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Everything posted by fap6000
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Having trouble with a pair of body mods.
fap6000 replied to Lionism's topic in Fallout 3's Mod Troubleshooting
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Can't add containers in my house
fap6000 replied to Konnor13's topic in Fallout 3's Mod Troubleshooting
Well say you load up GECK an spend all day creating a house. Then you save it, wake up the next day an load it up again. You now have to set that mod you created to active, meaning all the work you did yesterday as well as all the work you do today will be saved. Then when you are building walls floors doors an such, you pretty much use the snap to grid, with it set to 16, 32, 64, 128, and so on depending, because that's the only way to line things up correctly. Some like the grid others don't an we don't know what grid it uses until we figure it out from trying different grids, but the grid all centers around being in units of 16. Placed items like safes or chairs, rugs, desks, ect usually it's better to turn the snap to grid off, drag an drop it into the render window then drop it to the floor level an move it around. Also a little randomness doesn't hurt either. Say I place a shelf then 30 ammo boxes on the shelf, well after I'm done I'll go back an delete this one or rotate that one a few degrees, make it look messy or random. Then as far as containers go, you are almost always better off if you create a new Form ID in order to do so, rather than overwrite every container already in the game using that form id. Find a container double click it so the edit window opens up, then name it something different. Which it's smart to add AAA or ZZZ to the first of the name, so it's either at the top or bottom of the list, plus later on all you content can be filtered an found by typing AAA or ZZZ. Once you created a new form id, then it's just a matter of adding the items into the container. If you had a whole lot of items then you would build a loot list, then place the loot list into the container. -
Well you're lucky that mess even works at all. The perfect build of fallout 3 modded would have mods which all add custom new content. What we normally have though is 100 mods that all change the same thing while adding a certian amount of new stuff. Which you end up with a mix an match hodge podge of edits to the vanilla game, with the mods overwriting each other top to bottom. It's pretty much always a mess unless you build it otherwise. Let's deal with the issue though. First thing you would need to figure out what locker this is. You could load up GECK with fallout3.esm loaded, find the locker you saw the issue in, load that in the render window. Click the locker then you can find out the name of it. Close GECK. Then load the whole load order up with FO3edit, go to the fallout3.esm at the top open it up, then open containers, find the locker, click it, then view how many mods are changing it. Loot basicly comes from either the actual manual placement of items inside containers, or it's generated with a loot list. So you might see items in the container, or you might just see a refrence to a list, which means you need to go look at the list and see how many mods are changing that list. It works something like you add 50 items to a list, then either it's based of charicter level or spawn chance, which decides what gets put in the container in-game. Something like that. Merge Patch mostly deals with the merging of this type of list data, it picks up on other things, and it could be argued that BashGary patch does a better job, but bah if you ask me they are both the same thing. I've been using Merge Patch for so long I'm too lazy to learn another way. Anyhow, the basic idea of both would take every container or list, an merge them so that everything gets put in there, then in cases where it would cause a direct conflict, it's ignored, leaving it up to the user to deal with those manually. It's really easy to create one, but you can go back an look at all the entries an make sure that anything you would want is in there too. I reckon ask someone about merge patch or read the "in so many words" guide, or you could just download bash gary (or was it gary bash) an that should tell you how to do the same thing.
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Uh... If it were me, I'd just create a new charicter, because it's actually safer to do that a whole lot rather than keeping just one. Idk so you have your main then others to do experimental things. For example I did maybe 200 combat charicters, an kept getting killed starting over each time. You know as a simulation, to see how far I could get. Yah I died like 200 times with 200 new charicters, making the game get harder each time. There's a little bit of fun in that losing with the ever increasing risk of loss. This ended in a impossible difficulty game, so the new charicter became a hooker an did a bunch of nasty stuff for mooney. Yah sad... Okay so check out the diaries at the Fallout 3 page, funny stuff, but applicable here is the entry about charicter generation, this guy has great ideas about charicter gen in fallout 3. The whole diary section of that fallout 3 page has tons of stuff that can add or explain fallout 3. http://fallout.bethsoft.com/eng/vault/diaries_diary7-10.27.08.html I'm not sure, but I heard Bash Gary, or is it Gary Bash, anyhow it's a newer fallout 3 tool, somewhat like FO3edit, but it mentioned it can edit save games. Which makes me think you might could use it to hack up your save game, you know to explore Op Anch again. That being said it seems silly to spend too much time working on it when you could just start a new game.
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I have directly linked crash on exit to excessive data on the desktop, before. In other words you have too much actual data on the desktop (documents&settings/username/desktop) You can avoid this by just using shortcuts to data on the desktop, then there's not any actual data there, just links to it. Anything over a few hundred Mb in the folder is going to crash on exit maybe. I remember hearing other things that could cause it too, but can't remember where I saw it.
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That's "Autowater" http://geck.bethsoft.com/index.php/Category:World_Spaces It's funny like that. I'm not sure but I think it only works if the land/water heights are set above 13,000, I reckon I use 13,500 something like that. After you figure this out it's not a problem anymore. After you get it working you might not ever have to do this, but sometimes GECK autowater bugs as pictured above can be fixed from just loading into the vanilla wasteland, like say at 0,0 or 16, 16, Wait for the auto water to load correctly there then bounce over to your worldspace. If there isn't water then you effectively cull it by setting it at -10,500 or so when the land height is way above that, like 10,000 or something. You can find most of the information on the geck main page. You'll develop your own methods for sure. I tend to create the worldspace, then load the 0,0 in the render window, then open the heightmap editor, this will cause the 0,0 cell to already be drawn the correct color for the default land height. Then I can use Level an Copy paste to bring the whole -32 to 32 worldspace up to that default land height. Usually it's all teal colored. Then just select the part of that huge -32 to 32 area where I'm going to perform work. As to keep LOD generation down, and somewhat testing LOD by starting the process early, because it tells you how many cells/chunks it's going to look at, I think 1400 is max idk. Just keep using it until it's fun, then it's not so quirky.
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Advice needed on load order.
fap6000 replied to carpaltunel's topic in Fallout 3's Mod Troubleshooting
Yah I have all this cool stuff done, an really after reading the diary info on the official site I just want to play a vanilla game. : - / STALKER weapons are uncompressed, some are large maps too, Idk how much of a performance factor that is, depends on the spawns. There are a few weapons with fire rates over 20 per second which also becomes a issue if you use a high spawn rate. Toxa makes good stuff, but for some reason I ended up having to fix every one of the textures in the correct high performance way for Arsonal, only took a few hours. 20th Century weapons might be the better way to go, they are very similar, but 20th century textures are set up for high performance, it also has a few weapons over 20 shots per second. Also The 20th century .ESM is one of the cleanest you'll ever find. It won't conflict with anything ever. The second part of the mod is very modular, these are the 20th century alive plug in's which basicly place the weapons in the game world, so you can pick which ones or all of them. The Chaos performance article would help you very much when using those extreme detail texture packs, but you can also just turn off AA, an use 2X AF to clean up the bethesda textures (or more AF if you wanted) Fallout 3 doesn't really need AA, so you get performance to run more chaos from having it off (smoother) Then there's only a few times when you really need AA anyway, easy to ignore after you get used to it. This community sucks so bad. Idk if it's just me, but over the last year and a half I can't remember one time that this place was even mildly fun. I mean Geez the idiot ratio for the mods is like 100:1 Anyhow best of luck to you. I won't be returning for a long while. I made Fallout so hard that now it's a suicide mission, so I've decided to start getting into the KOTOR storyline for when SWTOR launchs next spring. Which is funny because I'm not even really a Star Wars fan. Fallout has been so nasty, doing all this work an learning all this stuff just to get a smooth running game, then the community being a total drag. I'd hate to ruin the experience by burning out on the subject, so I'll be on another break for a while. Don't work too hard. START A NEW POST IF YOU NEED ANY HELPZ! http://i123.photobucket.com/albums/o294/eiffU/2-8.jpg http://i123.photobucket.com/albums/o294/eiffU/4-6.jpg http://i123.photobucket.com/albums/o294/eiffU/ScreenShot26.jpg http://i123.photobucket.com/albums/o294/eiffU/ScreenShot11.jpg http://i123.photobucket.com/albums/o294/eiffU/ScreenShot20.jpg http://i123.photobucket.com/albums/o294/eiffU/Fallout32010-07-1204-03-40-32.jpg http://i123.photobucket.com/albums/o294/eiffU/Fallout32010-06-2823-19-49-54.jpg -
Advice needed on load order.
