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adirks

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  1. It's strange because according to Kelmych's step guide: "At any time during the mod installation process before stopping to benchmark and test Fallout 3 the LOOT tool should be used to sort plugin load order, as described at the end of this guide in the Run LOOT section,. This is necessary to ensure proper plugin priority order (load order), which can have a dramatic impact on the game (or at worst cause a CTD). It is important to do this at the end of installation of course, but also during installation when a new profile is created before testing Fallout 3 with the mods that have been installed so far." Kelmych seems to maintain the current FO3 modding bible, and I've followed his STEP guide, either directly or indirectly through other people's videos, on just about everything else with success. As I re-read the 'Run LOOT' link content above, it occurs to me that I have not downloaded Kelmych's masterlist local ovewrite, but rather have been using the masterlist that LOOT downloads automatically. Duh... will try LOOT with Kelmych's masterlist when I get home..
  2. Sorry - forgot to mention and did an edit to address - I have GOG FO3 GOTY which comes with a Large Address Aware Fallout3.exe. I have run the enabler to check it and it is so. With regards to the titled molerat issue, I suppose I will have to try to reproduce it in stock/vanilla to be sure. I'm just really surprised to not have found any discussion of this bug and/or mod issue...
  3. Thanks for your reply. Good point about the FWE Alternate Travel. This is an .esp but has the .esm flag in it, so MO will not allow it to go among the .esps. But I can put it as the last .esm, and therefore the defacto first .esp. I'll try that. I should have mentioned before that I am using: Fallout Stutter Remover (tweaked as per GamerPoets/RoyBatty ini settings - heap size increase) New Vegas AntiCrash One Tweak I have the GOG Fallout 3 so Large Address is enable by default, but I ran the enabler to check anyway. Update: last night I ran DDSOpt and was able to save 10% on my texture set (see overwrite sequence below). I feel like my cell-change crash frequency is now reduced. That leave the head-down tilted molerat issue. I find it to be seriously immersion-breaking. I too notice that it is in the distance, and especially noticeable in mountainous areas (e.g. starting FWE alternate start as enclave refugee). I wonder if it has to do with the LOD terrain map? I have been using LODGEN... but I think that only does objects - so distant rocks etc. I don't think it messes with the terrain LOD. Also not sure if terrain LOD has an effect on npc clipping/animation etc. Other mods I am using that don't show up in plugin list: Textures in this overwrite order (as per GP My way guide + my adds): Hall of Equipment Hall of Weapons HRez Tex HiRes Books New Clutter New Furniture Fallout 3 Retextured MGs Neat Clutter Dust Fluid Retex HD Mist 1k A Decent Metro Map Improved Glass Bullet Impact HD Fire Mothership Zeta DLC Retexture MothershipZeta 1.5 Ojo Bueno FNV High NMCs FO3 Textures Large NMCs Textures NV NMC Terrain Pack 2048 (with some deletions, and taking Rockcanyoncluster.dds + _n.dds + ..lod.dds from UHQ Terrain) Nuka Cola Hi Res Retexture Punk Raider Grafitti Precision Collision - Clutter <-- I'm wondering about these mesh overwrites; perhaps they are causing the tilted molerats? Collision Meshes FO3 Optional Smoothed rocks Flora Overhaul Dead Fallout Street Lights Enhanced Blood Textures Brahmin Dairy Products FWE Chems and Meds Retexture Pack Schematics Retexture Robots HD Retexture Robot Revolution - Protectron HD Re-texture Eyebot Retexture mr Handy Retexture Improved LOD Noise Texture LODGEN custom LOD <-- tilting my molerats? Flora Overhaul Dead LOD Fallout Re-animated with RH Ironsights patch <-- maybe this is causing the tilted molerats? Have to experiment..
