Jump to content

Kelmych

VIP-Supporter
  • Posts

    3,905
  • Joined

  • Last visited

  • Days Won

    2

Everything posted by Kelmych

  1. Look at the weapon patch mods from Bugsby and Ghostwise on this and other threads in this forum and in the Mods forum. They are addressing getting some of the weapon stats fixed.
  2. I'll change the guide to reference the mediafire links, and I'll also look at the other files mentioned
  3. Thanks. I'll add it to the guide. I also need to go through the 20th century weapon compatibility patches since they also have some "null" values in some sub records. Since you just reinstalled, let us know if there are other suggestions.
  4. I saw the new error in the browser display and fixed the Fallout 3 guide, which had only two notices.
  5. You always need to be careful when approaching anything in the water like a boat. The water is fairly clear and it is easy to touch the water without intending to do so. Drug addiction is random and can occur after the first dose, although this it unusual.
  6. I added this Wrye Bash documentation pointer to the "Creating a Bashed Patch".
  7. I'll check out the grenade key and see whether I get the same behavior.
  8. In all the Bethesda games prior to Skyrim, date/time was used for ordering mods. Locking times means no load order sorting allowed. Wrye Flash and LOOT need to change times to sort the plugins. That's why you see the relative old times on plugins even for recent plugins. I regularly see the "need to reset times" dialog box in Wrye Flash. The Project Beauty/Fallout 3 Redesigned guide instructions say to keep all the plugins except ''Mart's Mutant Mod - Project Beauty.esp''. There should be 3 active plugins, the esm plugin and the two DLC compatibility plugins.
  9. I added a comment in the guide suggesting that all mod BSAs be extracted, since the limit seems to be one.
  10. We might need to add a more complex LOOT condition for Lauren's Poetry with the warning not showing up for the German version. To do this we need the CRC of the Fallout3.esm you are using.
  11. The bsa limit is different, and much more restrictive, for Fallout 3 and Fallout NV than it is for Skyrim. This is apparently due to some limitation of the game engine. For Fallout it is unfortunately based on the total number of characters in the file names of the BSAs that are left unextracted.
  12. The Unofficial Patch only incorporated part of the Creature Companion Fix, and the part it didn't include is an important part. The author, Yukichigai, suggests that the patch still needs to be used. See the bottom of the mods's Nexus description page.
  13. The Fear and Loathing in New Vegas guide here on the STEP site has details on how to install all the mods with MO.
  14. The Clear and Present Danger guide provides two pages on configuring the mods used in Fallout 3. These are the Hotkey page, which includes a list of all the hotkeys used by mods in the guide, and the Control Panel menu settings page. The latter includes a list the menus available to access mod configuration, and some recommendations for a few of the settings. The current format of the Control Panel menu settings page isn't very good, in part because setting up multi-column tables is difficult on the wiki. I'm interested in suggestions on how to setup these two pages to make them more useful, and for the Control Panel Menu settings to provide some alternate sets of suggested settings for different goals (e.g., different game difficulty) especially for settings that can be changed as the game progresses. The other main configuration topic is the settings themself. Id like to separate the discussion of these into two categories, settings that get set at the start of a game and shouldn't be changed (these can actually be changed during the game, but rebalancing the game involves a lot of work in the console to reconfigure a large set of game variables). There are only a few of these settings.settings that can be changed as the game progresses (often to increase of decrease game difficulty). This includes most of the settings in the game.My primary concern here are the mod settings that get set at the beginning of a game. There are several parameters in FWE that fall into this category: Leveling setting: how many experience points are needed to achieve a new character level; I prefer option 3 (300 points) since I found this gets a character to roughly level 30 (the level cap) when the vanilla game and DLC are all completed along with a number of quest mods.Skill Advancement setting, skill points per level: A2, moderate 7 points/level; if more points per levels are used the character reaches very high skill levels across many skills well before reaching the level capIntelligence Advancement setting: A0 (default), 1 skill point per level for each 2 points of IntelligenceBobblehead settings: +5 skill points for each skill Bobblehead (FWE default) vs. +!0 points (vanilla); +5 helps keep from having skills at max level too early in the gameNo SPECIAL bonuses from SPECIAL bobbleheads (FWE default) vs. +1 SPECIAL bonus from SPECIAL bobbleheads (vanilla); The FWE default keeps players from having max (or nearly max) SPECIAL values well before hitting the level cap I included some suggestions on a few of the other parameters; Ghostwise has a different set of these recommendation aimed at making the game easier.
  15. You have some good points. I'll start up a separate thread about configuring the game.
  16. I have only one unextracted BSA in addition to the vanilla Fallout BSAs. I meant configure Fallout Stutter Remover, not NVAC. "Merge the "Weapons patch for 20th Century Weapons" with the main file." means to finish the installation of the main file, since it's a fomod, then install the optional file. I'll change the wording. Thanks for catching the errors in not moving all the copies of calibr.esm to "Optional ESPs" except for the one in FWE.
  17. Fallout 3, unlike FNV, should be able to use 250+ plugins.
  18. My current modlist is here; it changes often because of testing and this doesn't include some of the mods that are being tested. The guide includes far fewer plugins than the max number that FO3 can handle. I haven't seen any need to merge plugins yet for FO3 (unlike FNV and Skyrim), so I can't answer questions on suitability for merging. I have successfully merged plugins for both of these other games. Are you testing with a new game or with a game you saved with a previous installation? Don't forget to configure NVAC and if needed FO3 Stutter Remover. I haven't had any of the stability problems that you mention with FO3, although I have had some problems.
  19. I added a reference in the guide to "https://wiki.step-project.com/User:Ghostwise/Fallout3_ControlPanelMenu_Settings". If you create this file in your home directory on the wiki and add the material in your post to the file other users will be able to see your recommendations for Fallout 3 mod settings .
  20. Looks like another good addition to the guide. The car has a lot more detail than with vanilla.
  21. I'm not sure since I don't have the german version. The actual FO3 executable for the no gore version is Fallout3ng.exe. I don't know whether the standard GFWL patch or the LAA enabler (3Gb patch) work properly on it. My Fallout 3 version is 1.7.0.3 . What is the version number for your Fallout3ng.exe?
  22. There are instructions for installation with MO and configuration of Stutter Remover for FNV in the Fear and Loathing in New Vegas guide here on STEP. Additional information is available in the forums for this pack.
  23. The guide will need to add some details about compatibility patching if it is going to affect the mods in a section of the guide. I added some material to this particular mod about compatibility patches.
×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines, Privacy Policy, and Terms of Use.