Striker51z Posted July 4, 2009 Share Posted July 4, 2009 Hi, downlaoded a tactical Armour mod, MK23 mod, PSG-1 mod, M82A1 mod and a M16A2 mod and all of them but the M16A2 get the big ! and i have the right programs and they are all in the fallout 3 data folder and i installed fallout3 to a folder in my desktop so the invalidator will work properly. Can someone tell me how to fix this? its really confusing when i can use my M16A2 and nothing else works, Link to comment Share on other sites More sharing options...
mechine Posted July 4, 2009 Share Posted July 4, 2009 Well yeah The HK 23 uses Mp ammo, for one will cause a conflict in the futureEverything is pretty much going to Calibr for ammo. That MK 23 though is built into FOOK, and is the same thing, Also there are HK USP which is basicly a MK 23 just a little different. Something else I wouldn't really put the bethesda folder on the desktoprather put a shortcut to it with the folder located outside program files C:/Program filesC:/WindowsC:/Bethesda softworks It sounds like you took the folder out of program files yeahwhich is good but where it is at is C:/documents and settings/desktop/bethesda softworks Only reason I mention it is maybe windows keeps stuff in the /documents and settings/desktopeither in the windows shell or cashed, in which case 6Gb just got cashed Unless you use vista an some vista person told you to put it there for some vista reason Idk it could be good or bad, might make your exporer.exe process use more ram? Besides that, usually the big red ! is a error like the system can't find a texture or mesh, usually the meshor conflicting meshes, .esp, an such I've heard of conflicts within master update an archive invalidationcausing some things to do this, but that's only if you use master updatefrom FO3edit. I guess they fix it from switching off an on the archive invalidationor master updating again. Something else rather silly is the names of the textures an files, I've ran into a lot that use the name 10mmpistol Probably it's a problem when you installed it, or conflicts You can use FO3edit to trace down the error maybewhen it loads up, text is displayed to what causes erroror even look inside the .esp You would have to read the info on FO3edit to know how to do itpretty much inside the esp in FO3edit the different items have different colors on them which tell who wins an loses the conflict Sorry I don't have much help, this is part of it thoughYou just sort of learn how to do things an not do things to get them to work. It's easy yeah, but only after you first get started When you're new you screw stuff up then when your not so new you're still screwing stuff up Something that might help is when you install stuff follow the folder path all the way down and look both in the mod zip/rar an your data file for what it replaces You could also uninstall all that, and do them one at a time testing outto see where the error arises, which would somewhat narrow down what you would have to do to get them all to work it very well could be that the armor mod has a gun in itor the PSG-1 has one, that conflict with MK 23 depending on what they use, or the other way around. Link to comment Share on other sites More sharing options...
Striker51z Posted July 4, 2009 Author Share Posted July 4, 2009 lol, can u put that in english for noobs? I just started this yesterday and idk wth ur talking about. I dont make these my self i just download them from here. I use windows vista and i transfer the files from my desktop to my laptop which has XP and i open them with rar here and transfer them back sense im not allowed to install rar on the desktop. I just dont see why the textures and meshes arnt working so can u please helping me understand this more sense im the noob here XP? Link to comment Share on other sites More sharing options...
Striker51z Posted July 4, 2009 Author Share Posted July 4, 2009 Also when i re-installed the game for mods, i customly set it to install the files into a folder on my desktop. Link to comment Share on other sites More sharing options...
Skotte Posted July 4, 2009 Share Posted July 4, 2009 Also when i re-installed the game for mods, i customly set it to install the files into a folder on my desktop. A very odd place to install a game, the desktop is generally for shortcuts Link to comment Share on other sites More sharing options...
Striker51z Posted July 4, 2009 Author Share Posted July 4, 2009 Yeah but its easier to maintain the files though, u can access them easier. Link to comment Share on other sites More sharing options...