  4. I'm new to modding FO3 and am blown away by how much work has been done by the community to reinvent/remaster this game. I originally played FO3 when it came out on PS3 on a 640x480 Sony Trinitron, so suffice it to say that playing it on PC, modded, is blowing my mind. That being said, I have a nearly perfect modded game running save for the odd crash. It may well be a VRAM/RAM issue, but my F03 process never gets too much past 2.2GB, and I have a Nvidia Geforce 1080 with 8GB VRAM, so I think it might be the process hitting the Windows process cap before the VRAM cap. I"m going to run DDSOpt to try to squeeze a bit out of my textures, as I am running the texture load specified by Gamer Poets on his Youtube 'My Way' series with a few personal changes here and there. Again, I'm very grateful that so many people have done so much great work on this game; so much talent out there! All mods were installed according to modders' instructions, with the Paradox Merge series for EVE, MMM, RH, Enhanced Blood, etc. I've tried to apply all patches that are appropriate, following first GamerPoets' youtube videos to get a stable build on Win10, gopher's videos to do FWE, MMM, EVE, RH, but varying slightly from Gopher based on the mod instructions to apply the Paradox Merges, and finally Blackened patches rather than FOIP. I have run BOSS and LOOT, and gotten vastly different results. The LOOT order especially seemed wrong based on everything I have read about load order. In the end I ran LOOT then BOSS, and then modified the order to try to follow the basic structure laid out in the FWE mod page, and through trial and error have arrived at a fairly solid and functional build save for the occasional crash during cell change (I hear this is a common engine issue) and the occasional CTD during gameplay. So my question is: can anyone see anything obviously wrong with this load order? # This file was automatically generated by Mod Organizer. Fallout3.esm Anchorage.esm ThePitt.esm StreetLights.esm BrokenSteel.esm PointLookout.esm Zeta.esm Unofficial Fallout 3 Patch.esm aHUD.esm iHUD.esm CRAFT.esm CALIBR.esm Project Beauty.esm EVE.esm FO3 Wanderers Edition - Main File.esm Mart's Mutant Mod.esm DCInteriors_ComboEdition.esm RH_IRONSIGHTS.esm FO3 Wanderers Edition - Alternate Travel.esp Point Lookout Reborn.esm CINEMATECH.esm ImaginatorFO3.esp DarNifiedUIF3.esp Project Beauty- Broken Steel.esp Project Beauty- Point Lookout.esp Regulators.esp Chems and Meds Re-Textures Pack.esp MoreMapMarkers.esp Confessor Cromwell has a Break_EV.esp MTC MoreGuardsInBigTown.esp csxBlastwaveRider.esp Carter_Fallout_Shelter.esp DCStreet - BS.esp PeachCreekRuins.esp Rivet City Realignment.esp WIP_BigTown.esp Barkskin.esp JIP Selective-Fire.esp Another Interior Mod.esp SSN715SubmarinePlayerHouse.esp BeefedUpCitadel.esp diner_home.esp BauPetSupplies.esp brickhome.esp RadioFix_FO3_BS.esp PotomacSteamworks.esp Museum.esp CouncilSeatFix.esp FWEAlienWorkBenchFix.esp Purity Crash Fix.esp YearlingBooks.esp Double barreled shotgun fix.esp FO3 Wanderers Edition - Main File.esp FO3 Wanderers Edition - DLC Anchorage.esp FO3 Wanderers Edition - DLC The Pitt.esp FO3 Wanderers Edition - DLC Broken Steel.esp FO3 Wanderers Edition - DLC Point Lookout.esp FO3 Wanderers Edition - DLC Mothership Zeta.esp FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp FO3 Wanderers Edition - Optional Restore Tracers (automatics only).esp FO3 Wanderers Edition - More Gore.esp UUF3P - FWE Patch.esp Zeta Turret Drone Karma Fix - MMM Merged.esp GlowingGhouls-MMM.esp Mart's Mutant Mod - DC Interiors.esp KillableChildren.esp KillableChildren - MMM.esp CALIBRv14 Ammunition Schematics for FWE-WMK-CRAFT-V1_3-18639.esp Deathclaw Gauntlet Man Opener Armor Piercing Restored.esp LeatherBackpack - eng.esp LeatherBackpack_for_FWE_eng.esp ERFatman75only.esp EpicMiniNukes.esp Brahmin Dairy Products.esp safe_regulator_hq.esp schematics2.esp MTCBigTownRobotFix.esp PiPBoy Light Range x2.esp PiPBoy White Light.esp Flora Overhaul.esp JIP Companions Command & Control.esp merge4F.esp DYNAVISION - Dynamic Lens Effect.esp Directors Chair - Fallout 3.esp Realistic Interior Lighting.esp Fellout-Full.esp Fellout Brighter Nights.esp megalight.esp Blackened FWE + MMM + EVE + Project Beauty.esp Blackened RH + FWE + EVE.esp Note that merge4F.esp is my FO3Edit merge patch of all the mods prior to it. Thanks in advance for any help guys. Also - I meant to ask - has anyone had an issue where monsters (particularly molerats, dogs) walk head down into the ground, or up in the air, as if they are not tilted correctly w.r.t. the terrain? I suspect a mesh problem with some of the texture packs that are overwriting each other, but haven't been able to pinpoint the issue. I can't find any mention of this problem in forums/google so any help there would be great. It isn't happening with this particular build, but when I made a version where I collapsed my texture mods into one in order to save HD space, it reappeared.
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