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Everything posted by fap6000
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pfft don't waste your time, it's FWE or WMK probably. That's what 90% of these questions boil down too. Either FWE WMK or those FOIP generic patches making things a mess. It's not rocket science, turn off half the mods in the load order, then try to merge patch, if you don't get the error then it's caused by the later half you disabled, do that again until you know which mod an which part of that is causing the error. Master update, well you don't just do it once. install, fix, merge patch, then right before you play, master update. If you make edits to any of the mods in FO3edit, master restore beforehand, same for if you open anything in GECK, then when it's time to play again, master update. Then any change in the load order or mods you create new merge patches. Then here... GalaxyNewsRadio20[M].esp GalaxyNewsRadio40[M].esp GalaxyNewsRadio60[M].esp GalaxyNewsRadio80[M].esp GalaxyNewsRadio100[M].esp You only need one of these, which shows how much you read the read me, which if you don't read an understand correctly it won't even work, then after that the mod conflicts with Broken Steel on the RadioGNR script where quest tracking Broken Steel quests come in, easy fix though. It doesn't look to me like a load order that's going to work great. But if you are stuck on that WMK an FWE crap then good luck avoiding crashing/coruption. This load order below took about 40 hours of work to fix, but I know what I'm doing already. It would take me the same amount of time to fix that load order you posted, because of the global overhawls, then using any FOIP would actually make it harder to fix. Then because stuff is in Global overhawls there's no way to really tell which things are related or controling what, a nightmare, besides all the normal dirtyness that any one mod gets uploaded with. Rather than use a global I just change things as I see the need, then all these are threaded to work together, like 2-3 or 6 mods adding effects to one in-game item, along with balance. 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
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http://i273.photobucket.com/albums/jj214/sbf69/ScreenShot7.jpg Nvida cards cause a issue with necklines, geez where do they come up with this stuff. I knew that wasn't true when I read it. Anyhow in the picture is the BABE body, which it's texture doesn't match the vanilla textures for humanhead or humanhands for female/male whatever. The babe texture is too dark, but there are other tiny differences. First thing it's probably more easy to match the body to the hands an head, because you only work with one texture. It helps somewhat if the 3 textures are of the same resolution, like a 2048 body won't match up good with a 1024 head, but because hands are small a 1024 hands might match up with a 2048 body, or heck you could do them all in 1024, it depends on the performance of your machine. I use paintnet because it edits in .DDS in realtime, no conversion needed, it also converts just about any texture to .DDS in realtime, just copy paste it in. It's free too, plus you don't get the wierd issues you see from using Photoshop, an it loads up faster than the GIMP, so it's good for quick work. What I found is that you want to edit the brightness, note this isn't the darkness or brightness overall, but the lightness of the color. Usually in the adjustment for color you get sliders for Hue, saturation, and brightness. These are the settings you use to change the texture so that it matches the neck an hands. I didn't even try that hard to match it, I just guessed an it turned out okay. tons better than it was. If I really wanted to match it I could by just changing the hue an saturation a bit more. On this charicter I just did it as quick as possible was just changing the lightness of color 10, that was too much backed it down to 5, wasn't enough tryed 6 an it stayed there. I went in game an tested it each time. http://i273.photobucket.com/albums/jj214/sbf69/ScreenShot1.jpg http://i273.photobucket.com/albums/jj214/sbf69/ScreenShot3.jpg Next is Impact decals. I used dD-Larger Blood.esp dD-Reduced Ragdoll Force.esp, to fix my impacts but whoever made dD-gore did a crappy job, the settings are wack, retarted almost, an wrong most of the time, open it with FO3edit an fix it. Also the actual balistic impact for organic (red blood) was way too big, an also set up in the wrong format. The settings in the .esp were for impact sizes of like min 40 when the max was 20, an vanilla used 10 or something, so make the size look more like vanilla. Then open the texture an make it look like the vanilla one which is like a 256 sized map with 4 small impacts on it, then make you a new normal map for that. I guess I could just upload my version, but I'm busy. The second picture is profile decals which is disabled by default, you know like hits from the side. The reason it's disabled is because unless you set it up right it's not going to work very well, but I got a good result just putting the dD texture for impact in the format of the vanilla, 4 small impact on a 256 or 512 map I think, idk. Then finally you edit the effect fade on how long it stays, I fade the impacts after 3 minutes which is set inside the impact data of the .esp. You have to enable profile decals in the fallout.ini, then also set up max skin decals per frame to allow getting hit with a shotgun blast. Water height or autowater, bugs you because it only works above like 13,500 elevation. I use 15000 as a default land height, then open the worldspace, then when you open the heightmap the color will be that teal color of the wasteland heightmap, but only one cell 0 0, so you level that out, an then copy parts to fill in the borders where it won't let you draw, once you have the whole 32 by 32 map that teal color, then pick the size you want to use, like say it's -16 to 16, select that an do your work there, then you avoid tears in the unused part of the heightmap at least until the 32 32 borders. Also the unused portion will cover up all the water in the wasteland so there isn't any tears when swiming underwater into the void, it's perfrectly flat too so it doesn't factor into LOD. This is opposite of the bethesda heightmaps which, seem to drop the land off to black past the borders, so only the used portion is colored, but that way if you had water would create tears in certian conditions. Once you get it fixed you can just load into your worldspace in GECk without the water errors, same for the in-game version, water doesn't error because it's how autowater was meant to work. Refrenced @ http://geck.bethsoft...ry:World_Spaces See I told you everything you needed was at GECK main page...
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FOMM, FOMod and access denied. (Windows 7 64-bit)
fap6000 replied to RogerDogood's topic in Fallout 3's Mod Troubleshooting
FOMOD didn't pan out to be a stable install method. Most times you can change the name of the file which makes it not a FOMOD anymore, if that doesn't work then you need to unpack the FOMOD to a fake data folder on the desktop, look thru it, then install it by draging to the real data folder. Manual install is the best and more clean way to install, anyway. Then the auto-installers are safe to use if they use the windows installer to do so. I kind of do the same thing with .BSA files, because when you get a bunch of mods eventually you end up with tons of .BSA, making it a complex file list for archive invalidation to fubble thru each time you load up. Also sort of building a mix an match hodgepodge of files based off their modified on date. An example the normal map for leather armor gets used from Lings.BSA, but the defuse gets used from unoffical fallout 3 patch.BSA because it was edited at a later date. Well now you have two seperate pieces of a set of textures being used, made by different people being used on one item. It's not just textures though, pretty much everything. The folder paths are locked into the .BSA as well, so you could run into cases where you have conflicting folder paths. So what do you do? Keep it simple, most of the modders .BSA are small sizes, unpack the whole thing to a fake data folder on the desktop then install it from drag an drop into the real data folder, then delete the .BSA Keep your vanilla .BSA an DLC.BSA though, Archive invalidations primary use deals with those huge .BSA, so you still get a bump of performance having a bulk of data being accessed in compressed form... -
NO MENU OPTIONS PROBLEM! HELP!!
