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Completely Overwhelmed... :(


ZpIIlz

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in mo, link in Fomm from where you had already installed it.

 

http://1.1m.yt/yh4W-Rb.jpg

 

In the new MO installation, FOMM was already there. Didn't have to link in anything.

 

 

 

 

in C:\users\username\apps\local\fallout3\ delete any *.cfg file you might see there

These were the only files in my local\Fallout3 folder. I don't see any .cfg files in here, does that viewsettings file count?

http://3.1m.yt/033DUlx.jpg

 

 

 

 

DO not delete the plugin.txt file but open it and inspect it's contents.

Just a list of my hopes and dreams...

 

http://4.1m.yt/tDwHczW.jpg

 

 

 

anything look out of place, tell me.

It's very messed up. There are ESMs loading after ESPs, things are way out of order. That's not how we left it...

 

 

 

 

close, open mo, run fomm sort. close. Just to be sure there isn't any thing else writing to the data streams

 

When I launch FOMM through MO, there are no plugins to sort.

 

http://3.1m.yt/aFb1HRe.jpg

 

 

 

close mo and reopen it and run the game.

 

Good news!

 

The game now launches and plays through MO without crashing. Loaded up the save outside the vault, works fine. Yay!

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if you have not Enabled the bsa archive under archives tab, do so now.

Uhm, you say "THE bsa archive" as in singular...but, to which .bsa are you referring? Technically there at 17 .bsa files in the Archives tab. Do I select just the mains? all of them?

 

http://1.1m.yt/wZHdSbW.jpg

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always select the sound files.

 

As for the others ? we are using loose file formats for our structures here, the game engine only requires the mains to be present as it will auto load those.

 

Our source files shown in MO should show an indication of overwriting bsa data. IT may not if not checked in the archive handler of mo.

 

in the saved game tab in mo, you can click on the files stored there, these files are actually in your My desktop\My Documents\My games\fallout3\saves folder.

 

right click on any of them to see if MO finds missing data but do nothing, just use the tool to inspect things, we are far from editing or leaving the project behind,,,that is unless your done with it. It's a lot, it has been a real hell getting things just right.

 

IF one of the saved game files see's only the base GOTY game files? then you ready to mess with the source project, HOW ever...IF it see's all those mods in that plugin.txt file? then you need to back that up. delete it, run fomm and sort, that recreates a new file using what it finds in MO's line up.

 

Last...are you catching on here what's going on?

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My current test bed here has all bsa's loading from MO.

I have used this bed for 3 other people in this manner with out loading the source data checking their saved game files and in game run conditions.

So far minor issues were found in the data I received, other-than that, the game always runs here for me except when I deliberately Hose it up to test out a function.

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always select the sound files.

As for the others ? we are using loose file formats for our structures here, the game engine only requires the mains to be present as it will auto load those.

Our source files shown in MO should show an indication of overwriting bsa data. IT may not if not checked in the archive handler of mo.

Please guide me here, I'm trying to piece this all together so it makes sense...

 

MO gets the sounds from the various 'sounds.bsa' files in it's archive manager. Then gets the meshes, textures and everything else from the "sources" plugin that was made by compiling all the main .bsa files together?

 

So, the 'sources' plugin is sort of a "sandbox" if you will. When I want to go in a alter the game in any way, I target those files in "sources". So the original main.bsa files are never altered.

 

Is that right?

 

 

 

 

In the saved game tab in MO, you can click on the files stored there.

http://1.1m.yt/y0OPZs3.jpg

 

 

 

Right click on any of them to see if MO finds missing data, but do nothing.

 

http://2.1m.yt/iyj-m5Z.jpg

http://2.1m.yt/qENkFMU.jpg

 

Not sure what I'm looking for here.

 

 

 

 

Last...are you catching on here what's going on?

 

I am unsure. If what I explained above is accurate at all, then yes. I have a grasp of this process. Though I am far from understanding enough of it to be able to work on my own. That being said, we haven't really done much yet because of all the failed launches so far. If my windows installation was flawless and squeaky clean, and I had a brand new fresh everything; Steam, Fallout, ect. Then this would be going much smoother. We'd probably be well into modding by now but we had to work backwards before we could go forward at all.

