fap6000 Posted June 14, 2010 Share Posted June 14, 2010 PLEAZE SEE THE ABOVE POSTS ON THE FIRST PAGE TOO The last major issue would be your messing around with the time scale, as well as waiting for extended periods. I think you have picked up some silly information, I don't really see a reason that you would need to wait for any amount of time. It says to do that in "read me's" but I kind of think that's only if you are upgrading from a privious version of the mod. I had the same problem so I quit starting a new game, then waiting 3 days or 2 weeks or whatever. When the game starts I get to the Vault 101 exit. Then I"ll save it in the cave. Then I exit the cave an see how well the mods scripts an the DLC scripts start up. If it goes smooth I'll set all my FOSE settings for mods. Save it again, or run to the megaton bathroom an save it there. If a mod says you have to wait so many days in order to use then the mod isn't worth using. It could just say that for people that are upgrading from privious verions though so just ignore it. For one thing the Wait/sleep an timescale are both touchy subjects. In a vanilla game you might crash from waiting or sleeping. It's certianly going to be more prone to once you add in mods. For example anytime I'm about to Wait or Sleep, I save the game before hand. If the game is corupt then trying to save it will crash most of the time. Then if the Sleep/wait crashes it I can still go back to the save game. I would try not messing with the time scale. For one thing Real Injuries primary needs has FOSE system configuration settings which have the "time scale" inside them. So it could be a case where two mods are changing the same time scale. Which is a big red flag, uh... whoopz.. I use primary needs time scale set to 1, I set it once then never touch it again. In so many words the FAP below (from another post, you know, FAP man) is most of the stuff I said the other day, but liek I said, In so many wordz... Took a few hours to write an is much more of a clean step by step, rather than a shotgun blast of information... **********************************************FAP*************************************************************** There isn't a quick or easy fix for this. Yah there's a fix for it alright, but it takes me 5-10 pages to explain, then shrinking that as much as I possibly can still takes up 2-3 pages. So there's that... Let's try something different though, first we'll start with the thing which would be the most easy to do to help you progress in your fallout 3 builds. Then maybe the other poopy stuff.This below is only part of the process, and actually it's the "final cleaning" before play. In a fallout build there are many many other things which you skip going straght to this cleaning. So your results will always be limited by that fact. The rest is below the cleaning, but just this would be worth a try on a already botched/hacked load order. 1. Find yer Bethesda Softworks folder, right click it, properties, uncheck the "read only" box, apply that to sub-folders an files, wait few seconds for it to finish. Most of the ole timer fallout 3 players still install fallout 3 to it's own folder outside of program files, as to avoid Windows putting security risks on it. Default install is C:/program files/Bethesda Softworks, but heck I still give it it's own file just out of keeping with the old rules. So it's put on C:/Bethesda Softworks or D:/Bethesda Softworks. It's not a deal breaker though, if it's installed in the default location an you didn't have major problems then switch it next time you install. 2. Now load up the whole load order with FO3edit, wait fer it to finish. When it's done, right click fallout.esm or anywhere in that left box, Pick apply filter. For this filter you only want one thing checked "conflict inherited by parent" This is at the bottom near the middle. Once you have it checkmarked hit okay an let it start filtering. Normally it's about 1,000,000 entries, but it will run a pass 2 which looks like another 600k of entries. Takes a few minutes. I play music when I work, an I also have these two caprisun straws I made swords out of an I'll have a fight to the death with my left an right hands while I wait. 3. Okay it finished the filter, and yay my left hand killed my primary right hand. GO LEFTY! lulz What you want to do now is right click the first mod below Fallout.esm an Fallout.exe, Pick "remove identical to masters" wait for it to finish it will display the results, On that same mod, right click it again an this time pick "undelete an disable refrences" Continue doing this from the top to the bottom. 4. Right click the fallout.esm or anywhere in that left box an remove the filter. Now that you have done that, you see that some of the mods are in dark bold type, an some of them are not. Each of the dark bold mods is going to be saved, but in many cases the other mods did have identical to master entries, an such would not be saved. So go back to the top under Fallout.esm an Fallout.exe in the list on that first mod you cleaned. Each time there is a mod which didn't get turned to Dark bold type, you right click an pick "mark modified" The first time you do this it will seem like FO3edit has locked up an stopped working, but it's still working it just takes a few minutes, let it finish. When it finished the mod will now be in dark bold text. Move on an do the next one, until the whole load order is dark bold text. 5. Go back up to the top under the Fallout.esm an Fallout.exe, right click an this time "clean masters" do that from top to bottom. 6. Go back up to the top under the Fallout.esm an Fallout.exe, right click an this time "Sort masters" do that from top to bottom. 