fap6000 replied to firesmoker's topic in Fallout 3's Mod Troubleshooting
.BSA problems have caused this for meh before, but that doesn't mean it's your problem. If I had to guess I'd say you botched the install. Happens to me all the time an I actually know what I'm doing. Sometimes I mess with things in experiments just to find out, and most of the time it turns out like the problem you have, FO3 won't even load up properly. Start over, this time slowly add mods, fix them, test it, then add more. Something like that. Look into "in so many words guide" " Webensized FO3edit guide by CSB" Then also look inside the articles database on Nexus downloads, an also Pinned topics here on Nexus forums. Then last read stuff on GECK main page when you need to know what something is or does... -
Right now I'm making a 4 quad worldspace to put all the weapons I made in, among other things, like for one actually having a "life after people" looking city, city as in buildings... Yah pretty neat stuff. 250 blocks of death in a box, that's the plan. That load order was two build stages. First one was like 100 mods I had to have, fixed that. Then added 50 or so, and had to create a few that don't exist for one reason or another. Merged a few too. I reckon I have about 40 hours give or take, that's just fixing issues so it will all work together. There was a lot more time in testing and installing along the way, but that's not actual work. The down an dirty hard work was the 40 or so hours working this list in FO3edit. I might have spent another 6 hours or so shrinking textures, setting them up for performance as FPS drops started showing up. First was from setting up a MMM 4-8 spawn rate in order to get a median 6 spawn rate. Kind of like 4=12% 5=12% 6=50% 7=12% 8=12% but 5 and 7 spit a bit of the 50% in 6, the median is the spawn rate which occurs the most, like 3-5 would be 4, 1-3 would be 2, and so on. First the super mutant textures got shrunk, but only the armor they wear (because they are huge) Then Feral ghouls went from a 2048 or 1024 map to a 512 because they spawn 5X an are meant to look like crap anyway (plus they run fast) Then dogs an boatflys got shrunk to like 512 or 256 sized maps. Then just looked around for stuff to shrink, but I ended up correctly sizing every weapon from STALKER an checking 20th century. 20th Century weapons didn't need any work in textures, but STALKER weapons were oversized, not encoded in DXT (uncompressed) and also lacked mip-maps, very bad for performance on top of being oversized. That wasn't the end of it, I had to edit some of the MMM globals to keep the overall combat down closer to the vanilla game. Then certian 20th century weapons an STALKER weapons had fire rates which were higher than a mini gun. In combat this would cause major lag from 20,000 projectiles an tracers flying around. Turned a few down from 24 to 16-18 or 12-14, closer to the assault rifle. Cleared up the lag, then I focused on Decals from impact damage which led me to install dD-Larger Blood.esp and dD-Reduced Ragdoll Force.esp. I edited the dB-Larger Blood a whole lot, it has min sizes of like 40-60 then max sizes of vanilla 20, which is stupid, fixed it to more correctly reflect the vanilla game, while also actually working. Then took it's fancy texture 1024 map for projectile impact on the player charicter, shrunk it down to the size of the vanilla one, then made it actually work like the vanilla (4 impacts in one texture) created a new normal map for it. Then activated profile decals so hits from the side count too, blood on the front, blood on the side, with a fade rate of 3 minutes. So if I get shot I stay shot for 3 minutes at least. dD-Reduced Ragdoll Force.esp I changed to around the max impact force of the projectiles I've created in weapon making for 1.5 years, I reckon 20-30 just guessing, I know the vanilla rifle is 16, so I might of doubled that for say a .50 BMG round or something huge like 18mm. Lot of mass there, so lot of impact, but should it ever bug out an shoot NPC's across the screen it would be a easy way to globaly edit the max impact at death (ragdoll) The default setting in dD-Reduced Ragdoll Force.esp was something stupid like the rest of that entire mod (yah they didn't get anything right at all) I think it was 1 or zero, which means if you were point blank on a target an shot them with 00 buckshot they would mildly fall in the same spot they were standing in. Rather than a 16-32 where they would fall backwards a few feet... Basicly I did what I had to do to run a 4-8 spawn rate. It's running smooth, but still needs work. It's better to fix these issues as they come up rather than fix it all in one sitting. As I play if I notice anything I'll go change it. That's probably why I don't need FWE or that extra crap in FOOK2. If something doesn't fit I just change it. After about a year of that you can create mods just useing FO3edit, an never even enter the geck most of the time. The picture below is the mall, an yah after I turned down some of the weapons fire rates. There's like 300 or more super mutants in the mall now. Just forward of where I was, there was maybe 50 that would attack the outpost. There's a scripted battle here right after you get the GNR dish, a bunch of brotherhood show up, maybe 24 plus the 12 in the back. In 6 seperate battles everyone died, including myself... Yah I kept playing it over an over an only lived thru it once... It was nasty... http://i123.photobucket.com/albums/o294/eiffU/yuyu.jpg
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The crash was probalby because you didn't "generate" anything in the hightmap. By that I mean you drew the whole thing by hand. I messed with it for about a day and found that when ever I would create a basicly custom hightmap that it would always crash like this when saved. The guides sort of cover the basic settings for what kind of map it's going to be. At the very least you need 100 Freq, and 120 amp, this will create 100 hills that can only rise to 6 feet from the base, I reckon it can only go 6 feet below the default. Basicly it's the setting up desert like dunes, little hills. This or mountains use 10,000 for amp, or 200 for freq, you have to generate something, an need additive or subtractive or both when you do so, depending. After that first generation you can mod the hightmap as much as you want and it won't crash even when working with the whole 32 to -32 grid like 16 quads or something... Start out by generating something, then make your edits an you should be able to work with whatever amount you want, and even preview that, or preview the whole 16 quads. Got to ignore the error though, seems to work...
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Well there's no reason why you couldn't switch every mod to be a .Esm, The way it was designed to work was to have new content created inside .Esm, then that new content placed into the game world via .Esp Which would probably work great if we followed those rules, we don't though. In the mods you download you'll have new content created an placed in both .esm and .esp mods, with virtually no way to filter that out, as to keep with the "rules" That being said in our current situation, .Esm is the "dirty" way to do get something done. Only because .Esp would be much cleaner, because nothing really states that you can't create new content and place it in the game world inside one .Esp A very good example of this is 20th century weapons. The .Esm only creates new weapons an projectiles which are all single entries in no way related to the Fallout.esm or any other mod, it's 100% clean, then inside the 20th century ALIVE .esp plug in's the weapons created inside the .Esm are added to loot lists or weapon lists for NPC's and such. Also note it was created in a modular way as to allow the plug in's to all work seperately. I only know of maybe 1-2 other mods that even consider using this modular method, much less pay attention to the "rules" for .esm .esp It is what it is, an trying to fix it now is a waste of time. FO3edit master update came about from the 1.5 patch breaking most of the mods out there. We still use it nowdays though, because it cleans up some hidden data, while also making all of the mods Psudo .esm (fake .esm) which is the same thing as far as the game engine is concerned. It also can be performed in about 30 seconds, either turning all the mods into psudo .esm or restoring them to their default .esp state Basicly before I start playing I master update, then before I start making edits, fixing, or creating I master restore. Webensized FO3edit guide by CSB http://fallout3nexus.com/downloads/file.php?id=9616 In so many words guide http://fallout3nexus.com/downloads/file.php?id=13100 Nexus Article database http://fallout3nexus.com/articles/
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It's just a thought... 1. FWE is a joke... The truth is that we don't even need Global class "overhawl" mods anymore. Post 1.5 patch added support for using more mods as well as the de-limitation of only 255 charicters in the fallout.ini config files in order to set the .BSA loading. Even further the FO3 plug in utility has been refined as such, that pretty much any idiot off the street can merge two mods into one, and get a well working result 98% of the time, thus unlocking a limitless amount of mods. The remaining 2% being issues caused from merging (yah sometimes they work better if it's seperated) That being said FWE at it's core is just a merger of 100 or 200 mods. However it could be the case the end user only wants 25 of those mods, or even all 200, but in seperate modular packages which would be more easy to work with. Then also maybe some of these mods that got mergefied into FWE got updated from the original creator, which in any case is going to be better than a 3rd party edit or update. Another way to look at it would be that FWE is a Generic patch for all of these 200 mods or so that make up it's content. This provides them all to work together in package. However all that is 3rd party work. Basicly we take your work, then reverce engineer it sort of figuring out what each part does, but not fully understanding it. Hence why the original creator is better. At the end of the day it's still generic, basicly leaving it up to the creator of FWE's opinion/knowlege to build 75% of your game. That being said, something like 99% of modders don't even consider "will this conflict with other mods" as a primary design goal. I've never downloaded or used FWE or XFO, I just got the little parts I wanted. 2. WMK has had a bad history. When it first came out it was the smallest mod which conflicted with 99% of the other mods out there. Thus making it virtually the most conflicting mod ever made. Even though it's a simple mod with a great idea, how it was made, made it conflict with everything. It's since been updated, also we have more tools to avoid problems which can be caused from how WMK was made. I saw one fella that had 7 FOIP (fallout interoperbility patches) just to get WMK to work. I'm sure WMK is much better since it's been updated. If you ask me though it's still polishing turd vanilla weapons, and we all know about polishing turds. I make my own weapons. It's all brand name real world stuff. Maybe WMK fills the gap between boring vanilla weapons an the brand name photorealistic stuff. I wouldn't know because I avoid having to fix any issues cause by WMK by declining to use it. So it's suspect for being dropped in order to keep things simple. If you had to have it then it's a different story an such would be worth fixing to work with the rest of your mods, which I'm sure isn't that hard anymore. I haven't used WMK since it's been updated, I have enough work to do already. 