fap6000 replied to carpaltunel's topic in Fallout 3's Mod Troubleshooting
If I was going to build this load order I might spend a week or two on it, geez maybe more. This will help you form you plan for the build maybe. You can get similar results just using the FOIP (fallout inter operablity patches) plus merge patch (or bash gary), and FO3edit master update. I prefer to create custom load orders rather than use generic FOIP. The work I do is only going to be a little better than FOIP, but much cleaner, plus I get a chance to balance the game anyway I see fit or make edits to stupid stuff. This would just be the basic plan if I were going to use your load order in a game build, maybe it will help you get a good plan for yourself going. 1. (OPTIONAL) Install Dot Net framework & Visual C++, I got my copy from Microsoft auto updates, luckly, because it can be difficult in picking the correct version of Visual C++, for example Windows update gave me a 2005 redist version, then just the other day I found Visual C++ 2008 redist from the nexus downloads page packaged in a download to allow Blender to work. This is also the only place I found you can get all the stuff you need to get Blender to actually work with Meshes for fallout 3 (. Nif) but it would be the most easy way to get a Visual C++ 2008. The Dot net framework family & Visual C++ are widely used among many applications. It's not really written down anywhere that you actually need them, but a good idea to have. I don't use any thing else for fallout 3, of this nature. Windows update @ microsoft Nexus blender download page that has a MS visual C 2008 redist 2. Install fallout 3 only no DLC yet, Install GECK, Install/run GECK 1.5 update, Install FOMM, Install FOSE, Install FO3edit. While you don't need this extra stuff right now, you will need it later on, hence install it first, All this stuff gets installed in your Bethesda Softworks/fallout 3 folder. Then put shortcuts on the desktop for these programs, In particular you want to find your bethesda softworks/fallout 3/Data folder, right click it, create shortcut, place that short cut on the desktop, an you can quickly get to your data folder where 99% of the work is done, plus when installing you can even drag an drop things on this shortcut an they end up in the data folder. Ultimate Load Order guide will tell you switch the data shortcut's icon to something cool looking, yah cause we roll like that son, woo ahh 3. Using information from the tweekguide Pick all the grapics settings for fallout 3 either from the default launcher or in-game. Then advanced tweeks are done on the config files, notepad files with a bunch of commands in them. These are located at My documents/games/fallout 3 The advanced tweeks section covers how to deal with them. Overtime I've developed what I use or don't use from the advanced tweekguide. Pretty much I do what it says except I also use the background loader, preemptivly unload cell data, purge unused on fast travel. These getting rid of 90% of the PCB (purge cell buffer) that one would need to do in a game to keep the performance high. But don't listen to me, figure out your own ideas of what you want to use. 4. Run a test game, I like to call these RAOTW games, (random A**hole of the wastes) because I don't spend any amount of time actually creating the charicter, it's done randomly. I might end up creating a few of these while I'm testing depending on how much I wanted to test. Things you do in the test is look for frame stutter, most noticed when running across the wasteland, it's important to minimize this issue via settings an tweeks. Then also I'll run around causing drunktarded like chaos, stuff I would never do in a real game. For example open the console an type TMM 1 toggle map markers, to undo it TMM 0 which will reset you to not having any map markers. The TMM allows you to fast travel here and there killing people or blowing stuff up, just trying to see how well fallout 3 is going to run. Anything you do here as far as testing is just to rule out your install of fallout 3 and computer system from any possible future problem you might have. 5. Install the DLC an test it again, or heck tweek it some more, TMM an try to gain access to the DLC if you like. The DLC is pretty dirty when you first get it, you'll have to fix some issue later on, but it should work for your basic test phase. 6. I would probably start by installing UF3P (unoffical fallout 3 patch) but also install Project beauty at this point, then open the whole load order with FO3edt an fix things so that UF3P works perfectly with Project beauty, I.E. all the face gen data in project beauty gets dragged over to UF3P, then all the patch/fix issues in UF3P get dragged over to project beauty. It might be helpful to create a fake merge patch, Ctrl A to select all, right click it in FO3edit, create merge patch, then anytime you see Merge patch in the stuff you are fixing just ignore it, as you will fix it when you are done with the final merge patch you created, this is helpful to split up the workload you need to do in NPC, creature mainly, but merge patch picks up on a number of issues. Also use filters in the ways discribed by the webensized FO3edit guide by CSB Now you are not just fixing UF3P to work with Project Beauty, more like fixing DLC, UF3P, and Project Beauty to all work together. It ain't got to be perfect yet though. 7. Get what you just installed at least checked or fixed somewhat, then install the next mod. I would probably install FWE or FOOK2 at this point, only one of them though. Then do the same thing you did before, These FWE an FOOK2 mods are going to be very hard to fix, and might take days, weeks, months. You have already fixed DLC, UF3P, PB to work together, so that should make it more easy to build in FWE or FOOK2, so pretty much here you would be fixing FWE or FOOK2 to work with the other already fixed mods. 8. At some point depending on how much you have installed you want to run test games. After you have fixed things, would be the time to do it, you are basicly testing the fixes you did, to make sure no problems come up, Test as much as possible an you'll catch more issues before too many things get installed. These testing phases are much more important than the first tests you did on the vanilla game or vanilla +DLC tests. So you'll want to invest some time in them, could even be a few days just playing fallout 3 looking for problems. When you have a problem duplicate it, start a new game duplicate it again, if you have the problem each time then it's probalby locked in your mods somewhere. There are a lot of problems that occur even in the vanilla game, so it's good to be able to tell the difference, hence the vanilla tests. If you do it right when you have a problem then you are looking at the last mod you installed for the cause, rather than looking for the problem in the whole load order. You probably want to have a actual fixed merge patch created for your tests as well as a master update. 9. Depending on if you installed FWE or FOOK2 first, install the other one now an do the same thing you did before. Yep it's going to be just as hard or harder this time. Remember to run master restore before making edits, then run master update just before you enter the game to test. Also you need to delete an remake your merge patch each time, but by using fake ones you can lower the amount of merge patches you need to create, you know only really dealing with that issue when everything else is fixed. It's getting quite the complex amount of data now, so you will need to know what each entry inside the data actually means, look it up on the GECK main page http://geck.bethsoft...x.php/Main_Page 10. Keep on installing/fixing/testing until you have the stuff you want, only one or a few at a time though. Also I avoid using player made .BSA, anytime I'm installing a mod and I see that they have a .BSA in there, I'll unpack that first thing. Pretty much you use a fake data folder on the desktop, extract everything in the .RAR or .ZIP to this fake data folder, then launch FOMM, TOOLS, BSA unpacker, point it at that fake data folder and to open the .BSA in there, select all an unpack all of that to your fake data folder. Then go to the fake data folder, delete the .BSA, then drag an drop everything in the fake data folder to your real data folder (or data folder shortcut on the desktop) Thus installing all of that content, but avoiding issued caused by 12 different .BSA which in some cases have the same files in each, creating a basicly random created on data for those files, which archive invalidation will end up creating a mix an match hodge podge file structure for. I.E. UF3P.BSA has the 10mm pistol texture being used, but FOOK2.BSA has the normal map, or FWE.BSA has the mesh, thus creating more margin for error besides the mix an match part. -
Advice needed on load order.
