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FearlessFelix

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Everything posted by FearlessFelix

  1. Yeah, typo, will fix :). Okay, I tried downloading manually previously and it gave me an error. As a just in case I'll sign out, restart the browser, sign back in, and than try the manual option first.
  2. Hey, I'm trying to download some files which are giving me error messages for their downloading. In each case the files make three attempts, all through CDN Fileserver prior to erroring out. I have been unable to download Bornagain fo3 t45d power armor by CABAL; Bornagain Outcast T-45d Power Armor by Cabal120 uploaded by EmeraldReign; Bornagain FO3 T51b by CaBaL; as well as the base Bornagain Combat Armor by EmeraldReign and Cabal120 4096, and the Anchorage version. The files in particular are: Admittedly, the Winterized T51b Fix for Bornagains T51b Retexture is not itself by Bornagain, so yeah, but the rest are. Error trying to get the file: http://filedelivery.nexusmods.com/120/1000004696/Winterized T51b Fix for BornAgains T51b Retexture-20042-1-0.zip?ttl=1412294490&ri=8192&rs=8192&setec=646b4f730126a9741412602207bcf3c3 Error trying to get the file: http://filedelivery.nexusmods.com/120/85666/BornagainCombatArmor4096EnvironmentMaps-18220-1-01.rar?ttl=1412294594&ri=8192&rs=8192&setec=a4736719aa0ff2137dde553fb2baee9a Error trying to get the file: http://filedelivery.nexusmods.com/120/85687/BornagainGhoulCombatArmor4096-18220-1-02.rar?ttl=1412294776&ri=8192&rs=8192&setec=fac0c11915291bb6833337bf8be9adb9 Error trying to get the file: http://filedelivery.nexusmods.com/120/85680/BornagainZetaCombatArmor4096-18220-1-02.rar?ttl=1412294912&ri=8192&rs=8192&setec=3689a63497b209d9f6a13271f4a35c48 Error trying to get the file: http://filedelivery.nexusmods.com/120/85667/BornagainCombatArmor4096RangerHelmetPatch-18220-1-01.rar?ttl=1412295033&ri=8192&rs=8192&setec=c903860c3bb8fa35033cf3ec99c268fe I tried a restart of my computer after doing a little clean up of this or that. Have not tried signing out, restarting browser, and signing back in as I would imagine by what I'm seeing this seems to be specific files or servers in issue (not a tech type I'm afraid, or at least a tech type that actually has a background :smile: ) Any advice, or suggestions?
  3. Hey, thanks BlackRampage! I'm also wondering myself about whether this is due to order of mod activation and/or those little differences between 'yes' and 'yes to all' when the screens pop up re: overwriting something else. I think I might try a bit of a redo and map out the steps I take to avoid confusion. Where it matters, I am using NMM as I received more info on the how to's of modding that way than with FOMM. All my installs are in Program Files (x86) but with full permissions and set to auto run in admin mode.
  4. Follow, thanks for the super quick reply! Guess I'll let it play a bit than and worry about it later. Sounds stupid looking back on that sentence but my other option is never playing this game :P
  5. Hey BlackRampage! Good to see you and thanks for replying. I revised the load order with BOSS's latest offer and it gave me something entirely different (su'prise). When I ran FO3Edit & created my merge patch, I noted that there was an error code during the background load, and I'm curious. Do either of your or anyone recognize this, and should it be a problem? "... [00:03] Background Loader: [Advanced Recon Gear.esp] GRUP Top "NPC_" processed [00:03] Background Loader: <Note: [REFR:0B00B51C] (places [02038AE6] < Error: Could not be resolved > in GRUP Cell Temporary Children of MegatonMisterBurkesHouse "Mister Burke's House" [CELL:00003A30]) was injected into Advanced Recon Tech.esm> [00:03] Background Loader: <Note: [REFR:0B00B51B] (places [02038AE5] < Error: Could not be resolved > in GRUP Cell Temporary Children of MegatonMisterBurkesHouse "Mister Burke's House" [CELL:00003A30]) was injected into Advanced Recon Tech.esm> [00:03] Background Loader: <Note: [REFR:0B017E2E] (places [02038AE8] < Error: Could not be resolved > in GRUP Cell Temporary Children of NtlGuardDepot06 "National Guard Armory" [CELL:000228AF]) was injected into Advanced Recon Tech.esm> [00:03] Background Loader: <Note: [REFR:0B0036B9] (places [02038AE3] < Error: Could not be resolved > in GRUP Cell Temporary Children of NtlGuardDepot06 "National Guard Armory" [CELL:000228AF]) was injected into Advanced Recon Tech.esm> [00:03] Background Loader: <Note: [REFR:0B0036B7] (places [02038AE4] < Error: Could not be resolved > in GRUP Cell Temporary Children of NtlGuardDepot06 "National Guard Armory" [CELL:000228AF]) was injected into Advanced Recon Tech.esm> [00:03] Background Loader: <Note: [REFR:0B03A464] (places [02038AE7] < Error: Could not be resolved > in GRUP Cell Temporary Children of RCLowerDeckFore "Broken Bow" [CELL:00067488]) was injected into Advanced Recon Tech.esm> [00:03] Background Loader: [Advanced Recon Gear.esp] GRUP Top "CELL" processed ..." I didn't notice this on prior sessions, but previously I wasn't really looking unless there was an error at the end. :blush: Brilliant ideas beyond play the game and roll with the glitches as they come? Thanks all, and again to you two, M48A5 & BlackRampage. Definitely appreciate your troubleshooting a scatterbrained newb's approach. :)
