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OverRide Arguement


mechine

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hahahahaha that's great... :D

 

 

 

At least someone is doing the thinking.

 

 

I was getting some coffee this morning, an I thought.

 

You know I should put a disclaimer in override...

 

 

Something like...

 

"this is going to be so hard an long to complete that you'll probalby stop playing fallout 3 because of the sheer poop ton of work"

 

 

 

 

Woo Hoo!

 

 

 

naw it's not that bad, the first time is really nasty though, it's like a sick twisted endurance S&M session...

 

 

 

I deleted the first OverRide, but it was the whole system drives, needed to wipe them to get windows running well.

 

 

 

I just started today on fixing a new load order (200 moddies)

I deleted or injected about 25 of them geting the max number down.

But still I have not worked in all the small mods that add a few armors or weapons yet.

Like Increased Increased Spawns for example, it's just numbers that patch into the main MMM.esp

so I just drag an dropped the 2-5 settings into the MMM.esp an then deleted increased increased spawns.

You find stuff that is already in other mods too, or I injected some things into my FAPV2test.esp because I knew it

was a mod that didn't have anything like I was pasting in, sort of a manual merge of the mods into one.

 

Fallout3.esm

Anchorage.esm

ThePitt.esm

PointLookout.esm

BrokenSteel.esm

Zeta.esm

CALIBR.esm

COMM.esm

FOOK2 - Main.esm

FOOK2 - [*censored*] World And Neighbourhood Kit.esm

FOOK2 - [DIK] DLC Improvement Kit.esm

20th Century Weapons.esm

Unofficial Fallout 3 Patch.esm

Mart's Mutant Mod.esm

MMZombieCemetery.esm

Sharing and Caring Companions.esm

CRAFT.esm

StreetLights.esm

RI_Core.esm

Enhanced Weather - Rain and Snow.esm

EnclaveCommander-OA-Pitt-Steel.esm

LoneWolf_Gear.esm

Unofficial Fallout 3 Patch - Operation Anchorage.esp

Unofficial Fallout 3 Patch - The Pitt.esp

Unofficial Fallout 3 Patch - Broken Steel.esp

Unofficial Fallout 3 Patch - Point Lookout.esp

Unofficial Fallout 3 Patch - Mothership Zeta.esp

MoreMapMarkers.esp

FOOK2 - Main.esp

FOOK2 - *censored* Map Markers.esp

FOOK2 - [DIK] DLC Improvement Kit.esp

FOOK2 - Mothership Zeta.esp

FOOK2 - [EVE] Energy Visuals Enhanced.esp

CRAFT - Activation Perk.esp

Stealthboy Recon Armor - CRAFT.esp

CALIBR Ammo Schematics - CRAFT.esp

CALIBRxMerchant.esp

DK_BulletTime.esp

Precision_AutoAim_6000.esp

VATS - MCE.esp

VatsLongerDistance.esp

KaBOOM.esp

ExtreemeLongDeathCamera.esp

krzymar-MoonSize_500%.esp

SunGlassesFX.esp

IREye.esp

NPC Height Randomizer.esp

ShellRain.esp

Range Finder v1.0.esp

dD-Less Blood Time.esp

dD-More Gore.esp

dD-More Gore-Zeta.esp

dD-More Gore-The Pitt.esp

dD-More Gore-PointLookout.esp

dD-More Gore-BrokenSteel.esp

FallDamage101.esp

FireLightFix.esp

QuickFix.esp

F3UmpaAnimation.esp

The Groovatron.esp

Jinxxed SCC-Nora.esp

Jinxxed SCC-Jora.esp

Jinxxed SCC-Xora.esp

BraveDogmeat.esp

royphilipsveryevilwmask.esp

Lucious Lucy.esp

Sammy The Singing Robot.esp

Borkowskifollow.esp

BetterButler.esp

Nukapal.esp

SharonDelaney.esp

MisterBurkeCompanion.esp

mika.esp

Death's Head Legion.esp

fessentialdeathtime60.esp

d0ct0r li glasses.esp

Cliff's_Sellable_Body_Parts.esp

Rivet_city_security.esp

CaravanUpgrades.esp

collectionagent_improved.esp

T_R_A_S_C_H.esp

Team Fallout.esp

Not alone in the Wasteland anymore.esp

RecieveTenpennySuite.esp

CapsDoubled.esp

Megaton Tweaks 1.28.esp

Megaton Closes.esp

TL_Color.esp

DriveableMotorCycle.esp

OasisStorage.esp

HouseholdWaterPurifier.esp

QuantumPipeV2.esp

Buiss_Hideout_Armory.esp

Water_Tower_Hideout_byOrophin.esp

BeefedUpCitadel.esp

bunkerhome.esp

SecretOfParadise.esp

Potw V0.6.esp

DCInteriors_Georgtown.esp

DCInteriors_SewardSq.esp