fap6000 replied to carpaltunel's topic in Fallout 3's Mod Troubleshooting
FOMM isn't a auto sorter or diagnosis tool, perse, all that is experimental future possible uses for FOMM. Case in point, the truth is that you have duplicate entries in the 10's of thousands. In fact most mods if they were not cleaned properly before uploading will each have around 30,000, with major dirty mods in the 60,000 and above range. Even when you have fixed all of your mods to work together, there is still a very large amount of data, much more than the part you fixed that can cause problems. Hidden in a vast amount of interlooping trash almost. We have to ignore that part just because it would take months an months just to get a grasp of it. That being said it makes the other 90% of the fixes you need to get a near problem free game like a cake walk. I can tell you what I think. Not worth very much to you because you don't want to hear it. 1. I reckon about 50% of your Unofficial fallout 3 patch (UF3P) is being overwriten, all those bugs an fixes, well half of them won't work because someone else changed that same data which loads later on in your load order. 2. CRAFT, yah okay, who even has time to use that. Personally I was always too busy trying not to get killed, besides it never really working very well. 3. CALIBR is nice, but xCalibr is a much better improvement than I can even do myself, there's more than one version though I think so check each one make sure it's the awesome one. I had a version that sucked. 4. Project Beauty.esm That HD thing with it is overrated, it's not that HD, not enough to cause performance problems, in fact there are many other mods with really bad performance for textures, so you shouldn't have a problem using the HD version. However, I reckon about 50% of your Project beauty is also broken just like UF3P, because the other mods are overwriting the NPC's. Project Beauty primary function is face gen data, with some other settings too, which is being broken in many cases by your other mods. 5. FOOK2 just plain sucks. It's a joke. FOOK1.6 was easy to work with, had high performance, was very modular, Excellent work in sounds, and even could reskin 80% of the game making everything look different. FOOK 2 does not have any of this. The textures are way too huge (low performance) to allow any real amount of NPC's to do anything (much less combat), The sounds seem like they were created by a drunk person, The fancy parts break stuff in the DLC's, the exploding projectiles cause coruption from excessive havok data besides breaking up the game (even though it's totally awesome) The download is so trashy that you can't even tell which version of the mod you have, even then you pretty much have to graduate from FOOK school to install it (you know when you could be learning more important things) I could go on all day long about these issues. Then it takes 16 hours to fix it to work with 80 other tiny mods (non global overhawls) and that's only if you know exactly what you are doing an what everything means. 6. FWE is a joke, 200 mods merged into one mod, great idea now you can't tell which settings effect which parts, besides things often working better when in seperate plug in's. I reckon this way of thinking came about from pre 1.5 patch issues, back then there were problems if you had too many .BSA which were limited to 255 charicters for the names (DLC eats up most of that) There are still issues with .BSA but not issues which creating a huge merger of 200 mods would fix. Then also I mean it's a no-brainer, it's more easy to install one big mod than 200 smaller mods. But who said you even wanted all 200 of those mods, shoot they could be Drunktarded for all you know. The mod is so huge you'll never even understand all the content it contains (just like FOOK2) Then in the end you really have to ask yourself "do I really want to use a mod that 90% of the players that post in Tech support or Mod troubleshooting have problems with?" It's no big secret that the top 3 most conflicting mods ever are WMK, FWE, FOOK, and here you have all three. ----This is mainly due to the whole Global scale class overhawl. It touches on 90% of the fallout 3 world. Thus conflicting with virtually every other mod available. In cases where you are using more than one Global overhawl, you end up with a mix an match hodge podge slack jawwed yokel game, basicly a random mix of data with the hope that it will somehow work. This issue is compounded by using FOIP (fallout inter operabiltiy patches) Generic patches made by 3rd parties not even in the same part of the country as you much less the same load order, install order, computer system, or even the same version of the mod they are patching. Anytime you look at a FOIP inside a load order you'll see it's actually more easy to delete the FOIP than fix it. If you ask me it's the only way to make a Batpoop crazy mess of a load order even more messy. 7. FreePLayAfterMQ isn't even needed when you use Broken Steel, so even if you get to that part, it doesn't matter because you have broken the game. 8. WMK used to be the most conflicting mod ever, it's been updated a lot, an many tools have been developed that I would think allow it to work as intended, however it was so bad before the updates (worst conflicting mod in history) That I never use it. Also a determining factor was that it's just polished turd vanilla weapons, which was a cool idea, but back in the day the edits to the meshes were of such low quality that I almost puked on them. I imagine it's much better now, but I'll still never even bother to try it. If I did it would only be because I wanted to play a vanilla game. So then I would have game settings mods, then WMK to allow cool weapons (but not the brand name super clean stuff most people use) Idk sounds like a game I might try. 9. Fellout is pretty useless without the other weather mods which work well with it, enhanced weather rain an snow, an I hear there is even a dynamic weather mod. 10. You have no Merge patch to merge all your list type data, leveled item lists, leveled creature, loot lists, an many other things besides lists can be fixed in about 2 minutes, There is also new version of this inside the Bash gary tool, or is is Gary bash, idk... Both work great this is like 25% of your problems. 