7. Press Ctrl S to save, watch the messages. It's probably going to cause an error an not save a mod. Which is why we save via pressing Ctrl S. Which ever mod that didn't get saved, you want to fix. It's pretty easy, all you do is apply your "conflict inherited by parent" filter again, then clean the mod again. Remove identical to masters, undelete an disable refrences, remove the filter, clean masters, sort masters, then press Ctrl S an save it. Once it's saved, now exit the program. 8. Master update with FO3edit. Create a shortcut from the FO3edit.exe, put this in a folder named master update. Go in the master update folder create a new folder named restore, copy that shortcut then drag an drop it into the restore folder. Now you have two short cuts one in the master update folder, and one in the Master update/restore sub folder. On the master update shortcut you right click, properties, then on the target line, you add a space after what it says there, then -masterupdate, Then your restore shortcut, you properties it, an add a space then -masterrestore to the target line. 9. Now you can play fallout 3, but I suggest having more than one game going. Which is easy, just never delete any save games. For example I have many of my test games created with RAOTW charicters (Random A**hole of the wastes) which are just to test fallout 3 as I'm building it. After those I have one charicter that I spent a lot of time creating, the charicter ended up getting killed in the mall by 16 mutants at level 12. When that happened I created another charicter to start over with, but this time I didn't delete my save games. Got maybe 4 save games into the new charicter just enough to get started. This is where I noticed that it's a great way to double load into a save game. Mostly from avoiding the "pre-loaded" data which is cached or background loaded in order to allow the Continue button to work. You know the continue button we don't use because it's as prone to coruption as auto-save an Quick save. Yah, so upon launch of fallout 3 at the main loading screen. I can revert back to that level 12 charicter that died, either play that one because it's a clean load up, having nothing to do with any of the data inside the pre-load current game. Or at this time once I'm in that first save game, walk thru a door or fast travel, spin the camera, then press Esc, load, and load into my current save game, only as a clean load up just like the first load as well as being a double load into my current game without actually loading that save game twice thus missing out on any chance encounters. Some folks will shoot a mini nuke at thier feet an die, as a way to double load, however, stuff like that is known to cause coruption an therefore crashing. If you die under certian conditions you get coruption. Plus the death camera will auto load you back to your privious save, which if you ask me is just as prone to coruption as auto save, quick save, an the continue button. A good way to prove this is when you die press ESC, then load into a save game. Most times it's going to be corupted an crash, at least prone to. So what do you do when you die? Re-boot, re-launch, as a way to hard log the system. Fallout 3 has a problem locked into it that most games also have. Most games it only causes bugs though not crashes. Over a long game 4-8 hours, or just the computer being turned on for 4-8 hours an 3 hours of playing fallout 3, eventually the system cache is going to go corupt. This causing your fallout 3 game to be crashing an you not even know it. Meanwhile you are running around creating new save games for an hour or more, thus locking that coruption into your save game. So later on when you load that game it's got coruption from the start, an will always cause problems. Once a save game is fully corupt there isn't much you can do to save it. Short of expermental. But Anytime that you die playing fallout 3 you have probably been playing for a long time, so you should reboot your system thus purging the system cache. ****************************THE 12 PAGES YOU SKIPPED***************************** You got to have a plan man... You can't just dump 40 mods in or dump in 200 mods in one sitting. If you did it would take 2 weeks working 8 hours a day to fix. Then a fix like that spread out over 8 hours a day for two weeks will make you hate fallout 3 while also there is nothing that says at the end of your fix the whole thing doesn't land mine an blow up in your face causing a mass of conflicts an coruption across the entire load order. You don't don't have to have a complex plan, heck follow the KISS rule "Keep it simple stupid" Mostly the hidden meaning there is that if complex mods are giving other players tons of problems then maybe you shouldn't use them, or install them as a seperate job, fix them by themself, as to focus only on that one thing. Fixing mods isn't easy, when you start out you don't have any idea what all the data actually does. It helps to visit Nexus forums or the GECK main page an find out what something does. You can also save your FO3edit load order before you try to fix something you haven't tried before. Then when, not if, you totaly mess it up you just exit without save an try again. It's a good idea when you first start doing this to keep backup copies of your .ESM an .ESP in a folder with a notepad file that has the load order pasted in it. I actually know what I'm doing, and sometimes I have to try two or three times to fix a diffcult issue. The key point is to keep working on it. The more you fix the more you work with it, the better an faster you get. This last time only took about 6 hours to come up with a fixed load order of 90 mods. When I started it took about 4 times that. I've done over 20 fallout builds. Each one turned out different. But along the way I learned what I was doing. I have a few system softwares which hopefully play toward cleaner Fallout game play. I got Java, I got Adobe flash player. That's the only 3rd party software I run. Everything else I got thru Microsoft auto updates, which I'll click "set program access an defaults" in the main menu, then add programs, then microsoft update, which is just launching the web-site microsoft uses to auto-update, install the active X control for that site, an it will detect what you need. I take all the high priority updates. Any of the others I open the + an read them an decide if it's needed. Make sure you get the whole .NET framework family it's like 1 2 3 3.5 or something, then also you should get Microsoft Visual C++ (I have the 2005 redist with XP home) but i don't remember actually picking this one, it was auto installed. I also got the WMP update and Internet Explorer update. That's it, no fancy 3rd party codec pack or fancy computer language. I make clean system installs maybe 2-3 times a year, format the drives thus erasing them, because clean systems run better for games. 