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csb

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Everything posted by csb

  1. There's a hovercraft and motorcycle mod, as well as one that makes animals ridable. There's also a modder's resource available that provides for modding usable vehicles in Fallout3. I prefer to walk and use the No Fast Travel mod to further immerse myself.
  2. The basic procedure is: Start FO3Edit, right-click in the tree view (left panel) in open space and select Apply Filter (the guide will show you which settings to apply). Look at the conflicts, see if any can be fixed by moving mods around in your load order. Exit FO3Edit, load FOMM, adjust, close FOMM (to save the load order). Run FO3Edit again and again apply the filter. A few times of doing this (which doesn't take too long) and your mod load order should be pretty set. So back into FO3Edit, right-click in the tree view (left side) open space and select Create Merge Patch from the context menu. It will ask for a name (I use something like merge110209 ... that is, merge+date), enter one but with no extension. That will get you about 90% there. After that, step through the mod list, expanding the entries and look for conflicts that FO3Edit didn't resolve satisfactorily in automatic mode.
  3. If you don't have it, Miax's FO3Edit Guide Web-enized is the most current version. Did you apply a Conflict Detection filter by right-clicking in the tree view panel in open space and then select Apply Filter from the context menu? Did you then use FO3Edit's automated merge patch function (again by right-clicking in open space in the tree and selecting Create Merge Patch? That only gets you about 90% there. Yes, stepping through a long load list is a pain in the butt the first time you do it. But once done, adding new mods will be a relatively quick process. And they will definitely be conflict-free. Load ordering in FOMM is somewhat science, somewhat art. After a time or two through FO3Edit and conflict detection, you start to get a feel for which mods are the "problem children." Load order tweaking will only get you part way there, however -- then it is in to FO3Edit to resolve the ones that exist.
  4. The most current version of Miax's FO3Edit Guide is the Web-enized version.
  5. A few things that might help: 1. Get FO3Edit by ElminsterAU and Miax's great FO3Edit Guide - Webenized, the utility is a must-have for finding and resolving mod conflicts. Miax's guide will show you how to find and resolve those conflicts. 2. Periodically go into the console command mode (~ key) and type 'pcb' (without the quotes). Purge Cell Buffer wipes accumulated cell references stored in memory and can help with crashes in some areas (Springvale/Megaton vicinity for me). It certainly won't hurt to do it from time to time (except for a slightly longer delay when transitioning cell boundaries). Hope this helps. :)
  6. The culprit is probably not Type 3, as it is a mesh/texture replacer. Just ensure that the meshes/textures were put into the proper sub folders of Data and that you use the Toggle invalidation button in FOMM to ensure invalidation is turned off (if it already was and you inadvertently disabled, just click again to re-enable). Re using FO3Edit to find mesh/texture issues. While it doesn't look for such conflicts, if you have narrowed the culprits to a mod or two, you can use FO3Edit to expand that mod's tree (left side) and find the reference record. In the record data, it will list where the mesh/textures are suppose to be, according to the mod (right panel, View tab). It is then a simple matter to open that location in the appropriate file path using Windows Explorer to see if the resources are indeed there.
  7. You can get both by using FO3Edit by ElministerAU by creating a patch plug-in. You'll also need Miax's great FO3Edit Guide - Web-enized. The program is a must-have for finding and resolving mod conflicts and the guide will get you through the process. Also a must-have: Fallout Mod Manager (FOMM) by Timeslip.
  8. The directory naming is not case sensitive, extracting a mod that has it as textures when yours is Textures is fine. If you don't like messing directly with .ini files, there is Fallout 3 Configurator, a utility you can get to tweak the file through an interface.
  9. Get FO3Edit by ElminsterAU and Miax's great FO3Edit Guide - Web-enized. Mainly you'll want to read up on how to run FO3Edit in Master Update Mode. MUM fixes the Bethesda-caused texture issue. In addition, you'll want to read the rest of the guide to learn how to use FO3Edit to find and resolve mod conflicts. Also, if you don't have it, get Timeslip's Fallout Mod Manager (FOMM).
  10. Are you using a custom race or a vanilla one? If you're using a custom race (children, ghoul, raider, etc.), you'll need CREBSOR. Also, if you don't have ElminsterAU's FO3Edit, you need to get that utility. It's a must-have for finding and resolving mod conflicts (and much more). You'll also want Miax's great FO3Edit Guide - Web-enized on learning how to use it.
