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Deleted21304489User

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Everything posted by Deleted21304489User

  1. You mean... whatever can go wrong, will go wrong? Yeah, I think I'll just stay away from master updating. If it ain't broke... don't fix it. ;) Thanks
  2. I've been reading about masterupdate with FO3Edit on the web. Opinions are obviously all over the place. The most notable opinion is that it's not really needed any more since the latest update for the game. Others state that you have to run master update if you're using a merged patch. I personally find this last statement hard to believe. Being familiar with what a merged patch does, and bashed patches for that matter... no credible reason was given, nor explained as to why this would be necessary step in the modding process. Also, I'm well aware that you can go into an esp file with FO3Edit and edit the header to make it a esm file. Isn't this all that masterupdating does? Not sure. I do it for one mod that use to get head and body parts to match with it's npc's. A defect in the esp process. The two main things I read, that masterupdating can cure, is a navmesh bug and crash on save bug. Again, not much detail was given about these two issues. My main goal here is to gather any current knowledge about masterupdate and if it's really needed any more. My game runs really smooth and I rarely ever experience a ctd. Honestly the only time I do, is when I've been running the game for over an hour and using Dynamic Weather's more draining weather types. IE: Sand Storms. Those are so awesome. ^^ Most likely a drain on my video ram. *shrugs I sort my load order using FO3Edit (conflict report), so I'm pretty dialed in on my load order. Personally, I think this process is about the most import thing in creating a stable game. Any input on masterupdating would be appreciated. I'm an open book here. Thanks
  3. Welcome to a game that was created during Windows XP. I recommend visiting this guide on Steam. It should get you up and running: https://steamcommunity.com/app/22370/discussions/0/828937546147175081/
  4. To add to this old thread. Yes, the unofficial patch will conflict with other mods. As all mods will in some way conflict with one another. If you wan't to know how mods conflict with one another, then learn how to run and read a conflict report using FO3Edit. A good rule of thumb when using the unofficial patch... don't try to use other mods with it, unless you want to spend your time making patches, and/or finding patches for it. The patch was designed to run with the vanilla game after all.
  5. If you want your load order to be absolutely correct, then I recommend becoming completely familiar with FO3Edit. Anything else is just guess work, imo. Primarily you need to learn how to run and read a conflict report. This will show you what mods are in conflict with one another. You will also need to learn how to edit (modify) certain mods, in order that they play nice with one another. Making your own patches is sometimes needed as well. All of this can be accomplished with FO3Edit. Simply dropping one mod below another in your load order is not always a cure all. A note about using Blackened. This patch works great with the mods that it is designed to patch. However, if you go adding other mods outside of what Blackened does, you will end up generating conflicts with said patch. Again, FO3Edit is the only way to properly sort your load order and make everything work together. If you don't want to take the time to learn the uses of FO3Edit, then you'll never successfully have a proper load order. There is a simple tutorial for it, available here on the Nexus. Honestly, I don't see how anyone could mod their Bethesda games without using xxxEdit. In the end this makes modding your games a very simple task. Good luck !! FYI: There is a merged version of Project Beauty. It's available in the data folder of your fallout 3 directory. It's placed there when you install the mod with your mod manager. Simply delete the installed esm and esp files, then open up the project beauty options folder and copy the merged esm into the data folder. This will save you a couple of load order slots. IE: the smaller your load order... the more stable your modded game will be. Last, I think you need to download a FOIP patch, that allows you to use WMK with FWE. I'm pretty sure, but it's been awhile, or maybe you already have it. Refer to the WMK page, to be sure. Now you know. ^^
  6. The game was made during Windows XP, so no special edits need to be made to the ini file to get the game running. I would however recommend installing a 4gb enabler, "IF" your windows XP is a 64 bit version. Not sure if that's the case though. This would allow you to run more graphics mods with your game. If not, I would stick to minimun graphics (textures), when modding your game. Otherwise you will experience crashing, due to lack of memory usage. The game should detect the optimal graphics settings for you, during set up. I would also recommend using Fallout Stutter Remover as well as One Tweak. FSR is self explaining. One Tweak allows you to run your game in a fake windowed mode. These two mods will help make the game run a lot smoother. Both of these mods are available on the Nexus. I would also recommend going to the FNV Nexus and downloading NVAC. This dll file will help make your game more stable and reduce ctd issues. You may also want to consider using FOSE. A lot of mods out there require it to be installed, in order for them to work. This link may help you out as well: https://steamcommunity.com/app/22370/discussions/0/828937546147175081/ Good luck !! Note: you will want to make sure that all of the above will work with windows XP. IE: download the proper version.