1. Install the vanilla game in it's own folder on the hard drive. C:/bethesda softworks or D:/bethesda softworks, not the default C:/program files/bethesda softworks. It might not even do anything at this point, but it's a good way to honor the old ways... 2. Download an run the 1.7 patch. If you have GOTY edition, download an run the 1.7 patch anyway. GOTY ships with the 1.7 patch build into it, but some users have cleared up issues from running the 1.7 patch on the GOTY edition, hence patch it! 3. Install FOMM, FOSE, GECK, GECK update, and FO3edit, which all go to C:/bethesda softworks/fallout 3. From now on anytime you launch fallout 3 it's done with FOMM, so have a short cut on the desktop for FOMM, FOMM will auto detect FOSE if installed, and it should say "Launch FOSE" on one of those fancy FOMM buttons. 4. Now what you want to do is provide a subjective test phase for the vanilla game. Don't change anything else yet. What you want to do is launch fallout 3 via FOMM, then create RAOTW (random a**hole of the wastes) charicters, yes more than one. Then run around in the game creating chaos, an trying to make it crash. Basicly do stuff you would never do. This will provide you with a baseline of how fallout 3 will run on your system. Plus the more game play the better. DON'T INSTALL OR LOAD YOUR DLC'S YET. 5. Read the tweek guide, yah the whole fraking thing to advanced tweeks 3. http://www.tweakguid...Fallout3_1.html It's pretty dead on accurate, however Teh tweek guide downplays 3 settings which are pretty important later on, once you add mods, if not inportant even in vanilla fallout. The first one is subjective, bUseBackgroundFileLoader=0, if it's changed to a 1 it's enabled. I use it but like I said it's subjective. TG says it cause problems for some players computer systems in oblivion, but that isn't saying anything other than rumor an isn't even relivant to the fallout 3 game. What I do is if I have a problem I duplicate it first, only I go to my fallout.ini an turn the BackgroundFileLoader off, then if the problem happens again it's not related to background file loading, hence why it's activated on my fallout 3 game. -----5.1 The 2nd an 3rd settings the TG downplays are not subjective. This will make things better on any build of fallout on any computer in the long run. These settings are "bSeletivePurgeUnusedOnFastTravel=0" and "bPreemptivelyUnloadCells=0" If set to a 1 they are enabled. These two settings will get rid of about 90% of the manual Cell buffer purges that a player would need to do as maintenance once in-game. Which is a huge drag, you have to open the console an type in commands like a programer when you should just be playing the game putting heads on posts out in the desert. There are mods that center around purging the cell buffer on so many actions by the player, opening 6 doors, fast traveling 4 times, but these mods are known to cause crashes from conflicts with other mods if not the fallout 3 game engine, so don't use them. ----5.2 Sometimes you still need a manual PCB. Say you are running across the actual wasteland, an the framerate is starting to stutter. The wasteland is made up of about a 2-3 square mile area on a 10 square mile map of land. This area is broken down into cells with each cell being 192 feet by 192 feet, then the cells further grouped into what's called a quad, something like 16x16 cells. BURP! It's filled with all kinds of stuff, so you might want to open the console when the frame rate drops, an type in "PCB" this will purge the poopy data in the cell buffer. Thus improving performance as well as avoiding coruption. However this is very dangerous, the PCB you just did can cause a crash, but thankfully not everytime. If it is crashing when you PCB like this you need to try the safe way below ----5.3 The only near 100% safe way to PCB I know of besides the two settings which set the fallout 3 game engine to automaticly purge. Are from walking thru a door, then PCB, then spin around an walk out the door, which forces a reload of the cell only with a clean cell buffer. The other way is from the Groovatron mod, which if you press X will allow you to place a teliport marker anywhere, press X again you can teliport to the all black room, PCB, Press X teliport to the white room, spin the camera around, press X again an teliport back into the place you put the teliport marker, however this will also reset your weather, so you need to exit a door that goes into the actual wasteland, such as the megaton door, which will reload the current lighting an weather settings. The spin around in the white room is to avoid missing normal maps an gloss on objects once you go back. But as it's been updated Groovatron doesn't do this as much anymore. 