  6. Thanks M48A5! What I was thinking on the CSA Fix.esp, so good to hear. In regards LOOT: I didn't have any trouble with the v0.5.0, though I do believe it did have a little bit of difference over BOSS. So, don't know. But I appreciate that, I'll definitely do a cross check with most recent version of BOSS & look out for those DLC plugins like you say.
  7. Hey folks, I'm using the latest versions of L.O.O.T via github (LOOT v0.6.0) and FO3Edit (3_0_32_Experimental). I don't have any issues with the game as yet, haven't even really gone into play time as yet. But L.O.O.T is telling me that the only files which I should be cleaning for dirty edits, and other, are the DLCs (anchorage, the pitt, broken steel, point lookout & mothership zeta). And that's not quite something I really was certain I should do, especially as I'm also running with the UPDATED Unofficial Fallout 3 Patch and all the regular little tweaks for performance. Via spoiler drop down, here's what LOOT is saying: So, the first question I would have is, do you the community generally clean these files? I was aware that Skyrim's official DLCs got cleaned on standard, at least by some, but never had the same thought on Fallout 3. Another thing, I'm curious about. I think it was BlackRampage who, a while ago, did me the awesome favor of putting together a dll he titled as, 'CSA Fix.esp' which is purely to allow me to wear the Sheriff's hat with the Chinese Stealth Armor (it's a cool anachronistic look, believe me :D ) Naturally though, it's an esp, and NMM isn't allowing me to move it above the Imaginator which is considered a master. So, as an extra thing here, should I use FO3Edit to change it to a master and than put it directly beneath the Unofficial Patch, or is it good as is so long as it's lower in the load order than said patch? Big thanks to all for whatever you can offer, have to admit I'm not as comfortable with FO3Edit as I'd like to be and there's still lot's to learn.
  8. Ah good deal, thanks BlackRampage! (p.s. Do you ever leave the forums? Everytime I've asked a random question you've either been there to answer or dropped off something as good) Thanks again :)
  9. Hey there all, sorry for what might be a bit of a neurotic post. I've just recently set up a somewhat lightly modded fallout 3 game (via disc). The question I have is really just to see if everything seems right, with the mods I've installed matching up with what's being shown in the plugin's / load order. I'm noticing for example that Cabal's "Bornagain fo3 t45d power armor - bornagain fo3 t45d 4096 huge v3 fixed 3 3" is not being listed in the load order, and also that I can't seem to find it in FO3Edit. Now, I am an extremely experienced noob, which is to say I've done a lot of reading on modding FO3 and watching some video tutorials, but this is my first time in modding & actually playing the game. I'm using FO3Edit 3.0.31 EXPERIMENTAL and I don't show anything indicating the mod within the FO3 esm area. Also, unable to expand the merge patch and check things out there (admittedly, its already been saved and closed on, so I don't know if that's something I should be able to access again later. Basically, just hope I have installed everything correctly by appearance (the texture does show in the installed/active mods, just not in plugins). Any comments or suggestions are really appreciated, no issues as yet though I have only just gotten to the Vault 101 door out to the wasteland and have not yet, 'Escaped the Vault'. Thanks in advanced. Load Order (via LOOT) Mod's I've Installed
  10. Rock on, thanks Purr4me! Understand there may be more complications to come but being a novice definitely needed a thumbs up for trying. Also good to know about the optimizer, thought that was going to be a necessity. Everythings downloaded, once I've reviewed FO3edit & BOSS will give it a go Sat morning! (And than come back and cry because, "it doesn't look the way it should!" (i need more sleep)) TTFN!