  7. It has been stated, not to run more than 145 mods with the FO3 engine. This includes the master files for the game itself. Now you know.
  8. I didn't actually try it without the texture packs from NMC. However, I'm almost sure it's an LOD issue with the base game (glitch). Probably more common when introducing added texture packs. Happens randomly. Actually, I found it prevalent at the beginning of a new game start and then never occurs again. Weird Bethesda game engine voodoo type stuffs. ^^ *Shrugs
  9. Well, the mesh might just be missing. If that is the case, you need to contact the mod author about it. The other solution is to check the esp/esm file, to make sure the mesh is being directed properly. If the mesh is actually there, but the flag for it, is wrong... you can edit the file yourself, to fix the issue. Mod authors make these mistakes a lot. It's why you must become adept in all ways, at modding your game. Otherwise you're at the mercy of other peoples half-assedness. ^^
  10. Technically that's true. However, there is a work-around for this. Simply open up your Fallout 3 folder and find the "FalloutLauncher.exe" and rename it to something like, "FalloutLauncher1.exe" Next, rename the "fose_loader.exe" to "FalloutLauncher.exe" You're done. Also, I would recommend opening up the properties tab and select run as administrator. Now you can run your game with fose and with all of your steam options. Bam !! Simple ^^
  11. MMM installs it's own in-game menu. It's located in your pipboy, under apparel. Simple to use.
  12. This silly side quest is jacked up. At least completing it a certain way. When I convince the overseer to step down. He tells Amata... then she thanks me and tells me I have to leave. She even gives me the modified jump suit. Something that the Fallout Wiki does not mention her doing with this quest line. A red flag right there... no doubt. Completing the quest line this way, results in a game crash when exiting the vault. Every single time. I've completed the quest line multiple different ways, and I have no problem exiting the vault... except for the above scenario. In the past I've always completed the quest line with the overseer giving me the modified jump suit and all is fine. This is the first time I've done it the above mentioned way. I found no tags mentioning this when putting it to google. Even the fallout wiki does not mention this as a bug. I can't imagine it's any mod that I'm using either. So annoying. The only thing I can think of... is that maybe because my T6M equipment mod offers the modified jump suit for sale from Moira... there's some kind of glitch caused when receiving it, during the quest. I can't really see how that's possible though. I never purchase one from Moira. There's no visible conflicts in FO3Edit. Maybe a script issue? Meh... who cares. I like double tapping the jerk overseer any way. ^^
  13. Uhm... first, FO3 does not have achievements in the game. (Console, and GFWL, yes.) Unless some new updated version has been released. Which, I doubt... since I would have probably received the new version for free. That being said, If you play FO3 through your Steam Cient, it will track hours played... modded, or not. Unless you have the in-game console turned off in your Steam settings. This option may not even effect game hours played. I know turning it off will cause less stutter in your modified game... due to the amount of RAM the in-game console can drain on your system. Who wants friends messaging you anyway, while you're killing mole rats? If you're playing FNV, your modded game can keep you from gaining achievements. Depends on what you're using though. If it's just textures... you're fine. However, if you're using any added esm, or esp files... then it will not register achievements, while playing your modded game, or something like NVSE. Personally, I find achievements stupid. Probably my generation. I grew up just being happy to play games on a computer. That was reward enough. However, today... people feel the need to be rewarded for the little things they accomplish in their games. Kinda' like pro football players, that complete a normal play in the game, but think they did something spectacular. *shrugs As a kid, I even thought the "stars" I got on a poster board in my elementary school were silly. Meh Hours tracked by Steam are also silly. Especially when most people on Steam just idle their games to build up over-all gaming hours. I guess to impress their so called friends on their "friends list." Personally, I have over 1,000 hours tracked by Steam on this game, but that's only because I've modded it for a few years. Again, I no longer