6. Holly cow I never thought I'd get to #6!!!! At this point you want to run another subjective test phase on your fallout 3 build only after tweeking it. Focus on minimizing the stutter, and check for microstutter, which are two different things. Stutter happens as you run across the wasteland, an between the Quads 16X16 cells, the LOD (level of detail draw distance) is loading an culling (fading) what's being rendered. It's important to focus on because the TG goes over ways to reduce it. As you run fast in certian points it will start skipping frames, an apears as stutter, this is grapical lag from the system catching up. Micro stutter is caused from mouse lag an if you have it then you have bigger problems than the microstutter. Really it depends on how much Video card RAM you have. 512Mb I had stutter, but could reduce it, an anytime that it happened I would stop running an let the system catch up (as to avoid it causing a crash) But now with a 1Gb video card I hardly have any stutter at all. -----6.1 Fallout 3 is rendering 4 times as much on screen at any given point in time over privious games. Hence setting your draw distances at 1/4 is just like a normal game. Meaning 1/2 or max you will end up having problems, short of you having a $10,000 computer. This also will tax your system meaning you half-life your hardware an fry stuff. Not a good idea. I use "let the 3D application decide" as global setting for my grapics card driver control panel. In the long run this is a safe bet to make the hardware last longer. ----6.2 I disable shadows, it's only on the 6 nearest people or creature, which change, so 5 shadows will come on an off depending, with one always on the player charicter. All of the world shadows are hidden inside the normal maps alpha channel, something like that, and HDR takes care of the rest, so I disable the silly people shadows. I disable depth of field because it's only active when you are in a dialog with a npc, I set blur effect on low, because it should look like crap anyway. The rest I use, like high settings for water, which is a better trade off. That first part of the tweekguide covers all of this, an should be read an you should experiment. 7. Now that you have fallout running smooth. Install the DLC's then repeat the tests. It's still subjective up to this point based off how many times you have made installs an how much time you are willing to put into your tests. This one in particular is important. You want to at least create a whole butt load of chaos. Open the console an enter TMM 1 which will turn on all your map markers, fast travel around killing bunchs of stuff, quickly. Also at least try to gain entry to some of your DLC's. Still use RAOTW charicters though an new games starts as to save time. 8. Up to this point everything you did was only to rule out your vanilla game and computer system as a cause to any future problem that you might face. What you have here is a "known good" fallout 3 install. Which is why it's subjective. You don't have to rule it out 100%. The tests you do after this point are very systematic an very deeply tested over longer periods of time. ***********************MODS MODS MODS MODS I SAY I MUST HAVE MORE MODS**************************** 1. Read pinned topics on Nexus Forums. This would be your most current information on installing mods. 2. Find your Bethesda softworks/fallout 3/data folder, this is the data folder, right click it, create short cut, place that shortcut on the desktop, now right click it, change the icon, there's a nice one inside the bethesda softworks/fallout 3 folder. You can now drag an drop stuff into this shortcut an it drops into the data folder, but this will blindly overwrite anything already in there. which is why when you start out you open the mod .RAR, then open the Data folder an compare the two to see what's getting replaced, before you actually decide if you want to install. This is manual install, an try to keep it clean as possible until you know what you are doing. Me I don't have to do it anymore because I pretty much use the same mods, but anytime I put a new one in I'll compare first. -----2.1 Overhawl global scale mods use auto-installers, they are safe, but be weary. Also they blindly overwrite content. So the order you install them is important. I might install UF3P first, then blindly overwrite that with FOOK2 because I know FOOK2 has better quality textures, this is only minor. But you could overwrite MMM with some idiots crappy textures which would be a disaster. Also if you install the overhawls first then you will have to fix them many times as you add in mods. I tend to install them last, then only fix them once. 3. You can either install 40-80 small tiny mods, or install a big huge overhawl. 80 mods take just as long to fix as a huge overhawl does. This is where the bulk of your plan fits in. 4. You're safest bet would be to only install the mods one at a time, then fix them, then test them. Slowly over time building a 100% clean load order. However to get the ball rolling I suggest 20-80 to start out with, the smaller the better. If you are going to install a overhawl first, then do only one overhawl at a time. 5. Once you have something to work with. Come up with a load order in FOMM which will allow you to get to the main loading screen without crashing. Soon as you can, exit the game. It's a good time to toggle archive invalidation, toggle it once an forget about it. But from time to time check to make sure that your ArchiveInvalidationInvalidated.BSA is the first .BSA in the list of your .BSA 6. Load the whole thing with FO3edit. Wait for it to say finished. right click somewhere in the load order, then press Ctrl A (select all), Then right click any of the selected all, an pick, create merge patch. Name it "MergePatch" It should say adding blah blah blah as masters tons of times. You shouldn't get an error or anything funny if you did you need to address that. Save the merge patch, exit FO3edit. 7. Open FOMM, go to the bottom of the list an checkmark the new merge patch you created, then exit FOMM, launch FO3edit an load the whole list again. Wait for it to finish. Then right click on Fallout.esm at the top of the list, pick apply filter, for your filter settings you will use a conflict filter. In the top left you have "by conflict status overall" with "conflict" and "critical conflict" just below that, then near the very bottom you also checkmark "Flatten blocks/sub-blocks" and "Flatten cell children" and "conflict status inherited by parent", Hit filter an wait it will take a while. 