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Welcome to OverRideV1


mechine

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6 attempts an 9 full dayz all failures...

 

 

Now we've moved on to create a new fix.

 

 

Hey I have Unofficial Fallout Patch

 

 

Guess what, it takes me an hour just to fix half of it, and I've got 9 full days practice.

 

 

This is what led me to OverRideV2 by the way.

 

 

 

 

 

 

Okay so What you do is pretty much ditch all the FOIP an compatibilty patches.

 

Merge patch will actually pick up more problems from having the FOIP an compatiblity patches not installed.

 

So you run a merge patch on the whole load out first, like the nice an uber cool modder/trollers told me to.

 

This however won't fix all your issues, some are rather important too.

 

 

 

So the 2nd step you fix all the stuff listed in the merge patch you saved with a cool name like MergePatchV2

 

Or maybe MergePatchF**edForLife.esp, eh... NOW CREATE A BACKUP FOLDER WITH ALL THE .ESM .ESP IN IT.

 

 

 

Fixing the merge patch takes maybe a few hours, you need a lot of practice screwing stuff up with FO3edit though.

 

One way to avoid it is to never remove a entry, fix it, which it's redundant data yes, idk delete it later if it bothers you.

 

Scratch that, never delete it, even though it's "redundant" you'll step on a land mine an it will end up going wierd on you.

 

But removing or deleting a entry that's in the conflicting multi entry that you are working on can screw up other unrelated stuff

 

which will fail your whole fixing process.

 

 

 

I don't even start with the .esm's at this point, I start with my first .esp

 

which in my case was Unofficial Fallout Patch

 

Open it find the first conflicting entry

 

Then pick one of the entrys in the multi entry list to the right in FO3edit

 

go to the top, right click the entry's mod name, then copy as override into, Pick new file

 

Name it OverRideV2Food

 

Save that

 

It doesn't matter the first time you're just creating the file, you can delete the entry in that file if you want

 

All you really need to start with is a new file an the file header.

 

 

I did OverRideV2Food because ingestables was first in the list.

 

You go down to the OverRide's file header then add all the .esm an .esp in order of the load order (for good luck)

 

to the OverRide as masters (yes you can add .esp as a master)

 

So now I have all my mods that I know are conflicting as far as food goes in there

 

(at least the ones in Unofficial Fallout Patch anyway, an you can add the others later, an do stuff like add player made food to primary needs)

 

 

Make your way down the list...

 

 

 

Okay so the problem is if you add to many masters to a Override things will go silly stupid at which point it fails

 

Hence the OverRideV2, which pretty much just means seperate things

 

 

So now I have to make another called OverRideV2Creatures

 

Then when I get halfway done fixing Unofficial Fallout Patch

 

I have to create yet another, OverRideV2Dialog

 

 

 

Yes that's right, in your mods, dialog is screwed up

 

I noticed Craft got something left out from a conflict

 

then later I noticed actual conversations were messed up.

 

whoa...

 

 

 

 

So from time to time you need a OverRide, and it stands to reason that you could create as many as you needed

 

but I think just a few will do to cover the major issues, stuff that gets left out, from conflicts an being overwriten.

 

 

 

 

The OverRides an fixes get kind of complex, but it's super cool...

 

 

Ever want a Whiskey you can drink which will get you drunk from Inebriation, while also quenching thirst from primary needs, while also

 

giving you a empty bottle for metal salvage, then has distruction data from FOOK 1.6, or even more.

 

 

 

Ever want MMM that uses Unofficial Fallout Patches scripts?

 

 

Wana used Nailed to Death with MMM, and Ghoulification scripts, ect.

 

 

 

This also breaks the rule of loading stuff after the merge patch, but they are two seperate merge patches

 

one of them was the normal merge patch process then the overrides are custom versions set up by hand

 

for your load order, will it work, pfft I don't know yet...

 

 

 

 

Bam it's done, how many hours later, how many attempts, and it's only one .esp

But idk Unofficial Fallout Patch is pretty big.

Had to make another OverRideV2Scripts.esp, for the fixes to vanilla scripts in UFP

There was tons of stuff which was the vanilla content in the later mods past UFP

I didn't have to use overrides for all of it though, ask me in a month if it works at all in game.

