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michel92

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    Fallout 3

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  1. Guys, thanks for your work. I gotta say, both the changes to the site and to NMM are "game changing", imo, and I do not only mean that they will change the way our games behave. I think those changes will bring the Nexus to a whole new level. I'm a user since ~2008 and I can tell you with a reasonable amount of confidence that the Nexus will stay bookmarked on my browser on years to come. Hang on tight, I know you will crack those issues.
  2. I must say that I am a realism fan. All the mods I search for are mods that bring more realism to the game, no exception. That said, I currently live in doubt regarding that subject. For me there's no balance between realism and the RPG aspect; the best RPG, in my opinion, is the one which implements more realism into the game. Many games implement RPG aspects nowadays, I like the most realistic ones. Again, that's me. The thing is, Fallout has some RPG aspects that break when you try to implement as much realism as possible. Some of them you can work around, some you just will have to ignore. To use your example, one shot to the head = death. In that setting, spending skill points in Guns for making more damage, for example, becomes pointless. You can work around it by making skill not affect damage, but affect gun wobble and maybe even critical hits. Now, how about melee weapons? It really makes a melee weapon character nigh impossible. But should it, in a realistic game setting, be possible? Should someone with a sledgehammer be able to take, heads-on, on someone with a shotgun? Whatever the answer for these questions, the melee and unarmed skills become wasteful spending of skill points. What could be done? I don't know exactly. I have some ideas, like getting rid of the weapon skills altogether and add some survival based skills focused on guns, like becoming good at making weapons (although repair could be used for such an end, as well). Is it possible to work around all those issues? I'm certain of it. Human ingenuity is one of the most wonderful things. Thankfully we can mod the game. Currently I'm thinking about fine tuning my mod that makes everybody have less health. I'm thinking about something that may not be too extreme (certainly more extreme than it is now) but would still provide enjoyable deadly battles, battles in which you feel that you and the enemies are fragile (some more than others). For a mod to implement total realism and not "break" any part, it would have to change many many (MANY) things. Some of those things are currently beyond my capabilities as a modder, so I do what I can. That's my 2 cents. By the tone of your post I felt you thought like me on the subject, so I decided to talk. I didn't play all the mods on the poll (though I read about all), so I can't really decide. One thing I can say is that Arwen's mod REALLY focus on realism, but I feel some key changes focus more on augmenting the difficulty than providing a more realist experience, mainly, combat changes. Sorry for the rant and cheers, mate :biggrin:
  3. One thing to remember, as much as what I'm going to say now is irrelevant, ESMs run even deactivated. As long as they are in the Data folder, they will run. Ok. 1. Know FNVEdit? Run it. If it opens without popup error messages, then it's not a problem in your load order. If it pops up an error message, check the log and see where the error is. 2. Your menu-whatever.xml might be broken. Try installing (via NMM or FOMM) the Unified HUD Project (search it on google/nexus). It can fix HUD errors. 3. Your ini may be corrupt. Go to my documents/my games/fallout 3, backup your ini if you want and delete it. Open the game. The launcher then is supposed to say: "Your video settings are now being detected" or something of the like. That means the game generated a new ini. Try open the game now. If all of the above failed, is your game steam version? If it is, try verifying the integrity of the game cache. Else, see the post above mine.
  4. The best thing I can point you to is this I'm afraid that ash piles are the least of our problems. Scripts. Those can cause problems... It seems that Skyrim Papyrus Script Engine cause a lot more trouble than Fallout 3/NV. In any case, I don't think that those games handle script remains in saves much differently. My advice: if you have to run scripted mods, keep them to a minimum (always trying to be certain that the modder knows what he is doing), and try NOT to uninstall, not even update, this kind of mods during your playthrought. You are already doing the other good practice, i.e., not overwriting your saves and not auto or quick save. It's important to remember that saves do get bigger, the more you play and the more things you discover in game. You'll notice save bloat when the size hugely increases, and you start to notice longer load times, eventually CTDs, strange game behavior and then, finally, save corruption.