3. UF3P (unoffical fallout 3 patch) it's a double edged sword. yah it fixes a bunch of issues, but it even says in it's own read me "Never designed to be used with other mods" It's a global class overhawl, so it's almost as hard to fix as FOOK2, but it doesn't really add content, just fixes stuff. Most of that gets overwriten anyway, most people load it first, so anything after it probalby overwrites something in it. Sometimes I build UF3P into a load order, an other times I don't. I'm using it now though. 4. FOOK2 is a joke, spread out across like 4-6 files, hotfixes, 23 different read me's, geez you could make your own FOOK2 with about the same difficulty of just trying to figure out how to install it. Then you now have like 6 .esm or .esp you have to figure out where to put, or even what they do, plus hotfix crap. FOOK1.6 was almost perfect, simple to install, easy to work with, didn't deal with super complex issues, basicly reskined the whole game, then added 150 guns an various armors. With FOOK2 it went the other way dealing with complex issues, fancy stuff, more weapons an armors, but dropped the reskin of the whole game somewhat. Basicly a nice clean weapon an armor mod turned into FWE on roids. It's current state is just dirty as hell compared to where Fook1.6 was, they'll never even be able to get it near as clean as 1.6 4.1 FOOK2's textures suck balls, 2048X2048 texture maps for ammo boxes, Geez it's the size of the player charicters hand, and yet it eats up 2500K to 5000K of video card memory, when the vanilla version only uses maybe 300K. Then you have power armor which is on 2048 or 4096 maps, so anywhere there are a lot of people wearing it you now get a sharp FPS drop. Then you have raider armor that is also too huge, when used with MMM will cause a sharp FPS drop in the whole southeast 4 quads of the wasteland, if not the entire wasteland. Then futher issues from FOOK2 at it's release having something like 80% of the textures created without Mip-maps encoded inside the base texture. Which the mip-maps they said "we fixed" but how do you know? This un-needed "system tax" causing the FPS drop also adds to the chance of coruption occuring in times of chaos which can either be in view or in the background where you can't even see it. It's not a big deal you can fix it, but it means extra work, an bunk that. But if you have to have it, then you need to smooth over those textures via Chaos performance http://fallout3nexus.com/articles/article.php?id=208 but don't forget to look in articles lot's of advanced stuff there http://fallout3nexus.com/articles/ 4.2 Performance issues with the god-like weapons added to NPC's in some cases creating added chaos from exploding projectiles fooking with havok data while in combat, cause of crashes and coruption. But it could just be a symtom of the system tax from textures not set up in a high performance way, (set up for max detail) 4.3 Complex issues, like fancy scripts to take care of stuff we don't even really need in the first place, the main reason we even use FOOK is for weapons. However it's got tons of this stuff, an who knows if it effects the game as far as coruption an crashing. I know that keeping it simple always works better. Part of the reason I don't use FOOK2 anymore is because of these complex things it touches on. The other two reasons is I can't really understand how to install it, and lastly I'm too tired to spend a extra 16 hours fixing that crap. 5. MMM is magic, works well, easy to install, easy to work with. It has some issues though. For one thing hunting an looting screws up the game. Then it's settings for complex scene (combat) and ImaxActorsInCombatWithPlayer are jacked up too high. Some of the textures are too large for fast moving or high spawning creatures. For example feral ghouls use super huge HD detail maps when they run around super fast, spawn on 5X the MMM rate, plus the whole idea of them is to make them look like crap. Another example is mirelurks use HD maps but spawn around water causing FPS drops around water in high spawn rates, or super mutant armor being a HD texture but only a small part of the super mutants in-game. Heck boatflys or dogs, they move really fast an have HD texture maps, yah don't really need those. So if you want to use it you should concider setting up these textures as you run into FPS drops. You can also adjust the spawn rates globaly to fix this. I favor fixing the textures then turning up the spawn rate. I use a 4-8 spawn rate for a median 6 spawn rate, but I can only use that because I tweeked the poop out of the mod. 6. CRAFT, I never had any luck with it, or any time to even use it when in game, so I dropped it a very long time ago. I'm too busy trying not to die. You could look into the "in so many words" guide, it's basicly all the stuff I did to make the load order below or any future load orders. You know in a way as to avoid 99% of the problems, be it crashing or coruption. http://fallout3nexus.com/downloads/file.php?id=13100 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
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Point lookout mod doesn't activate
fap6000 replied to amelmastema's topic in Fallout 3's Mod Troubleshooting
It's due south of the BOS outpost, on the west side of the river as far down as you can go before actually crossing into the borderlands. Pfft if your mods break your DLC's what is the point of using the mods? In a build I test vanilla, then add DLC test that, then add mods an test further. "in so many words" guide might help you http://fallout3nexus.com/downloads/file.php?id=13100 -
That's FOOK2, there's a console command you use in order to set the optional parts. I think it's "startquest fookoptions" or something like that. But I mean This "recommended" mod list is a bunch of horsepoop. I'd never even attempt to make a build that looked like this, just because I know how much time it would take to fix it. Plus I mean, pfft at the end of the day you have to ask yourself is all this extra "coolness" worth having extra problems, or geez extra work fixing it. Heh I'd say for all the content that these mods add, they also break about 25% of the game. Good luck with that...
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Yah okay... Both of you botched the install. It's got nothing to do with Lings, but the order which you installed mods. Then you know there are only 1500 mods which use .BSA files to hold all their content. Back before 1.5 patch there was a big problem of the .ini only being able to provide a max 255 charicters for the loading of .BSA's (meaning you can only set it to load so many depending on how long the actual name is for it), Then also depending on the created on/modified on dates for each texture inside your .BSA (as well as unpacked textures) Archive invalidation is going to come up with a mix an match set of textures which get used. I quit using foolish modders .BSA's geez like 8 months ago or more. It just seemed so messy, plus you know a pain in the back side to look up content. So most of the time when I'm installing mods an run into a mod which has a .BSA, I first install the whole thing into a fake data folder on my desktop. From there I unpack the entire .BSA, then delete the .BSA, then drag an drop the content in the fake data folder into my real data folder. (also a good time for a preview, you know before you blindly overwrite high quality content with low quality) Any performance gain one might get from using .BSA is so tiny when compared to the overall texture size, Mip-map, DXT, and there's still mesh complexity. It's really nit picking when you get down to it, Bethesda's textures an meshes are all set up in a performance way, so the only way to improve on that is to .BSA it, which is why they do that. But most modders don't even have a clue what they are doing as far as performance, so ditch the .BSA but keep vanilla an DLC .BSA On this last build I knew I was using like 6 mods or more which all dealt with race an body. Because Lings is pretty vast in content, I decided to install it last. (meaning pretty much all the race/body content came from one mod, because it's going to overwrite the others very last) This follows the same rules of picking the order you install, so that the mods you like better overwrite the mods you don't. Something like that anyway. Then later on when I was fixing the load order with FO3edit I knew that since I installed Lings last, that it should override any other mod when it came to body/race, mostly texture paths an meshes.
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Here's a prime example. I was having a good ole time in Zeta. Wuz bout to go into cryo an puts some heads on posts. It's like a war zone in there if you use a 4-8 MMM spawn rate like meh. So I grab the talon armor sitting in the little room, just off core engineering or whatever. Open the pipboy, find the armor, click it so it puts it on the PC. And I'm sitting there waiting... Yah This fool made his armor textures so large an poor performing that I actually have to wait for the system to load it up which took over 5 seconds. Pfft I knew what it was before I looked. Exit the game, went to Data/textures/ and started looking for these talon components. I find 2.7Mb file sizes for the textures. Check the size an it's 1440X1440 which isn't even a legit size for texture maps. I mean hello... The worst part is that this texture in particular has very little detail. I mean yeah it has some stains an some fabric, but do I really need to see thread when I look at it? Most times you end up finding either 2048 or 4096, or just that it's uncompressed. I think I found a rifle one time that was 16Mb. That's 16,000K compared to the vanilla weapons 600k. Heck 600k in 1024 size. LMAO... rookies Okay so back to the problem. I just got over 5 seconds of grapical lag when I equiped this fancy talon armor. Can you imagine what is going to happen when I'm fighting 20 talon company mercs, thanks to MMM. Heck just having NPC's wearing this armor in the wasteland near the place I'm at is going to cause grapical lag. So I fix it an go back to having fun. I'd say at first I just scan over the whole textures folder, anything big that sticks out. By that I mean a file size that is larger than what the vanilla file size would be for the same in-game size item. Scan because it would take too long to go thru the whole thing, I've done it before though. Anyhow I prefer to just scan over it touching on issues I know will come up as well. Then later on when I'm playing if I notice grapical lag then I'll go check the textures. I'm not even going to check if this texture is encoded with DXT an mip-maps. I'll open it up with Paint dot net (paint.net) Which I already have it set to save with mip-maps encoded and using DXT-1, Then I also have it set up to resize (Ctrl R) in 96 pixels per inch & best quality super sampling. This 96 pixels per inch is the true resolution, my native res for my screen, which is why I use that. It also keeps the aspect ratio if you pick it, then you can just copy an paste 1024 to save time, then yer left hand can punch out 512 real easy too if needed. First I'll do all the defuse maps, then go back an do the normals, the only thing I'll change when I do the normals is to use DXT-5. Okay did one, That 2,700K just turned into 680K, but more importantly I know that it's got the DXT an the mipmaps, and now anytime I equip it it will instantly equip, no lag. Also anytime I'm around an area that has NPC's wearing that, or even has them wearing it in the background culled where I can't even see it, there won't be any grapical lag, while also keeping something like 99% of the original detail. I can't even tell the difference. I'm sure you could, but you would have to be standing right next to a NPC wearing it, an looking at them thru the sniper rifle scope. Okay well, no reason to get mad, just get to work, because most textures you get from mods are like this.