8. Start at the top of the list, which is fallout.esm, open it up an look at all the red an purple stuff. You want to fix all that. But anywhere you see the MergePatch in a entry, ignore it, as you will be fixing it later, and it's a way to split up the bulk of the work you be doing, mainly in creatures an NPC. 9. The original guide to FO3edit was 200 pages long, good luck with that... Kind of makes me feel like a genus fitting this crap in only 12 pages. However the webensized FO3edit guide by CSB http://fallout3nexus...ile.php?id=9616 is the best thing to ever happen to new fallout players, but not many people know about it. Heck even I used it an I knew what I was doing before hand. 10. Anytime you are about to fix something you have not fixed before, save the load order before hand, then if you fail an totally screw the pooch, just exit an don't save anything, load it up an try again. 11. Never add a mod as a master to another mod in order to fix something. It's dangerous, an can sometimes lead to land mine coruption spread across the whole load order. See #12 12. Anything which can't be fixed by the normal copy paste or drag an drop means. You need an override to fix. Overrides can do two things. First they can sort of quick fix issues. For example I have Fallout.esm, BrokenSteel.esm, RandomMod.esp Well the problem is that RandomMod.esp was created in a load order that didn't have BrokenSteel.esm or the noob didn't know how to load multiple masters or that they needed to for this mod they created. Okay so fallout.esm has a entry, then BrokenSteel has the same entry only it's different from adding super cool DLC content, then this RandomMod.esp doesn't have the BrokenSteel.esm stuff in it, thus RandomMod is overriding the DLC content inside BrokenSteel, which BrokenSteel overrided the lame Fallout.esm one. It could be the case that RandomMod has a identical to master record, (in this case identical to fallout.esm) ----12.1 Cleaning might clear this issue up, so I pre-clean the mods before I fix them, somewhat, only removing identical to masters, an set delete to disabled, and only saving the mods which got turned dark bold text, a quick cleaning only. 12.2 Okay so back to our example, Fallout.esm, BrokenSteel.esm, RandomMod.esp This ruins my broken steel, also maybe causing crashes in broken steel. So a quick fix is to right click the top of the entry for broken steel, the name of the mod which has the entry (mind you I could be looking inside fallout.esm which is why you start fixing there, you fix 50% of the load order) Right click that name of the mod in the top of the entry, pick "copy as override into" Then scroll down the list to the bottom an pick new file, name the file acording to what it will do in this case "Override-DLC" because all of my DLC override fixes will be contained inside this one override. It's okay to add mods as master to a override (because the actual override is all they contain), once this is done you'll see that now the data from Broken steel is last, the furthest to the right, which is the entry that is used, so it looks like this now, Fallout.esm, BrokenSteel.esm, RandomMod.esp, Override-DLC.esp 12.3 It's dangrous to add too many masters to any one override, you want to keep them small, about the size of the merge patch. Seperate them by what it is that they do. Override-DLC , Override-Script, Overide-NPC, Override-Drugs, an so forth 12.4 The other use for a override is to allow one in-game item or entry to use parts from more than one mod. As a example Vodka that when you shoot it explodes into a fireball from FOOK2 or distruction, when you drink the vodka it also effects thirst from Primary needs, gets you drunk bluring the screen from Inebriation, Gives you stat buffs from Ultimate perk pack, Gives you a empty bottle from some random other mod. All you would need to acomplish this is a Override which uses FOOK2, distruction, Primary needs, Inebriation, RandomMod As masters to the override. Meaning anything inside those mod can be used inside the override. From there it's simply a matter of dragging an dropping the seperate parts into the final entry inside the Override. Sometimes you end up having to copy an paste, like for example adding all of the food in FalloutFood.esp so that in a override the entrys effect primary needs hunger. All it takes is time. Pretty much this other use of an override allows you to do whatever you can think up. Like for example the other day I added the drunken effect to morphine, I'm still testing it, but it worked. 13. Now this has just fixed the Red an purple stuff. The main conflicts, there's still about 1,000,000 entries which are yellow an green. I don't mess with them, an just prey they are all benign, but there are some crash causes in here, but I'll never look thru it all. So really you can only get close to 100% crash free, but that's like being in heaven if you ask meh. 14.Once you have fixed the whole list top to bottom except for your merge patch, you'll want to now in the final stretch fix anything inside the Merge patch by opening it up, an fixing it. Don't need a override to fix anything in the merge patch, because it is an override. It's subjective if you want to manually add all entrys in the list data, like loot or containers. 15. Now clean that all again fully as discribed above, also master update it. Anytime you want to make a edit then master restore first. Then anytime you change the load order from adding in more mods you need to create a new merge patch, which is subjective. It's your best bet to create a new one anyway. Link to comment Share on other sites More sharing options...