11. You have zero overrides, basicly .esp you created to allow content from more than 1 mod to be used in one in-game item or refrence, Other uses would be a quick way to fix your DLC's since some idiot messed them up with their crappy mod. Pretty much an override fixes stuff that couldn't be fixed by the normal means, as well as allowing you to pretty much do whatever you can think up. The most important thing you have is Fallout.esm, Anchorage.esm, The Pitt.esm, Point Lookout.esm, Zeta.esm but what you have done is basicly shot holes in those with a full auto shotgun with 00 buckshot. I only learned this once I read the stuff in the "vault" tab on the fallout offical site, basicly diary stuff while they were building it. If you read that, besides the super funny stuff, you'll see just how important the core of the game is, an how we totally break it. Don't look at me, I'd love to use these mods in this load order. But it doesn't work, it's basicly a video game that had zero testing done on it. Then to fix it so that it would work well, would take hours an hours with only limited results from the sheer amount of data being edited. Each overhawl being 16 hours to fix by a pro user. Meaning it would take a new person weeks. Here is the current load order I'm using. I spent 40-50 hours just getting it to work problem free. But a lot of that was optimizing content to allow MMM 6-8 spawn rates. The bulk of the work was fixing conflicts to avoid crashing. Merge patch an master update fixes about 30% of these issues. So you end up with the long games 4-8 hours long. I threaded all the FalloutFood.esp to effect primary needs hunger. Added 3000 of each ammo type to the calibr merchant. Fixed lame issues like certain vendors only repairing to 20 instead of 100 and other game settings I noticed, Added the drunken screen blur to all the drugs an drinks but they effect primary needs too, Unpacked .BSA an deleted all those small time .BSA so I only really use the vanilla .BSA clearing up any .BSA issues, enslave anyone an they get stuck in the pin instead of disapearing, Changed some mods from .ESM to .ESP because it's cleaner that way, Created a few versions of mods that never existed before, Over populated the game with followers I don't even use, Fixed the blood decals so they stay on the player an even enabled profile decals (side hits) It seariously goes on an on, it's not a generic patch, it's custom patches. There's a lot of smaller mods that got merged into other mods, but I only do that if it's small potatos or if I hit the max limit. Pretty much anything I do is listed in the "in so many words guide" http://fallout3nexus.com/downloads/file.php?id=13100 or Chaos performance http://fallout3nexus.com/articles/article.php?id=208 Fallout3.esm ThePitt.esm Anchorage.esm BrokenSteel.esm PointLookout.esm Zeta.esm Unofficial Fallout 3 Patch.esm CALIBR.esm xCALIBR.esm 20th Century Weapons.esm ARSENAL MOD.esm Mart's Mutant Mod.esm EnclaveCommander-OA-Pitt-Steel.esm DCInteriors_ComboEdition.esm StreetLights.esm Enhanced Weather - Rain and Snow.esm RI_Core.esm Project Beauty.esm Sharing and Caring Companions.esm Lings.esm LingsFinerThings.esm LingsDLC.esm EnhancedChildren.esm Shojo Race.esm RRCompanionVault.esm Nos' Cosmetic Resource.esm Herculine's RR Scouts.esm UF3P DLC Merged.esp EVE.esp EVE Operation Anchorage.esp F3UmpaAnimation.esp The Groovatron.esp The Groovatron_DLC_Anch_Addon.esp The Groovatron_DLC_Pitt_Addon.esp The Groovatron_DLC_PL_Addon.esp UPP - Original Perks.esp UPP - Pack 1.esp UPP - Pack 2.esp UPP - Beverage Perks.esp UPP - Quest Perks.esp UPP - Experience Perks.esp GalaxyNewsRadio100[M].esp CALIBRxMerchant.esp DK_BulletTime.esp VATS - MCE.esp VatsLongerDistance.esp Precision_AutoAim_6000.esp KaBOOM.esp LessBouncyGrenades.esp ShellRain.esp VendorCapsIncreased50X.esp Unlimited Death Reload Time.esp Modern weapons.esp HZ_Glock.esp FullAutoPistolsV1.0med.esp FullAutoPistolsV20test.esp AzarGypsyOutfits.esp AzarGypsyOutfits_Malika.esp Tailor Maid.esp Tailor Maid Black Retex.esp Tailor Maid PITT.esp Tailor Maid Anchorage.esp Tailor Maid Brokensteel.esp Tailor Maid ZETA.esp TalonExtraArmor-RE-Dub.esp Books02.esp MothershipOmega.esp Banks of the Wasteland.esp Megaton Tweaks 1.28 (no podium).esp Water_Tower_Hideout_byOrophin.esp GG_WaterTowerHideout_v1_22_Alt.esp StreetLights - Wasteland.esp Kaza's NorthwestSeneca.esp WIP_BigTown.esp CanterburyCommonsInteriors.esp CEI - CaesarrulezExcessiveInteriorsEN.esp Republic of Dave Expansion Merged.esp YevicsUrbanTownhome.esp DCInteriors_ComboEdition GD Plug in.esp DCInteriors_DLC_Collectables.esp Not alone in the Wasteland anymore.esp CrowdedCities_v2.esp FalloutFood.esp ShadsCoffaMatic.esp Bottle That Water.esp UsableCigarettes.esp Inebriation-FOSE.esp RI_Base3.esp RI_PNeeds2S.esp RI_FOSE.esp RI_DoctorCost.esp RI_CrippledEffects.esp RI_Alcohol.esp RI_LootTableRI.esp RI_LootTablePN.esp RI_PNAnchorage.esp DarNifiedUIF3.esp RI_PrimaryNeeds_DUI_Plugin.esp Rivens_Eyescapes.esp PlayerOnlyJGRetexture.esp 20th Century V5 ALIVE Merged.esp S.T.A.L.K.E.R. MOD.esp ARSENAL MOD.esp Mart's Mutant Mod.esp Mart's Mutant Mod - Zones Respawn.esp Mart's Mutant Mod - Tougher Traders.esp Mart's Mutant Mod - Natural Selection.esp Mart's Mutant Mod - DLC The Pitt.esp Mart's Mutant Mod - DLC Anchorage.esp Mart's Mutant Mod - DLC Broken Steel.esp Mart's Mutant Mod - DLC Point Lookout.esp Mart's Mutant Mod - DLC Zeta.esp RI_PNMMM.esp MMZombieCemetery-Merged.esp Project Beauty_Plug in Bietch!.esp Project Beauty- Point Lookout.esp Project Beauty- Broken Steel.esp SCC - Talk to Anyone.esp T_R_A_S_C_H.esp SCC 187GURLZ.esp LingsFinerThings.esp RRWastelandPosters.esp RR Companion Vault 20thCW Supply.esp Nos' Vault 1 Remodel.esp RRUmpaDance.esp All RR Companions Merged an Plugged.esp Herculine's RR Scouts DLC in a GD plug in.esp Herculine's Shojo Companions in a GD plug in.esp Polarbear's Companions in a GD plug in.esp TOADS PEOPLE_Merged.esp dD-Larger Blood.esp dD-Reduced Ragdoll Force.esp Hideouts731.esp bzArmour-nude.esp bzBodySuits.esp Gambletron2009.esp CrossModData.esp Animy_prostitution.esp Fellout-Full.esp Fellout-BrokenSteel.esp Fellout-PointLookout.esp Fellout-Zeta.esp Fellout-pipboylight.esp Enhanced Weather - Rain and Snow in Fallout.esp Enhanced Weather - Weather Sounds in Interiors.esp sc_slaves_stick_around_original_mezz_chance.esp FullAutoPistolsReapingBuster.esp Override-Drugs.esp Override-Dialog.esp Override-Scripts.esp Override-DLC.esp Override-EVE.esp OverRide_NPC.esp MergePatch.esp Override-QuestStage.esp -
Bug caused by Sniper Rifles
fap6000 replied to ReddFighter's topic in Fallout 3's Mod Troubleshooting
If you really wanted to use it together. First install one of them, doesn't matter which one since they are both basicly crap. Fix that with FO3edit so that it works with Fallout.esm and the DLC's, test that for a bit, then install the other one an fix that to work with fallout.esm DLC's and the crappy mod, then test. Something like that. It will be very difficult though, It will take at least 16 hours of work to get one to work with the other even if you knew what you were doing. http://i123.photobucket.com/albums/o294/eiffU/ScreenShot16.jpg Perdy girl huh, WELL SHE'S DEAD, GOT NUKED IN THE FACE BY THE STUPID SUPER MUTANTS! I liked her, but I reckon I liked the 24 others that took an hour to create an died as well. SHE'S DEAD! ha ha ha awe man, good luck with FWE an FOOK... -
Is FWE compatible with 19th and 20th century weapons?
fap6000 replied to HiddenLurker's topic in Fallout 3's Discussion
Case in point... http://i123.photobucket.com/albums/o294/eiffU/2-8.jpg http://i123.photobucket.com/albums/o294/eiffU/6-5.jpg http://i123.photobucket.com/albums/o294/eiffU/1-7.jpg http://i123.photobucket.com/albums/o294/eiffU/3-7.jpg http://i123.photobucket.com/albums/o294/eiffU/4-6.jpg http://i123.photobucket.com/albums/o294/eiffU/5-6.jpg -
Is FWE compatible with 19th and 20th century weapons?