 

 

OU what's next? LMAO it's FOOK 1.6, oh Geez this will be nasty...

 

 

Got FOOK.esp 1.6 ingestables fixed in record time

 

Idk I have like 6 or more food mods, now they are fixed

 

What seems to be helping out a lot this time is drag an dropping entries rather than copy paste

HELLO why didn't anyone tell me that, you can click a entry any entry then drag and drop it

Or even better move them around here an there, the problem is that some of the require a .esm

or have things contained inside the .esp itself so you can't add them to others, which is where

the override comes in... Finally! Jesus I've been trying to fix whiskey an food for weeks.

 

 

 

It flew by, and was going good, I found a bad mod though, which screwed the whole thing up.

 

 

Bah...

 

 

Deleted the MergePatchV2

 

Deleted the Bad Mod

 

Ran MergePatchV3

 

 

 

Idk maybe I can fix it, who leaves a mod that doesn't work uploaded, that's just mean...

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It didn't seem to mess anything up running a merge patch on top of the overrides.

 

Because they are all pretty much different entries that fix different stuff.

 

so you could end up with a load order that looks like

 

 

override

override

override

override

MergePatch

override

override

override

override

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Sweet, a working 98% conflict free fallout load order.

 

 

Took maybe 2 days, but next time will be maybe one day.

 

 

Once you fix UFP an FOOK it's all down hill because pretty much

 

those two are in every list lolz

 

 

There is a rather bad problem though, sometimes when you paste in a script, or certian parts of one mod

 

into another mod, or a override entry, when you save it for some reason not 100% of them will save or take

 

the first time, which you just enter it again either drag an drop or copy paste, then save again.

 

I split up the overrides as much as I could, in order to keep the master loading mixing to a minimum

 

but Idk that might effect mods with more content than a override more. You know, these overrides don't really have that much.

 

where ever I can fix a issue without using the override I do so.

 

And also This whole list is a redundant nightmare.

 

there was only one which was maybe 20 multi entries

 

but I didn't remove any entries because one time before it ruined the whole list

 

causing a mass of conflicts across all mods pretty much.

 

 

Bah you got to learn somehow.

 

 

The only bad part is if I knew this was actually possible I would have downloaded another 50 mods.

 

 

That's the spirit...

 

 

 

 

 

