mechine Posted September 14, 2009 Author Share Posted September 14, 2009 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.espso 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.esmAnchorage.esmThePitt.esmPointLookout.esmBrokenSteel.esmZeta.esmCALIBR.esmCOMM.esmFOOK2 - Main.esmFOOK2 - [*censored*] World And Neighbourhood Kit.esmFOOK2 - [DIK] DLC Improvement Kit.esm20th Century Weapons.esmUnofficial Fallout 3 Patch.esmMart's Mutant Mod.esmMMZombieCemetery.esmSharing and Caring Companions.esmCRAFT.esmStreetLights.esmRI_Core.esmEnhanced Weather - Rain and Snow.esmEnclaveCommander-OA-Pitt-Steel.esmLoneWolf_Gear.esmUnofficial Fallout 3 Patch - Operation Anchorage.espUnofficial Fallout 3 Patch - The Pitt.espUnofficial Fallout 3 Patch - Broken Steel.espUnofficial Fallout 3 Patch - Point Lookout.espUnofficial Fallout 3 Patch - Mothership Zeta.espMoreMapMarkers.espFOOK2 - Main.espFOOK2 - *censored* Map Markers.espFOOK2 - [DIK] DLC Improvement Kit.espFOOK2 - Mothership Zeta.espFOOK2 - [EVE] Energy Visuals Enhanced.espCRAFT - Activation Perk.espStealthboy Recon Armor - CRAFT.espCALIBR Ammo Schematics - CRAFT.espCALIBRxMerchant.espDK_BulletTime.espPrecision_AutoAim_6000.espVATS - MCE.espVatsLongerDistance.espKaBOOM.espExtreemeLongDeathCamera.espkrzymar-MoonSize_500%.espSunGlassesFX.espIREye.espNPC Height Randomizer.espShellRain.espRange Finder v1.0.espdD-Less Blood Time.espdD-More Gore.espdD-More Gore-Zeta.espdD-More Gore-The Pitt.espdD-More Gore-PointLookout.espdD-More Gore-BrokenSteel.espFallDamage101.espFireLightFix.espQuickFix.espF3UmpaAnimation.espThe Groovatron.espJinxxed SCC-Nora.espJinxxed SCC-Jora.espJinxxed SCC-Xora.espBraveDogmeat.esproyphilipsveryevilwmask.espLucious Lucy.espSammy The Singing Robot.espBorkowskifollow.espBetterButler.espNukapal.espSharonDelaney.espMisterBurkeCompanion.espmika.espDeath's Head Legion.espfessentialdeathtime60.espd0ct0r li glasses.espCliff's_Sellable_Body_Parts.espRivet_city_security.espCaravanUpgrades.espcollectionagent_improved.espT_R_A_S_C_H.espTeam Fallout.espNot alone in the Wasteland anymore.espRecieveTenpennySuite.espCapsDoubled.espMegaton Tweaks 1.28.espMegaton Closes.espTL_Color.espDriveableMotorCycle.espOasisStorage.espHouseholdWaterPurifier.espQuantumPipeV2.espBuiss_Hideout_Armory.espWater_Tower_Hideout_byOrophin.espBeefedUpCitadel.espbunkerhome.espSecretOfParadise.espPotw V0.6.espDCInteriors_Georgtown.espDCInteriors_SewardSq.espDCInteriors_Mason.espFallin3 South East Wasteland.espForge.esprockville.espArefuHelp.espRivetCity Rich Room.esptubRRCompound.espRegulator Mode.espSilo 3.espAirShip.espMilitary Base.espTough Girl.espUPP - Pack 1.espUPP - Pack 2.espDotW v1.00.espExplosive Entry.espExplodingRadios.espPortable Sniper Nest.espSCC Armor.espWieldableTorches.espWe Jazz.espmazas_campfire.espSniperZooming.espFullAutoPistolsV20test.espS.T.A.L.K.E.R. MOD.espS.T.A.L.K.E.R. ARSENAL MOD.espPistolsPack.esp20th Century EVIL (Extreme).espsuitcase_nuke.espScubaTank.espSkullMask.espAmericanMCU.espPop Culture shirts.espDaves Special Gift.espninja skimask.espCamon Stylish Leather Armors.espskeleton_Mask.espskimask.espCyberneticImplants11.espCybernetic Implants Xangi.espDUC_Power_Armor.espCyber-Enhancements.espBuisness Suit.espJmarineArmorCOMM.espSolid Snake.espSpecOpsRanger.espNippyClothing.espCWS.esppunisheroufit.espAviators.espREJillOutfit.espCombatDuster.espAliens.espneocap.espArynnsSexyLeatherdress_EV.espBonic Eyes.espHelloKitty Shirt.espFaithOutfit.espMerc Caps.espsunglassescollection.espWaltersDivingSuit.espMGSBox.espRI_Base3.espRI_PNeeds2S.espRI_FOSE.espRI_Alcohol.espRI_DoctorCost.espRI_CrippledEffects.espRI_PNAnchorage.espMetal Salvage.espFalloutFood.espMRE.espBottle That Water.espbltc.espBetterDrugs.espHAZdrugs.espInebriation-FOSE.espUsableCigarettes.espold Olney wird lebendig.espUltra Olney.espghoulification.espFellout-Full.espFellout-Anchorage.espFellout-BrokenSteel.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 - Tougher Traders.espMart's Mutant Mod - Natural Selection.espMart's Mutant Mod - Zones Respawn.espMart's Mutant Mod - DLC Anchorage.espMart's Mutant Mod - DLC The Pitt.espMart's Mutant Mod - DLC Broken Steel.espMart's Mutant Mod - DLC Point Lookout.espMart's Mutant Mod - Zombie Cementery.espOverRideDialog.espOverRideFood.espMergePatchV1000.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. Link to comment Share on other sites More sharing options...
mechine Posted September 15, 2009 Author Share Posted September 15, 2009 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.espOverRideFood.espMergePatchV1000.espOverRideNPC.espOverRideWeapons.espOverRideFookScript.espOverRideArmor.espOverRideVendor.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. Link to comment Share on other sites More sharing options...
mechine Posted September 16, 2009 Author Share Posted September 16, 2009 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" Link to comment Share on other sites More sharing options...
BooneoftheWasteland Posted September 24, 2009 Share Posted September 24, 2009 mechine have you d/l'ed FOOK2? I've taken the plunge. Soon I'm going to install all my mods and see if I have any conflicts or missing some key features to fix. Link to comment Share on other sites More sharing options...
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