fap6000 replied to HiddenLurker's topic in Fallout 3's Discussion
Well, make your own dang PLayer Charicter weapons from now on. Then you have a set of weapons for the player charicter only. I mean over the last year just messing around I've ended up making 130 weapons. I have 20th Century weapons an STALKER stuff, but that's just for the NPC's, damage seems like it's set right to me. Then anytime I have to adjust something, I'm adjusting it in a new mod, YOU KNOW THE ONE I'M CREATING! What a foolish concept, you are basicly making yourself eat a fresh plate of Puke that someone upchucked into a toilet, only to end up puking it out again. When you could be creating new weapons, much much more fun to do, long hours, but spread out over many many months. Then every now and again you end up creating a jewel, and you are like "who would have thought to come up with that" Oh yah, me... That's right, then fond memories that follow from lementing the days when you poured your heart out on a silly project you didn't even think would ever work, that ended up turning out perfect. It's only really cool if it's something that hasn't been done an puked up over an over a few times already. Like Glocks, how many times has that been shat out, eatten, puked up, and eaten again... It just seems like a big waste of time. -
FPS Optimization and Clutter: Help Needed
fap6000 replied to 3vilg3nius's topic in Fallout 3's Mod Troubleshooting
Yah it's because of lights, go back to square one an learn about lighting optimization on the GECK main page http://geck.bethsoft.com/index.php/Main_Page It's something like if there are 25 items in a room then 4 lights on those (radius wise) Then you end up with 100 calculations on those items or something. You can fit about 80 very high resolution world models into a cell, but if you put too many lights in there it wouldn't work very well at all. Bethesda would answer your question with "use low res world models" thus double the amount of work, but they are a big company they can afford it. It could be use low res world models on the items using the most system resources, thus cutting that work in half, so not so bad. Most of us would answer your question by saying, split up your cells, so not too much in any one, this also avoids the hassle an extra work from having to create portals an room markers. Portals an room markers are for huge vast almost never ending cells, you know huge vaults an such. Also the type of walls an floors you use can also eat up quite a bit of your overall loading time an Mb size the render window gives you in GECK. The underlying issue is going to be the quality of the meshes an textures. Using a weapon model for a world model the mesh has moving parts nodes, an all kinds of extra data, the world model is basicly a static mesh, that does nothing but look good an have a havok mesh. I wouldn't really know how to create one ,but I figure it's just a matter of turning a weapon mesh, into a static/havok mesh. I'd check the raw data size of the meshes an if some of them were too large, maybe build a Go model, you know SuchAnSuchGO.nif You won't find a huge amount of performance here. Textures you can find a huge amount of performance. This deals with how much of a texture god the person that made the texture is. Most idiots will leave textures uncompressed in 2048 maps or larger. I say idiots because you can shrink that texture in 96 pixels per inch supersampling down to 1024 an then compress it into DXT 1 (No Alpha) at 8:1 compression or DXT 5 (estimate alpha) in about 4:1 compression, this being because DXT 1 ignores alpha (transparent textures) All that mumbo jumbo, but still keep 99% of the detail of the 2048 map. Chaos perfomrance http://fallout3nexus.com/articles/article.php?id=208 As an example I've seen a weapon using a 16,000k defuse (base) texture, then it also had a 5000k sized Normal map. Most of the time you only need 2048 for something the size of a persons body or larger. 4096 is anything bigger than a truck. Most weapons, certianly weapons using many different parts, can use 1024 sized maps an still look HD. The less photorealistic the texture is the more you can shrink it, those blury textures can shrink down to 256 or 512 if you wanted. 1024 is a good number for weapons though. If the weapon used say 5 very small textures on 5 different parts of the mesh, then 512 would work for these. Back to the example, the texture was 16,000k because it was poorly made, no DXT compression, no mipmaps, plus it was 4096 size, I'll take that open it with paint.net, Resize it to 2048, save it, open it again, Resize it to 1024, you know in 96 pixels per inch best quality supersamlping, Then since it's a defuse map, and there is no alpha (see thru transparent textures) I'll use DXT-1, and also encode the mipmaps when it's saved (rather than create seperate mipmaps like bethesda) Now the texture is roughly 600k, Doing the same thing on the normal map only in DXT-5, you end up with 1300k . -
Bug caused by Sniper Rifles
fap6000 replied to ReddFighter's topic in Fallout 3's Mod Troubleshooting
You were saying in another post about how awesome FWE an FOOK2 are.... Yah I'd say that looks pretty awesome. I'm sure there is a very easy fix for this. Since you are using FWE an FOOK2 though, it's hidden in about 4Gb of data. Good luck finding it.... Talior made is probably one of the cleanest mods ever made, this is because it was made in a modular way. When you 1st person you switch to a Culled player charicter body. Meaning it isn't rendered (drawn), then it also switches to 1st person textures for the hands. Bethesda made weapons will also switch to 1st person textures for weapons, however most player made weapons do not do this because it's extra work for very little reward. I wouldn't think Talior made could cause this, or really cause anything. It's very clean, and also modular (meaning they work seperately or all together). However FWE an FOOK2 are not very clean at all, in fact maybe the most messy mod ever created. So your quesiton answered itself somewhat. It's not a common issue for these mods though. So It's probably a case where you have made a mistake in the install of the mods. However it could also just be a conflict like you said. The sniper rifles is conflicts between the mess of mods you picked to create a load order out of. I pretty much wrote down all the kinds of things I do when I make a build of fallout 3, I tried to keep it as short as possible but even then it's a few pages long. This at least should give you a indication of how complex the process of using mods for fallout 3 can be. We go to the trouble to do so, because in the end you have a game without any crashes, coruption, or issues. It's not easy, geez it's not even safe depending on your knowlege of fallout data, but it's a start http://fallout3nexus.com/downloads/file.php?id=13100 Water is messed up probably from having a bunch of mods, it's pretty common for the Wasteland worldspace to get saved into a mod even if there wasn't changes made to it. Somewhere along the line the water noise or water type got messed up in the Worldspace settings for the wasteland. When you make a world space you have to pick the default water type, LOD water type, then also add in the water noise texture. Then the different water types also have various image modifiers, you know kind of like fog or even color of the water an such. -
Is FWE compatible with 19th and 20th century weapons?
fap6000 replied to HiddenLurker's topic in Fallout 3's Discussion
