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Kelmych

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Everything posted by Kelmych

  1. Thanks for the pointer. I'll include this in the next set of guide updates coming shortly. UUF3P has also been updated, and some fixes will be removed from the guide since they are now incorporated into this mod.
  2. When I have access to the computer Imuse for FO3 I look to see whether I get these errors; I don't remember seeing them. As you mentioned, there are problems with the Burke's key addition. You don't need to merge the Advanced Recon plugins; I copied the instructions from the FNV guide in case a user wanted to merge them. Most FO3 users don't reach the limit of plugins for the game isn't usually reached when playing. FNV has a low limit on the number of plugins so merging is needed. FWE is included because it adds an extensive menu for customizing the gameplay parameters, and for the armor/weapon balancing it adds. If you are satisfied with the vanilla game parameters and if you don't use a lot of weapon mods FWE isn't as important. The biggest problem with the vanilla game parameters is that they are configured for the base game without the DLCs. The DLCs changed the PC level limit from 20 to 30, but they unfortunately didn't change the corresponding gameplay parameters.
  3. Before installing the mods I tried to make sure all the utilities were installed and working properly (including MO), that Windows programs like .Net and C++ re distributable were installed, and that the permissions for folders used by the game were setup. This seemed to be helpful as I have had problems previously with Bethesda games when I didn't do this.
  4. The comment on extracting BSAs is for MO 1.2, this shouldn't be an issue with MO 1.3 .
  5. I'll test it the next time I have access to the computer I use for Fallout 3.
  6. That's a good point. MMM is configurable, and the guide will be updated to say more about this.
  7. Thanks for checking this; the fix can be removed from the guide. The problem I had with Vernon Square was before the most recent update to this file. When I tested Vernon Square recently I couldn't cause a crash.
  8. Thanks for doing this. I'll check out it for inclusion in the guide.
  9. A while ago I suggested that STEP upload the optimized Fallout textures to get some visibility in the Fallout mod community. There wasn't much interest, and there was a comment that they should exclude textures in the guide. I don't agree with this for Fallout since the guides provide a recommended set of mods to use with the expectation that users will use portions of the mods in the guide; there isn't a direct equivalent of the STEP core mod set that includes a large set of textures. For Fallout I feel a mod with optimized vanilla textures should include all the textures that make sense to optimize. I agree with Z that understanding what DDSopt does is useful, but most Fallout users don't seem to have interested in this. The batch files I created allow both experienced users and those with little interest in DDSopt itself to reduce some of the tedious steps in optimizing. I didn't expect that everyone would use them. The batch files exclude the textures that we know don't make sense to optimize; this is based on experience in optimizing Fallout textures and something that most users wouldn't know.
  10. MMM makes the game quite a bit more difficult. As you mentioned, it adds some interest but in a number of places much more difficulty. FWE is in the guide in part because it adds a lot of configurability. I suggest reading the FWE web page that describes the parameters and the optional values (the page is referenced in the guide). You can decide which parameters to set tithe vanilla value.
  11. Is your concern about game difficulty, how long the game takes to play, or performance? The answer is different depending what you want to do.
  12. I'm not sure. Interior Lighting Overhaul might have a small effect but it shouldn't have a large effect. It could be the game engine itself; I don't remember what performance I got in the Red Racer factory.
  13. I am not at my computer so it is hard to check right now. All the startup problems I am aware of I put in the guide and I add new problems/solutions when users post them.
  14. There isn't any way for DDSopt itself to regulate core use. There are some general purpose tools for doing this. I think there was a discussion about this on STEP a while ago that mentioned a way to reduce DDSopt core use.
  15. I think the Blackened patches may provide some stats adjustment for these, but it's only useful if you are using EVE or MMM. OTherwise there aren't any patch mods that adjust these for FWE. A manual patch is likely needed at least until the Weapons Mod Patch mod is available which will likely be a while. Ideally this would be covered in the overall Wrye Bash guide, but I can add this to the FO3 guide. It's a good idea to sort the masters based on load order, once a good load order has been determined. I think both Wrye Flash and FO3Edit can help with this.