 

I'm sure once I get my hands dirty with making actual visual adjustments in-game, I'm sure it will all start to fall into place. Sort of how when you watch a movie a second time, the intro makes WAY more sense. The first time you see it, you are like, "WTF is going on?" because you haven't been introduced to anything, yet.

 

I'm sure I'll start to realize the importance of all this once the actual work starts being done. Obviously, you don't just open TheFallout3ModdingProgram.exe and go file > open > Fallout3.exe, then just click and drag stuff around like photoshop, save and play. (Well, that's essentially what's going on here, but with a few extra steps). In the future, if I were to start from scratch, I would know that in order to touch any of those files, there is a particular process they have to go through in order to be altered safely.

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Is that right?

Correct ,remember the PM data we spoke about? well now, the source folder would be that target area and it Eliminates Duplicates.

 

So, If that data we talked about were to be installed in Mo, and you move the data from Mo's installed folder it made for that data, to the source data folder? you could replace default code with updated code into a single folder much as the data folder operates, only MO offers you the ability to erase all in one click.

 

I talk out of context here to provide some security for your choices of mods...there are youngsters here.

 

Not sure what I'm looking for here.

There is nothing to find in that saved game file but if you do this in one that had a lot of mods? well then, you would understand instantly.

 

I am unsure. If what I explained above is accurate at all, then yes

you are correct so far.

 

We'd probably be well into modding by now

you have no idea the itch I have to show you some cool things for this subject.

 

I'm sure once I get my hands dirty with making actual visual adjustments in-game

That ! oh boy, your in for some real fun. better than enb stuff. With no errors to contend with. Pick and choose all day long if you wished.

 

because you haven't been introduced to anything, yet.

  1. launch game raw ,pick a panoramic view, take a screen shot, place it in a folder where you know it can be Identified as unit 1 RAW.
  2. enable sources, run game....take a new shot in the same exact position. label it so.
  3. place both shots side by side and see the differences.

 

in order to touch any of those files, there is a particular process they have to go through in order to be altered safely.

print this out in a windows 10 pdf file this page for future references. keep it safe.

 

What all of this does is remove the performance issues seen with out doing any of this. Smooth operating rendering takes place, this is not seen, it's seen in motion. Performance and details.

 

what I have shown you are the tools we use, to get better flow of the data for a really cheap game. Bugged up as it is.

Keeping it, retaining all of this will not be an easy task. But the outline made here show you what you can or can not alter in the manner we did this in.

 

the secondary storage folder "Holding" is data in any form never to alter...will be found in other mods.

 

Now, another thing I have shown you is Isolation of all of these mods under a better controlled Environment and tool.

 

This process outlines what to do to other mods, how to Isolate the data they contain so the flow remains the same ,but, mods, that have the matching data we shoved into the holding folder is that override and they are NOT to be optimized ever.

 

you separate their works as we do here, Opt them, put back the data not opted, and make a backup of the folder the mod is sitting in ...in mo's mod folder as a brand new Currently optimized mod.

 

Characters are always a pain, you see complaints of that all over the place. You now have the knowledge to remove those issues before you.

 

That is what I have shown you so far.

 

Gonna edit here is a sec.

 

in the use of mo, as shown here, you can set the order of things and the Focus point is what is overriding what.

The question Arieses as to what we choose in game as to set president on screen.

IF placed in the wrong location as shown here, Mo can show you in an instant what the games data and the mods data are doing.

defeats.jpg

In this shot, you will see a set of DLC's, a deliberate setup to show "ME" a action in game for some one else s game that indicates DUP's duplication s. Those 1+2+3+4+5 packages are separated NON-extracted bsa archives DLC source data.

The purpose is this, very little from each overwrite the others but it is what is it that is overwriting the data as a LOAD order is concerned and why.

 

Broken steel and point lookout are the real villains here.