Striker51z Posted July 4, 2009 Author Share Posted July 4, 2009 Well yeah The HK 23 uses Mp ammo, for one will cause a conflict in the futureEverything is pretty much going to Calibr for ammo. That MK 23 though is built into FOOK, and is the same thing, Also there are HK USP which is basicly a MK 23 just a little different. Something else I wouldn't really put the bethesda folder on the desktoprather put a shortcut to it with the folder located outside program files C:/Program filesC:/WindowsC:/Bethesda softworks It sounds like you took the folder out of program files yeahwhich is good but where it is at is C:/documents and settings/desktop/bethesda softworks Only reason I mention it is maybe windows keeps stuff in the /documents and settings/desktopeither in the windows shell or cashed, in which case 6Gb just got cashed Unless you use vista an some vista person told you to put it there for some vista reason Idk it could be good or bad, might make your exporer.exe process use more ram? Besides that, usually the big red ! is a error like the system can't find a texture or mesh, usually the meshor conflicting meshes, .esp, an such I've heard of conflicts within master update an archive invalidationcausing some things to do this, but that's only if you use master updatefrom FO3edit. I guess they fix it from switching off an on the archive invalidationor master updating again. Something else rather silly is the names of the textures an files, I've ran into a lot that use the name 10mmpistol Probably it's a problem when you installed it, or conflicts You can use FO3edit to trace down the error maybewhen it loads up, text is displayed to what causes erroror even look inside the .esp You would have to read the info on FO3edit to know how to do itpretty much inside the esp in FO3edit the different items have different colors on them which tell who wins an loses the conflict Sorry I don't have much help, this is part of it thoughYou just sort of learn how to do things an not do things to get them to work. It's easy yeah, but only after you first get started When you're new you screw stuff up then when your not so new you're still screwing stuff up Something that might help is when you install stuff follow the folder path all the way down and look both in the mod zip/rar an your data file for what it replaces You could also uninstall all that, and do them one at a time testing outto see where the error arises, which would somewhat narrow down what you would have to do to get them all to work it very well could be that the armor mod has a gun in itor the PSG-1 has one, that conflict with MK 23 depending on what they use, or the other way around. Are u saying that the caliber file may be causing this? Link to comment Share on other sites More sharing options...
mechine Posted July 4, 2009 Share Posted July 4, 2009 not really, There was a problem at first because each gun had custom ammo for it an it really confused folks when they were looking to find ammo in the game world MP ammo was a solution sort of, Only a few guns use MP ammo later on Calibr came out which is larger, and a lot more guns use itCalibr is like a common ammo file that everybody can use to make custom weapons so that people don't run into getting lost looking for ammo The HK 23 uses MP ammo still though So like later on you'll either add in Calibr to use the mass of weapons out there then won't be able to tell which ammo to use for which weapon because there will be like 2-3 different types of say .45 ammo You can get a calibr version HK mk 23 that's built into FOOK You could also open the HK mk 23 mod .esp with the GECK select to load fallout.esm and the HK mk 23 mod setting the HK mk 23 mod to active then change the type of ammo that the HK 23 usesAnd click save, click the X to close the windowwhich you'll have to enter task master an end the GECK process to get it to close probably Idk I got off track though, I guess what I was trying to say is that maybe you should drop the MK 23, and MP ammo to see if it's causing the bug, as you might have to drop it later anyway because you have more than one ammo mod or wana take advantage of the larger base of weaponswith other ammo mods. Kind of sucks too, the HK mk 23 gun is clean, I can't look at the mesh to see how clean thoughIf we could open it then we probably would have made a stand alone versionI was about to try creating a new .esp with GECK for the HK mk 23 but I'm not sure if it will even let us do thatOpening the mesh in nifscope causes a crash Also I'm not trying to argue or anything, but most of the tweekers out there pretty much flat out say to drop everything you have on desktopicons, shortcuts, and even the background to the minimum you can get by onFor the same reason you stated as getting fast access to the dataI would imagine they came up with that pre-vista days thoughbefore puters were shipped stock with 4Gb of ram Short cuts an a few files to make mods with an my desktop has like 1.5 Gb of stuff in it, doesn't really effect the explorer.exe processbut then that 1.5Gb does effect how much it takes to run the windows shellI guess if you notice that you crash a whole lot if you exit the game then that would be why, going from the fallout3.exe shell to the windows shellThinking about it again, pretty much it's just in a folder which happends to be the desktop You can find the file, on your hard drive under documents an settings and your user nameOn second thought you know the whole problem with putting fallout 3 in the program files was security risks that windows puts on things in program files, it isn't a stretch to figure that the same security risks would be put inside the documents an settings folder Link to comment Share on other sites More sharing options...