  11. This is me thinking ahead. I'm just looking to see if anyone else knows with a 'fairly sure' whether or not I can get the UPDATED Unofficial Fallout 3 Patch working with NMC's hi res terrain, Cabal120's Bornagain armors (the larger basic t45d and its Outcast variation as uploaded by Emerald Reign) and Millenias Weapon Retextured Project. If anyone has already gotten a stable game with these FANTASTIC! I'd read somewhere getting NMCs work in required the texture optimizer, and someone else ran into issues with the Bornagain armors but didn't have the info/language needed for Purr4me to really offer much assistance (I think there was some suggestion in the thread of it being a plugin load order issue). Understand this is largish question that's looking for a quick and dirty answer, so if more info is needed, NP, will be back with that. Bit of a rapid fire topic post, on way to work right now, so thanks in advance community!
  12. Just extending a quick thanks for the response's, M48A5. I'm taking quick peeks in and out of the forums and I've also just realized this topic probably should have gone in the Mod's Troubleshooting Arena. As a quick side thing (check my reasoning), for working out load order, my thoughts are: check each mod's page, run a few quick forum searches for the obvious combos (how Fellout relates to it's Realistic Interior Lighting, Street Lights, Etc), and check the Boss page at http://forums.bethsoft.com/topic/1282711-relz-boss-for-fo3-thread-4/ ... After which, run it by the community for all the mistakes :D I'm checking out DC Moods, I promise (I'm not a complete dick), but I've really got my heart set on Fellout for one reason or another. Right now DC moods has been placed in my 2nd Tier Master List Folder for Fallout 3 Mods, along with the Sig. BTW, is there a similar page for Project Nevada because I swear I can't find one. On a very random side, I reallly like the Bornagain textures for the Brotherhood/regular t45 & the Outcasts, but I'm not as enthused with the t51b, it just doesn't give me the same tank feel. Plus I'm a little concerned about issues relating to getting that to work along with the Updated Unofficial Fallout 3 Patch, & the winterized version. What are your thoughts?
  13. Much appreciated on that, especially the combat shotgun & info on the DC Moods. In all honesty I really actually preferred the gritty toxic feel of Fallout's vanilla lighting/atmosphere, and Fellout was both too dark & too bright/healthy looking. Highest recommendation for me to consider it was due to it's usage by Gopher in his videos & I did feel the lighting was fantastic Wasn't overly bothered by the lacking of the tint or slightly more healthy looking grass, as much as I expected to be. Might have to run a comparison game (I need more than 1 gaming computer :sad: ). Not wanting to completely dismiss the idea of running FWE, biggest concerns for me in that regard is that it is a very large overhaul of the general gameplay. There's a number of beneficial things in regards weapons, textures, AI, weapons & some armors, crafting, all of this that I like about it, I'm only holding off on it because I know I will be running Project: Nevada with New Vegas and that game was more readily set for the changes that those two cousin-mods bring into the game IMHO. Obsidian has always had it's eye's on overwhelming amounts of customization readily available to the player so it's very suitable to their interpretation/outlook of the Fallout gameplay. I'm more interested in the sneaky tactical exploration & atmosphere when it comes to Fallout 3. Currently working right now with getting my load order sorted out prior to BOSS and FO3Edit, as I'd like to have a good template, Still thinking about bringing in CALIBR & it's Crafting options to allow for the sig sauer 14mm pistol, but that's a less necessary inclusion. In regard's Purr4me, I could of sworn they mentioned they were more acting as an intermediary for the files, passing on the request or whatnot. Have to admit, Fallout Remastered was well before my time visiting Nexus. And I know you didn't mention anything about Fallout Remastered, I should have given a little more explanation there. I was more trying to give an explanation of why I was making use of the Updated Unofficial Fallout 3 Patch which really resolves all those issues & a ton of others. Or is supposed to; have to admit I have not yet played this game due to time constraints & an obsessive compulsive attitude on getting everything right with my first launch of the modded batch, even if I know that very rarely happens.
