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Kelmych

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Everything posted by Kelmych

  1. When I run script v1.3.9.1 with xEdit svn1876 on "FO3 Wanderers Edition - Main File.esm", shortly after starting I get an error box: Error in BashTagsDetection line 69 Type mismatch. I haven't seen this on any of the other plugin files I'm testing with.
  2. The files contain textures and meshes. The author's comments mention that most are built from scratc. Only a few replace textures or meshes provided by any other mods, and all the textures and meshes are at much higher resolution than vanilla. I expect the author is more comfortable using moddb (and mediafire where most of the files are actually stored) than Nexus. I agree that the exe version would be a concern but those aren't the links we are interested in using.
  3. I'll add this to the guide. Thanks for providing the detailed recommendations.
  4. I'm currently using this tool to generate potential bash tags for the mods in the Clear and Present Danger Fallout 3 guide. It has found a number of potential bash tags that I didn't previously identify, and it does this a lot faster than I can do manually. I'm reviewing these to see which of these tags improve the resulting bashed patch for the mods in the guide . For the past few months I have been submitting bash tags to the LOOT team for inclusion in the LOOT masterlist, so as I identify additional useful bash tags I submit them to LOOT (EssArrBee is doing a similar effort for the mods in his Fallout NV guide). Once Wrye Flash is able to automatically read the bash tags in the LOOT masterlist, then users will find almost all the bash tags they need already populated in Wrye Flash (at least for the mods in the Fallout 3 guide).
  5. I looked at the revised Beauty Weapons patch. I was expecting to see ZL-SVD-CALIBR.esp and Zl-ACR.esp in the list of master files for this mod, and that the ACR and SVD weapons would be edited versions of the weapons in those mods, or is this something you plan to do later? The ZL-MP5 Pack is a master, but not the other 2 ZL mods. Of course, if you have permission from Zealotlee, KDStudios, and One_eyebrow_priest then you don't need the old plugins as master files and fewer plugins will be needed by users.
  6. Sounds good. The ACR is interesting and I've been using it in game because of the versatility. I've been having some problems though since if I field strip it I haven't been able to reassemble it. I could with the original ZL plugin, but with the updated one it hasn't worked right for me. Have you seen this? It will certainly be nice to have a single mod that fixes all the issues with the very interesting ZL weapons. I'm currently going through the suggested mods that have been mentioned recently. As soon as I can I'll add all the ones that seem reasonable to the guide, along with changing the batch sorting file for the vanilla Fallout textures in the optimization guide.
  7. I limited the ACR changes I made so it wouldn't be too different than the T3T ones, but since you're incorporating these into a larger new mod more extensive balancing can be done. Ideally we can eliminate the need for the old T3T mod since its outdated.
  8. Are there other Fallout 3 mods at the moddb site you feel should be in the guide? The texture mods you posted seem quite impressive.
  9. You might also want to look at the weapon compatability patch I mention in the Mods part of the forum which is also trying to balance the weapon stats. Looking at the second patch, it looks like it might make more sense to separate at least some of the Millenia weapons from the vanilla ones (as you suggested), particularly since few of the Millenia weapons support WMK. The Millenia textures are great, but I suspect many of them are not compatible with the WMK meshes. Also, when a weapon is setup to use RH_Ironsights (when it has the proper meshes) the "Don't use First Person animation flag" needs to be removed (e.g., chinese assault rifle but not Millenias AK47 unfortunately). Part of what I did with the ACRfor FWE plugin was to remove these flags so the Ironsights animation would work for weapons that had the proper meshes for RH_Ironsights (which for the ACR was all of them) Yes, as you mentioned the MP5 is in too many leveled lists. I think removing it from some of the lists you mention will accomplish at least some of that. What mod has the other meshes you like?
  10. I was going to make the same request, to have the bash tag script append the bash tags to the existing plugin header description text rather than overwriting the existing text that describes the plugin. Those running this plugin should realize that the tags need to be evaluated before being used in Wrye Bash. There are a lot of records in some plugins that shouldn't be included in the bashed patch, and to make sure this happens the tags for these records shouldn't be used. For example, if Project Beauty is used then the face and other changes to NPCs that some mods make (e.g., armor mods) should not be used. If the NPC-related bash tags are eliminated Wrye Bash will then take care of ensuring that the Project Beauty faces are used. I do such reviews for the bash tag inputs I provide to LOOT, by the way.
  11. The problem is caused by the "The Mantis Imperative - Mantis.esp" plugin. When cleaning this mod with FO3Edit the ITM errors can be removed but not the UDRs. Put the original uncleaned version of this plugin into the "The Mantis Imperative" folder in the mods folder in the Mod Organizer directory. Then clean the plugin with FO3Edit but don't remove the UDRs. I'll change the guide to note this.