DCInteriors_Mason.esp

Fallin3 South East Wasteland.esp

Forge.esp

rockville.esp

ArefuHelp.esp

RivetCity Rich Room.esp

tubRRCompound.esp

Regulator Mode.esp

Silo 3.esp

AirShip.esp

Military Base.esp

Tough Girl.esp

UPP - Pack 1.esp

UPP - Pack 2.esp

DotW v1.00.esp

Explosive Entry.esp

ExplodingRadios.esp

Portable Sniper Nest.esp

SCC Armor.esp

WieldableTorches.esp

We Jazz.esp

mazas_campfire.esp

SniperZooming.esp

FullAutoPistolsV20test.esp

S.T.A.L.K.E.R. MOD.esp

S.T.A.L.K.E.R. ARSENAL MOD.esp

PistolsPack.esp

20th Century EVIL (Extreme).esp

suitcase_nuke.esp

ScubaTank.esp

SkullMask.esp

AmericanMCU.esp

Pop Culture shirts.esp

Daves Special Gift.esp

ninja skimask.esp

Camon Stylish Leather Armors.esp

skeleton_Mask.esp

skimask.esp

CyberneticImplants11.esp

Cybernetic Implants Xangi.esp

DUC_Power_Armor.esp

Cyber-Enhancements.esp

Buisness Suit.esp

JmarineArmorCOMM.esp

Solid Snake.esp

SpecOpsRanger.esp

NippyClothing.esp

CWS.esp

punisheroufit.esp

Aviators.esp

REJillOutfit.esp

CombatDuster.esp

Aliens.esp

neocap.esp

ArynnsSexyLeatherdress_EV.esp

Bonic Eyes.esp

HelloKitty Shirt.esp

FaithOutfit.esp

Merc Caps.esp

sunglassescollection.esp

WaltersDivingSuit.esp

MGSBox.esp

RI_Base3.esp

RI_PNeeds2S.esp

RI_FOSE.esp

RI_Alcohol.esp

RI_DoctorCost.esp

RI_CrippledEffects.esp

RI_PNAnchorage.esp

Metal Salvage.esp

FalloutFood.esp

MRE.esp

Bottle That Water.esp

bltc.esp

BetterDrugs.esp

HAZdrugs.esp

Inebriation-FOSE.esp

UsableCigarettes.esp

old Olney wird lebendig.esp

Ultra Olney.esp

ghoulification.esp

Fellout-Full.esp

Fellout-Anchorage.esp

Fellout-BrokenSteel.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 - Tougher Traders.esp

Mart's Mutant Mod - Natural Selection.esp

Mart's Mutant Mod - Zones Respawn.esp

Mart's Mutant Mod - DLC Anchorage.esp

Mart's Mutant Mod - DLC The Pitt.esp

Mart's Mutant Mod - DLC Broken Steel.esp

Mart's Mutant Mod - DLC Point Lookout.esp

Mart's Mutant Mod - Zombie Cementery.esp

OverRideDialog.esp

OverRideFood.esp

MergePatchV1000.esp

 

I still don't really have the amount of content I want, there's some really good stuff I have downloaded an just not installed.

Yeah I got the jones to just play, so I made a crappy load order, an played for a while until I died from radiation in the river.

Yeah it was sad, dang, so I decided to clone the charicter into a new shell like Stand Alone Complex does.

You know a robot that's tougher. Yeah Mechine died... :( sheesh like I care, at least I got some heavy game time

for a change... But yeah this second OverRide is only going to be a little bit bigger as far as actual content.

Which basicly is just adding FOOK2 into the mix, with 20th century an stalker, but then there's stuff in there

I don't even know what it is yet. Some of it was big mods. Like COMM, it had almost zero conflicts.

I think Jaysus did that one, gawd that stuff was clean.

 

 

 

 

I've only tried one OverRide, so this will be the second, the only thing different is that it actual worked well.

 

But you know, after that first try (which was really like 9 failed attempts on 9 different load orders just to learn FO3edit)

 

Just the ingestables were more easy an turned out better.

 

 

Like morphine for instance, put the RI_primary needs things on it, then the needle gen from BLTC,

 

Also the Overdose from BLTC, then the Drunken effects from inebriation (had to be manually entered)

 

Then also getting rid of things that were silly like distruction data on water bottles from fook

 

or that wine an beer will explode if you shoot them. Fook has glass explosions an then flame ones.

 

If it sounds reasonable I'll use it, if not It gets removed, just the distructive data or effects,

 

I still leave the entry in the multiple entry list, just make it match the others.