 

Remember I told you this is drag and drop? those packages are dropped into Mo's mod folder including all NON-extracted BSA data.

I have another set with only the master files residing in them.

There are NO DLC bsa's in the main game data folder, I moved them here so I can load things just for fallout3.esm

Mo can bypass steams involvements to a point. Steam only needs to be running but does not really need to be involved.

 

the next shot will make a lot more sense.

kitty

Edited by Purr4me
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So, If that data we talked about were to be installed in Mo, and you move the data from Mo's installed folder it made for that data, to the source data folder? you could replace default code with updated code into a single folder much as the data folder operates, only MO offers you the ability to erase all in one click.

That source folder is a life saver, then. Mods best friend. There are exceptions, obviously, (like how I see you don't have MGE, and Gopher's mods in sources). But instead of having a million-trillion mods all piled on top of one-another causing problems and trying to load all at the same time. It's just one file. Sources.

Which means customization of the game is extremely personalized. Instead of downloading Flora Overhaul and only having your trees where Vurt decided they should go, I can move just 1 tree if I wish. or 7. Not all of them. This also (more importantly) means that the game engine is never overloaded with plugins. Mostly everything is toggled on/off in that sources plugin.

 

 

 

enable sources, run game....take a new shot in the same exact position.

 

I'll have to just take your word for it for now because running the game with sources enabled makes it crash when I try to load any of my save files. Starting a new game works fine, though. I'll have to make another run through the vault through MO with sources in order to get a screenshot outside the vault to compare. The save files I have right now only load if the game was launched raw.

 

 

 

 

print this out

This is a magnificent idea. I'll get it printed, stapled and filed away into my huge binder of important gaming things.

 

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

 

I am thoroughly impressed with MO. It has an abundance of useful features that are all accurate and even real-time. It's useful not just for telling what's wrong, but just what's happening. It's a resource monitor, a diagnostics tool and an archive all wrapped up into one.

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That source folder is a life saver, then. Mods best friend.

correct + all of IT is optimized default data ,not some thrown together 3rd party junk. <speculative term>

 

Which means customization of the game is extremely personalized.

Dead ON the money, this also shows you all what I mean by no two setups/ systems will be alike. IT's specific to choices made and how it's all applied.

 

Look at the Enhanced weather in mod on the right side, how many files are listed there ? if these files are "better" than the Original ? then all you would be required to do is Move JUST those into the source directory instead of thousands of useless files you can't possibly know are correct or not or even any way to determine If they are a cause of any problems.

 

This method Gives the users total and complete custom control over what Does what.

 

Which means customization of the game is extremely personalized. Instead of downloading Flora Overhaul and only having your trees where Vurt decided they should go, I can move just 1 tree if I wish. or 7. Not all of them. This also (more importantly) means that the game engine is never overloaded with plugins. Mostly everything is toggled on/off in that sources plugin.

correct, there's the performance gap lost for ages gone by ,and now you understand how My shots were done and simply by using mods, pick and choose, isolate ,divide ,place and run.

 

No need for some monster power machine to do all of this.

 

 

The save files I have right now only load if the game was launched raw.

Please don't take offense to what I am about to tell you.

Fomm Finked on you ,and the picture you posted shows FOSE is loading, it's files are there to be picked up by Fomm, don't you think that code is also getting into the picture too. Fomm ratted you out. FOSE can not be involved in a project such as this. It will throw things way out of wack.

 

Fomm gave you away. see the launch by fose encapsulated into the button in Fomm? Dead give away.

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I am thoroughly impressed with MO. It has an abundance of useful features that are all accurate and even real-time. It's useful not just for telling what's wrong, but just what's happening. It's a resource monitor, a diagnostics tool and an archive all wrapped up into one.

Seeing that makes me feel good and tells me you now fully grasp what this was all about, the best part of it is, your a total stranger asking me for help and I have helped to gain a result. That result is you telling me what I wanted to see.

 

An acknowledgement I am very sure the author would be proud of.

 

kitty Black

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