AlexxEG Posted August 27, 2009 Share Posted August 27, 2009 Do I need both? :D Link to comment Share on other sites More sharing options...
mechine Posted August 29, 2009 Share Posted August 29, 2009 What? UFP is a mod that fixes stuff that bethesda overlookedit's a poop ton of tiny stuff that adds up to a big deal the quick fix I have no idea about but half the stuff in UFP gets overwriten anyway from stuff in the load order get FO3edit an see for yourself then fix it all Link to comment Share on other sites More sharing options...
overload1977 Posted August 29, 2009 Share Posted August 29, 2009 you don`t need them as most errors can be fixed by yourself with fallout3 edit like mechine said ^_^ Link to comment Share on other sites More sharing options...
mechine Posted August 29, 2009 Share Posted August 29, 2009 Wait I said something I just figure I'm trolling spewing out random information. la la la singing... man this is a good song The ubers (as in uber players/trollers) are telling me to "merge patch" via FO3edit I haven't yet, but the process looks to yeild even more of a working version than master update (an man master update was good) I have unofficial fallout patch just because the person that made it ventured thru in an out of all that data plus the vast amount of testing required in order to notice issues that bethesda might have missed because of their Programer perspective (isn't much to be said for a gamers perspective) UFP (unofficial fallout patch) that is is rather old, I have no idea the last time it was updated, nor am I interested in finding out I know it's good no mater which version, however being outdated It doesn't suggest that we load it late in the load order (thereby avoiding other mods overwriitng some of it content) However that shouldn't suggest that it's not important There is so much in it that it's not all going to be overwrote, but small pieces will and more than likely over wrote by stuff like MMM or FOOK which were updated tons Things would be different if we all downloaded the same mod (which would be us all using the same load order) But it's not like that, each of us has a custom load out. For one I would never use XFO or FWE, just because I think it's lame does that make it lame, no, it's probably great Heck I don't use the DLC's yet, because I think it's lame the amount of work needed to run it well and I think those are really great, but in the big picture XFO FWE DLC's got cut just so I'd be closer to a well working version Sans the vast amount of work required to get it there. If I weren't such a noob, would I use it, or use stuff that is more difficult. Who knows.... I do know if you go inside FO3edit normal mode, then have your whole load order loaded and go down the list one by one, looking at what's happening, and then trying to fix it all there will be certain fixes that will end up breaking it, at which point the whole thing is ruined and you have to start over. I hope this is where the merge patch comes in, but I've yet to look at it. If it turns out like I'm thinking, as far as what it does, it should pretty much null FOIP compatibilty patches these are all big maybes, but also get everybody using the new patch, and with whatever mods they want. However it's not easy, and from a noob perspective rather advanced. You can't learn anything without getting in there an screwing with stuff and pretty much ruining it having to start over yet again. Quick fix isn't so easy to figure out. It seems to be a lot smaller than UFP, but also newer So maybe load UFP then quickfix after that, but putting them both right after the .esm's but maybe UFP after the .esm's, and Quick Fix much later like maybe right before the weather/MMM at the end. The question is if the stuff in Quick fix is a issue anymore with things floating around like 1.5 1.6 1.7, master update, merge patch, ect. Link to comment Share on other sites More sharing options...
AlexxEG Posted August 30, 2009 Author Share Posted August 30, 2009 I just wondered if I needed it. I think I keep both for now. And I do load QuickFix after UFP^^ Link to comment Share on other sites More sharing options...
mechine Posted August 31, 2009 Share Posted August 31, 2009 LOLZ my bootie off It takes me an hour just to fix half of the content inside unofficial fallout patch (the stuff that either conflicts or gets overwriten) And I've failed this project 6 different times with about 9 full days invested. It's so bad, I had to create a new override just for the dialog that got messed up. The way I'm spinning it is run the merge patch. Then "copy as a override" on pretty much any entry's file header (right click the entry's mod name at the top in the right part of FO3edit) You can pick a file, but it's best to pick new file, then name it OverrideV1Creatures.esp , OverrideV1Food.esp , OverrideV1dialog.esp The merge patch points to many mods as .esm masters, but merge patch doesn't fix it all. Which is where the overrides come in, they each look at maybe 7-10 mods as .esm masters because too many will mess it up, also it's best to split them up like above into the different content types. Heck you can even delete the entry you used to create the file after you save it. Pretty much I do that, then set which .esm or .esp for that override to use as a master so that I can use scripts from different mods or other parts into a entries that will use the good parts of each mod. Very tricky though, and dangerous... Shoot if you can learn how to fix the conflicts in unofficial fallout patch then you can fix pretty much the rest of the load order but yeah remember to create a new over-ride after they get a handful of masters they use Some mods as masters will conflict an make things go haywire, lolz, so yeah back up the work a lot. Link to comment Share on other sites More sharing options...
Recommended Posts