http://i123.photobucket.com/albums/o294/eiffU/Profound.jpg Start using a MMM 6-8 spawn rate on the highest difficulty with 3X feral rampage, and also just throw 25% behemoth spawn chance, then weapon damage balance isn't so important. Mostly because you are dead already, but just don't know it yet. Oh you can try to fight back, might even get a little bit into the Main quest, but you will die. When that happens you can either keep ignoring that fact, or create a new charicter, such as when there isn't any risk there isn't anything that counts. Idk maybe 12 charicters this month died, so I started over each time. It's more fun using a 1 death rule, and yah I feel the pain an loss each time. It's like "Awe dang, they died" whoopz. http://i123.photobucket.com/albums/o294/eiffU/ScreenShot21.jpg This was a MMM 4-8 rate or median 6, I got lucky an the super duper mart spawned low. A big victory, but as you spend more time in a game set up for you to lose, you get a lot better at fighting. This charicter died though, got a direct hit from a missle from a super mutant not to far across the river from the super duper mart. All that XP an all that loot is gone, from deleting the save games after death. It's the first game I've done this, so I've now changed to a MMM 5-7 spawn rate, that charicter died, so I changed it again to 6-8, then pretty much became a hooker thanks to AP because I was scared to go outside. http://i123.photobucket.com/albums/o294/eiffU/Fallout32010-06-2823-19-49-54.jpg Level 20 in the above pictures, I'm using very high damage weapons an still losing, as an example the 24-36 BOS that spawn here after you get the dish, well they all die, even when I help them, plus I'll die too, it's a nightmare. Maybe that's the problem, yall are messing with weapon damage values set up for very hard games, when using a not so hard game. I can lay into a super mutant with 123 DPS, or sniper rifles with 100 damage (with 90 Small guns skill) an it's still tough to kill them, an they should be a little bit tougher than even that. The main difficulty is them using STALKER an 20th century weapons (pretty much all full auto) They're using more rocket launchers or even nukes now too, so the risk of instant death is there. The MMM tough NPC's plus the very hard difficulty is all I'm using to make them tougher, in cases where they are not tough enough, I would make edits as noticed, to those NPC or creatures. http://i123.photobucket.com/albums/o294/eiffU/Fallout32010-07-1204-03-40-32.jpg That above is One high spawn, yah only one spawn. Looks like a super mutant death squad if you ask me. Of the 4-8 spawn range the 8 was used, then Behemoth chance being 25% instead of 2%, one of them changed to a behemoth. Well can't fight here got to run away very quickly... I got to a very high level 20-30 an went in that building an died almost instantly, whoopz, start over. http://i123.photobucket.com/albums/o294/eiffU/ScreenShot26.jpg Here's the new scared hooker charicter, she's kind of pretty. There's certianly been issues I've had to hammer out to get good frame rates when using 10 times the amount of things that want to kill you (give or take) But that work is much less than getting FOOK2 to work or FWE, it's also a much more easy load order to work with. I spent about 40-60 hours fixing issues with it, or adding support for custom content. For example morphine blurs the screen if you take some, Vodka does the same, but it also effects Primary needs hunger, along with all of the food in FalloutFood.esp effecting PN hunger. I only use the vanilla .BSA, so it's all been unpacked, Then many mods have been turned into .esp plug in's, Yao Guai's are tougher not so pwned by everything else, not like I'd make it that far to see them. Fallout3.esm ThePitt.esm Anchorage.esm BrokenSteel.esm PointLookout.esm Zeta.esm Unofficial Fallout 3 Patch.esm CALIBR.esm xCALIBR.esm 20th Century Weapons.esm ARSENAL MOD.esm Mart's Mutant Mod.esm EnclaveCommander-OA-Pitt-Steel.esm DCInteriors_ComboEdition.esm StreetLights.esm Enhanced Weather - Rain and Snow.esm RI_Core.esm Project Beauty.esm Sharing and Caring Companions.esm Lings.esm LingsFinerThings.esm LingsDLC.esm EnhancedChildren.esm Shojo Race.esm RRCompanionVault.esm Nos' Cosmetic Resource.esm Herculine's RR Scouts.esm UF3P DLC Merged.esp EVE.esp EVE Operation Anchorage.esp F3UmpaAnimation.esp The Groovatron.esp The Groovatron_DLC_Anch_Addon.esp The Groovatron_DLC_Pitt_Addon.esp The Groovatron_DLC_PL_Addon.esp UPP - Original Perks.esp UPP - Pack 1.esp UPP - Pack 2.esp UPP - Beverage Perks.esp UPP - Quest Perks.esp UPP - Experience Perks.esp GalaxyNewsRadio100[M].esp CALIBRxMerchant.esp DK_BulletTime.esp VATS - MCE.esp VatsLongerDistance.esp Precision_AutoAim_6000.esp KaBOOM.esp LessBouncyGrenades.esp ShellRain.esp VendorCapsIncreased50X.esp Unlimited Death Reload Time.esp Modern weapons.esp HZ_Glock.esp FullAutoPistolsV1.0med.esp FullAutoPistolsV20test.esp AzarGypsyOutfits.esp AzarGypsyOutfits_Malika.esp Tailor Maid.esp Tailor Maid Black Retex.esp Tailor Maid PITT.esp Tailor Maid Anchorage.esp Tailor Maid Brokensteel.esp Tailor Maid ZETA.esp TalonExtraArmor-RE-Dub.esp Books02.esp MothershipOmega.esp Banks of the Wasteland.esp Megaton Tweaks 1.28 (no podium).esp Water_Tower_Hideout_byOrophin.esp GG_WaterTowerHideout_v1_22_Alt.esp StreetLights - Wasteland.esp Kaza's NorthwestSeneca.esp WIP_BigTown.esp CanterburyCommonsInteriors.esp CEI - CaesarrulezExcessiveInteriorsEN.esp Republic of Dave Expansion Merged.esp YevicsUrbanTownhome.esp DCInteriors_ComboEdition GD Plug in.esp DCInteriors_DLC_Collectables.esp Not alone in the Wasteland anymore.esp CrowdedCities_v2.esp FalloutFood.esp ShadsCoffaMatic.esp Bottle That Water.esp UsableCigarettes.esp Inebriation-FOSE.esp RI_Base3.esp RI_PNeeds2S.esp RI_FOSE.esp RI_DoctorCost.esp RI_CrippledEffects.esp RI_Alcohol.esp RI_LootTableRI.esp RI_LootTablePN.esp RI_PNAnchorage.esp DarNifiedUIF3.esp RI_PrimaryNeeds_DUI_Plugin.esp Rivens_Eyescapes.esp PlayerOnlyJGRetexture.esp 20th Century V5 ALIVE Merged.esp S.T.A.L.K.E.R. MOD.esp ARSENAL MOD.esp Mart's Mutant Mod.esp Mart's Mutant Mod - Zones Respawn.esp Mart's Mutant Mod - Tougher Traders.esp Mart's Mutant Mod - Natural Selection.esp Mart's Mutant Mod - DLC The Pitt.esp Mart's Mutant Mod - DLC Anchorage.esp Mart's Mutant Mod - DLC Broken Steel.esp Mart's Mutant Mod - DLC Point Lookout.esp Mart's Mutant Mod - DLC Zeta.esp RI_PNMMM.esp MMZombieCemetery-Merged.esp Project Beauty_Plug in Bietch!.esp Project Beauty- Point Lookout.esp Project Beauty- Broken Steel.esp SCC - Talk to Anyone.esp T_R_A_S_C_H.esp SCC 187GURLZ.esp LingsFinerThings.esp RRWastelandPosters.esp RR Companion Vault 20thCW Supply.esp Nos' Vault 1 Remodel.esp RRUmpaDance.esp All RR Companions Merged an Plugged.esp Herculine's RR Scouts DLC in a GD plug in.esp Herculine's Shojo Companions in a GD plug in.esp Polarbear's Companions in a GD plug in.esp TOADS PEOPLE_Merged.esp dD-Larger Blood.esp dD-Reduced Ragdoll Force.esp Hideouts731.esp bzArmour-nude.esp bzBodySuits.esp Gambletron2009.esp CrossModData.esp Animy_prostitution.esp Fellout-Full.esp Fellout-BrokenSteel.esp Fellout-PointLookout.esp Fellout-Zeta.esp Fellout-pipboylight.esp Enhanced Weather - Rain and Snow in Fallout.esp Enhanced Weather - Weather Sounds in Interiors.esp sc_slaves_stick_around_original_mezz_chance.esp FullAutoPistolsReapingBuster.esp Override-Drugs.esp Override-Dialog.esp Override-Scripts.esp Override-DLC.esp Override-EVE.esp OverRide_NPC.esp MergePatch.esp Override-QuestStage.esp -
Object Pallet crashes every time.
fap6000 replied to Kellroe's topic in Fallout 3's Mod Troubleshooting
Yah soory man we would have said something if only we knew what to say. I mean I never even used the Pallet, I never even looked up how to use it, sure I heard rumors. But it seemed like a waste of time, when I could be spending time learning how to build stuff... So tell us how it goes with the Pallet. Do you have to place certian objects into pallets, like maybe I wandered around the GECK for a few hours an found some really cool stuff so I add that to a pallet, an then it's more easy to find, or combine things kind of alike for building. I always wondered... Personally I just use the tree an filter to find stuff, but there's times I can't remember the names for certian things. I guess that's because there's so much stuff in there. http://i123.photobucket.com/albums/o294/eiffU/Profound.jpg Yeah... That's what I felt when I first saw it too... http://i123.photobucket.com/albums/o294/eiffU/ScreenShot18.jpg Ou, she's dead now... To think, made it thru all those raiders, then ended up getting directly hit by a missle from a super muttie. The blast blew her back like 10 feet, it was a direct hit man, nasty. http://i123.photobucket.com/albums/o294/eiffU/ScreenShot20.jpg Git yer pose on girl, yah you dead anyway. lulz http://i123.photobucket.com/albums/o294/eiffU/ScreenShot19.jpg http://i123.photobucket.com/albums/o294/eiffU/ScreenShot16.jpg http://i123.photobucket.com/albums/o294/eiffU/ScreenShot11.jpg http://i123.photobucket.com/albums/o294/eiffU/ScreenShot21.jpg 5-7 spawn or 6-8 I can't remember because I've died so many times an started over each time Geez even with 45 DR, yah it's only fun if it really counts, I think I'll either take up collecting scrap metal, or maybe never leave megaton. Nah it's not that bad, but you better be sure you know how to use Cover, and fer dang sure quickly, otherwise yer a head on a post. There's a lot of bob an weave zig an zag, jump behind a pile of rocks, or just flat out run. -
Fallout 3 wont load after pushing new game.