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Bah DDR 3 is only worth it if you have the next gen MOBO an CPU to go with it, all that hyperspeedin stuff. Not that we even need that much power to play games. Heck, soon as they started putting GPU's on grapics cards it took most of the load off the CPU an MOBO. Same thing goes for RAM, once it was put on the video card (V-ram, not confuxiated with Virtual ram, it's video ram) Once they did that the desperate need for more RAM wasn't so desperate anymore, pfft or even needed. Enter Vista, which normally runs on about 1Gb of ram at idle, boof boof, system ram overall size trippled in order to compensate, something like that, 64 bit plays into it too, the desperate need to get tons of stuff done twice as fast, an such as we progess down this path of the new computer age. Someone with only 2Gb of RAM using a Vista O/S is going to have minor performance problems when running applications. For example Fallout 3 seems to hover around 700k to 1.2Gb of RAM use, The system cache would pick up the slack on this persons system (virtual ram) so it's not like it would be a major problem, besides most Vista systems ship out with at least 3Gb of RAM anyway. XP 32 hovers around 400k at idle. Heck that's what I use... Personally that next gen stuff is silly. In 6 months it will be half price, an old news. I seem to stick with current technology rather than next gen stuff, just cause you get a better price when you end up frying something. The basic framework for playing games built into the hardware over the last 10-20 years, is pretty much PCI-E, DXT texture compression, Mip-maps, Video ram, GPU. PCI-E is built into the MOBO, basicly a backwards PCI slot, probalby has more pins too, but the key thing is the bus speed, when PCI-E came around it turned out like 4 times faster than PCI. Shoot, a lot of gamers turn down the PCI-E bus maybe 5% or 10% just to get some stability, yah it's that fast, you can drop 5% or 10% an not even notice, I just use the auto detect nowdays. DXT compression, named DXT-1, DXT-2, DXT-3, ect, but it's just DXT-1, DXT-3, DXT-5 as far as we are concerned. DXT is a compression language designed in the 1980's I think, it's a compression language just for grapics cards. Take a texture of the 10mm pistol, let's say it's 3Mb worth of data. If there isn't alpha (transparency, see thru parts) in the texture then you can encode the texture in DXT-1 (max compression) Which ignores alpha (hence the max compresson) Now on the left you have the uncompressed 3Mb version, and on the right you have the 600k version that's compressed. Keep in mind they both look the very same, it's just how the data is accessed by the grapics card. The dorky way to put this would be that the uncompressed version takes up 3,000K while the DXT version takes up 600K, so which do you think is going to work better performance wise in the game world? Mip-Maps are picture of a texture at certian distances, sort of pre-loaded, so that once in-game they system doesn't have to waste resources trying to figure out what that 10mm pistol looks like when you are 75 feet away, or 1 foot away, which changes on the fly as you move thru the game world. Games now days won't work without the Mip-maps encoded into the textures, it's pretty much a deal breaker. It's a simple process, when the texture is saved, the texture editor usually creates an encodes the mip-maps inside the texture itself. Most of the vanilla content is set up to use tiny darker versions of the texture noted by the _m at the end of the name. If you ask me it's better to just have them encoded inside the actual texture, it's only a extra 5% in the data size. But the way bethesda did it, there's now a mipmap texture for each texture, creating more files an more pain in the back side when you work with it. Video Ram is pretty easy, just buy a video card with 1Gb of memory or more. 256K memory won't even run a fallout game, 512Mb is questionable if it will run it well. Even if the 512Mb card runs fallout 3 well, still there's going to be tons of data swaping in and out between the video memory and Virutal Memory & RAM, as needed depending on what's going on in the game. I reckon this promotes coruption in a game that's already prone to coruption. hence, get a video card with 1Gb of memory. SLI come into play when physics are used, in a non-SLI system the physics an rendering is done on the card, then SLI one card takes care of physics, the other renders, unless you set it up to split render. I can give a Nvida example... If I couldn't get my hands on a 9000 series that had 1Gb of memory, then I might could find a 8000 series that did have the 1Gb memory, then use two of those cards in SLI which pretty much makes it the same performance as a 9000 series. But Two, three, or four 9000 series won't get performance like a 200 series. So to speak SLI is really only good if you were wanting to use a cheap old tech card, but stack more than one so that it would go up a series in performance. The 200 series I reckon they SLI just so that physics are on one card an renders on the other. However if you ask me, it's just a way for the company to sell more cards, it's not like you'll notice a big performance gain. Burp... Now that we got all that out of the way. We can talk about FOOK2. When FOOK2 was built they forgot to put in the mipmaps. Whoops, yah so it totally lagged at first. They issued a fix, but just from the fact they forgot this step, any FOOK2 texture is suspect for being a performance killer. What makes things worse is that most modders are idiots, and we pretty much all think the only way to make a in-game item look better is to increase the size of the texture map. I.E. 1024X1024 2048X2048 4096X4096, Even worse than that, some fool idiots think that uncompressed textures look better which this pretty much takes the game back to working on 1982 standards, yah performance 30 years ago was a joke. Not having a mip-map is bad, but having totally large texture maps which are uncompressed is about 10 times worse, if you have both problems it's just tarded lag. FOOK2 is no different than any other modder. Since launch we sort of got onto this path of thinking "make texture maps bigger" an it makes things look better. This came from the vanilla textures mostly, pretty much they were all 512, then 1024 versions for first person views. The first modders got things going by using the 1024 maps in 3rd person too, which made things look HD. The problem is that people kept using that practice. So now days we have one weapon which is the size of the players hand, which is using a 2048X2048 texture. All other things equal this is now 4 times the amount of data that the vanilla game uses for a hand sized item. If it's uncompressed as well it could be up to 16 times the size. FOOK2 pretty much uses huge texture maps for everything. Power armor is like 2048 or 4096, but then a tiny ammo box is also 2048 which 1024 is way too huge for a ammo box. Heck super mutants only use a 2048 texture an they're much bigger than a pistol. This is why FOOK2 has crappy performance even though they fixed the Mip-map issue. It's not just FOOK2, pretty much every mod does this. I've only found a few that didn't. So as of about 6 months ago, any fallout 3 build I make, near the last steps in the testing phases, I go thru the whole texture folder. Shrinking things, but it also makes sure the mip-maps an DXT are in place. This was sort of figured out in the Chaos performance article http://fallout3nexus.com/articles/article.php?id=208 But look thru all the articles it all good stuff, and I bet you didn't know it existed. I'm not as hard on the shrinking nowdays. Pretty much I use 1024 across the board for any weapon, if it was a fuzzy texture I might use a 512 size (but that's counting beans) Pretty much the main thing is to make sure that mip-maps are encoded as well as non-alpha weapons being encoded in DXT-1. There isn't a big enough weapon to make me want to use anything larger than 1024 (it would have to be the size of a truck) A lot of the weapons are made up of many parts, which if you wanted to take the time (counting beans) you could use 256X256 an 512X512 maps on those small parts, which end up looking 1024 when put together. NPC's I shrink a bit too. Feral Ghouls I use a 512 map, because they look like crap anyway, and they run very fast. I also use 512 on the dogs an Boatflies for the same reason, they look like crap an run really fast. Pretty much all the other NPC textures I use the MMM default size. I did shrink the supermutant armor though. If I was to shrink any others it would probably be the Mirelurks. Besides those two issues, pretty much anything over 600k for a defuse (base texture) is questionable to need shrinking, certainly anything over 1Mb size for a defuse map is going to get shrinkedafied. Then your Normal maps you have to pay attention to as well. Anything over 1.2 in a normal map is too large, unless it's a building, heh heh. I usually do all the defuse maps, then switch to normal maps. Thus avoiding having to switch back an forth from DXT settings. Normal maps you pretty much can't go wrong using DXT-5 (estimated alpha) There's only a very small few which need DXT-3 (non-estimated) Most of the normal maps we use are only estimated normal maps, not actual ones (which would take weeks to create), So they get DXT-5 most of the time. You would be surprized at what some idiots upload for use in fallout. That being said you notice the performance drop from these items. Under chaos condtions an combat it's more noticeable, but it also promotes coruption & crashes from system tax. I guess part of the reason I shrink the textures is to avoid some of that, also getting better performance. But I also do it just so there can be better chaos in the game, be it by using higher MMM spawn rates or complex battles.