  14. Thanks for the replay, M48A5. In regards the Mod for the caravan merchant's, is there a reason to use that over console commands in a batch file? I'll admit I generally set the caravan's as either essential or load them for bear with ridiculous gear from the start of leaving Vault 101 (it's a little ridiculous to have a caravan starting with Tesla Gear but they sure as heck were hard to kill). I'm preferring to use the UPdated UFO3 patch just due to wanting to have all DLC ready for load from the beginning. It's more than a little annoying to have the Enclave popping up when I'm nowhere near that point yet, or to have Three Dog asking everyone to bless me for having saved the Wasteland when I don't even have a clue on what the Purifier is. Also, it's apparently a little more readily available for download & use than Fallout Remastered is. I know I could PM purr4me on that, but I was pretty sure they also stated they weren't able to do anything like guarantee receipt of as the developers had moved onto other things (Understandably). I'll check out the DC moods you mentioned; my thoughts were on Fellout or Project Reality with Fellout being a much more constantly used addition to most people's playthroughs, or at least so it seemed from reading
  15. Apologies in advance for what will likely be a fairly long post at topic start. As a summary of what I'm looking for here: What suggestions or critiques do you, the experienced mod users & makers here, have for me on such things as mod choices & compatibilty, load order, and permance/stability in general? Also, suggestions on where I might need to clean up, clarify, or shrink this post down are also appreciated. Not trying to overwhelm anyone with my wall'o'text. I'm setting up to start a new game of Fallout 3 with the intent of keeping the game as stable and performance friendly as possible, while introducing a number of mods to increase the eye candy and visual 'pop', as well as some that are just to speed things along or enhance my style of wasteland exploration. Textures & Lighting are pretty high up on the list of mods I knew I was going to have in the game, as were the Display & HUD enhancers. I really want to extend a huge thanks to Gopher & his YouTube channel for impressing me with what I could get out of a modded game in Fallout 3 & New Vegas. It's also due to the videos on both the Tutorial & 'Let's Play' side of things that are what's keeping me more to a 'Lite' experience with Fallout 3, saving the full blown mods for New Vegas. You'll note down below where I've included a list of the mods, basic and not, that there are two to four very obviously not included mods that I'm pretty sure half the readers will not believe are missing: Fallout Wanderer's Edition (FWE), Mart's Mutant Mod (MMM), Fallout 3 Re-animated, FO3 Redesigned (Project Beauty), EVE, and RH's Iron Sights. There's obviously a bunchy of other's as well that have looked really sweet, but I'm avoiding including these for only 2 reasons: my intent to keep the game very close to it's original vision, & stability. Watching through chapter's 1 & 2 of gopher's series, there were some definite suggestions of frame rate slow down, stuttering & crashes that were sometimes attributed to some of the mods above, and other's I'd be keeping out just to hold to my original vision. Of the six mentioned, FWE is the one that I am most uncertain of not including to some extent, as I do know it's fairly configurable, but there are also a number of options that AREN'T configurable (or at least that's what I've gleaned from the main site & it's Nexus page. I definitely don't have an issue with Bullet Time or Sprint being included, though I definitely will be using VATs in a number of areas (a large number). Same thing for the grenade hot key, etc. Would mind modding the crud out of some things, getting a better variable scope on my sniper rifle all that good stuff. After watching the vids I definitely am considering including CALIBR, CALIBR Ammo