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  1. This is a beta of [FNV|FO3|FO4|FO4VR|TES5|SSE|TES5VR|ENDERAL|ENDERALSE]LODGen/Edit with terrain LOD meshes and textures generation. This is for experienced mod authors and users that know how to use xEdit, xLODGen or DynDOLOD already. Installation and Setup Download xLODGen beta 84 - based on 4.1.3h Unzip into a dedicated folder outside of any game and Steam folders or special Windows folders like Program Files. (Pro users can merge with existing xEdit installation. Make sure to overwrite older LODGen.exe/LODGenx64.exe TexConv.exe/TexConvx64.exe in Edit Scripts. All other files with the same filenames are the same as the latest version of xEdit.) Rename xLODGen.exe to [game mode]LODGen.exe (TES5LODGen.exe for example) or start with command line parameter -fnv, -fo3, -fo4, -fo4vr, -tes5, tes5vr, -sse, -enderal, -enderalse Use -o:"c:\OutputPath\" command line parameter to change where files are generated to, default is the game folder. Do not generate into any game or any mod manager folders. Requirements Microsoft Visual C++ Redistributable for Visual Studio 2015, 2017 and 2019 - Required by LODGen.exe/LODGenx64.exe and Texconv.exe/Texconvx64.exe. Get matching platform x86/x64 depending on which xLODGen.exe (x86) or xLODGenx64.exe (x64) is used. RTFM and Share Results See the included Skyrim-Occlusion-Readme.txt for a brief explanation of the Skyrim TVDT Occlusion data generation. Read the hints that are shown when the mouse pointer rests on a setting. Ask specific questions or give feedback in the dedicated Skyrim TVDT - Occlusion Data thread. See the included Terrain-LOD-Readme.txt for a brief explanation of the settings for terrain LOD generation. Read the hints that are shown when the mouse pointer rests on a setting. Ask specific questions about terrain LOD in this thread for a more in-depth explanation if required and share feedback (with screenshots) about results or problems. These tools generate LOD meshes and textures "exactly" like CK, but not like the meshes and textures which are shipping with the games (they are often manually edited). However, these tools provide more options and higher resolutions (use the x64 version if there are memory errors because you believe you require 4k or higher) and can be updated to add more useful features and options. I did some testing in the different games, but finding the best combinations of options and settings requires lots of testing and are a matter of personal opinion and which game is used, the load order, mods, even different worldspaces probably. That means, I am only able to give generic guidelines and hints to send you off to find and test for yourself and share your results. My main interested is that generations works correctly and without problems for now. Check out the thread xLODGen Terrain Settings Compare. Also refer to any modding guide which has a list of relevant mods close to your load order. The object and tree LOD generation is the same as the current versions of xEdit / xLODGen. Refer to their respective descriptions and explanations. Obviously, users of Skryim/Enderal/Skyrim SE/Skyrim VR/EnderalSE continue to use the easier and more comprehensive DynDOLOD for drastically improved object and tree LOD generation and only use xLODGen for terrain LOD (and maybe Occlusion) generation. First Time Here are suggestion to start without going crazy and that should be quick enough to generate: Set quality of meshes for LOD4 to 5 and then +5 for each next level. Or just set levels 8/16/32 to 10. Check protect cell borders (yes it fixes the ugly terrain drops at outer cell borders that still exist in Fallout 4). Use the max vertices setting only if you want to hard limit max file size. In Skyrim Special Edition or Skyrim VR, if you notice terrain briefly flickering when new areas are loading in, set [Display] bEnableLandFade=0 in Skyrim.INI Set Optimize Unseen to off for LOD4 for first generation. Start experimenting with a value of 550 with a quality setting of 10 or lower for LOD32 (used for map) and compare coastlines and file size to other settings. To quickly generate terrain LOD meshes just for the map, check only terrain LOD Meshes, check the Specific Chunk checkbox and set drop down to 32. Leave SW fields empty for complete map or set SW cell coordinates to same values as a *.btr filename to test a specific area with lots of water, river etc. Set texture sizes to 512 for a start. Larger sizes and large world spaces will take a considerable time (like 15 to 30 minutes or more easily). Each higher resolution means quadruple the work. Use DXT1 for diffuse and 565 (DXT1 if on Windows 