play the game through Steam at this date. Steam will bog down your gaming performance. I don't care how awesome your rig is. Remember, this game came out during Windows XP. Operating off of 1 gig of RAM. 2, if you patch it. On another note, I've got almost 300 hours on Buldar's Gate: Enhanced Edition. Most of that is due to trying to roll a sweet number to get my character generation stats just right. You can go blind doing this and wear out your mouse button. Heh. Anywho, not sure if this helped, but there ya' go. Cya !! P.S. @ jjb54 - Steam has made it so you can now hide your game playing time. Just an FYI. Oh, and this is while still keeping your profile public. I guess they think it's creepy too, when weirdos track your game playing. ^^
  14. If you're running your game through Steam... just go to your game library... right click on the game icon... select properties...click on the local files tab...select verify integrity of game files. This will cause steam to update the master files. Also, I'm assuming you used FO3Edit to clean the masters. If so... there should be a Backup forlder in your FO3 DATA folder. By default FO3Edit will make a copy of the original esm/esp file. You just need to rename it back to the original name and copy it back into you Fallout 3 DATA folder. Simple. I know for a fact that cleaning the master files will delete some aspects of Broken Steel. IE: missing encounters. Anyone says otherwise... doesn't know what they're talking about. Those so-called itm records were put there purposely by Bethesda, in order to do what they needed to do. I also know for a fact that cleaning the master files will screw up major mods, like MMM. Mart wrote the scripts to the original master files, so if you clean them... it will screw up the wasteland spawns for MMM. Basically creating chaos. Most people don't notice it, because they think it's normal. It's not. It's actually been broken by cleaning the masters. Rule of thumb: clean "user" mods of ITM records and UDR's. Unless the author states otherwise. For example: Mart has stated that cleaning his MMM mod will cause your game to ctd and make the mod not function properly. He is correct... even though the authors of LOOT have that program encourage you to clean MMM. *sigh
  15. First, your load order is all wrong. I can tell just by looking at it. Second, get rid of that Better Game Performance mod. From what I remember, it removes some unused rock from the game, or something like that. Unfortunately, if any of your other mods use that rock, for whatever reason... it will cause game crashing. I recommend not using any mod that takes anything away from the master files. That mod is garbage, imo. It also does not do what it states... improve your game performance. Unless you're using some cluncker computer from pre '08. I'm going to assume that you're not. Note: if constantly crashing in the same area, it is usually do to conflicts between mods. That being said... if you really want to have a proper and stable load order, the only way to do it, is with FO3Edit. You need to learn how to run a conflict report. Then you need to learn how to make edits between mods that are in conflict, and cannot be corrected by simply loading one after the other. You may also need to learn how to make patches between mods to eliminate said conflicts. That's basically all your Blackened mod is... a patch between EVE and PB. The alternative is to just give up on using the one, or two mods that create said conflicts. However, you'll still need to know which mods are causing said conflicts, by again... running a conflict report using FO3Edit. The program and a tutorial are both available here on the FO3 Nexus. I honestly don't know how anyone can achieve a proper load order without using FO3Edit. It's a must have, imo. BOSS will sort some of your main files, but a lot of mods are not listed with BOSS and the program is no longer updated. LOOT will destroy your load order when using it with FO3. Anyone says different, either doesn't know, or has some kind of agenda. Again, FO3Edit is your friend. Good luck. P.S. You're using FWE - Combat Overhaul. It states specifically on that mod description page, that FWE is required. You don't have FWE installed. Also, if I'm not mistaken, there is a Blackened patch for RH_Ironsights as well. Read the description pages. You may want to start there. ^^ P.S.S There is also a merged esm version of PB included in your DATA folder, when the mod is installed. The options folder. You can use the merged esm to replace the 3 files that the mod originally installs. This will reduce your load order as well. Again, read the mod description pages.
