibility issues that I don't wont to dive into. Like, Is compatible with RH, is compatible with blablabla? I like to use the models I find appealing, not the ones that has ironsights.

 

Enhanced + Xepha runs fine. WMK is another mod I really don't have interest. If it was implemented in-game by default, fine, but I don't want. Also there is all that CALIBR s#*! that just drives me crazy. I don't want new bullets, I'm fine with what the game provides me.

 

I'm tweaking performance now, I was getting dirty 15-20 FPS, now I improved to reach somewhat 42. It is enough for me.

 

I'm dropping the optimized textures into my Data folder, for what I can tell by replacers, NMC's lite are double the size of the pack files. That's good to know. I cannot do with high resolution textures.

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The packages you seen made by me are for testing other mods, I have a ton more slots available to me for testing.

 

Merged properly they take little space up. IT is not the add on extra esp's that count, it's that master file name people rob from, borrow from, or insist on including them in to their wishful thinking needs to be...when it's not.

 

there are exceptions...some require an esp as a master, those..hell I just make blanks to satisfy the name snakes.

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I have seen those travestite* mods that have ESP files set up as ESM. I myself have learn how to master them on FO3Edit. I can only imagine what the purposes are, because I don't know why would someone transform it into an ESM unless load order reasions.

 

As I said, I could only imagine, my knowledge go as far as that. They are not masterfiles, how could they be if they are not assembled by the company who released the game? Reading your posts, I came to understand that, sadly, FO3 rule of one is counter-intuitive. I mean, ESPs make the masterfile their slave, while it should be the opposite.

 

Can I apologize for my lack of attention? I feel that I need so much attention to fully understand your posts. It is very nice the way you lay down your knowledge, it seems you lay a path of crumbs, you never say everything. You drop your knowledge and let us fill the gaps with what we know or could discover reading what you just wrote. It is a method I really enjoy learning from.

 

I just saw you completely erased the need of crossdressing ESMs and cleaned your game from the need of them. So your masterfiles are strictly the 6 masterfiles, FO3 and DLCs. That is just brilliant!!!

 

*Sorry, english not first language.

Edited by scharleaux
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because I don't know why would someone transform it into an ESM unless load order reasions.

Some code requires an esm interface to match that of the main master file, code used in an esp but was made to function in a masters heading.

 

For intance, tree's these show up in game as you seen my stuff, but as a master..flagged as and still an esp ,no tree's and esm completely ,no tree's just a dead weight mod.

 

some UI things will not show them selves until it is a master file and or a flag is set to be a master. incorrectly made mods.

 

Can I apologize for my lack of attention?

No need.

 

It is very nice the way you lay down your knowledge, it seems you lay a path of crumbs, you never say everything. You drop your knowledge and let us fill the gaps with what we know or could discover reading what you just wrote. It is a method I really enjoy learning from.

It's deliberate, I want to make sure I'm not wasting my time here. If I can't keep you interested, then it may not suite you.

 

But the rewards !, they are ten fold on your end. kid's in a candy store go nut's, and too much of a good thing can ruin you too.

You take away from all of this things for what ever reason are not taught nor are they shared.

 

I just saw you completely erased the need of cross-dressing ESMs and cleaned your game from the need of them. So your master-files are strictly the 6 master-files, FO3 and DLCs. That is just brilliant!!!

Oh, you mean this?

 

the current mods you see there on the right can be placed into a single assembly if I choose to do so, I already packed up Enhanced and dynamic and another view mod into 1. all of these can be one, With the advent of MO ? I can use both esp or master...with some more work, I can rip out esm functions from the esp form and use both at the same time with out injections and still rock your world.station_keeping.jpg

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  • 2 weeks later...

I dripped water on my laptop. Had to open, clean and change some parts. My HD was semi-dead. I ressurrected it.

 

As I told you before, I was looking up on how to retexture some stuff in GECK, because I had some nice textures that needed an ESP. So I learned already how to do it and made it work, I'm really surprised I made it work flawlessly.

 

I'm becoming more familiar with GECK, at least concerning textures. I'm planning now to get all the textures and meshes I like from Nexus and compile it in just one ESP file for Armors and other for Weapons. So I'll have all that textures I like, without needing all that bullshit garbage scripting and ESP changes that usually come with the files.

 

BTW Kitty, I would like to ask you, do you have any idea how should I organize my MO load order?

 

I mean, I know Weather should be loaded last along with follower mods above. But I really don't have any idea how the rest should be loaded.

 

Like:

New Locations

Quests

Body

Faces

NPC

Gameplay

Follower

Weather

 

Do you have some tips for this? I know it is complicated but I would like to have an idea of how everything should be ordered to reduce FO3Edit work.

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I mean, I know Weather should be loaded last along with follower mods above. But I really don't have any idea how the rest should be loaded.

weather mods can wait until your satisfied with how things work you built. there is a time and place for every aspect of the game world-spaces.

 

when you introduce someone else s data, even Visual effects data, it WILL have an impact on your data, you will be finding some things not too cool, or you may not...which is a good thing. Leave hard core mods out until your done doing "your thing".

 

Like: New Locations,Quests,Body,Faces,NPC,Game-play,Follower,

Weather

The above quote if that's all there is are groups, of your inquiry, you have a set of grouped items that all are the same thing.

  1. Body,Faces,NPC,Follower.
  2. New Locations,Quests.
  3. Weather

in MO, you can set this all up on the bottom left side where as you can see the words "no groups" that opens up the Mod Organizers control functions and it will make things operate VIA groups. Now understand, a lot depends on the accuracy of-the mod makers, the authors of the mods you choose that if or any data with in them will function with that code, most don't so it requires your decisions to move them....in MO, once done, it will stay put and remain in that category. watch where you place the mouse, you can screw up a weeks worth of work if you have not payed attention.

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I must apologist; as My brain is caught between My kids, their education, Home chores, and cloths at the moment and I am currently working on a game not hosted here which is a change of good pace for me...Call me a bit scattered today.

 

I listed things here in order as order is the key factor...the more you dig down into the code, the better you make things come out right.

 

first ,weather mods,...if they are made as an esm...well that kinda blows away that theory of loading last. IF you know that for all things made, the correct form factor is the esp form...as the game will not use esm as a result...so that means that esm file at one time was once and esp file..follow me here?

 

the same applies to all mods. But if you have mods that have the names of esp's the same as the masters? these need to have the name changed so you can revert the master back to an esp file...order of things as it goes...we run into things unseen still...

 

using an esp file as a master is an after thought, that means the extra esp file was data that came afterwards and just simply added in to change the forgoing masters control flow..lazy.

 

Prior to tripping the flags and things, you need to edit the line code in an esp file that points to a master file / mod..never DLC content..just it's mate; to read in the header as an esp extension.

 

once done, you change the masters esm to esp and then see how all the code lines up...you can even test try it in game with mo at any time.

 

when your ready, you can do other works and decide how and what you want the data too do for you or merge it..ever so carefully.

here, you would use FO3Utility for that and xedit for some things to check on the data before and after.

 

not too complicated after some time. Some things..and I won't sugar coat it ,are very nasty to do, very difficult and complex. some are done in seconds.

 

you can get fooled by outcomes easy. always remember the source is the GECK, that's where it all started from and that's where it should end from.

 

Race is very Complex group...anything to do with packages as seen in the xedit program, you will NOTE: deals with dialog so these become a nightmare if the author was sloppy.

 

weather mods are very easy as long as the code came from this games structures. Not a ported facsimile from another game. I could give the reasons but all that would do is give you grey hair..lol.

 

does that about cover things here?

 

kitty

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