  11. If you are using Vista, did you install to the default directory in Program Files? Try re-installing to a directory like C:\Games\Fallout3. This helps avoid problems with Vista (and probably Windows 7) UAC -- User Account Control and security conflicts with Fallout3 running in the Program Files directory. Secondly, if you are crashing that frequently, how much RAM do you have. 2GB is recommended, and obviously more is better. Thirdly, if your system has more than 2 processors (x64 architecture mainly), you'll want to search around the forum here about how to get Fallout3 running -- I can't remember now where I saw it, but it was posted recently.
  12. Another issue with screen freezes is fddshow. You can get the latest version of the K-Lite codec utility to help with that. You might even see an fps improvement. The main thing you want from K-Lite is that in the latest version, fddshow is disabled on setup for Fallout3 and Oblivion. Obviously, as a codec pack/utility it has other uses, but that alone makes it worth the download.
  13. Yes, they will work. Just not with the online achievements.
  14. The biggest "problem" is that the boxes to enable the mods aren't checked :) Afterward, using FO3Edit, you'll find and resolve any conflicts. Though, from that list, you shouldn't encounter too many.
  15. Mods like Dim and Breeze, and those that increase the textures of landscape, etc. are replacer mods, they don't show up in FOMM, they merely replace default meshes/textures in the Data sub folders. In the mod load order, I tend to group mods this way in FOMM: 1. Master files (.esm) - beginning, of course, with Fallout3.esm, then the DLCs, then mod-specific .esm files. 2. Minor game mechanic mods. Things like No Karma messages, No VATs, No Fast Travel. Since these types only change a few (or one) game setting value, they are usually safe to put up top. If they do get conflicted, it's an easy matter to restore their setting in my merge patch in FO3Edit. 3. "Fixer" mods. This type of mod fixes a certain nerfed aspect of the game. UrgeRivetCityBridgeFix, PandorasBox, FixHaleyRepair all fall in this category. Like the preceding, they generally touch a very limited aspect of the game and if conflicted with other mods, can be easily accounted for in my merge. 4. World-Altering Mods. These mods make massive changes to the Wastelands or the game mechanics. Mods like Fellout, Arefu Expanded, Shady Sands, DCInteriors, CEI, MMM, Enhanced Weather all fall in this category. Over time I've gotten a feel for mod conflicts and this is my "probably will conflict with someone else" category. I order them so the ones that use major scripting follow those that are don't. 5. Adventure or quest mods. Mods like Puce Moose's An Evening with Mr. Manchester, A Note Easily Missed. These mods tend to be pretty conflict-free (as long as you stick with mods that obviously don't impact the same area). Small conflicts are resolved in my merge patch. 6. NPC mods. Those mods that make changes to the NPC(s) in the Wastelands. Better Caravans, Lings Pretty Things, JHBCloverPlus fall in this category. I order them from general (LPT) to specific (JHBCloverPlus). Conflicts here are generally of the cosmetic sort and the last-loaded "wins," though my merge patch can tweak that so the winner in a particular record (like facegen) is whichever one is more aesthetically pleasing. Sometimes there are aspects (Essential, level 30 cap with Broken Steel) that you have to watch out for, so they don't get overwritten. 7. Custom race mods. Things like playable Tribal, playable_as_old_raider_ghoul and Alternate Start - Roleplayers fit in here. Conflicts galore, but generally not fatal. Mainly it is setting these mods to play nice, remove the Playable flag on those races you don't want to play (kids, in my case) and adding LingsFinerThings - Coiffure as a master using FO3Edit so that customized hairs, eyes, etc. are available without conflict, with any racial conflicts resolved in my merge patch. 8. Armor/Clothing mods. With the exception of Lings Finer Things, which modifies Tenpenny Tower, so it precedes this category. Mods like Tailor Maid, DLC03_Hellfire, Missing Unique Amor Enhanced, Binoculars and Scopes, AzarGypsyOutfits all fall in this category. Again, I order them from general to specific. Some minor conflicts here (like weight and AR value conflicts with realism mods), but they are easily fixed in a merge patch. 9. Realism Mods. These mods impact the nature of the game via scripting or game setting changes. They are here so things like Arwens_FULL_Tweaks, Survival of the Fittest, etc. can do "their thing" and win most conflicts. Script and other mechanics conflicts are quite common in this "category" and by putting them near the bottom, they are most likely to override favorably. Script conflicts are the most common in this group. 10. Things That Really Need to Load Last. Some mod authors insist that they load last, so here I try to accomplish that. Often, as I'm testing, they begin to creep upward in my load order. Mods like NPCs Sleep Tighter, Rude Awakening, corrected weights clutter, WeightAmmo fall in this category. And of course, my merge patch loads last. Hope this helps :)