Schematics + FIX, though pretty much purely for the option of using the Sig Sauer 14mm auto pistol (looks very sweet). And while I appreciate the excitement of increased radiation, more damage & difficulties with healing that FWE promises via Triage & Amplified Critical Effects (if that's an auto inclusion or perhaps just a nice attachment), I really would just like to play a very lightly modded experience of FO3 and save the more heavy modding for New Vegas: Partly because I've been given to understand that game is just more stable for modding. Still, I'm not just going to say flat out I won't use this mod or that mod if there's a strong recommendation for it. Gopher's video series for FO3 did occur with a system upgrade of some signigance during play, with a transfer of game files from the one to the other (or something like that, my attention can wander). Not sure if there may have been something in that. I included theinformation on my rig down below for where reference can be made on where to cut my losses in some areas. Should I be using NMC's Large or MAXIMUM pack when I have the XFX Double D Radeon HD 7870 GHz Edition Black Edition 2GB graphics card? Will the steps I list below be enough for covering performance when I've got the UPDATED Fallout 3 Patch + NMC's textures + the full suite of Fellout? Is the Megaton Lighting Overhaul still going to be a good idea when thrown in with both Fellout, Brighter Nights & the Street Lights? Am I missing modding compatibility or performance by NOT including FWE? These are all questions I'm still keeping my eyes open for. . EVE seemed to have some issues with noise & proximity, where the laser blasts might have been missing him by a hair's breadth or they might not have even been anywhere near his vicinity. MMM brings in more spawning & active visual effects (corpse-flies), and I know for a certainty that more critters equals lag. In regards the animations, I'm okay with vanilla, but if there's a strong recommendation to bring in the Re-animated set, than there you go. Pretty much a negative on Fallout Re-Designed for FO3, will use in NV. Changes made to the game prior to modding for stability & performance Ensured Game was fully up to date and there were no issues with Games for Windows Live (prior to FOSE install)Turned off all Auto Save options (will also be disabling/re-assigning the quick save key)Within Documents > MyGames > Fallout3 > Fallout.ini, changed 'bUseThreadedAI=0' to 'bUseThreadedAI=1', and add a line beneath it, 'iNumHWThreads=2'. Similarly adjust 'iConsoleVisibleLines=15' to 'iConsoleVisibleLines=25' and 'iConsoleHistorySize=50' to 'iConsoleHistorySize=500'.Backup folder created for a non-edited version of the Fallout3exe. My Mods List (Final Draft v1.0 (if that makes sense :ermm: )) FOSE - http://fose.silverlock.org/ Nexus Mod Manager - http://www.nexusmods.com/fallout3/mods/17594/?tab=2&navtag=http%3A%2F%2Fwww.nexusmods.com%2Ffallout3%2Fajax%2Fmodfiles%2F%3Fid%3D17594&pUp=1 UPDATED Unofficial Fallout 3 Patch - http://www.nexusmods.com/fallout3/mods/19122/?tab=2&navtag=http%3A%2F%2Fwww.nexusmods.com%2Ffallout3%2Fajax%2Fmodfiles%2F%3Fid%3D19122&pUp=1 Large Address Aware Enabler or the via CFF Explorer, per video by Gopher in his Tutorial series - http://www.nexusmods.com/fallout3/mods/6510/?tab=2&navtag=http%3A%2F%2Fwww.nexusmods.com%2Ffallout3%2Fajax%2Fmodfiles%2F%3Fid%3D6510&pUp=1 Fallout Stutter Remover http://www.nexusmods.com/fallout3/mods/8886/?tab=2&navtag=http%3A%2F%2Fwww.nexusmods.com%2Ffallout3%2Fajax%2Fmodfiles%2F%3Fid%3D8886&pUp=1 Fake Fullscren Mode Windowed – Alt Tab Fix http://www.nexusmods.com/fallout3/mods/16001/?tab=2&navtag=http%3A%2F%2Fwww.nexusmods.com%2Ffallout3%2Fajax%2Fmodfiles%2F%3Fid%3D16001&pUp=1 **CASM by Cipcis Possibly, may just save manually here and there and work like so http://www.nexusmods.com/fallout3/mods/3729/?tab=2&navtag=http%3A%2F%2Fwww.nexusmods.com%2Ffallout3%2Fajax%2Fmodfiles%2F%3Fid%3D3729&pUp=1 DarNified UI F3 http://forums.bethsoft.com/topic/1085562-wipzbeta-darnified-ui-f3/ Unified HUD Project http://www.nexusmods.com/fallout3/mods/15771/?tab=2&navtag=http%3A%2F%2Fwww.nexusmods.com%2Ffallout3%2Fajax%2Fmodfiles%2F%3Fid%3D15771&pUp=1 DYNAVISION http://www.nexusmods.com/fallout3/mods/17876/?tab=2&navtag=http%3A%2F%2Fwww.nexusmods.com%2Ffallout3%2Fajax%2Fmodfiles%2F%3Fid%3D17876&pUp=1 The IMAGINATOR for FO3 http://www.nexusmods.com/fallout3/mods/16875/?tab=2&navtag=http%3A%2F%2Fwww.nexusmods.com%2Ffallout3%2Fajax%2Fmodfiles%2F%3Fid%3D16875&pUp=1 CINEMATECH – Film Grains & Styles http://www.nexusmods.com/fallout3/mods/15745/?tab=2&navtag=http%3A%2F%2Fwww.nexusmods.com%2Ffallout3%2Fajax%2Fmodfiles%2F%3Fid%3D15745&pUp=1 Directors Chair http://www.nexusmods.com/fallout3/mods/17899/?tab=2&navtag=http%3A%2F%2Fwww.nexusmods.com%2Ffallout3%2Fajax%2Fmodfiles%2F%3Fid%3D17899&pUp=1 Immersive HUD – iHUD http://www.nexusmods.com/fallout3/mods/15790/?tab=2&navtag=http%3A%2F%2Fwww.nexusmods.com%2Ffallout3%2Fajax%2Fmodfiles%2F%3Fid%3D15790&pUp=1 Adjustable HUD http://www.nexusmods.com/fallout3/mods/15886/?tab=2&navtag=http%3A%2F%2Fwww.nexusmods.com%2Ffallout3%2Fajax%2Fmodfiles%2F%3Fid%3D15886&pUp=1 Advanced Recon Thermal Nightvision http://www.nexusmods.com/fallout3/mods/15653/?tab=2&navtag=http%3A%2F%2Fwww.nexusmods.com%2Ffallout3%2Fajax%2Fmodfiles%2F%3Fid%3D15653&pUp=1 Advanced Recond Range Finder FO3 http://www.nexusmods.com/fallout3/mods/15744/?tab=2&navtag=http%3A%2F%2Fwww.nexusmods.com%2Ffallout3%2Fajax%2Fmodfiles%2F%3Fid%3D15744&pUp=1 Advanced Recon Trap Detection http://www.nexusmods.com/fallout3/mods/15641/?tab=2&navtag=http%3A%2F%2Fwww.nexusmods.com%2Ffallout3%2Fajax%2Fmodfiles%2F%3Fid%3D15641&pUp=1 Cyborg – Thermal & Nightvision Implants http://www.nexusmods.com/fallout3/mods/15671/?tab=2&navtag=http%3A%2F%2Fwww.nexusmods.com%2Ffallout3%2Fajax%2Fmodfiles%2F%3Fid%3D15671&pUp=1 Advanced Recond Stealth Armor http://www.nexusmods.com/fallout3/mods/2654/?tab=2&navtag=http%3A%2F%2Fwww.nexusmods.com%2Ffallout3%2Fajax%2Fmodfiles%2F%3Fid%3D2654&pUp=1 Armored Regulator Duster http://www.nexusmods.com/fallout3/mods/15631/?tab=2&navtag=http%3A%2F%2Fwww.nexusmods.com%2Ffallout3%2Fajax%2Fmodfiles%2F%3Fid%3D15631&pUp=1 Black Leather Armored Duster http://www.nexusmods.com/fallout3/mods/15637/?tab=2&navtag=http%3A%2F%2Fwww.nexusmods.com%2Ffallout3%2Fajax%2Fmodfiles%2F%3Fid%3D15637&pUp=1 NMC's Texture Pack – the Large or the MAXIMUM pack, not certain of which yet http://www.nexusmods.com/fallout3/mods/12056/?tab=2&navtag=http%3A%2F%2Fwww.nexusmods.com%2Ffallout3%2Fajax%2Fmodfiles%2F%3Fid%3D12056&pUp=1 Optimizer Textures (for combining NMC"s work with the UPDATED UFO3 patch, which I think is required) http://www.nexusmods.com/fallout3/mods/17594/?tab=2&navtag=http%3A%2F%2Fwww.nexusmods.com%2Ffallout3%2Fajax%2Fmodfiles%2F%3Fid%3D17594&pUp=1 Fellout v1.23 http://www.nexusmods.com/fallout3/mods/2672/? Fellout Brighter Nights http://www.nexusmods.com/fallout3/mods/17859/? Realistic Interior Lighting http://www.nexusmods.com/fallout3/mods/9250/? Fallout Street Lights http://www.nexusmods.com/fallout3/mods/8069/? Megaton Lighting Overhaul http://www.nexusmods.com/fallout3/mods/7875/?tab=1&navtag=http%3A%2F%2Fwww.nexusmods.com%2Ffallout3%2Fajax%2Fmoddescription%2F%3Fid%3D7875%26preview%3D&pUp=1 Bornagain fo3 t45d power armor http://www.nexusmods.com/fallout3/mods/16882/? Bornagain Outcast T-45d Power Armor http://www.nexusmods.com/fallout3/mods/18221/? Wills Vault 101 Power Armor http://www.nexusmods.com/fallout3/mods/18886/?tab=2&navtag=http%3A%2F%2Fwww.nexusmods.com%2Ffallout3%2Fajax%2Fmodfiles%2F%3Fid%3D18886&pUp=1 Blue Pipboy Deluxe Update 3 http://www.nexusmods.com/fallout3/mods/3699/?tab=2&navtag=http%3A%2F%2Fwww.nexusmods.com%2Ffallout3%2Fajax%2Fmodfiles%2F%3Fid%3D3699&pUp=1 Echo_UseYourGloves http://www.nexusmods.com/fallout3/mods/3412/?tab=2&navtag=http%3A%2F%2Fwww.nexusmods.com%2Ffallout3%2Fajax%2Fmodfiles%2F%3Fid%3D3412&pUp=1 FO3-WRP – Weapon Retexture Project