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hay that's a vista term isn't it, oh wow... Makes me feelz all smarty... Now I wana say words like kernal an cachey cache. Lulz cachey cache sounds like a fancy dinner dish. mmmmm
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Change NPC hairstyle with FO3Edit?
fap6000 replied to Corehound's topic in Fallout 3's Mod Troubleshooting
uh hair length, height, weight, ect is all pretty safe to just set them at 1.00 if yer not sure. You don't need an override to do this, perse.. If I was going to do it I'd just "copy as overide into" on the NPC data, put it in hairpack. Then inside the NPC entry in hairpack, click once on the slot for hair, wait a second, click there again... This will bring up the interface for all available refrences that can be used in this spot. If you are lucky it will only show hairs, but it could show everything in both hairpack an fallout.esm as a entry. Works off A-Z too, so click it then once in the menu press a letter an it will jump to that spot. Hey it's hair so I pressed H, it jumps to hair or near it, hey it's calibr ammo, I press C it jumps there. Something liek that. All that stuff is at the bottom of the NPC data, Face gen, skin tone, hair, beard, ect. You can do just as much with FO3edit as you can do with the GECK. The question is which way is more easy or which way is more safe. -
yah I get that you hate the game. It's just complex, that's all. Keep working with it until you can get 8 hour games with 150 mods. Personally I won't use load orders which cause errors in the merge patch or master update. Anytime that happens I fix it so that it doesn't (or I drop a crappy mod). I reckon you just need more practice. I have a crappy guide you might can use. http://fallout3nexus.com/downloads/file.php?id=13100
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MMMv5 makes FO3 freakishly easy
fap6000 replied to Nikli2's topic in Fallout 3's Mod Troubleshooting
Nobody replied because you are wrong somehow. MMM ain't got nothing to do with it. MMM's settings are probably the highest/best that you will find. Point lookout is based off Tribals which have had parts of their brain removed, as to be able to never feel any pain. This is why it's harder there, and also why the weapons are probably 3/4 of the way to Godlike cheat weapons. That's just a guess... -
Well That mod isn't even hosted on Nexus. I remember looking into it, an it seemed questionable at best. I declined the use of that mod because it looked shady. Couldn't tell if I'd get a virus or get a mod, or even get a mod that worked at all. If you are going to ask someone about it, find someone that actually uses that mod or the creator. I'm pretty sure we can't really help you with it. I do know that just taking a mod off the shelf like you went to the store an bought some bread to make a sandwich, isn't going to work. Maybe one mod was built using this an that, an then "this an that" get updated, or maybe they forgot something, maybe you changed the order. I'd say about 99.9% of the mods I download are in this dirty "off the shelf" state. So as the end user it's up to me to get it to work on my system. Which boils down to how much I know about this kind of stuff. Anything an everything I use to make a fallout 3 build is put in the recent updated "In So Many Words" Guide http://fallout3nexus.com/downloads/file.php?id=13100 Is it a good Guide? Idk probably not, but like I said, anything an everything I do is listed in there. Okay I Lied, I also never use player made .BSA, I always unpack it from the desktop, then delete it... :D
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Puff... Puff... What argument? Most mods conflict with other mods when used together. Because most of the time we are modding the same things. If you ask me, if there is an argument then it's neolanders like you telling neolanders like him that the way to fix it is the easy way, "drop one of the mods" Because, I can tell you without asking him that he doesn't want to hear that. Him, They, It... Idk whatever. hahahah LOL It doesn't want to drop a mod, That's a good one.... IT PUTS THE LOTION ON! zomg... I didn't give the easy answer because that's not what they want to hear. They want to use FOOK2, FWE, MMM, GTS, RTS, an Chuckz DC interiors. There's only one way to do that, create a version of these mods with FO3edit in such a way as all the mods work together, and with Fallout.esm +DLC. Which even if someone disabled one, from your answer, they would still need to do. Just using a vanilla +DLC you need to do that. I guess you can roll the dice on crashing/corupting if you want. I've done that, and it never worked correctly. Take TalorMade for example, it's made in such a way as to be completely modular. Meaning each seperate part can be used by itself or moved around. A "overhawl" is the opposite, everything in one package that hopefully overwrites everything else. UF3P says in it's read me "never designed to work with other mods" I think maybe we have it mixed up on what it actually is. Folks think it's a way to add a bunch of stuff to your game. When it's a mod package to totally change fallout 3 without having to install a bunch of other stuff or read very much into it. However, who does that? right, nobody... More more more, 3 overhawls has to have 3 times as much as just one overhawl, but what you end up with is 3 times more stuff that now doesn't work. Heck take Chuckz DC interiors, Started out being totally modular, now it's in a combo, but the seperate parts are still there. You don't get that in the overhawls, yah you get optionals, but I think what they should have done was build it in seperate units, then combine that, so that both were available. You don't see many modders that actually take time to build that into the project. Most of the time it's a idiot behind a big fancy computer, an heck they don't even consider if the mod conflicts with 99% of the other mods out there. They just want to build something.
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FWE an FOOK2 are a joke... They both change combat in rather interesting ways, I'll give them that. Pfft what good is it if the package it comes in is a messy nightmare... While I never tested FWE, pretty much when it was built it was a bunch of smaller mods that got merged. Rather than take the whole package, I can get what little bits an pieces I want (you know in easy to manage single mods) Which those are probably the things really drawing folks to FWE. FWE or XFO, I swear I looked at them 10 times each but never saw anything that would even get me to try it, and heck I wanted to try it. FOOK2, yah Idk, I tested it, in two seperate load order builds. Takes two days to fix it. That right there is the reason I'm not using it now. 16 hours of spreadsheet work just to get FOOK2 to work with other mods, an that's not using it with FWE. There's things I liked about it, but the texture maps are so large for anything (even a tiny ammo box) That you have performance problems just from simple things, on a already taxed system from mods like MMM or just vanilla fallout 3. Meaning more work still shrinking those textures to provide max detail an max performance. So it's not just about getting FOOK2 to not conflict, but also to get the build to even be in the same ballpark performance wise, as the vanilla game. Then also you know FOOK2 forgot about it's roots and got all fancy. FOOK 1.6 was dead on accurate, easy to work with, easy to install. FOOK2 isn't even near easy to install, it's actually more easy to learn how to make a mod do anything than it is to install FOOK2. Which is a huge step away from the roots of FOOK. Why, Idk, maybe it's what they wanted to do with the project, make it the wildest most awesome mod ever. 1.6 was touching on everything, then FOOK2 touched on it plus more complex issues, hence why it's all fancy now. This late in the game, who says we even need a overhawl. I mean what brought that "overhawl" stuff on was that back in the day you were somewhat limited to the amount of mods you could run. Since the 1.5 patch you don't have to worry about it anymore, they've added support for using more mods plus more .BSA's, among other things. At any rate "overhawl" global class mods will always cause problems when used with other mods, because they touch on everything, an such need to be built into a already known good load order, one at a time. installing then fixing, merge patch/bash gary, master update, an then tested. This is the the only way it will ever work together. (you know as in avoid coruption an conflicts, and oh yah crashing...) You could try the "In So Many Words" Guide, it might help you get what you have working, an help you learn more. http://fallout3nexus...le.php?id=13100 You could look into learning about shrinking textures from "chaos performance" which is in the articles http://fallout3nexus...icle.php?id=208 But look into Articles lots of advances stuff there http://fallout3nexus.com/articles/ Will I try FWE, I doubt it, I probably won't even install FOOK2 again, but I don't have to. RTS an GTS good luck with that, never tried it, but folks have problems with it. Which is probably why I never tried it. I guess if I ever finished the game yah, but until then, no thanks... I have enough work already. I have about 30 to 40 hours in fixing this load order to work together but I already know what I'm doing. I'm using a 4-8 MMM spawn range, and without crashing. The long game 4-8 hours, you have to put in some hard work fixing things, in order to achive that. Which should be your goal, rather than wanting to use FWE, FOOK2, MMM, GTS, RTS, an DC interiors all together. Just start small an build it up if you really want it. 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 sc_slaves_stick_around_original_mezz_chance.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 FullAutoPistolsReapingBuster.esp Hideouts731.esp Override-Drugs.esp Override-Dialog.esp Override-Scripts.esp Override-DLC.esp Override-EVE.esp OverRide_NPC.esp MergePatch.esp
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Geez what you need to use that heightmap editor for anyway. The main wasteland map is almost 10 square miles with only 2 square miles being used (if that)... Idk I guess if I was going to create a mountain, you know for the new "Human vs Mutant war on the mountain" mod I was about to create. Wait no no no, the grand patomix canonz. If you can even figure out how to use that heightmap editor, it's still crashy crashy. I've seen a guide on how to use it, but ask me where it is, an I couldn't answer to save my life. Pretty much anything I want to do I can do with the landscape editor. The only problem with it, is that you can't use very many textures at one time or the thing bugs out. Easy to deal with. Hightmap though, good luck dealing with that. I'd guess, just don't load too many Quads. Geez each quad is like 3000 X 3000 feet. I remember this one time I was doing large scale stuff like that. I duplicated maybe a third of a quads worth of trees, then rotated them, it was like 120 or something, anyhow it crashed an my video card died a little while later. Now I just keep things on a small scale. WAR ON THE MOUNTAIN I SAY, hahahah, sorry man, I know it doesn't help, but nobody will probably be able to answer your question. They're all too busy trying to get FOOK, FWE, an WMK to all work together. Not many people have even messed with the H map editor either. Awe man, come on, don't you just wana get a near 100% crash free load order of 150 mods an spend all your time putting heads on posts out in the wasteland. I know I do, that's where I'm going right now...