  16. You need two utilities and both are must-haves IMO: Fallout Mod Manager by Timeslip and FO3Edit by ElminsterAU. The first to manage your mods (it also has other functionality like disabling xlive.dll and toggling archive validation) and the second to find and resolve conflict issues. I recommend you get Miax's great FO3Edit Guide - Web-enized and learn the tool -- particularly the chapter on Conflict Detection and Resolution (but really, read the whole guide to understand all of what FO3Edit can do for you). Run FO3Edit's automatic merge patch function (right-click in the right side tree view and select Create Merge Patch from the context menu) after starting FO3Edit. You will be prompted to name your merge patch. I use the date, something like this: merge110109. Notice that you do not enter the .esp extension. Close FO3Edit, start Fallout Mod Manager and check (enable) your merge patch. Close FOMM. But wait! There's more! Restart FO3Edit, you will see your merge at the bottom of the mods list. With a mod list like that, you'll want to follow up the automated merge. Start stepping through all the mods, starting at the top with Fallout3.esm. Make sure that the View tab is selected in the left side panel. Look for conflicts (dark red text on a red background) as you step through the tree. Orange text on red means there is a conflict with the listing in orange on red being the conflict winner. Be especially vigilant for script conflicts -- those are usually killers and can cause crashes at worst or non-functionality of a mod's intended purpose at best. In the View tab, the right-most file is the last one that loaded. Following Miax's guide, drag 'n' drop records that conflict within a mod to your merge patch (which should be the right-most column in the View tab). Rinse, lather, repeat your way through the tree, resolving anything the automated merge patch didn't get. Remember, all mods are about overriding the original content, with the last-loading mod "winning." Sometimes that's acceptable and other times it is not. Miax's guide will step you through the procedure. After stepping through your mod list manually, save and then close FO3Edit. Following the instructions in the Miax guide, run FO3Edit in Master Update mode. A note here: there are a handful of mods that specifically state not to MUMify their plug-in (.esp) files. You can deselect those manually at FO3Edit start up. Click OK to let FO3Edit do its MUM thing. Play Fallout3. Enjoy all the custom conflict-free content in a less crash-prone state. ps: In your load order as shown, make sure Fallout3.esm is first, followed by the DLC masters. Then load mod-specific masters.
  17. 1. Open the TYPE3_BODY_V3dot5-4280.7z archive, you will see several folders: - TYPE3 BASE CALI body - TYPE3 BASE HD body - TYPE3 BERRY body - TYPE3 BERRY HD body - TYPE3 SLIM body Open ONE of those folders (see the difference in the screenshots on the Dimon's TYPE 3 page). For example, in TYPE 3 BASE body you will see a folder called meshes. Extract this into your Fallout3/Data folder. Then you will need TYPE3_V2_TEXTURE_pack, open that archive. You will see the folders: Options&Customization TYPE3 V2 TEXTURES and the readme file for Type3 textures. Expand TYPE3 V2 TEXTURES and extract the textures folder into Fallout3/Data. That's it, you are done, as long as FOMM is in archive invalidation mode or you used ArchiveInvalidation Invalidated. As for the other folders in both archives, they contain options to customize the look of your Type 3 install. Hope this helps :)
  18. First, a ! indicates that you are missing a resource, usually a texture (if it is a mesh, it usually means an invisible person or body part). I have a post on Earache's Comments page on the safe way to install Lings Finer Things and then remove the duplicate textures/meshes from your Data sub folders. There are two utilities and a guide to help you step through other conflict issues. First and foremost, you'll need Fallout Mod Manager (FOMM) by Timeslip. Next is ElminsterAU's FO3Edit so you can detect and resolve mod conflicts. You'll want Miax's great FO3Edit Guide - Web-enized to learn how to use this tool to find and eliminate mod conflicts. Regardless of culprit, FOMM (by playing with load orders) and FO3Edit will help you find (a) the optimal load order and (b) creating a merge patch plug-in to resolve mod conflicts favorably.
  19. The newest nVidia cards seem to be a bit more stable with the 190-something series patch. But for 8000-9000 series cards, many users have reported success with the version you installed.