  16. Here... I'll tag my load order, so you can see what I'm running: Active Mod Files:00 Fallout3.esm01 Anchorage.esm02 ThePitt.esm03 BrokenSteel.esm04 PointLookout.esm05 Zeta.esm06 iHUD.esm07 CALIBR.esm [Version 1.4]08 xCALIBR.esm09 Project Beauty.esm0A T6M Equipment Replacer.esm0B Mart's Mutant Mod.esm0C Enhanced Weather - Rain and Snow.esm0D Xepha's Dynamic Weather.esm0E CaravanUpgrades.esp0F Mannequin Race F03.esp10 ImaginatorFO3.esp11 Citadel Crane Fix.esp12 Stop Insulting Me Outcasts.esp13 DarNifiedUIF3.esp14 krzymar-MoonSize_200%.esp [Version 0.2.0]15 RubblePilesFix.esp++ FO3LODGen.esp16 Simple Saves.esp17 Sprint Mod.esp++ Barkskin.esp18 8 Ball Perk.esp19 Perk Rate - 2.esp1A 100% Force Lock Chance.esp1B 100% Pick Pocket Chance.esp1C FirstPersonGunFollowCrosshairs.esp++ HZSmoothLight - FO3.esp1D Confessor Cromwell has a Break_EV.esp1E Distributed Necklaces and Chains - Females Only.esp [Version 1.7]1F Bed and Bath.esp20 NukaColaJukebox.esp21 Megaton House Door with Punisher Skull.esp22 MetroCars.esp23 Armor Repair Kits - FO3.esp24 Miniguns Non Replacer.esp++ Re-Energized Weapons.esp++ Reservist's Rifle Improved.esp25 UniqueWeaponsRetextured.esp26 UniqueWeaponsRetexturedPITT.esp27 7_HolsterForHandGunsV1_1.esp++ Bornagain Outcast T-45d Texture Patch.esp28 Another Interior Mod.esp29 DogmeatEssentialToken.esp++ Dogmeat Distance.esp [Version 1.0]++ Dogmeat_outfits.esp2A Dogmeat Whistle.esp [Version 1.2]2B Trucker Holotapes.esp2C T6M Equipment Replacer for DLC.esp2D T6M Jeans Outfit FO3.esp2E T6M Unique Item for FO3.esp2F Type6 Combat Uniform.esp30 Anchorage Elevator Fix.esp++ Aqua Pura Message Fix.esp++ AutomatFix.esp31 CouncilSeatFix.esp++ GhoulEcologyFixed.esp++ SuitcaseReanimated.esp32 SewerEntranceNameFix.esp33 Mart's Mutant Mod.esp34 Mart's Mutant Mod - DLC Anchorage.esp35 Mart's Mutant Mod - DLC The Pitt.esp36 Mart's Mutant Mod - DLC Broken Steel.esp37 Mart's Mutant Mod - DLC Point Lookout.esp38 Mart's Mutant Mod - DLC Zeta.esp39 Simple Realism.esp3A Sierra Fix.esp3B Immersive Pickup Sounds.esp++ majormodder's Junk Food to Barbeque Crisps.esp++ FO3_WRP.esp++ Mart's Mutant Mod - Zones Respawn.esp++ Mart's Mutant Mod - Natural Selection.esp++ Mart's Mutant Mod - Master Menu Module.esp3C Mart's Mutant Mod - Project Beauty.esp++ RespawnableSafes.esp++ LiteChemWearoffFX.esp3D MZAllAccessPass.esp [Version 2]3E NoTheftComments.esp3F No NPC Greetings FO3.esp40 NoMegatonTricycle.esp41 YearlingBooks.esp++ Moriartys_Key_Restored.esp42 Grady's Package and Black Widow.esp43 Vendors More Caps - Lore Friendly.esp44 Chess Set.esp45 Metro Ticket Tower.esp46 Pickable and Placeable Ashtray with Cigar.esp47 6IXES Clutter Texture Pack.esp++ Immersive Pickup Sounds Patch.esp++ d7_alienRifle_textureSet.esp++ sledgehammer textureset.esp++ superSledgeRetexture Textureset.esp48 PresidentEden.esp49 PinkPrincessSuitEN_FO3.esp++ AnimatedFanV2f3.esp++ Quieter and Smaller Wadsworth.esp++ Quieter Mole Rats.esp++ Quieter Nuka-Cola Sign.esp++ Quieter Guns.esp++ Ripper Flamer STFU.esp4A Ham Radio.esp4B Tree-logy Pt2 FO3.esp++ Quantum XP.esp4C FO3 Experience Merged.esp4D Enhanced Weather - Weather Sounds in Interiors.esp4E Xepha's Dynamic Weather - Main + DLC Merged.esp4F Xepha's Dynamic Weather - Rain.esp++ Xepha's Dynamic Weather - Night Eye Edition Merged (NEE+OA+Rain).esp50 Xepha's Dynamic Weather - Dynamic Sneak Bonus.esp51 Xepha's Dynamic Weather - Sandstorms.esp52 Xepha's Dynamic Weather - Weather Machine (Start Game Added).esp53 Darkened Interiors.esp++ Custom Race - Tranquility Lane Fix.esp++ CRBSOR.esp++ Merged Patch.esp54 Bashed Patch, 0.esp (++) means the mod has been merged into the bashed patch; reducing loaded plug-ins. Yes, you