http://www.nexusmods.com/fallout3/mods/18133/?tab=2&navtag=http%3A%2F%2Fwww.nexusmods.com%2Ffallout3%2Fajax%2Fmodfiles%2F%3Fid%3D18133&pUp=1 Combat Shotgun replacer http://www.nexusmods.com/fallout3/mods/18506/?tab=2&navtag=http%3A%2F%2Fwww.nexusmods.com%2Ffallout3%2Fajax%2Fmodfiles%2F%3Fid%3D18506&pUp=1 Mauser C96 replacer http://www.nexusmods.com/fallout3/mods/18401/?tab=2&navtag=http%3A%2F%2Fwww.nexusmods.com%2Ffallout3%2Fajax%2Fmodfiles%2F%3Fid%3D18401&pUp=1 DCInteriors Project http://www.nexusmods.com/fallout3/mods/5573/?tab=2&navtag=http%3A%2F%2Fwww.nexusmods.com%2Ffallout3%2Fajax%2Fmodfiles%2F%3Fid%3D5573&pUp=1 Hacking terminals is easier http://www.nexusmods.com/fallout3/mods/2333/?tab=2&navtag=http%3A%2F%2Fwww.nexusmods.com%2Ffallout3%2Fajax%2Fmodfiles%2F%3Fid%3D2333&pUp=1 SmoothLight – Pip-Boy Light Enhancer http://www.nexusmods.com/fallout3/mods/18389/?tab=2&navtag=http%3A%2F%2Fwww.nexusmods.com%2Ffallout3%2Fajax%2Fmodfiles%2F%3Fid%3D18389&pUp=1 no more dots v01 http://www.nexusmods.com/fallout3/mods/15918/?tab=2&navtag=http%3A%2F%2Fwww.nexusmods.com%2Ffallout3%2Fajax%2Fmodfiles%2F%3Fid%3D15918&pUp=1 Impervious Power Armor http://www.nexusmods.com/fallout3/mods/13325/?tab=2&navtag=http%3A%2F%2Fwww.nexusmods.com%2Ffallout3%2Fajax%2Fmodfiles%2F%3Fid%3D13325&pUp=1 All this to be checked, reviewed & cleaned by BOSS & FO3Edit It's also my intent to add a batch file for making the the Wasteland Caravan Mercahts, plus their guards & brahmin, a bit tougher with some better equipment & setting them to be essential. Depending upon I may remove this later but I prefer to know they are something of an ingame constant. System Specs OS – Windows 7 Home Premium (64-bit Operating System) CPU/Processor – i5-3570K overclocked to 4.2 GHz from 3.4 GHz Installed Memory (RAM) – 16.0 GB of Corsair Dominator Platinum overclocked from 1600mhz to 1833mhz (I think) MOBO – Asus Maximus V Extreme LGA 1155 Intel Z77 HDMI SATA 6Gb/s USB 3.0 Extended ATX Intel Solid-State Drive – SAMSUNG 830 Series MZ-7PC256B/WW 2.5" 256GB SATA III MLC Internal Monitor – Dell Ultrasharp U2410 24-inch Widescreen Flat Panel Monitor with PremierColor Video Card – XFX Double D FX-787A-CDBC Radeon HD 7870 GHz Edition Black Edition 2GB 256-bit GDDR5 PCI Express 3.0 x16 HDCP Ready CrossFireX Support Video Card
  16. So very awesome. Thanks, BlackRampage, very much. It would probably have taken me a ridiculous amount of time to try and do anything like that by myself. I'm going to have to take a closer look at the how to of modding at some point but right now no real time. I know that the chinese stealth armor is really a full body suit but it cant' be denied there's no physical reason the hat wouldn't fit. Maybe it just needed wonderglue :D. Again, thank you.
  17. Hey there. Gotta quick question I haven't been able to find a definitive answer to. The base UFO3 Patch mentions fixing the Chinese Stealth Armor and hats but I'm uncertain on specifics of the fix. Does it stop the exploit of being able to wear multiple hats at the same time with the armor, or just straight out no hats at all? Reason for the question is that base game one of my favorite suits was the CSA + the sheriff's hat reverse pick pocketed from Simms or the Rangers leader. If thats not an option I would like to know if theres a console command or mod that would allow me to accomplish my aim and still be able to install the (UPDATED) UFO3 Patch. Very much looking forward to modding my game and the idea of that suit, a sniper rifle, and the fellout suite in NMC's high texture dc ruins really grabs me. Much thanks in advance, good news and bad. Just looking for answers. :)
  18. I'm going to admit I hadn't heard or considered that one of the main aspects for modding fallout 3 (FOSE) would restrict the mem usage. I'll have to look into that further. Not to much of any immediate concern, as I was mostly just wanting FO3 in the New FoMM with the UUFO3 patch, but FOSE does kind of seem integral if I was to up the dose on mods as I fully intend to in New Vegas (well, FOSE's NV version, I mean).