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http://i123.photobucket.com/albums/o294/eiffU/yuyu.jpg I was wondering about the "i AI number actors in complex scene" What it actually does? I found some other settings, like how many npc's follow the PC thru a door, or how many are attacking the PC. I was wishing there was a setting to limit the number of NPC's in combat at any given time. This because of the median 6 spawn, but also because wandering around the wasteland there's always NPC's fighting in the background (culled) often leading to some of that "corupted" data, noticed when the frame rate drops in those high combat areas (this was even in the default MMM spawn ranges) I reckon I got about 40 hours making edits on this load order. Starting to pay off, eh it's fun now. After I fixed all the Conflict, Crashes, an PC charicter looks I got down to the down an dirty texture shrinking. You wouldn't believe the idiot stuff I found, anyway after that was done, I went to a MMM 4-8 spawn. Then the problem became STALKER an 20th Century weapons fire rates, like idk 20,000 projectiles flying around, For example some of those weapons fire 24 times a second, multiply that by 4-8 spawns an it's like 3 FPS easy. So I'm turning those automatics down a bit as I see them in-game. The actual load order is two seperate installs, installed/fixed/tested, then the second stage I installed all at once, but added it to the load order one at a time then fixing them one at a time. Yah I'll never install/fix more than one at a time again. It's all been made to work together. And you know do cool stuff like add Inebriation (screen blur) to Morphine, or add Primary needs thirst an Inebriation to drinks. At this point I don't even remember what all I did. Maybe add 3000 of each type ammo to Calibr merchant, Fallout Food to Primary needs hunger. You know cool stuff, Yao guai PC level multi, yay the bears are not pwned by albino scorps anymore. 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 sc_slaves_stick_around_original_mezz_chance.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 FullAutoPistolsReapingBuster.esp Hideouts731.esp Override-Drugs.esp Override-Dialog.esp Override-Scripts.esp Override-DLC.esp Override-EVE.esp OverRide_NPC.esp MergePatch.esp
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http://i123.photobucket.com/albums/o294/eiffU/WTF432.jpg Fugly huh? Race is killing meh, it's so messed up even in vanilla form. When you go to fix it, such a mess... It's like they all came in on a Monday an then like a bunch of monkeys, started throwing poop at the computer screen, in order to create the fallout 3 playable races. HITZ THA DECK TIS A POOPAGE STORM! So what is this HeadHumanF10.dds for? It was turning two seperate races bronze (like really bronze, yah metal) ha ha so I deleted it an now it's fixed, but hmmm what does it do I wonder?
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I reckon that's because you have the GECK installed in the wrong location, or maybe the install didn't go so well. Like fallout 3 for example, many folks still install it outside of program files following the old rules. So instead of C:/program files/bethesda softworks/fallout 3, we install it to C:/bethesda softworks/fallout 3 Basicly giving fallout it's own folder on the hard-drive. This mostly done nowdays to honor the old ways, but it all started as a way to avoid windows putting security risks on fallout 3 data (which windows does for everything in program files) So say fallout 3 is installed C:/bethesda softworks/fallout 3, Well that's the same place where you would install GECK, FO3edit, FOSE, FOMM... Which is just installing it inside the fallout folder (you know the one after bethesda softworks, yah that one) So eh either way, where ever your fallout is installed first make sure you installed the GECK there. You could also search nexus for the actual answer, this is just a guess, because I've never had the problem. Maybe looking thru 20 posts from a search of the word GECK on Nexus forums you would probably bring up the solution. You could always un-install the GECK an install it again, which would be pretty easy. You need to find the mod you created an saved though. Idk keep looking I guess. I just updated me guide, if you are interested, it's not for GECK but general fallout 3 builds http://fallout3nexus.com/downloads/file.php?id=13100
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Oh Geez, Poor guy... That looks pretty bad. I bet you had the worst fallout 3 experience ever. *edit* Oh wait, drop that Clear Cell Buffers every Cell.esp mod, PCB is built into the game engine, why would you need a mod to do that, besides the obvious fact that cell buffer purge mods, conflict an cause crashes, when used with other mods, questionable at best, an suspect, so drop it*end edit* First go to the tweekguide an read the last part about quad core's locking up from fallout 3's multithread capablitys, It's on advanced page 3 at the bottom I think, http://www.tweakguid...Fallout3_1.html All you do is add iNumHWThreads=2 Under the general tab, which is easy to see if you even need it. I use a P4 which is one core, but hyperthreads, so sort of simulated duel core, I had a freeze, put the new setting in, it still freezed so I went back an deleted it from the fallout.ini I think after that I ended up dropping MMM-hunting & looting, which got rid of the freezes I think, but at the time it was crashes in huge battles. Don't reckon I know much more that would cause freezing, but textures which are too large will cause all kinds of problems, fixed with "chaos performance" Anytime I get a frame rate drop in a area of high spawns mainly, but a scan of the whole textures file doesn't hurt http://fallout3nexus...icle.php?id=208 Then it doesn't hurt to read the articles database for advanced topics reguarding fallout 3 http://fallout3nexus.com/articles/ Then I just made a guide for this sort of thing, I kind of have to write a new one every few months. This last one turned out the best an was FAP (from another post) In So Many Words Guide http://fallout3nexus...le.php?id=13100 Done an done, son... The guide follows... *****************************ISMW-FAP-GUIDE, fap man, you know, from another post******************************** There isn't a quick or easy fix for this. Yah there's a fix for it alright, but it takes me 5-10 pages to explain, then shrinking that as much as I possibly can still takes up 2-3 pages. So there's that... Let's try something different though, first we'll start with the thing which would be the most easy to do to help you progress in your fallout 3 builds. Then maybe the other poopy stuff. This below is only part of the process, and actually it's the "final cleaning" before play. In a fallout build there are many many other things which you skip going straght to this cleaning. So your results will always be limited by that fact. The rest is below the cleaning, but just this would be worth a try on a already botched/hacked install. 1. Find yer Bethesda Softworks folder, right click it, properties, uncheck the "read only" box, apply that to sub-folders an files, wait few seconds for it to finish. Most of the ole timer fallout 3 players still install fallout 3 to it's own folder outside of program files, as to avoid Windows putting security risks on it. Default install is C:/program files/Bethesda Softworks, but heck I still give it it's own file just out of keeping with the old rules. So it's put on C:/Bethesda Softworks or D:/Bethesda Softworks. It's not a deal breaker though, if it's installed in the default location an you didn't have major problems then switch it next time you install. 2. Now load up the whole load order with FO3edit, wait fer it to finish. When it's done, right click fallout.esm or anywhere in that left box, Pick apply filter. For this filter you only want one thing checked "conflict inherited by parent" This is at the bottom near the middle. Once you have it checkmarked hit okay an let it start filtering. Normally it's about 1,000,000 entries, but it will run a pass 2 which looks like another 600k of entries. Takes a few minutes. I play music when I work, an I also have these two caprisun straws I made swords out of an I'll have a fight to the death with my left an right hands while I wait. 3. Okay it finished the filter, and yay my left hand killed my primary right hand. GO LEFTY! lulz What you want to do now is right click the first mod below Fallout.esm an Fallout.exe, Pick "remove identical to masters" wait for it to finish it will display the results, On that same mod, right click it again an this time pick "undelete an disable refrences" Continue doing this from the top to the bottom. 4. Right click the fallout.esm or anywhere in that left box an remove the filter. Now that you have done that, you see that some of the mods are in dark bold type, an some of them are not. Each of the dark bold mods is going to be saved, but in many cases the other mods did have identical to master entries, an such would not be saved. So go back to the top under Fallout.esm an Fallout.exe in the list on that first mod you cleaned. Each time there is a mod which didn't get turned to Dark bold type, you right click an pick "mark modified" The first time you do this it will seem like FO3edit has locked up an stopped working, but it's still working it just takes a few minutes, let it finish. When it finished the mod will now be in dark bold text. Move on an do the next one, until the whole load order is dark bold text. 5. Go back up to the top under the Fallout.esm an Fallout.exe, right click an this time "clean masters" do that from top to bottom. 6. Go back up to the top under the Fallout.esm an Fallout.exe, right click an this time "Sort masters" do that from top to bottom. 7. Press Ctrl S to save, watch the messages. It's probably going to cause an error an not save a mod. Which is why we save via pressing Ctrl S. Which ever mod that didn't get saved, you want to fix. It's pretty easy, all you do is apply your "conflict inherited by parent" filter again, then clean the mod again. Remove identical to masters, undelete an disable refrences, remove the filter, clean masters, sort masters, then press Ctrl S an save it. Once it's saved, now exit the program. 