Spineraker Posted June 14, 2010 Author Share Posted June 14, 2010 I haven't installed RI PN; it is installed by default within FOOK2--it's an immersion feature. I played around with load order, and figured out that as long as I load FOOK2 before[\i] FWE, as well as disable and re-enable PN within the save, it unborks and almost all the food and drink once more sates their appropriate category. (Some foods don't as they're added by other mods. By going through all of this troubleshooting, I'm finding more and more poo suddenly open up to me in-game. Items I never saw before are suddenly being propagated across the wastelands. This is freaking awesome!) I had EVE load before FWE, FOOK2, and MMM. This allowed for any piece of EVE actually working within FOOK2 to overwrite appropriately. Once I did this, everything now seems to be working around Megaton and those Ants were killed well and good. Moving on, now I'm noticing a very similar issue around Scrapyard where large explosions are causing the game to crash. I have a feeling I'm now encroaching on possible computer issues, rather than Fallout 3 mod issues as my graphics card driver keeps crashing which causes the game to crash (eventually). This is an issue I've been noticing in one or two other games as well...it is starting to seem as if my GPU is in need of replacing. Not fun... Anyway, thanks for your help, Fap6000. As for WastelandAssassin, I appreciate the feedback but I must also point out that what you're saying is a bit narrow minded. "If it doesn't work, remove it and don't use it" is basically what you're telling me. I know FOOK2, FWE, and MMM all work together, regardless of their respective authors saying they don't work together. I have talked to many people that have them working just fine. The main issue is time and patience. Many people don't have patience to get mods working like they should. I myself admit that I have a patience problem sometimes, but in general I'll try as hard as I can to get something working on my own before going out and asking for help. In the case of FO3 Mods, I've BS'd my way through them long enough with flagrant crashes. I decided I'd finally get smart and learn how to make everything play nice. The end reward is deeply worth it, as you have a game that feels far more like what the original concept of Fallout was rather than this seemingly abridged Bethesda game. EDIT: Woh, I didn't notice the second page until I posted. Fap6000, you're freaking awesome. If I can't figure out this strange issue of crashing when a large group of things attack with explosions, I'm going to try and rebuild everything from scratch using that guide. Thanks again. As for the time issue, I've always waited the re-spawn time in order to insure things re-spawn correctly. The main reason for it is that if you change FWE, MMM, or FOOK, there will be equipment addressing and scripting issues that occasionally can pop up. To protect against them--however small--I choose to wait the full re-spawn period to knock off that possibility. Also, the timescale thing I posted was causing something COMPLETELY wacked out: My clock glitched out due to the major time increase, and suddenly found itself counting days backwards in negative numbers (i.e.: a month goes from -31 to -1 days), and the year jumped to 2298. This caused, in turn, the actual calendar to think it was June 122849th, in year 2298. Yeah...honestly the error was weirder than anything I've encountered so far as the actual timer and event casting was working just fine...even though everything should have been borked to hell. Reloading to a previous save before the quantum leap was easy and fixed the issue. I then waited for 2 weeks again, but with only a 100,000 timescale increase. This was far less taxing on the system, and it recovered just fine. Link to comment Share on other sites More sharing options...