fap6000 replied to Goto482's topic in Fallout 3's Mod Troubleshooting
Idk did you buy the game or steal it? If you bought it, patch it to 1.7 , try again. If you stole it go to the store an buy a copy of FO3 GOTY edition, go home, install that, Then patch it to 1.7 even though it technically is 1.7 already, then try again. Has it ever worked? Or did it just start doing this... -
Is FWE compatible with 19th and 20th century weapons?
fap6000 replied to HiddenLurker's topic in Fallout 3's Discussion
lulz I didn't even see it was you... Whoopz so sorry. Bah there's another guy talking about balancing the FWE weapons to 20th century standards, as FWE was over powered or something, Idk But 20th century weapons is clean, plus the alive plug ins which create the loot or leveled item lists are modular, meaning you don't have to load them all. So you have a 100% clean 20th century weapons .ESM, It's the ALIVE plug in's which might conflict with other mods, from them dealing with loot lists an leveled item lists. Merge patch takes care of that problem, so you could load all the ALIVE plug in's but they are seperate as to be more modular, if you had a problem with one, just disable it. Me I picked the ones I liked in the ALIVE plug in's then merged them, then merge patch merged those lists along with the fallout 3.esm ones, an STALKER, so I can't ever tell what the NPC are going to have. There was some work on it by me, but only stuff to help keep the frame rates up when using a MMM 5-7 spawn rate. STALKER weapons are for the most part un-compressed an such need a little work, then 20th century had some fire rates that were too high (above 20) besides that 20th century was clean. -
Is FWE compatible with 19th and 20th century weapons?
fap6000 replied to HiddenLurker's topic in Fallout 3's Discussion
What? There are mods that are compatible with FWE and FOOK2? Since when? Wow that is really new, an a great idea. Yah an monkeys might fly outa my butt... Warning Possible Rant detected...Warning Possible Rant detected...Warning Possible Rant detected...Warning Possible Rant detected...Warning Possible Rant detected... FOOK2 is just a total mess, Geez you have to be a FOOK technician just to install the thing. Then you still need about 16 hours to fix it, plus another 10 hours or so to optimize the textures for high performance use. FWE, why even go there, we don't have to use Global overhawl class mods anymore as a way to Hotfix the pre 1.5 patch issues with 255 charicter limits on .BSA loading in configurations, or as many problems when running more than just a whole lot of mods. No doubt neither FOOK2 or FWE break the game, but they do break 90% of the other mods out there, from being non-modular based global class overhawlin trash. This is why you see 90% of the problems posted in Tech support or Mod troubleshooting boiling down to either having FOOK2 or FWE installed. Geez you should have got the obvious hint when you saw there's 26 FOIP's centered around these two mods, and WMK. Basicly that whole mindset is based around a person that only wants to install 1-3 mods, yet completely overhawl fallout 3. Yah that works if it's in a trouble free package, or if the person is actually only going to use 1-3 mods. Neither of those conditions are met though. Then fallout 3 doesn't even need a global class scale overhawl in the first place, it's setup for high performance, and there are a few issues that could use a overhawl. But we are talking about a very small amount of the vanilla game, not an entire revamp. So the end user ends up trading off the performance an getting those few issues fixed, but it comes in a package with a poop tons worth of other stuff, most being complex in nature, an most the end user didn't even want in the first place. Then you have more causes for problems hidden in a very vast amount of data that is the overhawl, making a bad situation worse, vanilla fallout 3 crashes, then you add in your shiny trash, instant problems even when you try to find them in order to fix them. It's totally fixable, yes, you can thread your versions of FOOK2, FWE, WMK into a load order of other mods. It's more work than it's worth though, plus because of the vast amount of content, the end result is questionable at best, even when you know what you are doing. Maybe you spend 40 hours fixing a load order of 150 mods so that there are no conflicts an it's crash/conflict free. If you add a global mod on top of this you have to spend another 20-40 hours just fixing that one thing, when you could just get small mods tiny parts here and there which can be fixed quite fast, also tested seperately. Anyone that has done this for a while will tell you only install/fix/test one mod at a time. That's because it's the only way to get a well built load order. I'd rather just work with tiny mods that add up to a big deal, because it's more easy, plus more accurate. Most of the stuff that needs a overhawl is a opinion, by that reasoning anytime you notice something that doesn't fit, go change that one thing. This is done many times over as I've tested this load order in the long 4-8 hour games without crashing. Hey it's time to fix something again, but at least I know for sure that it needed fixing in the first place. There's no way for a person to even know everything contained in a overhawl, much less decide for themself if it's even needed. You pretty much double the amount of unfixable data, benign or conflict without error entries, which was already so vast in amount before you overhawled that nobody could ever make it checking everything. -
Have any of you modders looked in the Vault tab located at the Fallout 3 offical site. Geez there's tons of super funny stuff to read, plus lots of conceptuals that never made it into the game, little secrets an other stuff. I find it quite hilarious an inspiring at the same time, lulz. I thought we were crazy but those folks are worse than we are. Look in the different tabs on the right. http://fallout.bethsoft.com/eng/vault/diaries_diary12-06.08.10.html
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NPC's find cover in combat via information created inside the Navmesh, when you "find cover" while making a Navmesh. So there's probably some of the foundations of what you need already created, maybe... Anyhow after that you need the cover animation to move left or right, leaning out to fire, which gets complex when you also factor in cover that you need to stand up in order to shoot. Also Eventually the NPC is going to run up on you to point blank range. It doesn't come to mind but I think there is a way of controling this issue, otherwise when you find cover the NPC's just stack up point blank. You would need a VATS activation to work when in Cover, sounds like a nightmare, maybe you could disable VATS when in cover an enable it when you are out, but VATS is just camera's mostly. You know it could be as easy as limiting the movement of the player to 3-4 feet of the current cover location based off the "find cover" in the Navmesh, thus leaving the fancy part either ducking or weaving in and out to the player.
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How to apply textures in NifSkope?
