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MIRELURK QUEST at ANCHORAGE WAR MEMORIAL grey door


wastlander

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as agreed the screen shots here will show text instruction with in them ,what they mean using one program I currently am using for this purpose.

 

Though the target folder is not game related, it is for our purposes here to demonstrate how to do things.

 

3 shots in all.

http://s26.postimg.org/5bz4rf1jd/extract_Demo_1.jpg

http://s26.postimg.org/qa5api1e1/extract_Demo_2.jpg

http://s26.postimg.org/ukjyl36h5/extract_Demo_3.jpg

Kitty black

 

 

Thank you for the Detailed Screen shots.

 

And its nice to know about Mod organizer now.

 

Just be clear I have extracted those 3 folders but before I place them into my Fallout 3 Data folder, do I have to Uncheck anything in the Fallout Launcher? Or my Nexus mod manager from where i launch FOSE.

Am i to overwrite any other file sin eth DATA folder?

You said it will override the game .bsa, not overwrite correct?

 

This is extraction method is simply loading the game engine with the same files but in an unpacked form yes?

 

Thanks

 

 

 

 

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Tb be clear...? um, you are using Nmm? this is what you said, not mo...but nmm..?

If you are using "Nmm" then yes, it will (overwrite) not just over ride, both and no, you can not undue it.

 

yes, the data will in fact be different even if using "fose", Mo...does not (over"write") but rather overrides.

 

Nmm overwrites.

 

 

Or my Nexus mod manager from where i launch FOSE

You do not use "fose " in diagnostic formats...testing things of this nature until the bugs are found..the very nature of that program is to over ride default scripting thus by passing default controls.

for you ,you need default controls running and not "bypassed" in testing things.

 

Mo never "overwrites data" it is kept separate, it acts as if it were nmm or fomm, acts like when you tick a mod that mod is supposed to be enabled.

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Kitty Black ,

Sorry I ment to write "just TO be Clear", this was not an admonishment for lack any of clarity.

 

Thank you , as instructed am using Mod Organiser to unpack. The next step was manually putting these 3 unpacked folders named Meshes, Textures and Trees into my Fallout 3 Data folder. I did this and some files copied into the Data folder then I was asked if i want overwrite about 2 000 files. I just wasn't sure if I am supposed to say yes.

 

I expect that is the idea I am just not 100% on this, as you know i will be duplicating all the bsa data and I cant undo it after.

 

if i do overwrite these files, do then launch the game from the Launcher to test whearther all these unpacked files have loaded?

 

 

Thank you

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If you have doubts, and wish to keep the file "yet to be overwritten", then simply back the data files up some where else and go for it, OR not. IF your using MO !, then this is UN-necessary as mo will "override the data in the data folder of these files extracted are in mod organizer as a mod, you create a mod name, place that folder , the mod name into the mod folder and launch mo, the folder will be empty. close mod and move the extracted files you need to use int it, now when you launch Mo, it will now see and use all the files you need to use as if it were a mod.

 

this is the beauty of MO, a thing so far out of modding ...current understanding as it is that blows away managers.

 

You now become the developer, the guru of your game, you chose what to show or not and not damage your game files.

 

this post lays out 2 choices in text. do I need to write out the choices?

-------------------

nut's , the voice transition from phone to text screws up too much , and editing things after I splash all the tech stuff gets real....for me.

kid's running thru the house, grab hands and screaming, having fun.. playing. the phone rings off the hook, shopping all day, gather up all daily life's things.....it does come to a point where we lose our way.

 

so I take it in and deal with what ever is thrown at me. laugh it off, take a break, and move on.

 

use mo ,run the game at that point and see if the new data closed thew bugs off...overrides what ever is causing the missing data from showing.

a few mouse clicks and you rock and roll babe. !

KB

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The screen shots are for your piece of mind and mine as well, so there can be no misunderstanding.

to day ,I have been to ten places, of them 7 I remember well, 3, I had to write things down and I still forgot what I was doing this morning...what that goal was?

 

so, the pictures tell the story, if i show a shot, know that I take the time to make sure all I want you to see are in the shots.

I know for instance you and I are not the only visitors here, we are thus the participants conversing, there are others that do not speak English but do need to know some things and that opportunity shows up in the form of a picture format.

 

try to learn another language...be forced to Endure sloppy talk, know that we all have our own up bringing and default ways of doing things t6hat are NOT the same as the next persons.

 

open your mind and heart , to the world and breath deeply. we are not alone....you and I.

 

if all this get's to be too much, have a look at my gallery, it's not pushy, it is to open your mind as to what can be done with simple code that never was. .but is...if you want it that way.

 

after you get better at plating a simple RPG game, learn some cool things, become more familiar with things, you might surprise me in the art you create from nothingness....that. all by it's self is impressive. how you assemble your own thoughts, using what ever you can lay your hands on that works.

 

Get creative, don't let the old games die.

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do you use the tool "fo3edit" ? if so which version and what scripts are in use?

If not? I would provide a link to the current dev version so you and I can be on the very same page and identify what the data is there on your system by me guiding you through the data breach....as it is a breach of the code causing data not to be rendered as intended.

 

I can get the ID # for any door in question, I give you that number and you type it in to the ID box of fo3edit and see what elements touch that string of information there.

 

If there is any? IF the numbers match or not.

another tool is cff, it can tell you if the engine is in fact correct or not.

 

thoughts?

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Hello Kitty Black,

 

Thanks you for the additional pictures and remarks about the old games and creativity.

Yeah I m usually a pretty creative individual when I am not tinkering with stuff I know nothing about.

 

I think the second pic today at 5:15 that "adds mod" pic is unclear to me. I have the extracted bsa data in a folder called like in your shots "Extracted test" folder with meshes textures trees. But in order to add it to Mod Organzier, it looks for for archived extension files, fomod, 7z. I guess I am unclear on how to add it without archiving it again.

 

If i just drop these extracted files into the Fallout Data folder how will ModOrg know to load them as a mod? I cant tic anything off unless its an archives file extension.

 

 

Your guide on the use ModOrg to extract data is clear but I was a bit lost at first as it seemed counter intuitive to launch the game via Mod Org. since you emphasized that we were testing an unmodded game , only Vanilla functions.

 

 

1 "you create a mod name," Ok yup i wil you , it says extract test.

2 "Place that folder , the mod name into the mod folder" and launch mo, the folder will be empty."

Sorry I do not understand that "the folder is empty" as it has the extracted data meshes textures trees no?

Do i just make an empty folder with the same name "extract test" and archive it and load it as mod?

 

 

 

"and move the extracted files you need to use int it" Move 'em where?

" now when you launch Mo, it will now see and use all the files you need to use as if it were a mod."

 

Ok were making a fake mod. Sorry I think part this confusion stems from not using MOD Org.

kind regards

wast

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