  19. Hey, thanks prensa, camycamera! Had that feeling the post would linger for a while untouched until someone checked page 6 :blush: I guess one thing I'm curious about is the Fallout 3 Official Patch for 1.7. I could have sworn I'd read somewhere that the patch issued with(in) the Fallout 3 GotY was problematic with issues beyond just GFWL or the .Net issue. Guess I'll need to look into that. Also good to know about the Unofficial Patch as it's got a ton of fixes that I want running, especially the issue where by Three Dogs announcements and the wasteland encounters it seemed the game practically assumed you would have already finished Take It Back! before loading Broken Steel. I read how I can pick up the alien blast & cells via Dogmeat, but I kind of like being able to investigate the ship without immediately triggering the 'beam me up scotty' effect. And the only reason I'm going with the New FoMM is that it's compatible with Vegas too & I've only just picked up the Ultimate edition. Not really planning on running both side by side, but things change and I know that there are definitely mod's I'll be adding to that game, as it seems kind of dry - :dry: :ermm: without.
  20. 'lo. I'm looking at setting up a stable, pro-performance run of Fallout 3 on the PC. I've reviewed quite a bit of information on the Fallout Wiki, general internet chatter & videos (most recent thanks to Gophers Vids for modding FO3), and BenWah's "ULTIMATE Fallout 3 Setup Guide READ THIS!" on the Steam boards. As a note before going too far, I will be using a disc install of Fallout 3, GotY. To accomplish the idea, I've got most of the steps I plan to take mapped out in my head, but there's 1 or 2 area's I thought I'd petition the Forums advice on. Let me give you the run down (apologies in advanced for overly exhaustive detail) 1. Install Fallout 3 Game of the Year edition Disc 1, and do not bother running the game at this point 2. Install Fallout 3 Game of the Year edition Disc 2 (DLC) disc. Eject and replace with Fallout 3 Disc 1 3. Fallout 3 Play Disc runs, detecting video card and for whatever reason setting my game to 'Medium' settings. At this point, I upgrade the settings to 'Ultra,' with HDR and all else. Only 'Fallout 3 esm' is checkmarked in the DLC/Add-ons area, no changes made. I press play and edit the in game settings so that auto saving on Wait, Sleep, & Travel are off; increase mouse to 3 ticks, and change my HUD to blue. Exit game 4. Confirm the updating of Games for Windows Live 5. Disable Games for Windows LIve via the pretty much same-titled mod 6. Update Fallout 3 to 1.7 by the official patch 7. Confirm Microsoft .Net Framework is at 4.5 and fully updated 8. Go to Computer > Libraries > MyDocuments > MyGames > Fallout 3 > Fallout 3.ini 9. Edit the Fallout 3 ini to change 'bUseThreadeAI=0' to 'bUseThreadedAI=1', & add beneath, 'iNumHWThreads=2' Also edit 'iConsoleVisibleLines=15' to 25, and iConsoleVisibleHistory' from 50 to 500. I plan on using some batch files for the caravans and a self described 'LoneWandererPack' 10. I use CFF Explorer to allow Fallout 3 to use a full 4GB of RAM from the max 2GB preset in the executable (running Windows 7 Professional x64 with 8 GB of Corsair Platinum 1600). Thanks to Gopher for the tip! 11. Now at this point in time I'm thinking of downloading & installing, in order, 'New FOMM' in the Fallout 3 Nexus files, 'FOSE', and than running the game, with load order of: Fallout 3 esm, Operation: Anchorage, and The Pitt. Which brings my 3 questions. My first question would be if in that process somewhere I should have used the ArchiveInvalidation Invalidated mod, and if so, where? And second, also I have a question on the UPDATED Unofficial Fallout 3 Patch: I really want to get the Alien Blaster without having to go through Mothership Zeta first. Can I add the UPDATED Unofficial Fallout 3 Patch to an existing game, most likely after I've gone through Operation:Anchorage and been up and around to get the blaster? Or can I get the blaster without doing the Zeta DLC? Also, was there anything else there I missed doing for best results/performance (recommendation towards the Stutter Remover, Fake Full Screen Windowed Mode, or FO3edit?) Thanks for any and all answers that put me on the way to a better game, and I apologize for the extremely detailed steps.
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