fap6000 replied to lovender's topic in Fallout 3's Mod Troubleshooting
All the really good tricks are located at http://fallout3nexus.com/articles/ which not many people even know about... Useful in this case from this article which goes into which spots of the 5-6 use which type of texture difuse, normal, enviroment, ect http://fallout3nexus.com/articles/article.php?id=197 Look into Nifscope, because it was designed to work with .Nif there are some optimizations an spells that can help things, plus it's really easy to use. You can sort of get the menu type pick a texture using nifscope, find the BShader Texture Set, something like that. click it an in block details it displays the current textures, which I think if you click the flower it gives you that menu type pick a texture. I just type out the folder path, but there are some tricks. 1. have to set up Nifscope to look at folders for textures, these folders have to be named "data", at least I think they do, I have my actual game data folder, then on the desktop I also have a fake data folder which is my current projects, but once something is finished an installed I purge the fake data folder, nothing but shortcuts on the desktop you know to keep the desktop size low, so it doesn't crash when exiting applications. 2. There's some other set up for nifscope, I think the file tab has a resources auto search, then in render/options auto-detect game files/paths, the fake data folder gets added manually though. 3. Then you switch a lot between views, view block list, view block details, show blocks in tree or show blocks in list... Show blocks in list for example will display everything in the block list. Then if you are crafty, you just adjust the slider tab at the top so that it cuts off the names except for BShaderTextureSet, when you do this all the other names end in ... so the "Set" part of BshaderTextureSet sticks out, an you can now quickly see all the texture in a mesh pretty easy. All the same stuff is in the block list when it's set on "show blocks in tree" it just means you have to click on the + to open it, and there are uses for both ways. 4. Block details is where you set textures, the block list will display that part of the tree, but without the block details checked you won't be able to edit the folder path to the textures, double click the name in the block details to type in the name, I used to type them in notepad first, then copy paste, but now I just type it in real quick. There's a flower there too, an I think you either click that or click pause click the folder path which brings up a interface to pick textures in a sort of menu. Also the GECK will apply textures via the Alternate textures process. If you ask me if you have one mesh an one texture set then Nifscope is the more easy way. Then if you have one mesh an 30 textures it's more easy to use the GECK alternate texture method. -
Unexpected Effects
fap6000 replied to josephbridgwaterrowe's topic in Fallout 3's Mod Troubleshooting
what probably happened is that you were wearing the item, then you got killed, which it reverted back to a save game where you were not wearing the items, then maybe you saved that next game, locking it in. Idk I guess someone could have made some really bad clothing effects an put it in a mod, or a glitch even. Who knows. They are probably object effects, so find the object, in this case "casual clothing" and "Duster" Put them on an take them off, then save it. Go find the DarNifiedUIF3.esp, DarNified User Interface, a nice spin on things as far as the user interface. There's a lot more work after you install something, but no rush, http://i123.photobucket.com/albums/o294/eiffU/ScreenShot11.jpg http://i123.photobucket.com/albums/o294/eiffU/ScreenShot21.jpg Fallout3.esm ThePitt.esm Anchorage.esm BrokenSteel.esm PointLookout.esm Zeta.esm Unofficial Fallout 3 Patch.esm CALIBR.esm xCALIBR.esm 20th Century Weapons.esm ARSENAL MOD.esm Mart's Mutant Mod.esm EnclaveCommander-OA-Pitt-Steel.esm DCInteriors_ComboEdition.esm StreetLights.esm Enhanced Weather - Rain and Snow.esm RI_Core.esm Project Beauty.esm Sharing and Caring Companions.esm Lings.esm LingsFinerThings.esm LingsDLC.esm EnhancedChildren.esm Shojo Race.esm RRCompanionVault.esm Nos' Cosmetic Resource.esm Herculine's RR Scouts.esm UF3P DLC Merged.esp EVE.esp EVE Operation Anchorage.esp F3UmpaAnimation.esp The Groovatron.esp The Groovatron_DLC_Anch_Addon.esp The Groovatron_DLC_Pitt_Addon.esp The Groovatron_DLC_PL_Addon.esp UPP - Original Perks.esp UPP - Pack 1.esp UPP - Pack 2.esp UPP - Beverage Perks.esp UPP - Quest Perks.esp UPP - Experience Perks.esp GalaxyNewsRadio100[M].esp CALIBRxMerchant.esp DK_BulletTime.esp VATS - MCE.esp VatsLongerDistance.esp Precision_AutoAim_6000.esp KaBOOM.esp LessBouncyGrenades.esp ShellRain.esp VendorCapsIncreased50X.esp Unlimited Death Reload Time.esp Modern weapons.esp HZ_Glock.esp FullAutoPistolsV1.0med.esp FullAutoPistolsV20test.esp AzarGypsyOutfits.esp AzarGypsyOutfits_Malika.esp Tailor Maid.esp Tailor Maid Black Retex.esp Tailor Maid PITT.esp Tailor Maid Anchorage.esp Tailor Maid Brokensteel.esp Tailor Maid ZETA.esp TalonExtraArmor-RE-Dub.esp Books02.esp MothershipOmega.esp Banks of the Wasteland.esp Megaton Tweaks 1.28 (no podium).esp Water_Tower_Hideout_byOrophin.esp GG_WaterTowerHideout_v1_22_Alt.esp StreetLights - Wasteland.esp Kaza's NorthwestSeneca.esp WIP_BigTown.esp CanterburyCommonsInteriors.esp CEI - CaesarrulezExcessiveInteriorsEN.esp Republic of Dave Expansion Merged.esp YevicsUrbanTownhome.esp DCInteriors_ComboEdition GD Plug in.esp DCInteriors_DLC_Collectables.esp Not alone in the Wasteland anymore.esp CrowdedCities_v2.esp FalloutFood.esp ShadsCoffaMatic.esp Bottle That Water.esp UsableCigarettes.esp Inebriation-FOSE.esp RI_Base3.esp RI_PNeeds2S.esp RI_FOSE.esp RI_DoctorCost.esp RI_CrippledEffects.esp RI_Alcohol.esp RI_LootTableRI.esp RI_LootTablePN.esp RI_PNAnchorage.esp DarNifiedUIF3.esp RI_PrimaryNeeds_DUI_Plugin.esp Rivens_Eyescapes.esp PlayerOnlyJGRetexture.esp Fellout-Full.esp Fellout-BrokenSteel.esp Fellout-PointLookout.esp Fellout-Zeta.esp Enhanced Weather - Rain and Snow in Fallout.esp Enhanced Weather - Weather Sounds in Interiors.esp Fellout-pipboylight.esp 20th Century V5 ALIVE Merged.esp S.T.A.L.K.E.R. MOD.esp ARSENAL MOD.esp Mart's Mutant Mod.esp Mart's Mutant Mod - Zones Respawn.esp Mart's Mutant Mod - Tougher Traders.esp Mart's Mutant Mod - Natural Selection.esp Mart's Mutant Mod - DLC The Pitt.esp Mart's Mutant Mod - DLC Anchorage.esp Mart's Mutant Mod - DLC Broken Steel.esp Mart's Mutant Mod - DLC Point Lookout.esp Mart's Mutant Mod - DLC Zeta.esp RI_PNMMM.esp MMZombieCemetery-Merged.esp Project Beauty_Plug in Bietch!.esp Project Beauty- Point Lookout.esp Project Beauty- Broken Steel.esp SCC - Talk to Anyone.esp T_R_A_S_C_H.esp SCC 187GURLZ.esp LingsFinerThings.esp RRWastelandPosters.esp RR Companion Vault 20thCW Supply.esp Nos' Vault 1 Remodel.esp RRUmpaDance.esp All RR Companions Merged an Plugged.esp Herculine's RR Scouts DLC in a GD plug in.esp Herculine's Shojo Companions in a GD plug in.esp Polarbear's Companions in a GD plug in.esp TOADS PEOPLE_Merged.esp dD-Larger Blood.esp dD-Reduced Ragdoll Force.esp Hideouts731.esp sc_slaves_stick_around_original_mezz_chance.esp FullAutoPistolsReapingBuster.esp Override-Drugs.esp Override-Dialog.esp Override-Scripts.esp Override-DLC.esp Override-EVE.esp OverRide_NPC.esp MergePatch.esp -
Trouble changing reload sound effects
fap6000 replied to VZ0's topic in Fallout 3's Mod Troubleshooting
Your full of poof poof, smoke... You completely revamped fallout 3? Did you finish that before or after you learned how to work with sounds? Just wondering... We sure would like to see more about it, you know to back up all that fancy talk yer spewing out. http://i123.photobucket.com/albums/o294/eiffU/ScreenShot21.jpg http://i123.photobucket.com/albums/o294/eiffU/ScreenShot11.jpg http://i123.photobucket.com/albums/o294/eiffU/Fallout32010-07-1204-03-40-32.jpg http://i123.photobucket.com/albums/o294/eiffU/Fallout32010-06-2823-19-49-54.jpg http://i123.photobucket.com/albums/o294/eiffU/Fallout32010-07-1204-05-17-26.jpg http://i123.photobucket.com/albums/o294/eiffU/Fallout32010-06-2821-15-46-93.jpg http://i123.photobucket.com/albums/o294/eiffU/Fallout32010-07-1203-57-08-75.jpg http://i123.photobucket.com/albums/o294/eiffU/Fallout32010-07-1204-07-13-60.jpg http://i273.photobucket.com/albums/jj214/sbf69/ScreenShot1.jpg http://i273.photobucket.com/albums/jj214/sbf69/ScreenShot3.jpg -
Trouble changing reload sound effects
fap6000 replied to VZ0's topic in Fallout 3's Mod Troubleshooting
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