  16. Yes. The DXTx constraints are used only for some small monocolor terrain textures that DDSopt will collapse.
  17. RH_Ironsights support is limited to a subset of the weapons, and there are conflicts with other weapon mods including WMK (sometimes), Precision Clutter (the guide says to disable the weapon meshes to avoid problems with this), Millenia weapons (no RH_Ironsight support with very few exceptions), the Christopher Walker retextures (limited support for RH_Ironsights) and Impact (limited RH_Ironsights support). RH_Ironsights needs a different model (mesh file) tht is compatible with RH_Ironsights for the weapon than the vanilla one, and also needs for first person animation to be enabled. Wrye Flash helps a little but not a lot since the record types needed for RH_Ironsights aren't directly supported by the bash tags. If you are using EVE and the Blackened patches, and make sure the Blackened patches are loaded late in load order you will have reasonable RH_Ironsights support. It seems like every weapon mod modifies the existing Assault rifles rather than creating new ones that are based on the assault rifle with new names :facepalm: . You'll need to use FO3Edit to see what is happening. In my game for the Chinese assault rifle, as an example, the Blackened patches are the last to load and they provide RH_Ironsights and WMK support. They do not support the weapon retexture mods changes or the records changed by Impact. Which weapons do you find unbalanced? There are FWE patches for all the weapons in the game that I'm aware of; admittedly it can be difficult to ensure that the proper stats from the appropriate patches are the ones used. Eventually I'll likely have to make a large patch to cover the weapons in the guide and the changes by various mods. There is a mod on Nexus that started to do this, but it isn't currently available.
  18. Some possible causes for crashes on startup are at the bottom of the guide. Also, Launch FO3Edit and make sure it starts up correctly, it's apparently possible to have load order problems that don't show up as warning symbols in MO. Even with the new MO there might be issues with number of unextracted BSAs; I haven't tested this since I extract all BSAs except the vanilla ones and the UUOF3P BSAs. Try temporarily removing the ENBoost d3d9.dll and using the vanilla one, although that's not likely to be the cause since the game starts with many of the mods loaded.
  19. I'm not that familiar with Core Robots. You could potentially disable the Ragdoll mesh file(s) that conflict with it if you know which meshes it uses.
  20. MO should be set to manage archives, the default behavior, rather than having the BSAs be loaded by plugin order. There has been a problem in Skyrim with the Unofficial Skyrim Patches and part of one solution has been to uncheck this option, but when the new version of USP (called USLEEP) is out this will no longer be needed. The only reason I asked about MO version is that 1.2.x has problems with unextracted BSAs while the new 1.3.8 has a lot less problems with this.
  21. If Fallout - Invalidation.bsa was out of order it would cause problems. I'm not sure what problems occur if the BSAs are loaded based on plugin order (which happens if MO is managing the archives). Which version of MO are you using?
  22. If you are using the Fallout Launcher mod, when you reinstalled FO3 you also reinstalled the FalloutLauncher mod, right? Installing it involves renaming the original FalloutLauncher and then copying the mod's FalloutLauncher.exe to the Fallout 3 GOTY folder. If there are still problems you should go through the configuration again in Steam so it is set properly.
  23. That sounds like the FalloutLauncher Replacer for Steam mod is used but Steam isn't configured properly. If this is the problem redo the configuration described for this mod. It's likely the Steam part of the configuration is not pointing at the correct place; I expect after reinstalling Fallout 3 this configuration needs to be redone.
  24. You mention copying the old profile (I assume this means the profile folder). Did you also copy the ModOrganizer.ini file or did you manually rebuild it by adding the executables you use? Did you run the game once from the launcher in the Fallout 3 GOTY folder (not through MO) so the registry keys get reset properly?
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