 

(which seems to be one of the key improvements)

 

 

 

 

Pfft, hell yeah it's a big job. Takes me about a week going all day every day.

 

Not really though, you're looking at roughly 24 hours of total work time

 

with a load order of 200 mods that were never used together before.

 

Because they would crash via conflicts.

 

 

 

Merge patch does it's share of the work though.

 

That's roughly 25% of the work of fixing your total load order, an you know it only takes a hour to fix the merge patch after you create it.

 

 

 

 

 

You have to be careful while you are changing things.

 

Which is kind of silly because I can't teach people that.

 

You got to get under the hood an get all dirty as hell, then screw things up totally a few times.

 

 

 

 

 

Is it worth it?

 

 

Shoot yeah, I'm a technician in FO3edit now.

 

I can do anything an everything I want, or even think of.

 

Took a month to figure it out, though no harder than say "nifscope"

 

 

 

 

The only bad part is that now I'm spending so much time cleaning up everyone else's mess an stupidity.

 

When I'd rather be making new mods, or fixing FullAutoPistolsV2test.esp, Gawd that mod has gotten so messed up.

 

But you know we can catch everything when we make something, I know that. It really isn't that bad fixing stuff like that.

 

it's when you get into effects an scripts, or a multiple entry list that has 40 different mods in it.

 

 

 

LMAO, FOOK2 put 1024 map size textures on ammo boxes. They're like one of the smallest things in the game.

 

I bet if you use FOOK2 ammo box textures an walk into my wasteland pawnshop, the est. 40,000 ammo boxes in there

 

will catch your computer on fire. Yes, Score, total awesomeness. Idk you have to admire what FOOK2 is trying to do though.

 

Some of the special ammo boxes are actual high res weapon clips. Must of been one poop ton of work though, as they sort of

 

dropped the ball on it at this point. Awe I'm blabing... But yeah I could totally be working on that or refining stuff in FAPV2test.

 

 

 

While I haven't really figured out what all the things mean inside FO3edit, it's more than the last time.

 

The more time you spend looking at that major boring data, you start to figure out how things work in game

 

via looking at just the data. Which I hope will help me later on when I finally get around to making mods again.

 

hahahah that's the real time eater, OverRide might have taken a month, but geez FAPV2test.esp took like 3 months.

 

An it was so dirty.... Anyone know Jaysus's cell phone number? lolz

 

 

 

For now the only guide is the first draft @ http://thenexusforums.com/index.php?showtopic=149252

 

You have to realize this is the only the second time I've done a load order like this.

 

There was only a small amount of testing on the first one (which lacked content in the load order)

 

But yeah the final draft of OverRide would be more of a guide an less of a book you have to read.

 

I don't reckon I'm at the point of even starting it as a guide yet. Looking forward to the tests though.

 

Geez when you activate something like a item, which you put effects from 4-5 mods or more

 

an the thing actual works it's zuper awesomeness that makes it all worth it.

 

But I mean the main point of OverRide is to fix things that can't be fixed the normal way (maybe 10%)

 

The main reason I even do it is that, and having the "final say" on the build of my fallout 3 world.

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First draft link again.... http://thenexusforums.com/index.php?showtopic=149252

 

 

 

 

 

Okay,

 

 

 

"most people just want to play"

 

 

Pfft what do you think I want to be doing...

 

 

 

 

Anyhow what I want to be doing or anyone else for the matter is a mute point.

 

 

 

Concider this fact.

 

 

 

I've been working on this latest Override Load Order for maybe 3 hours.

 

There are many OverRideType.esp files I had to create, but the one I want to mention here is.

 

 

OverRideDialog.esp

 

 

 

What I want you to concider is the fact that OverRideDialog.esp has to look at 20 different mods as masters.

 

Has 30-40 repairs to Dialog (which wouldn't be possible without using a override, as Merge Patch ignores it)

 

That being said, at this point the OverRideDialog.esp is only fixing FOOK2-Main.esm (or well the conflicts contained in FOOK 2)

 

 

Something else you should note when you're thinking "hey I just wana play"

 

The spread sheets for dialog inside FOOK2 (viewing with FO3edit)

 

It looks like someone took a bunch of dialog from DLC's, Mods, and followers put them in a shotgun then firing it at the screen.

 

Without this OverRide process about 25% of the dialog inside the DLC's would be ignored/unused

 

while also dialog for followers (companions) if you have more than one would also be ignored/unused or simply overwriten

 

Even further there are some which all of that 25% is ignored/unused a blank final entry...