fap6000 Posted June 15, 2010 Share Posted June 15, 2010 QUANTUM LEAP! Heck yah where do I sign up for that? Sounds like the most awesome thing I ever heard of as a glitch. Heh that's as awesome as the NPC's heads tilting an getting stuck. hahaha Nice... It's already a risk from using player made content which is un-compressed in DXT or on excessively large texture maps certianly on grapics cards with 256Mb or 512Mb of video card memory. Which it's a good idea to perform a scan an clean up of that, which is a couple of Gb just on the amount of stuff you get like this which isn't part of Overhawls. It takes days to fix those textures to work in a "high performance" way such as to provide faster running increased chaos battle scenes. But in a way to keep 99% of the detail. Such as noted in the Chaos performance article @ http://fallout3nexus...icle.php?id=208 Also you should look into the article data base http://fallout3nexus.com/articles/ many advanced methods in there. Once you add in some "overhawls" then that couple of Gb turns into many many Gb of just textures that need fixing. So I can't say that really makes me want to use them. Besides the other reasons. I'll build in the overhawls later on, when I feel like working hard. I would start by looking inside the explosion data in FO3edit. Then maybe try lowering the spawn rate. If that helps then it could just be excessively large textures taxxing the poop out of your grapics card. The last Grapics card set up I ran was Nvida 8800 GT's in SLI, these were 512Mb cards. Even in SLI causing problems with taxing in fallout. That developed into the chaos performance article. Now I just use one card with 1Gb of memory which is much better than the old set up. I'll still end up fixing my textures though to make the card last longer. The first time I shrunk textures I went overboard, some of them I performed the process 2-3 times. Now pretty much I'd shrink the stuff that doesn't matter the most, then a light shrink on everything else. Starting with scaning the textures folder for the largest files. 1Mb is a pretty normal HD size for a texture. But anything 1Mb or above is suspect to need strinking. When in doubt compare to the vanilla content. Take ammo boxes for example, unpack the texture from the Textures.bsa, an find out how large the vanilla map is, probalby 256X256 or 512X512, but then FOOK2's is 2048X2048 for the same size item. Bam that just robbed performance anywhere it's being rendered. If I can shrink it an it still looks as awesome as before I just won. Link to comment Share on other sites More sharing options...
Spineraker Posted June 15, 2010 Author Share Posted June 15, 2010 Good idea. I'm using NMC's super texture back (the giant download one, but only the mid-range textures. The 4k x 4k textures make my card want to puke...I think. When I tried to use them, as soon as I walk forward--it crashed. I could look around all I wanted though :D. Ever since then, I used the middle level textures. I never thought of fixing them like you suggested; that may be an interesting idea. As for computer performance, I have an Intel Core2 Quad, GTX 285 1GB VRAM, and 4GB of RAM. With this setup, I've never thought of an actual graphics issue as this card should blow FO3 out of the water. Granted, though, that I hadn't before right now thought of how much more taxing the game is when you throw NMC's textures on it...hmm...could be a problem >_<... Thanks again for the feedback. Link to comment Share on other sites More sharing options...
WastelandAssassin Posted June 15, 2010 Share Posted June 15, 2010 well, i'm not trying to say that you should remove FOOK2, or any other mod for that matterthe thing is, most people that i try to help, have very little knowledge with mods and how to fix problemswith you it isn't the caseso if you can fix these mods to work togather, by all means go for it, and i wish you all the luck in doing iti just know about myself, that i can't get it done, and many other people can't, so i suggested to you what i would suggest to others again, i hope you do get to fix them to work togatherheck, maybe after you do it, write a guide so that we all could try it out?? Link to comment Share on other sites More sharing options...
VerwalterWulf Posted June 16, 2010 Share Posted June 16, 2010 Fallout3.esmAnchorage.esmThePitt.esmPointLookout.esmBrokenSteel.esmCALIBR.esmFOOK2 - Main.esmFOOK2 - [DIK] DLC Improvement Kit.esmFOOK2 - [*censored*] World And Neighbourhood Kit.esmMart's Mutant Mod.esmFOOK2 - Main [Hotfix].espFOOK2 - DIK [Hotfix].espFOOK2 - [EVE] Energy Visuals Enhanced.espWeaponModKits - FOOK.espWeaponModKits.espWeaponModKits - OperationAnchorage.espWeaponModKits - ThePitt.espWeaponModKits - BrokenSteel.espWeaponModKits - PointLookout.espWMKAA12Shotgun.espMart's Mutant Mod - FOOK2.espMart's Mutant Mod.espMart's Mutant Mod - Increased Spawns.espMart's Mutant Mod - Feral Ghoul Rampage.espMart's Mutant Mod - Hunting & Looting.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 - FOOK2 - DIK.espFellout-pipboylight.espFellout-SOTD.espFellout-Anchorage.espFellout-BrokenSteel.espFellout-PointLookout.espFellout-Full.espFOOK2 Nightvision for Fellout.esp700NE rifle.espDoubleDeathClawGauntlets.esp3EFskewer.espWalther MPL.espFOOK2 Armory.esp Total active plugins: 45 My game just starts to fire up and abruptly crashes when the intro-menu starts, erm, how do I fix this? (I figured you gents would have an idea on how to fix the load-order.) (I posted this on another thread Link to comment Share on other sites More sharing options...