mechine Posted July 5, 2009 Share Posted July 5, 2009 For the most part when you just start it's really hard to understand all this stuff. I mean you're viewing stuff that is either old an not used anymore, or brand new then there is stuff in between to screw you up even more. besides a whole set of lingo an slang that's particular to our fallout 3 mod crazy world. Okay so let's start over... You download zip/rar files to your awesomeness vista puter then transfer the files downstream to your laptop which is uber XP I think I read on the box that FO3 requires SP3 with XP, a lot of games do now. Now were you saying that you have only the three mods Tactical Armor, MK23, PSG-1, M16A1 and 2 We kind of need to know about all the mods you have because for instance the MK 23 requires the MP ammo mod to work which is packed in with the MK 23 zip/rar, And I don't really have any idea what the others may require You mentioned archive invalidation, in the context I take it you have the stand alone, archive invalidation invalidated? If so that's great, works great. However there is a archive invalidation invalidated program built into the FOMM mod, which is fallout mod manager or FOMM FOMM has a lot of great uses, toggle invalidation on or off, It has BSA tools like the BSA unpacker, which lets you unpack the huge bethesda BSA files which are file archives, like all the sounds, meshes, textures of the gameThe reason why you would want to unpack some of them is to use them to mod or change things. Also FOMM allows more easy control of the load order of mods, the order that you load mods is very important, also when you get 150 modsFOMM allows you to copy that load order to the clip board an then paste it to get a diagnosis of the monster crash load order you created There's also a program called FOSE (fallout script extender) Which FOMM will detect and launch instead of the Fallout.exe if it detects FOSE is installed. One of the benifits from using FOSE is that it disables games for windows live durring game play, which was enough to get me to download an use it, besides the obvious benifits of allowing player made scripts, Also a lot of the better mods out there take advantage of FOSE to fully intergrate their mods into the game world. I think you just use the most current version of FOMM, and then pick which FOSE version to use based on which version of fallout 3 you run, which brings us to patches PATCHES? PATCHES? WE DON'T NEED NO STINKING PATCHES! Anyway, so Nexus folks pretty much use four different patch setups 1.0.15 plus the fake patch mod path1.4 plus the fake patch path1.5 plus FO3edit master update 1.6 plus FO3edit master update Fake patch goes on the basic idea that all the later content like DLC's an stuff require the Fallout.exe to be replaced or updated by the patches, which is part of what a patch does, the Fake patch mod an path are ways to obtain a work around to allow the use of the old ways with the new stuff. Something like that. I have no idea why you would want to run 1.4 fakepatched, maybe there is a reasonI know the 1.0.15 get's fake patch so that players can keep the ability to shoot grenades that get thrown at them with VATS, some of the perks got nerfed later on as wellnot really a big deal I don't really notice. The arguement is that the old patches like 1.0.15 and 1.4 worked better with modsWhile the newer patches maybe didn't work well or at least at firstalso maybe before there was such a thing as master update The 1.0.35 patch and everything after it 1.4 1.5 1.6 pretty much adds in more support for multi grapix card users, the big factor in making a decision on if you wanted to go past 1.4 or stay with grenade shooting LOLZ was if you had more than one grapics cards, If you only have onethen going the 1.0.15 plus the fake patch path should yeild more system stability, but then it's a work around, a hack, who knowsBut you don't care, you're shooting down grenades mid air in VATS I've used the 1.0.35 patch, everyone pretty much hated itI didn't crash as much or well more than normal, but it had SLI stuff built into it, which is why I liked it, before hand I was just using 1.0.15, and in the switch I didn't even notice not shooting grenades, but it did crash twice as much or even more than running 1.5 and the master update, 1.6 is only a bit different from 1.5 Totally lost you huh, There is 1.0.15, 1.0.35., 1.4, 1.5. and 1.6 the latest. Since I went the 1.5 plus master update, this last timeI have to say it's the best. But what do I know I'm such a nooby nub nub, blab blab blab Pretty much the only problem is the DLC's using them you just throw