  12. Thanks. I fixed the pointer in the BSAopt guide. I will be changing the instructions for optimizing vanilla Fallout textures; I found some additional body-related textures that shouldn't be optimized.
  13. Thanks; I downloaded these from moddb. Have you had a chance to look at these in the game yet to compare with some of the ? They certainly have some high resolution textures in some cases. For my system I'm planning to use the ULTRA versions when available and use DDSopt to resize any 4kx4k textures to 2kx2k. The Zeta textures would replace many of those from Mothership Zeta Retextured. As you mentioned, they don't conflict with the NMC textures. Most of the textures replace vanilla Fallout ones, so it's hard to see why we wouldn't want to use these.
  14. Inyuasha147 commented that the interior of Evergreen Mills is missing. I haven't been to Evergreen Mills in the game I have been using to test the guide. I went to Evergreen Mills and indeed the interior is mostly missing when I am using the mods in the guide. I loaded a different MO profile with only the fixes and UI mods and the interior is fine. There is clearly a problem with one of the other mods with a plugin in the guide. This is usually caused by a plugin with one or more wild edits, ITMs, or other damaged records. Has anyone else seen this problem and tried to fix it? Typically the way to find out what is causing this is eliminating various plugins (other than the fixes and UI mod plugins since they are not causing the problem) until the interior is once again as it should be. Try doing this; I will also work on this as soon as I can.
  15. We try and keep problems like this in the support thread. I'll answer it there.
  16. I got the file from OneDrive and I'll start testing it. I'll post in the Bethesda forum. I recently setup a new account there (I hadn't used my old one in a while). It really annoys me that I can't post links; they expect me to trust them when I buy their games but they don't trust me to post links.
  17. We need to add the occurrence of this dialog box to the MO bug list so Tannin can look into it. For now I will add this to the guide.
  18. I'll be happy to test it. Do I get it from the FO3 forum you mentioned or from Nexus (currently Nexus says WF is under Review and isn't available)
  19. esm plugins from UPDATED Unofficial Fallout 3 Patch FWE - FO3 Wanderers Edition Marts Mutant Mod - RC 62 and Paradox Ignition presents Marts Mutant Mod Merged (the esm plugin is here) EVE all the other mods that affect the same records are esp plugins and load after Bornagain Outcast V3.esp
  20. Here is what I got when I used a different MO profile with fewer mods active. The profile included the UI mods (including the FWE plugins) , fixes, and Bornagain outcast v3: Using record structure for Fallout 3 ------------------------------------------------------------------------------- [2] Stats: \ [29] BornAgain Outcast v3.esp \ [3] GRUP Top "ARMO" \ [3] ArmorPowerHelmetOutcast "Outcast T45d Power Helmet" [ARMO:00060C72] \ [14] DATA - Data BornAgain Outcast v3.esp: Added tags to header: {{BASH:Actors.ACBS,Actors.Stats,Delev,Stats}} ------------------------------------------------------------------------------- [Apply Script done] Processed Records: 25, Elapsed Time: 00:00 Even through I ran your script on just the single mod in both cases, it looks like the result has some dependency on the rest of the mods that affect the same records.
  21. Here's the result: Using record structure for Fallout 3 ------------------------------------------------------------------------------- [0] Scripts: [2] Stats: \ [37] BornAgain Outcast v3.esp \ [3] GRUP Top "ARMO" \ [3] ArmorPowerHelmetOutcast "Outcast T45d Power Helmet" [ARMO:00060C72] \ [14] DATA - Data BornAgain Outcast v3.esp: Added tags to header: {{BASH:Actors.ACBS,Actors.Stats,Delev,Scripts,Stats}} ------------------------------------------------------------------------------- [Apply Script done] Processed Records: 25, Elapsed Time: 00:00
  22. It's the exact same one one you got from the Nexus with a CRC of 1278B2C3. I don't use Mediafire; here it is on Dropbox.
  23. I got the same question; I should add that to the guide. It's an error; MO takes care of any Archive Invalidation needed. Using separate Archive Invalidation has been unnecessary for years.
  24. Here is what was output. Perhaps there is some problem with other scripts I have in FO3Edit? Applying script... ------------------------------------------------------------------------------- Using record structure for Fallout 3 ------------------------------------------------------------------------------- [0] Scripts: BornAgain Outcast v3.esp: Added tags to header: {{BASH:Actors.ACBS,Actors.Stats,Delev,Scripts,Stats}} ------------------------------------------------------------------------------- [Apply Script done] Processed Records: 25, Elapsed Time: 00:00
  25. I added a comment to the guide about importing bash tags from the LOOT masterlist. This has not been implemented yet in Wrye Flash; it will be added in the next release. Tags currently need to be added manually (unless BOSS is installed and the mod's entries in BOSS are current).
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