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Unofficial Patch and A Quick Fix


AlexxEG

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What?

 

 

 

UFP is a mod that fixes stuff that bethesda overlooked

it'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

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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I know it's good no mater which version, however being outdated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.

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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.

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