mechine Posted August 31, 2009 Share Posted August 31, 2009 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 .espBut idk Unofficial Fallout Patch is pretty big.Had to make another OverRideV2Scripts.esp, for the fixes to vanilla scripts in UFPThere was tons of stuff which was the vanilla content in the later mods past UFPI 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 pasteHELLO why didn't anyone tell me that, you can click a entry any entry then drag and drop itOr even better move them around here an there, the problem is that some of the require a .esmor 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... Link to comment Share on other sites More sharing options...
mechine Posted August 31, 2009 Author Share Posted August 31, 2009 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 overrideoverrideoverrideoverrideMergePatchoverrideoverrideoverrideoverride Link to comment Share on other sites More sharing options...
mechine Posted September 1, 2009 Author Share Posted September 1, 2009 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.esmCALIBR.esmFOOK.esmRI_Core.esmMart's Mutant Mod.esmMMZombieCemetery.esmEnhanced Weather - Rain and Snow.esmSharing and Caring Companions.esmCRAFT.esmUnofficial Fallout 3 Patch.espFOOK.espFOOK - Tougher Enemies.espFOOK - Owned!.espFOOK - Strength Requirements for Miniguns, Gatlings, 20mm Flak.espFOOK - Free Play After MQ.espFOOK - Additional Power Armor Training.espFOOK-ReducedFireDuration.espFOOK - Fawkes Quickfix.esptubRRCompound.espWater_Tower_Hideout_byOrophin.espDCInteriors_Georgtown.espDCInteriors_Mason.espForge.espFireLightFix.espGPs Oasis - Clean Water 1.1.espOasisStorage.espQuantumPipeV2.espRecieveTenpennySuite.espTL_Color.espMetal Salvage.espMegaton Tweaks 1.28.espPotw V0.6.espShowers.esprcaddon.espMegaton Closes.espExplodingRadios.espNot alone in the Wasteland anymore.espFollowersRelax.espBraveDogmeat.esproyphilipsveryevilwmask.espcollectionagent_improved.espTrader100%Repair.espNPCs Sleep Tighter.espMoira.espCaravanUpgrades.espRivet_city_security.espreal deputy weld V0.2.espNPC Height Randomizer.espSCC - Talk to Anyone.espT_R_A_S_C_H.espSCC Armor.espfessentialdeathtime180.espCapsDoubled.espPerk_martialart_ENGfix.espCybernetics.espSunGlassesFX.espUPP - Pack 1.espUPP - Pack 2.espMagic Fingers Perk.espDotW v1.00.espDree Perks.espimplants.espCybernetic Implants Xangi.espMelee-UnarmedPACKeng.espghoulification.espExplosive Entry.espmazas_campfire.espMGSBox.espsuitcase_nuke.esphundredfists.espFullAutoPistolsV20test.espIREye.espWeapon Sound Fixes.espGatlingLaserDX.espKaBOOM.espLessBouncyGrenades.espGraphical Nuke Mod.espdD-More Gore.espdD-Less Blood Time.espMaxLevelWorkaround-HP.espWastelandMastery.espFallDamage101.espLongerDeathCamera.espDK_BulletTime.espVATS - MCE.espVatsLongerDistance.espPrecision_AutoAim_6000.espRange Finder v1.0.espShellRain.espF3UmpaAnimation.espThe Groovatron.espRI_PNeeds2S.espRI_Base3.espRI_Alcohol.espRI_DoctorCost.espRI_CrippledEffects.espRI_FOSE.espbltc.espBLTC No Overdosing.espHAZdrugs.espFDA1x.espInebriation-FOSE.espUsableCigarettes.espWieldableTorches.espMRE.espFalloutFood.espAfrosNukaCola.espMoreNukaCola.espBottle That Water.espUltra Olney.espNailedToDeath.espkrzymar-MoonSize_300%.espNo Blur Effect.espGNR Fix.espMoreMapMarkers.espCRAFT - Activation Perk.espStealthboy Recon Armor - CRAFT.espWorkbench_Crafting_Expansion.espFOOK Weapons - CRAFT.espCALIBR Ammo Schematics - CRAFT.espCALIBRxMerchant.espPCB.espFellout-Full.espFellout-pipboylight.espEnhanced Weather - Rain and Snow in Fallout.espEnhanced Weather - Radioactive Rain and Snow Plugin.espEnhanced Weather - Weather Sounds in Interiors.espEnhanced Weather - Sneak Bonus during Storms.espMart's Mutant Mod.espMart's Mutant Mod - Increased Increased Spawns.espMart's Mutant Mod - Zones Respawn.espMart's Mutant Mod - Natural Selection.espMart's Mutant Mod - Feral Ghoul Rampage.espMart's Mutant Mod - Hunting & Looting.espMart's Mutant Mod - Tougher Traders.espMart's Mutant Mod - No Geckos.espMart's Mutant Mod - No Wanamingos.espMart's Mutant Mod - No Floaters.espMart's Mutant Mod - Zombie Cementery.espOverRideV2Food.espOverRideV2Creatures.espOverRideV2dialog.espOverRideV2Clothing.espOverRideV2Weapons.espOverRideV2FOOK_NPC.espOverRideV2Building_Script.espOverRideV2Perks.espOverRideV2FOOKscript.espOverRideV2Script.espMergePatchV3.esp Link to comment Share on other sites More sharing options...
mechine Posted September 2, 2009 Author Share Posted September 2, 2009 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 Link to comment Share on other sites More sharing options...
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