can bash the merged patch. Yeah, some of my mods are merged, modified and ported... that's not the point. Oh man...I'm so done here. Time for FO4, or somethin' else. Lincoln Logs maybe. ^^ Own your modded game. You can do it. Example: HZSmoothlight... I tweaked it to be less bright and more ominous when in dark places. it's called Finesse yo. P.S. Serious props to every mod author included in my load. Only the best get in my FO3 game. The rest get dumped. Know what I'm sayin'? Yeh !! P.S.S. Last thing... You cannot seriously mod your game properly, without the skillz of using xxxEdit. You got no game otherwise. Enough said. Right?
  17. Mart's is awesome. However, over the years... with all the other over bloated and jacked up mods, patches, mergers, etc. that came out around the same time... it kind of got forgotten how to be best used. The "best" way to use this mod is to not use it with any other mod that needs to be patched extensively with it. IE: FWE, EVE, and that Blackened patch (which is riddled with UF3P edits .) Not to mention other questionable thingys. Bleh... no thanks. Also, don't use any other version of the MMM mod, except for the original. The scripts are precise and any other "merger" has been messed with... and not in a good way, imo. Be warned, if you choose this path... your wasteland spawns will be all messed up and pretty much destroy your random encounters. Not to mention break some quest lines as well. Hey!! If you want stuff like dawgies stuck in the outside walls of Megaton, have at it. No thanks. Pro Tips: Use the original version Do not clean the master files for FO3 Do not edit the master files for FO3 in any way Do not use mods that edit NavMeshes from the original master files. IE: DC Streets, Busworld, DC Interiors, etc. (ikr?) - True Story Other recommendations: Remove the "goulvarient.nif" from the creature mesh folder. it's corrupt and serves no purpose any way. Turn off all of the silly added monsters, like gheckos, iguanas, etc. They either have bad nifs, or stack up and will cause your game to ctd. If you're using a female body replacer (or male, I'm guessing)... turn off skeleton decay. It only works with the standard FO3 bodies. Don't use Hunting and Looting. FFS, Mart says it's still Beta. Enough said. ( Where is that dude with an update?) Set the "Reduced Wasteland Spawns" to -25%. Trust me, you'll still get baddies to kill and it will cut down on the "chaos level" in your wasteland gaming experience. Anywho, this is all about the best way to use MMM, and nothing else. It's great by itself. However, if you want to use it with other mods, then learn how to use the GECK and xxxEdit and make it happen. Don't rely on what others put out there. You may be disappointed. Know what I'm sayin'? ^^ Happy Modding. P.S. I use MMM and PB... along with my own modified versions of realism mods. You don't have to go the generic way. Also, learn how to make your own patches people... Mkay? * a personal opinion posting - Teehee, I know this post is going to irritate some on the Nexus. Who cares... I'm right and will stand by it.
  18. I'm sorry, I disagree... NMM will install FOMODS without any problems at all. Especially the latest version. As far back as 2015, I installed FWE without any issues at all. In fact, I've done it both ways and it installs the same. The information on how to install FWE manually with NMM is out dated and not relevant any more. Even Gopher, as far back as 2012 has demonstrated installing FWE with NMM. Without merging the 3 parts together and creating a new DATA forlder for it. Most of the problems people have with using mod managers... is ignorance.