Fallout3.esm

CALIBR.esm

FOOK.esm

RI_Core.esm

Mart's Mutant Mod.esm

MMZombieCemetery.esm

Enhanced Weather - Rain and Snow.esm

Sharing and Caring Companions.esm

CRAFT.esm

Unofficial Fallout 3 Patch.esp

FOOK.esp

FOOK - Tougher Enemies.esp

FOOK - Owned!.esp

FOOK - Strength Requirements for Miniguns, Gatlings, 20mm Flak.esp

FOOK - Free Play After MQ.esp

FOOK - Additional Power Armor Training.esp

FOOK-ReducedFireDuration.esp

FOOK - Fawkes Quickfix.esp

tubRRCompound.esp

Water_Tower_Hideout_byOrophin.esp

DCInteriors_Georgtown.esp

DCInteriors_Mason.esp

Forge.esp

FireLightFix.esp

GPs Oasis - Clean Water 1.1.esp

OasisStorage.esp

QuantumPipeV2.esp

RecieveTenpennySuite.esp

TL_Color.esp

Metal Salvage.esp

Megaton Tweaks 1.28.esp

Potw V0.6.esp

Showers.esp

rcaddon.esp

Megaton Closes.esp

ExplodingRadios.esp

Not alone in the Wasteland anymore.esp

FollowersRelax.esp

BraveDogmeat.esp

royphilipsveryevilwmask.esp

collectionagent_improved.esp

Trader100%Repair.esp

NPCs Sleep Tighter.esp

Moira.esp

CaravanUpgrades.esp

Rivet_city_security.esp

real deputy weld V0.2.esp

NPC Height Randomizer.esp

SCC - Talk to Anyone.esp

T_R_A_S_C_H.esp

SCC Armor.esp

fessentialdeathtime180.esp

CapsDoubled.esp

Perk_martialart_ENGfix.esp

Cybernetics.esp

SunGlassesFX.esp

UPP - Pack 1.esp

UPP - Pack 2.esp

Magic Fingers Perk.esp

DotW v1.00.esp

Dree Perks.esp

implants.esp

Cybernetic Implants Xangi.esp

Melee-UnarmedPACKeng.esp

ghoulification.esp

Explosive Entry.esp

mazas_campfire.esp

MGSBox.esp

suitcase_nuke.esp

hundredfists.esp

FullAutoPistolsV20test.esp

IREye.esp

Weapon Sound Fixes.esp

GatlingLaserDX.esp

KaBOOM.esp

LessBouncyGrenades.esp

Graphical Nuke Mod.esp

dD-More Gore.esp

dD-Less Blood Time.esp

MaxLevelWorkaround-HP.esp

WastelandMastery.esp

FallDamage101.esp

LongerDeathCamera.esp

DK_BulletTime.esp

VATS - MCE.esp

VatsLongerDistance.esp

Precision_AutoAim_6000.esp

Range Finder v1.0.esp

ShellRain.esp

F3UmpaAnimation.esp

The Groovatron.esp

RI_PNeeds2S.esp

RI_Base3.esp

RI_Alcohol.esp

RI_DoctorCost.esp

RI_CrippledEffects.esp

RI_FOSE.esp

bltc.esp

BLTC No Overdosing.esp

HAZdrugs.esp

FDA1x.esp

Inebriation-FOSE.esp

UsableCigarettes.esp

WieldableTorches.esp

MRE.esp

FalloutFood.esp

AfrosNukaCola.esp

MoreNukaCola.esp

Bottle That Water.esp

Ultra Olney.esp

NailedToDeath.esp

krzymar-MoonSize_300%.esp

No Blur Effect.esp

GNR Fix.esp

MoreMapMarkers.esp

CRAFT - Activation Perk.esp

Stealthboy Recon Armor - CRAFT.esp

Workbench_Crafting_Expansion.esp

FOOK Weapons - CRAFT.esp

CALIBR Ammo Schematics - CRAFT.esp

CALIBRxMerchant.esp

PCB.esp

Fellout-Full.esp

Fellout-pipboylight.esp

Enhanced Weather - Rain and Snow in Fallout.esp

Enhanced Weather - Radioactive Rain and Snow Plugin.esp

Enhanced Weather - Weather Sounds in Interiors.esp

Enhanced Weather - Sneak Bonus during Storms.esp

Mart's Mutant Mod.esp

Mart's Mutant Mod - Increased Increased Spawns.esp

Mart's Mutant Mod - Zones Respawn.esp

Mart's Mutant Mod - Natural Selection.esp

Mart's Mutant Mod - Feral Ghoul Rampage.esp

Mart's Mutant Mod - Hunting & Looting.esp

Mart's Mutant Mod - Tougher Traders.esp

Mart's Mutant Mod - No Geckos.esp

Mart's Mutant Mod - No Wanamingos.esp

Mart's Mutant Mod - No Floaters.esp

Mart's Mutant Mod - Zombie Cementery.esp

OverRideV2Food.esp

OverRideV2Creatures.esp

OverRideV2dialog.esp

OverRideV2Clothing.esp

OverRideV2Weapons.esp

OverRideV2FOOK_NPC.esp

OverRideV2Building_Script.esp

OverRideV2Perks.esp

OverRideV2FOOKscript.esp

OverRideV2Script.esp

MergePatchV3.esp

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Working great now.

 

 

 

I had to start a new game though, an do that a few times before I came out of the process uncorupted.

 

 

So part of how well your game runs is how well the start up went.

 

 

There were issues, but none that were the mods fault or mine, just the engine freaking out.

 

 

So if you are having problems with a new game you started, you should probably restart

 

I'd say that 2 out of 3 times the new game gets messed up, which means that one time in three it works great.

 

 

Using that great one, insures that you have a 100% none corupted save game to go back to in order to rule out

 

corupt saves in a diagnosis of a problem later on.

 

 

 

 

The first time I drank 6 beers ingame, an got drunk from the inebriation mod, while also quenching thrist from primary needs

 

I swear I was like yes, Overrides on this huge scale work!

 

 

 

 

Post moved to first draft, this is too blog like.

 

 

http://thenexusforums.com/index.php?showtopic=149252

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