8. Master update with FO3edit. Create a shortcut from the FO3edit.exe, put this in a folder named master update. Go in the master update folder create a new folder named restore, copy that shortcut then drag an drop it into the restore folder. Now you have two short cuts one in the master update folder, and one in the Master update/restore sub folder. On the master update shortcut you right click, properties, then on the target line, you add a space after what it says there, then -masterupdate, Then your restore shortcut, you properties it, an add a space then -masterrestore to the target line. 9. Now you can play fallout 3, but I suggest having more than one game going. Which is easy, just never delete any save games. For example I have many of my test games created with RAOTW charicters (Random A**hole of the wastes) which are just to test fallout 3 as I'm building it. After those I have one charicter that I spent a lot of time creating, the charicter ended up getting killed in the mall by 16 mutants at level 12. When that happened I created another charicter to start over with, but this time I didn't delete my save games. Got maybe 4 save games into the new charicter just enough to get started. This is where I noticed that it's a great way to double load into a save game. Mostly from avoiding the "pre-loaded" data which is cached or background loaded in order to allow the Continue button to work. You know the continue button we don't use because it's as prone to coruption as auto-save an Quick save. Yah, so upon launch of fallout 3 at the main loading screen. I can revert back to that level 12 charicter that died, either play that one because it's a clean load up, having nothing to do with any of the data inside the pre-load current game. Or at this time once I'm in that first save game, walk thru a door or fast travel, spin the camera, then press Esc, load, and load into my current save game, only as a clean load up just like the first load as well as being a double load into my current game without actually loading that save game twice thus missing out on any chance encounters. Some folks will shoot a mini nuke at thier feet an die, as a way to double load, however, stuff like that is known to cause coruption an therefore crashing. If you die under certian conditions you get coruption. Plus the death camera will auto load you back to your privious save, which if you ask me is just as prone to coruption as auto save, quick save, an the continue button. A good way to prove this is when you die press ESC, then load into a save game. Most times it's going to be corupted an crash, at least prone to. So what do you do when you die? Re-boot, re-launch, as a way to hard log the system. Fallout 3 has a problem locked into it that most games also have. Most games it only causes bugs though not crashes. Over a long game 4-8 hours, or just the computer being turned on for 4-8 hours an 3 hours of playing fallout 3, eventually the system cache is going to go corupt. This causing your fallout 3 game to be crashing an you not even know it. Meanwhile you are running around creating new save games for an hour or more, thus locking that coruption into your save game. So later on when you load that game it's got coruption from the start, an will always cause problems. Once a save game is fully corupt there isn't much you can do to save it. Short of expermental. But Anytime that you die playing fallout 3 you have probably been playing for a long time, so you should reboot your system thus purging the system cache. ****************************THE 12 PAGES YOU SKIPPED***************************** You got to have a plan man... You can't just dump 40 mods in or dump in 200 mods in one sitting. If you did it would take 2 weeks working 8 hours a day to fix. Then a fix like that spread out over 8 hours a day for two weeks will make you hate fallout 3 while also there is nothing that says at the end of your fix the whole thing doesn't land mine an blow up in your face causing a mass of conflicts an coruption across the entire load order. You don't don't have to have a complex plan, heck follow the KISS rule "Keep it simple stupid" Mostly the hidden meaning there is that if complex mods are giving other players tons of problems then maybe you shouldn't use them, or install them as a seperate job, fix them by themself, as to focus only on that one thing. Fixing mods isn't easy, when you start out you don't have any idea what all the data actually does. It helps to visit Nexus forums or the GECK main page an find out what something does. You can also save your FO3edit load order before you try to fix something you haven't tried before. Then when, not if, you totaly mess it up you just exit without save an try again. It's a good idea when you first start doing this to keep backup copies of your .ESM an .ESP in a folder with a notepad file that has the load order pasted in it. I actually know what I'm doing, and sometimes I have to try two or three times to fix a diffcult issue. The key point is to keep working on it. The more you fix the more you work with it, the better an faster you get. This last time only took about 6 hours to come up with a fixed load order of 90 mods. When I started it took about 4 times that. I've done over 20 fallout builds. Each one turned out different. But along the way I learned what I was doing. I have a few system softwares which hopefully play toward cleaner Fallout game play. I got Java, I got Adobe flash player. That's the only 3rd party software I run. Everything else I got thru Microsoft auto updates, which I'll click "set program access an defaults" in the main menu, then add programs, then microsoft update, which is just launching the web-site microsoft uses to auto-update, install the active X control for that site, an it will detect what you need. I take all the high priority updates. Any of the others I open the + an read them an decide if it's needed. Make sure you get the whole .NET framework family it's like 1 2 3 3.5 or something, then also you should get Microsoft Visual C++ (I have the 2005 redist with XP home) but i don't remember actually picking this one, it was auto installed. I also got the WMP update and Internet Explorer update. That's it, no fancy 3rd party codec pack or fancy computer language. I make clean system installs maybe 2-3 times a year, format the drives thus erasing them, because clean systems run better for games. 1. Install the vanilla game in it's own folder on the hard drive. C:/bethesda softworks or D:/bethesda softworks, not the default C:/program files/bethesda softworks. It might not even do anything at this point, but it's a good way to honor the old ways... 2. Download an run the 1.7 patch. If you have GOTY edition, download an run the 1.7 patch anyway. GOTY ships with the 1.7 patch build into it, but some users have cleared up issues from running the 1.7 patch on the GOTY edition, hence patch it! 3. Install FOMM, FOSE, GECK, GECK update, and FO3edit, which all go to C:/bethesda softworks/fallout 3. From now on anytime you launch fallout 3 it's done with FOMM, so have a short cut on the desktop for FOMM, FOMM will auto detect FOSE if installed, and it should say "Launch FOSE" on one of those fancy FOMM buttons. 4. Now what you want to do is provide a subjective test phase for the vanilla game. Don't change anything else yet. What you want to do is launch fallout 3 via FOMM, then create RAOTW (random a**hole of the wastes) charicters, yes more than one. Then run around in the game creating chaos, an trying to make it crash. Basicly do stuff you would never do. This will provide you with a baseline of how fallout 3 will run on your system. Plus the more game play the better. DON'T INSTALL OR LOAD YOUR DLC'S YET. 5. Read the tweek guide, yah the whole fraking thing to advanced tweeks 3. http://www.tweakguid...Fallout3_1.html It's pretty dead on accurate, however Teh tweek guide downplays 3 settings which are pretty important later on, once you add mods, if not inportant even in vanilla fallout. The first one is subjective, bUseBackgroundFileLoader=0, if it's changed to a 1 it's enabled. I use it but like I said it's subjective. TG says it cause problems for some players computer systems in oblivion, but that isn't saying anything other than rumor an isn't even relivant to the fallout 3 game. What I do is if I have a problem I duplicate it first, only I go to my fallout.ini an turn the BackgroundFileLoader off, then if the problem happens again it's not related to background file loading, hence why it's activated on my fallout 3 game. -----5.1 The 2nd an 3rd settings the TG downplays are not subjective. This will make things better on any build of fallout on any computer in the long run. These settings are "bSeletivePurgeUnusedOnFastTravel=0" and "bPreemptivelyUnloadCells=0" If set to a 1 they are enabled. These two settings will get rid of about 90% of the manual Cell buffer purges that a player would need to do as maintenance once in-game. Which is a huge drag, you have to open the console an type in commands like a programer when you should just be playing the game putting heads on posts out in the desert. There are mods that center around purging the cell buffer on so many actions by the player, opening 6 doors, fast traveling 4 times, but these mods are known to cause crashes from conflicts with other mods if not the fallout 3 game engine, so don't use them. ----5.2 Sometimes you still need a manual PCB. Say you are running across the actual wasteland, an the framerate is starting to stutter. The wasteland is made up of about a 2-3 square mile area on a 10 square mile map of land. This area is broken down into cells with each cell being 192 feet by 192 feet, then the cells further grouped into what's called a quad, something like 16x16 cells. BURP! It's filled with all kinds of stuff, so you might want to open the console when the frame rate drops, an type in "PCB" this will purge the poopy data in the cell buffer. Thus improving performance as well as avoiding coruption. However this is very dangerous, the PCB you just did can cause a crash, but thankfully not everytime. If it is crashing when you PCB like this you need to try the safe way below ----5.3 The only near 100% safe way to PCB I know of besides the two settings which set the fallout 3 game engine to automaticly purge. Are from walking thru a door, then PCB, then spin around an walk out the door, which forces a reload of the cell only with a clean cell buffer. The other way is from the Groovatron mod, which if you press X will allow you to place a teliport marker anywhere, press X again you can teliport to the all black room, PCB, Press X teliport to the white room, spin the camera around, press X again an teliport back into the place you put the teliport marker, however this will also reset your weather, so you need to exit a door that goes into the actual wasteland, such as the megaton door, which will reload the current lighting an weather settings. The spin around in the white room is to avoid missing normal maps an gloss on objects once you go back. But as it's been updated Groovatron doesn't do this as much anymore. 