a big wrench in the gears so to speakI wouldn't know, but DLC's are flamed across the net for the problems they cause. I'm not saying that they are not great, but it would require more work to get running smoothAnd people do it, I saw I guy that ran 1.6 masterupdate with DLC's an he said it worked great. I just use the base game, and a poop ton of mods. The key to getting this crap to work is having a clean install. No mistakes, and orgainized like some OCD freak You wana be a hard drive defrager, and also update the drivers every so oftenthe old drivers cause a hard crash at megaton among other things. Pretty much, I install Fallout 3 in it's own directory, like C:/Bethesda softworksThen I download a poopton of mods, in a folder named modsRead all the hub bub on patches an what not until my eyes bug out of my headDownload the GECK, FOMM, FOSE, FO3edit and install themPick a patch an install that.Create a system restore point in the windows system tools Create a shortcut to the Data folder inside C:/bethesda softworks/fallout 3Put that shortcut on the desktop, right click propertys, change the icon to something fallout like, a big biohazard sign or somethin, You use it a lot Open up the mod file, and open a zip/rarThen click the data folder, so there are two windowsI go down the path of folders in the zip/rarlooking at what's in there, looking at the other window which is my fallout data folderAlso I'll have two other folder createdone named done, the other not doneThe first few mods are easy to installbecause there is nothing in the data folderso you know it's not replacing anythingafter a few though you are following down the path in the zip/rarand you run into things that will replace otherthings, which the easy way out is to put this mod in the not done folder an worry about it latersometimes the names are the same so you just pick the best one, an throw the other awaythen install the rest of the stuffeach mod I installI put the zip/rar file into the Done folderas in I've done it alreadyThen the stuff where conflicts came up either by read me's or viewing what it would replaceAlso it's very important not to install things that change the same things, but that doesn't stop us. Yeah some mods have auto installers, which is greatnothing is better than doing it the hard and awful wayThe auto installer doesn't work for everyone or every program. I'll keep that method of going thru each mod I downloadeduntil I get about 3-4 Gb of stuff added to the 5Gb of fallout100 to 150 mods or so. Then I finish what I had downloaded, maybe 150 zip/rar files in the done folder which is the 3-4Gb of added content I installedthen maybe 30 or more zip/rar files in the not done folderthings I found wouldn't work with what I had in mindNow you have a copy of what you did incase you have to reinstallif it's a nightmare you can just system restore to or create more points as you go Toss the Done and not done folders somewhere, need to take them off the desktop, but we forgot I launch FOMM, which brings up the load order listWhich is completly Fubar right nowEsm's at the bottom, Fallout.esm the most important oneis hidden somewhere in the poop load of mods in there One by one, I move all the .esm files to the topThen start to group things together that should be togetherlike FOOK, MMM, RI, mods with lot's of optional esp files Then I group the other smaller mods together based of what they change or what they add, clothing with clothingweapons with weapons, perks with perks, weather with weather FOIP an Nexus say there are Tier 1 2 3 4, which leaves a lot of grey area for us noobs. Pretty much it's .Esm first .ESP laterthere is some particulars to follow with .Esp orders You wana have your largest mods in size load first after the ESM's The new rule for MMM is load it last, very last, load weather right before MMM, with all the tiny stuff in between the largest and MMMThe tiny esp like something that just adds a weapon or armor can be in any orderafter the large mods. Hit the forum when you get lost. After a few hours you get the load order an launch FOSE via FOMM Which the game crashes instantly, and you tweek the load order againwith help from the forum. You get it to finally load the load screen.Then exit the game. Find the FO3edit.exe, create a short cut for FO3edit.right click the short cut, propertys, see the target line"C:/FO3edit.exe" add a space after the last quotethen type -masterupdate so it looks like "C:/FO3edit.exe" -masterupdate Launch the shortcut to FO3editwhich runs the master update programwords words words, it's running more wordsError blah blah something wouldn't