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1.5 Patch messes up many mods


Grifman

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Best is to just backup the old geck and upgrade. You get a geck that can edit fose scripts, and a geck that can edit faster and do cool stuff with explosions. Even after fose gets support for new geck i'd still keep my backup. I learned to do that sort of stuff the hard way after oblivion's CS lipt thingy fiasco.
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I've not had any problems with mods yet with 1.5 that I have noticed.

 

Added a load of weapons, a custom house, the bike and a quest and all seem to work fine?

 

tris

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I've not had any problems with mods yet with 1.5 that I have noticed.

 

Added a load of weapons, a custom house, the bike and a quest and all seem to work fine?

 

tris

 

ESPs indoors are fine.

ESPs outdoors are completely broken after changing cells, this will include the door to your custom house for instance and the navmesh edit to it, any NPCs or weapons, armor, objects etc outside, essentially everything.

 

Go with the fake patch and cross your fingers for BS compatibility, 1.5 is a nightmare for modders.

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Its easier than persistenting a cell, that's for sure.

 

There are 2 things to edit: the extension and an internal flag.

The extension is just a matter of renaming the file

The internal flag, you want fo3edit or tesnip for that, open it, head to file header and head to the empty field where flags go, and right-click -> edit. If you don't know where the flag should go, just check on fallout.esm or any esm for that matter, and see where the esm flag is.

 

TESSnip has a create esm function, just use that.

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Yes, but the spell also changes the extension, and knowing the fo3edit method is more convenient since it can also be used to make mods of other mods.

As for BS for fakepatch, it's on the works. There's a crude version out, just a little more to have the pretty ones with water change.

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Everything you add to the gameworld, do it on the esm, modified navmeshes and edited game objects from vanilla need onam overrides but that will be automatized in next fo3edit.

Does that mean onam overrides will be automatic in the next version of fo3edit?

 

Does using this method require that I split data from my .esp? Interior cell data, items and actors in the .esp, exterior cell data into the .esm? Or do I just clone the .esp as an .esm?

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I've not had any problems with mods yet with 1.5 that I have noticed.

 

Added a load of weapons, a custom house, the bike and a quest and all seem to work fine?

 

tris

 

ESPs indoors are fine.

ESPs outdoors are completely broken after changing cells, this will include the door to your custom house for instance and the navmesh edit to it, any NPCs or weapons, armor, objects etc outside, essentially everything.

 

Go with the fake patch and cross your fingers for BS compatibility, 1.5 is a nightmare for modders.

 

Not sure what ESP(s) stands for, but I have the feeling that I can't be patched to 1.5 as the house I downloaded I can go in and out of fine, the weapons, armour and bike are also functioning and looking as they should.

 

How can I tell which patch I am patched up to?

 

tris

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Not sure what ESP(s) stands for, but I have the feeling that I can't be patched to 1.5 as the house I downloaded I can go in and out of fine, the weapons, armour and bike are also functioning and looking as they should.

 

How can I tell which patch I am patched up to?

 

tris

Elder

Scrolls

Plug-in file

 

Go to where Fallout 3 is installed (default is C:\Program files\Bethesda Softworks\Fallout 3) & put the pointer on "Fallout3.exe" it should list it's file version

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