6. Holly cow I never thought I'd get to #6!!!! At this point you want to run another subjective test phase on your fallout 3 build only after tweeking it. Focus on minimizing the stutter, and check for microstutter, which are two different things. Stutter happens as you run across the wasteland, an between the Quads 16X16 cells, the LOD (level of detail draw distance) is loading an culling (fading) what's being rendered. It's important to focus on because the TG goes over ways to reduce it. As you run fast in certian points it will start skipping frames, an apears as stutter, this is grapical lag from the system catching up. Micro stutter is caused from mouse lag an if you have it then you have bigger problems than the microstutter. Really it depends on how much Video card RAM you have. 512Mb I had stutter, but could reduce it, an anytime that it happened I would stop running an let the system catch up (as to avoid it causing a crash) But now with a 1Gb video card I hardly have any stutter at all. -----6.1 Fallout 3 is rendering 4 times as much on screen at any given point in time over privious games. Hence setting your draw distances at 1/4 is just like a normal game. Meaning 1/2 or max you will end up having problems, short of you having a $10,000 computer. This also will tax your system meaning you half-life your hardware an fry stuff. Not a good idea. I use "let the 3D application decide" as global setting for my grapics card driver control panel. In the long run this is a safe bet to make the hardware last longer. ----6.2 I disable shadows, it's only on the 6 nearest people or creature, which change, so 5 shadows will come on an off depending, with one always on the player charicter. All of the world shadows are hidden inside the normal maps alpha channel, something like that, and HDR takes care of the rest, so I disable the silly people shadows. I disable depth of field because it's only active when you are in a dialog with a npc, I set blur effect on low, because it should look like crap anyway. The rest I use, like high settings for water, which is a better trade off. That first part of the tweekguide covers all of this, an should be read an you should experiment. 7. Now that you have fallout running smooth. Install the DLC's then repeat the tests. It's still subjective up to this point based off how many times you have made installs an how much time you are willing to put into your tests. This one in particular is important. You want to at least create a whole butt load of chaos. Open the console an enter TMM 1 which will turn on all your map markers, fast travel around killing bunchs of stuff, quickly. Also at least try to gain entry to some of your DLC's. Still use RAOTW charicters though an new games starts as to save time. 8. Up to this point everything you did was only to rule out your vanilla game and computer system as a cause to any future problem that you might face. What you have here is a "known good" fallout 3 install. Which is why it's subjective. You don't have to rule it out 100%. The tests you do after this point are very systematic an very deeply tested over longer periods of time. ***********************MODS MODS MODS MODS I SAY I MUST HAVE MORE MODS**************************** 1. Read pinned topics on Nexus Forums. This would be your most current information on installing mods. 2. Find your Bethesda softworks/fallout 3/data folder, this is the data folder, right click it, create short cut, place that shortcut on the desktop, now right click it, change the icon, there's a nice one inside the bethesda softworks/fallout 3 folder. You can now drag an drop stuff into this shortcut an it drops into the data folder, but this will blindly overwrite anything already in there. which is why when you start out you open the mod .RAR, then open the Data folder an compare the two to see what's getting replaced, before you actually decide if you want to install. This is manual install, an try to keep it clean as possible until you know what you are doing. Me I don't have to do it anymore because I pretty much use the same mods, but anytime I put a new one in I'll compare first. -----2.1 Overhawl global scale mods use auto-installers, they are safe, but be weary. Also they blindly overwrite content. So the order you install them is important. I might install UF3P first, then blindly overwrite that with FOOK2 because I know FOOK2 has better quality textures, this is only minor. But you could overwrite MMM with some idiots crappy textures which would be a disaster. Also if you install the overhawls first then you will have to fix them many times as you add in mods. I tend to install them last, then only fix them once. 3. You can either install 40-80 small tiny mods, or install a big huge overhawl. 80 mods take just as long to fix as a huge overhawl does. This is where the bulk of your plan fits in. 4. You're safest bet would be to only install the mods one at a time, then fix them, then test them. Slowly over time building a 100% clean load order. However to get the ball rolling I suggest 20-80 to start out with, the smaller the better. If you are going to install a overhawl first, then do only one overhawl at a time. 5. Once you have something to work with. Come up with a load order in FOMM which will allow you to get to the main loading screen without crashing. Soon as you can, exit the game. It's a good time to toggle archive invalidation, toggle it once an forget about it. But from time to time check to make sure that your ArchiveInvalidationInvalidated.BSA is the first .BSA in the list of your .BSA 6. Load the whole thing with FO3edit. Wait for it to say finished. right click somewhere in the load order, then press Ctrl A (select all), Then right click any of the selected all, an pick, create merge patch. Name it "MergePatch" It should say adding blah blah blah as masters tons of times. You shouldn't get an error or anything funny if you did you need to address that. Save the merge patch, exit FO3edit. 7. Open FOMM, go to the bottom of the list an checkmark the new merge patch you created, then exit FOMM, launch FO3edit an load the whole list again. Wait for it to finish. Then right click on Fallout.esm at the top of the list, pick apply filter, for your filter settings you will use a conflict filter. In the top left you have "by conflict status overall" with "conflict" and "critical conflict" just below that, then near the very bottom you also checkmark "Flatten blocks/sub-blocks" and "Flatten cell children" and "conflict status inherited by parent", Hit filter an wait it will take a while. 8. Start at the top of the list, which is fallout.esm, open it up an look at all the red an purple stuff. You want to fix all that. But anywhere you see the MergePatch in a entry, ignore it, as you will be fixing it later, and it's a way to split up the bulk of the work you be doing, mainly in creatures an NPC. 9. The original guide to FO3edit was 200 pages long, good luck with that... Kind of makes me feel like a genus fitting this crap in only 12 pages. However the webensized FO3edit guide by CSB http://fallout3nexus...ile.php?id=9616 is the best thing to ever happen to new fallout players, but not many people know about it. Heck even I used it an I knew what I was doing before hand. 10. Anytime you are about to fix something you have not fixed before, save the load order before hand, then if you fail an totally screw the pooch, just exit an don't save anything, load it up an try again. 11. Never add a mod as a master to another mod in order to fix something. It's dangerous, an can sometimes lead to land mine coruption spread across the whole load order. See #12 12. Anything which can't be fixed by the normal copy paste or drag an drop means. You need an override to fix. Overrides can do two things. First they can sort of quick fix issues. For example I have Fallout.esm, BrokenSteel.esm, RandomMod.esp Well the problem is that RandomMod.esp was created in a load order that didn't have BrokenSteel.esm or the noob didn't know how to load multiple masters or that they needed to for this mod they created. Okay so fallout.esm has a entry, then BrokenSteel has the same entry only it's different from adding super cool DLC content, then this RandomMod.esp doesn't have the BrokenSteel.esm stuff in it, thus RandomMod is overriding the DLC content inside BrokenSteel, which BrokenSteel overrided the lame Fallout.esm one. It could be the case that RandomMod has a identical to master record, (in this case identical to fallout.esm) ----12.1 Cleaning might clear this issue up, so I pre-clean the mods before I fix them, somewhat, only removing identical to masters, an set delete to disabled, and only saving the mods which got turned dark bold text, a quick cleaning only. 12.2 Okay so back to our example, Fallout.esm, BrokenSteel.esm, RandomMod.esp This ruins my broken steel, also maybe causing crashes in broken steel. So a quick fix is to right click the top of the entry for broken steel, the name of the mod which has the entry (mind you I could be looking inside fallout.esm which is why you start fixing there, you fix 50% of the load order) Right click that name of the mod in the top of the entry, pick "copy as override into" Then scroll down the list to the bottom an pick new file, name the file acording to what it will do in this case "Override-DLC" because all of my DLC override fixes will be contained inside this one override. It's okay to add mods as master to a override (because the actual override is all they contain), once this is done you'll see that now the data from Broken steel is last, the furthest to the right, which is the entry that is used, so it looks like this now, Fallout.esm, BrokenSteel.esm, RandomMod.esp, Override-DLC.esp 12.3 It's dangrous to add too many masters to any one override, you want to keep them small, about the size of the merge patch. Seperate them by what it is that they do. Override-DLC , Override-Script, Overide-NPC, Override-Drugs, an so forth 12.4 The other use for a override is to allow one in-game item or entry to use parts from more than one mod. As a example Vodka that when you shoot it explodes into a fireball from FOOK2 or distruction, when you drink the vodka it also effects thirst from Primary needs, gets you drunk bluring the screen from Inebriation, Gives you stat buffs from Ultimate perk pack, Gives you a empty bottle from some random other mod. All you would need to acomplish this is a Override which uses FOOK2, distruction, Primary needs, Inebriation, RandomMod As masters to the override. Meaning anything inside those mod can be used inside the override. From there it's simply a matter of dragging an dropping the seperate parts into the final entry inside the Override. Sometimes you end up having to copy an paste, like for example adding all of the food in FalloutFood.esp so that in a override the entrys effect primary needs hunger. All it takes is time. Pretty much this other use of an override allows you to do whatever you can think up. Like for example the other day I added the drunken effect to morphine, I'm still testing it, but it worked. 13. Now this has just fixed the Red an purple stuff. The main conflicts, there's still about 1,000,000 entries which are yellow an green. I don't mess with them, an just prey they are all benign, but there are some crash causes in here, but I'll never look thru it all. So really you can only get close to 100% crash free, but that's like being in heaven if you ask meh. 14.Once you have fixed the whole list top to bottom except for your merge patch, you'll want to now in the final stretch fix anything inside the Merge patch by opening it up, an fixing it. Don't need a override to fix anything in the merge patch, because it is an override. It's subjective if you want to manually add all entrys in the list data, like loot or containers. 15. Now clean that all again fully as discribed above, also master update it. Anytime you want to make a edit then master restore first. Then anytime you change the load order from adding in more mods you need to create a new merge patch, which is subjective. It's your best bet to create a new one anyway.