  20. My hunch would be for you to give Lings Finer Things, Project Beauty and HairPack a closer look in FO3Edit. From my experience in merging various cosmetics packs, they are not known for playing nicey-nice. Using FO3Edit, find the mods that use HairPack.esm as a master and get LingsFinerThings - Coiffure, the FormIDs are compatible and HairPack hasn't been updated in a year. In the MASTer record replace HairPack.esm with LingsFinerThings - Coiffure.esm. Afterward, HairPack can be safely removed. As far as Project Beauty goes, it has issues as well with LFT, especially if you are following Earache42's advice and removing the textures/meshes that are packed in the bsa's of Lings. I ended up replacing Project Beauty with Lings Pretty Things for compatibility reasons, as it greatly simplified creating my merge patch. So it then becomes a matter of what constitutes "Beauty" in the eye of the beholder :biggrin: ... both mods are fantastic endeavors at the end of the day, but in weighing benefits, it was better to have the structured framework of Lings for both cosmetics, clothing/armor and NPC improvement. This goes as well for NPC-improvement mods. I have Lings Pretty Things load before NPC-specific mods, and resolve any cosmetic differences in my merge patch. That's the "problem" with cosmetic enhancements: when trying to merge two different approaches -- It can be done, but even then you'll see "conflicts" and have to resolve them in FO3Edit -- choosing which "beauty" wins. lol sort of like a Miss Wasteland 2077 contest ... there's only going to be one clear winner. But unless it is a cosmetic/armor/clothing resource unavailability issue that forces the problems, I would still step through your whole load order in FO3Edit. Start from the top (Fallout3.esm) and work down, expanding every record in the tree. Because even though you may have run the automatic merge patch function, that is no assurance that something didn't slip through the cracks (see the section that precedes the automatic merge patch procedure on manual patch plug-ins in Miax's great FO3Edit Guide - Web-enized). So the automatic merge patch will get you about 90% there in conflict resolution. By stepping through and expanding each master and plug-in, you'll find instances that "slipped" through the cracks. Script conflicts, in particular, seem to be notorious for this -- and nothing will cause something to not work in Fallout3 faster than a mod looking to call its scripting functions and not finding them. Once your merge patch work is done, you still need to run FO3Edit in Master Update mode. Be careful in this step, as there are a few mods that specifically say not to ESMify their plug-ins. This MUMifying gets rid of still more issues, both with mods and with some Bethesda-specific issues. Hope this helps in your debugging efforts. It is a pain the first time through, but once you've done it, adding new mods becomes much simpler. And the end result -- a conflict-free Fallout3 experience -- is well worth the bit of work in getting all the custom content to work together.
  21. Actually, ArchiveInvalidation Invalidated isn't necessary, just click the "Toggle invalidation" button in Fallout Mod Manager (FOMM), the response will let you know if it is currently active and if it isn't, will let you turn archive invalidation off (that is, Fallout3's reliance on archiveinvalidation.txt off).
  22. There are two must-have utilities for Fallout3: Timeslip's Fallout Mod Manager (the Fallout3 version of OBMM) and ElminsterAU's FO3Edit. As a companion to FO3Edit, you'll want Miax's great FO3Edit Guide - Web-enized to learn how to detect and resolve mod conflicts. There are other utilities, sure ... but these two, after months and months of futility on my part with mod conflicts, have proven themselves to be enough to get the job done and enjoy a conflict-free and (fairly) crash-free gaming experience (well, except for the obligatory Fallout3.exe internal function getRandomCrash(int Random()) :biggrin: - some believe the Fallout3 dev's implemented it to keep their jobs ... oh wait! I started that rumor!). oh .. a ps: I am well over 150 mods now and conflict-free using just those two utilities.
  23. There are mods that replace some armors/clothing with Type 3 versions. Most of the customized armors/clothing are meant for player use. That said, Try Ling's Pretty Things. It "pretties" up a lot of the NPCs (heh ... mostly female ones!) and gives many of them customized outfits to wear.
  24. She's in the stock room with that hunky merc bodyguard she hired! :biggrin: Levity, aside ... are you running mods that alter NPCs (like Moira?) or Megaton? If so, you'll need Fallout Mod Manager (FOMM) by Timeslip ... that will help set load orders, and ElminsterAU's FO3Edit utility (to find and resolve mod conflicts) and Miax's great FO3Edit Guide -Web-enized to show you how to use it for conflict-free Fallout3 gaming.
  25. Get Timeslip's Fallout Mod Manager (FOMM) and use its function to disable xlive.dll. The second button from the bottom, "Install tweaker," is what you want, check the box that disables xlive.dll.
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