savemaster update canceled Go back up an find which mod caused the errorOpen that mod with GECK set it to activeit should prompt you to auto fixor let GECK fix it, FO3edit says to ask the mods maker to fix it for yagood luck with that, if GECK prompts to fixsay yes, then save it an run the master update shortcut againif it causes a error again, then delete the modrun master update, yay it finished, all you have to do is hit X an close the window to save itThen run the master update again when you add in new mods Now you can create a charicter, Turn all the auto saves off and you won't ever have auto save crashesMake save points in the tutorialbecause you might crashGet outside, level upset all the settings for the mods you have, then create a save point, delete the other saves run inside a building somewhere an wait 4 days or 96 hourswhich is a problem if you have primary needs, In that caseyou wait 24 hours eat eat drink drink look around get drunkthen wait another 24 hours, the 4 day wait is for spawn mods like MMM, The mesh an textures for NPC enemys is going to be messed up until the respawn point which is every 3-4 game days Auto save is a bad idea, causes crashes an problems Take control, you wana save before you enter a doormost times, and also before you go out on a raidand even durring a raid, also delete some of the savesbut also keep a handful of them just in case Radiation from falling rain, What is this fresh new hell I've made? Half the stuff you add you have no idea what was in there, and can't get to it anyway.Also Sometimes the system slows down, or lags, frame rates drop because the fallout world is so vast, with a very large view distance that for the most part we don't control. The status quo fix for this is to stop running an let the system catch up.Kind of a drag, but you only have to stop for a moment to allow the catch up. http://www.tweakguides.com/Fallout3_8.html This guide goes over a lot of the custom settings in the documents and settings/games/fallout 3/ 2 notepad option filesAlso there are a lot more settings to change an go over that you can turn down to half way from max settings, before you even notice a change. There are settings in game, settings via the Fallout.exe launcher, and then the two notepad files. The guide helps figure it out. GECK is pretty useless with out unpacking stuff via FOMM's BSA unpackerGECK is also hard to learn how to use at first, and is just generaly quirky FO3edit is most useful, you can quickly open a Esp, and look at what is in itedit it to suit your world, look at what is in Esm's, You can load up your whole load order in a minute or so, then look for errors marked in different colors to show conflicts an who wins an loses the conflict, which allows you to fix stuffIt also allows you to set the fire rate for semi auto guns while keeping the same 1.00 attack animation, which is something GECK won't do. Link to comment Share on other sites More sharing options...
mechine Posted July 5, 2009 Share Posted July 5, 2009 Remember how I had like 1.5Gb on my desktop stuff in the desktop folder in C:/documents and settings/desktop I've been having problems sometimes locking up when I exit the game And go back into the windows shell, which is probably where that 1.5 Gb comes in I deleted about 1Gb and noticed that the change from the fallout games shell to the windows shell worked in one of those times when I knew there would probably be a lock up It's not much to go off right now, but I'll keep an eye on it. I deleted it just from the tweekers talking about how to tweek XP and then taking notice how much crap was on my desktopWhen you brought it up in this post, but I didn't think it would effect anything.Just a game habit, LOLZ I need to get a wild situation going in fallout maybe even a heavy FOSE going and then just quit to the windows shell real hardsee if it makes a difference, that's good though if it does. You must realize by now fallout is like 5Gb an 3Gb of mods is a good startWoot a 8Gb computer killing cashe! Sorry man, I've been making a mod for the last 3-4 weeks that is way hugeMy brain is totally fried. I can't even really get the last 10 guns done. It should be around 53 high quality guns like that HK mk 23If I can I'll work that one in too. You run into the problem of compatibility with gun mods, which is where this one comes in, plus the second version of me first mod. TOP SECRET, what are you doing here, you can't read this, you don't make enough money to read this, SECURITY! Link to comment Share on other sites More sharing options...
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