  19. If you're adding new mods, that require a merged patch... then yes, just create a new one. WMK needs to be included in your merged patch, in order to work properly. Mainly due to all of it's FORM ID. Also, if you're adding a new mod like WMK to an existing game, then you will probably want to start over. I would read the description page for the mod, to learn more. Creating a new merged patch is never a problem while playing your game. It just depends on what mod you're adding to an existing game. Also, learn how to edit your merged patch, because it doesn't always get the merging process correct between certain mods. More importantly, knowing if you even need a merged patch is always key. There are plenty of modders out there, that make a merged patch when they don't actually need one. You can open up the merged patch in FO3Edit to see if there is even anything contained in it. ^^
  20. I know that the unofficial patch has this effect for all wasteland trees. It's basically a texture. You can open up the patch, using something like xxxEdit, and see the texture path under world space edits. Hope this helps.
  21. I agree... DO NOT use LOOT to sort your FO3 load order. Anyone that says otherwise, does not know what they are talking about. Disagree? Try this: Let LOOT sort your load order for you and then run a conflict report, using FO3Edit. The result will be a complete mess. Actually, the only way to sort your load order PROPERLY, is to use a conflict report. This is the ONLY way to see what is going on between mods, and fix the issues. Anything else is guess work and voodoo. LOOT is ok to use with FNV. That's what I've been told anyways. *shrugs
  22. EXE is great. Just load it last and let it overwrite everything. Glad I could help. You could try using vanishing ash piles mod. As soon as you leave a cell, the ash piles disappear. It will conflict with MMM, but if you're not using that mod... it's a great alternative. If I remember correctly, the only thing that MMM does with ash piles, is making rampage gouls not spawn items in ash piles. *shrugs
  23. The best advice I could give you... learn how to use FO3Edit completely. It's the only way to achieve a perfect working load order. Knowing how to run and read a Conflict Report, is key to running a stable game. Load Order is all about conflicts. Anything else is just guessing and relying on others. Both are unreliable options. If you have to, use BOSS to get things started. It's not updated any more, but it will get a lot of your mods in some semblance of order. Like Dynamic Weather, WMK, and FWE for instance. Yes, reading the individual description pages is a must. The mod author usually has information that is pertinent to running their mods correctly. Also, knowing how to make edits to (between) mods is key. The rule is that the lowest mod in the load order, will overwrite any mod above it that makes changes to the same areas. However, if you know how to make edits to (between) mods, using FO3Edit... you can eliminate this rule and make them both function together as one. Bash Tags in a bashed patch is another way of doing it. Since I'm seeing that you use a bashed patch, I'm assuming you already know this? I would recommend using a Merged Patch to deal with things like WMK. I find it better handles leveled lists and Form ID. Both have their strengths, imo. For instance, I feel that a bashed patch is better at dealing with NPC and Races. You can also bash your Merged Patch. It is technically mergable, if you know what you are doing that is. I recommend cleaning your mods. You have a number of them that contain dirty edits. I would however not recommend cleaning the master files. They are dirty for a reason... especially Broken Steel. Cleaning the masters will probably cuase you more problems than it solves in the end. With user mods my rule is: clean it, unless the mod author specifically tells you not to. MMM and flora overhaul (forested addition) are two mods that come to mind. Don't use multiple Weather mods together. Stick to just one. One will just overwrite the other and/ or break them both. I personally enjoy using Dynamic Weather. I set it up so I get nothing but fog, rain, and