 

 

Idk maybe 3 hours like I said an I have this much just getting 1/4-1/2 the way into FOOK2-Main.esp

 

 

OverRideDialog.esp

OverRideFood.esp

MergePatchV1000.esp

OverRideNPC.esp

OverRideWeapons.esp

OverRideFookScript.esp

OverRideArmor.esp

OverRideVendor.esp

 

 

 

It should be noted that most of the dialog won't show up as a conflict.

So it's important to check any entry which has a color on it.

The only ones I don't really check are the white ones, which are new forms an entries with only one entry.

But I've found maybe 40 so far which were not red conflicts, but contained stuff that needed fixing.

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About halfway now...

 

 

I just can't do this for very long.

 

 

I try to hang in there, but it's so bleeding boring...

 

 

Every so often I have to quit an go watch TV.

 

I'd say I maybe spend a few hours a day working on it.

 

 

After you do one of these you'll see that it just can't all be done at once.

 

 

But hey even messing around I've got almost half of it done.

 

 

Really though half the battle is fixing stuff that is huge like fook2 or UF3P (Overhawls)

Then merge patch... If you put them together merge patch an Overhawls once you fix those

it's all downhill (errors an conflicts are few an far between)

 

 

 

It is kind of a pain that you have to go back an check your work

 

because a lot of the time things don't take the first time

 

I'm pretty sure this is because when you create a override the masters you added to it we not loaded durring FO3edit's load up

 

So you save it, then open it up again an hey look what you did isn't there (error unable to resolve)

 

So yeah check your work an then go an drag an drop that thing in again.

 

If I have to drag an drop it in more than three times I start thinking about making it nulled.

 

 

There was only one that I had to add 3 times to get it to take in a save, then only one I had to null in half the load order though.

 

 

Sometimes it's just best to delete your entry in the OverRide an then start over (because the masters are already added an loaded)

 

 

 

 

 

 

Also you know since load order rules are pretty much thrown out the window (thanks to OverRide)

 

I'll probalby add in some mods after the overrides, and even after merge patch

 

Which if it needs it I can put it before them an then fix it the manual way (as to avoid having to do another merge patch)

 

It's all the same though I guess...

 

 

 

Fook 2 didn't seem really hard to fix, but it was huge.

 

The scripts plasmaghoulification and labscript were messed up in the version of fook 2 I got.

 

1.3 says it fixes it (still though I wouldn't mess with these two)

 

 

I ended up finding out after I had built a whole load order that these two scripts in fook made fallout 3 not have a mouse cursor

 

when I loaded it up (therefore making fallout unplayable)

 

 

Then kind of the same thing, but not scripts was from tubRRcompound, nippy clothing, metal salvage

 

Errors locked into the load order, just like the fook 2 scripts (which are probably a result of fallout being hard coded)

 

TubRRcompound is a Rileys rangers mod, the RR compound an post RR quest is where the bulk of the content is,

 

but even though I had no other mods which changed the RR, the errors were unfixable.

 

 

For example ditching the player made scripts in tubRRcompound in order to use the "known good vannilla" scripts

 

Would still have the same errors locked in.

 

Which leads me to think it's from either

 

1.merge patch

 

2.override

 

3. but I would say the most likely cause is the quality of the mod itself (how clean it is)

 

 

 

It just turns out that tubRRcompound, nippy clothing, metal salvage, and FOOK 2 just has some parts

 

which were "thrown together" You know, no accounting for quality/cleaness, which really isn't anyones fault

 

as they each are just dealing with touchy subjects inside fallout 3 (except for nippy, which just dropped the ball altogether)

 

Fook2 though we know has gone thru the process of trying to obtain quality an cleanness, it's still really new though.

 

Less than a week from when I downloaded an installed fook 2, another patched version was uploaded.

 

Which is funny because the 1.3 has fixes for those two scripts I mentioned. ha ha ha

 

 

 

A day late an a dollar short, still though even installing the 1.3 patched fook 2 (there was no fix for the load order)

 

As having to change something as huge as fook after I had merge patched an also writen many overrides

 

After patching it the load order was just as bad as when I had started.

 

 

So without any game time at all, I deleted that install, all of it. an started over.

 

 

 

 

But hey that's no big deal.

 

 

For one this attempt was going to the next level (you could argue I skipped up a few levels though)

 

Using all DLC's for one, then moving to us FOOK2, the new UF3P, an more

 

The only thing which I didn't have was the 100 or so armor an weapon mods which just add a few things.

 

All in all though the size of the fallout 3 folder was over 13Gb. 5Gb of fallout 3, 5Gb of mods, an 3Gb of DLC's.

 

 

 

But this is exactly why there isn't a guide for this kind of thing yet.

 

We don't know enough about it.

 

So it really makes rule number 1 about overrides

 

 

"start out on a small scale"

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