  5. @MOTOSXORPIO Thanks for the tips. Could you please point me to the links? I found some threads of the sort, but I think they are not the ones you're talking about. I don't know for sure, but maybe using USKP would be worse than not using it. The bloat corpses and ninroots cause to the save are nothing compared to a possible "scripted" save bloat. If you ever update or uninstall USKP, I think the problems it's scripts would left in your save would not be worth the install. Just guessing, though.
  6. @IsharaMeradin Ok, thanks =) I'm really immersed in that subject, I'll update this thread if I have anything new to add. For the time being, I think I will keep my mods "unscripted". Anyone else have an input? EDIT: Found this in another thread. If anyone is very interested, follow the links inside this. Very thoughtful discussions. This cleaning procedure is way too much for me. I rather be VERY selective about the mods I install, and wait for a fix for this problem, by modders. I think this is the biggest modding problem of this games. No, I don't expect any fix from Bethesda. I'm thinking about something. Wrye Bash has a sort of Save Manager, and I know you can remove mods from saves. Any of you know to which extent it removes the mod from the save? Is it just an entry removal, or is it more thorought? I'll look more into this.
  7. @IsharaMeradin NP =) I assume, then, that there's no such thing as adding a perk tru a quest script in Skyrim?
  8. @IsharaMeradin In Fallout 3/New Vegas, however, the scripts are stored in the plugins. Given the other information you gave on the remainder of your post, though, I don't think that that has any bearing in the issue. That makes a whole lot of sense, my friend, seriously. Following this, I guess, then, that adding a scripted mod to an already existing save game would be less bad than removing one, right? What about updating scripted mods? Furthermore, let's say I run a mod with a quest script that gives a perk to the player. By removing the mod, would that not cause bloating, then? @Thandal I'm talking about Fallout 3/NV and Skyrim. @EnaiSiaion Hmmm, could you expand on that, please? Does that mean that if I run a dummy empty script, with the same name of, say, a script of a mod that I just removed, it will stop the script from possibly bloating the save? @HeyYou Can you point me to the link? I think I read something about the SKSE team working on something like that. Thank you all for the inputs =)
  9. Hello guys! First and foremost, this topic is about some doubts I have regarding somethings that possibly there's no known "right" answer yet. If this forum is not fitting for this kind of discussion, I gently ask a moderator to move it to the appropriate place. To the questions we go, I'll enumerate them, for easiness of answering. 1) I read in some mod pages that mods that contain scripts causes problems. Mainly, the script get stuck in your save game, causing save game bloats, CTDs and eventually rendering your save unplayable. I've modded my games pretty heavily already to see them crumble to the ground and die, even Gopher's last Skyrim Let's Play suffered from the same problem, he even had to stop (luckily, he's starting a new one ;D ). From my modding knowledge, I know that if there's something that can render your save unstable and even unusable is a script. Now, to what extent that is true? Does all scripts get stuck in save games? 2) That asked, I now wonder: why vanilla scripts don't cause problems? I mean, Fallout/Elder Scrolls games have their fair share of bugs, but they don't cause those problems outlined above, that only mods cause (at least that I know of). Then I caught myself thinking that this may have to do with the ESM format. Could that be? How exactly does the engine handle ESM? I mean, aside from this master/plugin paradigm. Maybe scripts within ESMs don't bloat saves? Thoughts? 3) Is there anything else that can bloat save games, aside from scripts? That's it guys. I thank any responses in advance.
  10. I'm here to thank you guys for your hard work. The changes that are being made to the site are most welcome. I'm discovering lots of nice mods tru the mods news =) Thank you.
  11. Very handy Dark0ne, thanks to all the crew =)
  12. And don't forget to play a little in your breaks =) Thanks for the Nexus, Robin ;D
  13. I'll provide the best feedback I can, thanks for this awesome tool =)
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