sand storms. No bright sun shine days allowed in my game. ^^ I can tell you right now... DC Moods is one of the worst mods out there when it comes to dirty edits. Clean that sucker if you use it. Lets see... Canterbury Common Interiors has bad NavMeshes, imo. I've played around with it a lot and finally after removing it, my game became practically 100% stable. It would ctd my game all around the wasteland, near it's proximity. Along with half falling through the ground and major stutter in certain areas. It's garbage in my book. With that being said... any mod that employs NavMeshes, be concerned. Unless the mod author knows what they are doing... those kind of edits can render your game unstable. Mods like DC Interiors is good to go though. Auto Gates is garbage too. The gates going up and down constantly, will literally kill NPC's that get too close to them. I actually got killed by the Rivet City bridge once. Also Stockholm, who guards Megaton in the tower, will get smashed and killed by the gates going up and down. The worst thing is that the mod breaks the Little Lamp Light quest, by making the gate to the vault accessible without performing said quest. This is one of those mods that makes you think... "Hey, why didn't Bethesda do this?" They probably did, and then discovered everything I just mentioned above. Heh I see you're using Arkgnt's patches for WMK and Weapons Enhanced. I'm not sure, but you may be missing a patch that's needed. I would look at his mod page again. If I remember correctly there were 3 needed, when I was playing a similar set-up. Not sure though. Better check anyway. Concerning FWE. Anyways, I've used just about every mod out there, that's worth anything and a lot of them annoy me in the end... for this, or that reason. I don't like mods that break my game immersion in any way. I'm now more focused on how my game looks, runs, and doesn't have mod added eye sores. For instance, Street Lights and Megaton Lighting mods both have ground glitches. Big black splotches that show up when looking at certain angles, or simply by turning on your pipboy. I dun like that stuff. IE: if your mod ruins my visual experience... no mater how cool everyone thinks it is... I'll toss it out of my load. A lot of this stuff you find out through trial and error. It takes time. That's why I always recommend just starting off with what you really want and then building up things later on, in another play-through. Otherwise you'll find yourself overwhelmed with all the mess. Haha !! Pro Tip: If you really want to know how a mod is.... try reading through the comment section first. It will give you a pretty good idea what you're getting yourself into. True Story. I'll go ahead and post my current load order here. This way you can get a visual of what I'm talking about. Caution, some of my mods are ported, modified, merged, and only available to me. This is a casual build. However, I usually never go over 120 mod in total: 00 Fallout3.esm01 Anchorage.esm02 ThePitt.esm03 BrokenSteel.esm04 PointLookout.esm05 Zeta.esm06 iHUD.esm07 CALIBR.esm [Version 1.4]08 xCALIBR.esm09 Project Beauty.esm0A T6M Equipment Replacer.esm0B Mart's Mutant Mod.esm0C Enhanced Weather - Rain and Snow.esm0D Xepha's Dynamic Weather.esm0E DCInteriors_ComboEdition.esm0F CaravanUpgrades.esp10 Mannequin Race F03.esp11 ImaginatorFO3.esp12 Citadel Crane Fix.esp13 Stop Insulting Me Outcasts.esp14 DarNifiedUIF3.esp15 krzymar-MoonSize_200%.esp [Version 0.2.0]16 RubblePilesFix.esp++ FO3LODGen.esp17 Simple Saves.esp18 Sprint Mod.esp++ Barkskin.esp19 8 Ball Perk.esp1A Perk Rate - 2.esp1B 100% Force Lock Chance.esp1C 100% Pick Pocket Chance.esp1D FirstPersonGunFollowCrosshairs.esp++ HZSmoothLight - FO3.esp1E Vendors More Caps - Lore Friendly.esp1F Confessor Cromwell has a Break_EV.esp20 Distributed Necklaces and Chains - Females Only.esp [Version 1.7]21 Bed and Bath.esp22 NukaColaJukebox.esp23 TWSTW_Megaton_Player_House_Door_With_Punisher_Skull.esp24 Rivet City Realignment.esp25 Museum.esp26 MetroCars.esp27 BusworldV2.esp28 Simple Realism.esp29 Miniguns Non Replacer.esp2A Armor Repair Kits PL - FO3.esp++ Re-Energized Weapons.esp2B UniqueWeaponsRetextured.esp2C UniqueWeaponsRetexturedPITT.esp2D 