quicksilverva Posted June 17, 2010 Share Posted June 17, 2010 If you are using FOOK2 1.1 Beta 1: Fallout3.esmAnchorage.esmThePitt.esmPointLookout.esmBrokenSteel.esmCALIBR.esmFOOK2 - Main.esmFOOK2 - [DIK] DLC Improvement Kit.esmFOOK2 - [*censored*] World And Neighbourhood Kit.esm <----toss. integrated into FOOK2 1.1 Beta 1 and Beta 2Mart's Mutant Mod.esmFOOK2 - Main [Hotfix].esp <--- if using Beta 2, tossFOOK2 - DIK [Hotfix].esp <--- if using Beta 2, tossFOOK2 - [EVE] Energy Visuals Enhanced.esp <----toss too, integrated into Beta 1 and Beta 2WeaponModKits - FOOK.espWeaponModKits.espWeaponModKits - OperationAnchorage.espWeaponModKits - ThePitt.espWeaponModKits - BrokenSteel.espWeaponModKits - PointLookout.espWMKAA12Shotgun.espMart's Mutant Mod - FOOK2.esp <--- try moving after MMM's pluginsMart's Mutant Mod.espMart's Mutant Mod - Increased Spawns.espMart's Mutant Mod - Feral Ghoul Rampage.espMart's Mutant Mod - Hunting & Looting.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 - FOOK2 - DIK.espFellout-pipboylight.esp <--- integrated into Beta 1/2Fellout-SOTD.esp <--- integrated into Beta 1/2Fellout-Anchorage.espFellout-BrokenSteel.espFellout-PointLookout.espFellout-Full.esp <--- integrated into Beta 1/2FOOK2 Nightvision for Fellout.esp700NE rifle.espDoubleDeathClawGauntlets.esp3EFskewer.espWalther MPL.espFOOK2 Armory.esp noticed you are missing the FOOK2-Main.esp and the FOOK2-DIK.esp. put those in and load the hotfixes for them afterwards dont know about the rest of those , i dont use them. check for missing masters, which normally causes a CTD on start up Link to comment Share on other sites More sharing options...
VerwalterWulf Posted June 17, 2010 Share Posted June 17, 2010 Actually, erm, dude, this is version 1.0, the finalized.(hotfixes and updates pending, like with all mods.) Link to comment Share on other sites More sharing options...
VerwalterWulf Posted June 17, 2010 Share Posted June 17, 2010 Well, it still doesn't start, bloody wonderful. Link to comment Share on other sites More sharing options...
Spineraker Posted June 17, 2010 Author Share Posted June 17, 2010 Actually, erm, dude, this is version 1.0, the finalized.(hotfixes and updates pending, like with all mods.) I don't condone thread hijacks, honestly, but since I'm still working my issues out--I'll comment quickly. Do you mean that you have the original 1.0 version of FOOK2, or are you referring to an actual post-beta 1.0 release? If the later of the two is true, you'd have to be on the FOOK Dev team; no one has anything beyond FOOK2 1.1 Beta 2--it just barely came out just under a month ago. The FOOK Devs have yet to announce any plans for a full release, and with Beta 2 now out we can see even more issues which will likely be pushing back any plans for a full release as well. If, on the other hand, you simply misspoke and meant to say that you have FOOK2 1.0--the version prior to 1.1 Beta 2--then that is different. In such a case as that, I HIGHLY suggest re-installing FOOK2 with the new 1.1 Beta 2 files. Do not just do a basic download and replace! Doing this will cause major issues with the files, and if you have done it already, that could be your problem. Additionally, those hotfixes seem to be the ones for 1.1 Beta 2 (at least in name). I'd check the descriptions to see if they're for 1.0 or 1.1. If you use hotfixes from 1.1 in a 1.0 load order, weird poo like this **will** happen. As for my current issue, fap6000: I'm trying to run through and do some overhauls, but I'm getting stuck at the Merge Patch. For some reason, I keep getting three errors display after the Merge is complete: [03011052] <Error: Could not be resolved>[020E17AA] <Error: Could not be resolved>[03011052] <Error: Could not be resolved> I can't find either of these two addresses, and the errors appear last in the log. Unfortunately, I don't know what mods these are linked to as there is no additional information on the errors anywhere. I found a small mention that this particular issue is with the MMM PB stability mod, but I don't see any issues there. Ever seen this happen before? Link to comment Share on other sites More sharing options...
Recommended Posts