7_HolsterForHandGunsV1_1.esp2E ColtM4Carbines.esp2F HKFNFal.esp30 BladeRunnerDeckardGun.esp++ Bornagain Outcast T-45d Texture Patch.esp31 UrgeScarfFallout3.esp32 Another Interior Mod.esp33 DogmeatEssentialToken.esp++ Dogmeat Distance.esp [Version 1.0]++ Dogmeat_outfits.esp34 Dogmeat Whistle.esp [Version 1.2]35 Trucker Holotapes.esp36 T6M Equipment Replacer for DLC.esp37 T6M Jeans Outfit FO3.esp38 T6M Unique Item for FO3.esp39 Type6 Combat Uniform.esp3A Anchorage Elevator Fix.esp++ Aqua Pura Has Worn Off Message Fix.esp3B CouncilSeatFix.esp++ GhoulEcologyFixed.esp3C SewerEntranceNameFix.esp3D Sierra Fix.esp3E Immersive Pickup Sounds.esp++ majormodder's Junk Food to Barbeque Crisps.esp++ FO3_WRP.esp++ Mart's Mutant Mod - Zones Respawn.esp++ Mart's Mutant Mod - Natural Selection.esp3F Mart's Mutant Mod - Project Beauty.esp++ Mart's Mutant Mod - DC Interiors.esp++ Mart's Mutant Mod - CaravanUpgrades.esp++ Mart's Mutant Mod - Miniguns Non Replacer.esp++ Mart's Mutant Mod - Sierra Fix.esp++ RespawnableSafes.esp++ LiteChemWearoffFX.esp40 MZAllAccessPass.esp [Version 2]41 NoTheftComments.esp42 No NPC Greetings FO3.esp43 NoMegatonTricycle.esp44 YearlingBooks.esp++ Moriartys_Key_Restored.esp45 Grady's Package and Black Widow.esp46 Chess Set.esp47 Metro Ticket Tower.esp48 Pickable and Placeable Ashtray with Cigar.esp49 6IXES Clutter Texture Pack.esp++ Immersive Pickup Sounds Patch.esp++ d7_alienRifle_textureSet.esp++ sledgehammer textureset.esp++ superSledgeRetexture Textureset.esp4A PresidentEden.esp4B PinkPrincessSuitEN_FO3.esp++ AnimatedFanV2f3.esp++ Quieter and Smaller Wadsworth.esp++ Quieter Mole Rats.esp++ Quieter Nuka-Cola Sign.esp++ Quieter Guns.esp++ Ripper Flamer STFU.esp4C Ham Radio.esp4D Tree-logy Pt2 FO3.esp++ Quantum XP.esp4E FO3 Experience Merged.esp4F Enhanced Weather - Weather Sounds in Interiors.esp50 Xepha's Dynamic Weather - Main + DLC Merged.esp51 Xepha's Dynamic Weather - Rain.esp++ Xepha's Dynamic Weather - Night Eye Edition Merged (NEE+OA+Rain).esp52 Xepha's Dynamic Weather - Dynamic Sneak Bonus.esp53 Xepha's Dynamic Weather - Sandstorms.esp54 Xepha's Dynamic Weather - Weather Machine (Start Game Added).esp55 Darkened Interiors.esp++ Custom Race - Tranquility Lane Fix.esp++ CRBSOR.esp56 Bashed Patch, 0.esp Mods: 87/121 No, I don't use the Unofficial Patch. No, I don't use FWE. No, I don't use WMK. No, I don't need a Merged Patch with this load order. No, I'm not insane, or stupid. :D FYI: I have 15 mods that show up in my conflict report, in FO3Edit. 6 of those are the master files, so it's really only 9 user mods that conflict. All of those are necessary conflicts, that end well. That being said, I actually have ZERO conflicts in my load order. When you can achieve this... you have arrived. Hope this gets you going in the right direction.
  24. Unless you're using FWE, then you could just blow the door off of the hinges. However, I personally find that to be a cheat.
  25. Adding bLoadFaceGenHeadEGTFiles=1 to the ini file should have fixed the pale head issue with certain characters in the game. You should place it at the top of the ini file, just above bPreCullActors=1. You could also try putting it in the default. ini as well. Not sure if this would make a difference though. Also, if you've been making a ton of edits to your ini file, you may want to start over with a fresh copy. FYI: Your load order is one bloody mess. I'd work on that as well. For instance; all of your Dynamic Weather mods should be at the bottom of you load order list. You would know this, if you read Xepha's description page. He gives you a visual example. Last, maybe consider reducing that amount of mods you're trying to use. IE: some of those mods you're using, are going to just make your game unstable. I'm seeing a few already. Oh and over filling your data folder is just a voodoo statement, imo. However, it is recommended by one of those STEP guides, not to use more than 142 mods for Fallout 3. A good rule of thumb is... the more mods you use, the more unstable your game becomes. Things will start acting strange and the game will in the end, just stop functioning. Meh Live and Learn
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