7) for normal maps. If generating for Skyrim Special Edition use BC7. Uncheck mipmaps, raise steepness and Bake normal maps. For now, leave the Brightness, Contrast and Gamma at 0 and 1.0 respectively. It seems that only Skyrim CK and Skyrim SE CK are manipulating the intensity of the textures to adjust for the noise.dds and the god awful "improved" snow shader of Skyrim SE (just turn that thing off, really). If textures seem too dark in the game, brighten the noise.dds instead or vice versa. That way you can get perfectly matching LOD textures that look just like the textures in the loaded cells. For Skyrim a good average color of the noise texture seems to be around #C0. See below for a couple noise texture downloads. If you want to test larger texture sizes, use the chunk option to limit the number of textures that need to be generated. For example, check [x] Specific chunk, leave the drop down empty and set WS to the lower left cell coordinate of an 32x32 area, like 0, 0. It will then generate all textures up to 31,31. Not all worldspaces have their origin at 0,0 so you will have to check already generated meshes/texture filenames for their lower left coordinates. Questions and Feedback Obliviously anything related to terrain LOD should be posted in this thread. Posts related to Occlusion should be made here. Recommended Optionals TES5-Terrain-Tamriel.esm (Mega), SSE-Terrain-Tamriel.esm (Mega) TES5-Terrain-Tamriel-Extend.esm (Mega), SSE-Terrain-Tamriel-Extend.esm (Mega) - These extend the sea of ghost further to the north (see screenshots) SSE-Terrain-Tamriel-Full-Extend.esm (Mega) - Entire map from -96,-96 to 95,96 with northern ocean extension. Useful for mod authors. Put in game data folder obviously. Adds back terrain for Skyrim (Tamriel worldspace) at the outer edges so there is no missing terrain meshes/textures when generating terrain LOD for Skyrim. Load as early with lowest priority as possible, so that any other plugins overwriting or adding land records or cells with the same coordinates take precedence. Only required to be loaded when generating terrain LOD. No harm done when loaded in-game but typically the player can not get close to these areas. There are no effects outside the far away added cells. Noise Single color flat noise, Adjusted vanilla noise, HD Terrain Noise Texture SE Examples for Skyrim. Install to game folder like any other texture mod. The noise texture is applied in-game on top of terrain LOD textures, so no effect for LOD generation. Only the red channel is used in case the textures is not a grey channel format. MipMaps are ignored. The textures is tiled 3x3 per LOD quad, e.g. for LOD level 4, the noise texture is repeated 3 times to cover 4 cells, for LOD level 8, the noise texture is repeated 3 times to cover 8 cells and so on. Test-Terrain-Tamriel.7z For testing terrain LOD distances. Plain color terrain LOD textures for Tamriel with coordinates for every LOD quad. Green for LOD 4, yellow for LOD8, blue for LOD 16 and red for LOD 32.
  2. Mod Source: BethINI by DoubleYou Wiki Link BethINI STEP Wiki Link BethINI (pronounced "Bethany") is an attempt to restore decency to the INI configuration files for games created by Bethesda. It currently supports Oblivion, Skyrim, Skyrim Special Edition, Fallout 3, Fallout New Vegas, and Fallout 4. It arose out of my research into the Skyrim INI files over on STEP. Why You Need This There are many advantages to using BethINI: 1. It automatically reorders your INI files into a sensible order, making them much easier to navigate for manual tweaking. 2. It automatically fixes common errors, including some that can cause CTDs. 3. It automatically detects mods you have installed and makes changes recommended by the mod authors where deemed appropriate. If your mod or a mod you know of requires such support, please contact me, as this is the easiest thing in the world to implement. 4. It's presets are superior in graphical fidelity and performance (95% of the time) to the official presets one can create via the game launcher. 5. It allows for the modification of more settings than is accessible via native game settings, and provides explanation for each setting and what it does. 6. It automatically backs up your INI files. 7. For Skyrim, it automatically configures the Creation Kit to support multiple masters and any installed DLC, if enabled. TL;DR BethINI fixes your INI files and lets you tweak your INI files to improve performance and quality. Installation: BethINI is a portable application. You can run it anywhere. Simply extract and run. Do NOT run through Mod Organizer! Recommended usage: 1. Please do not delete your INI files prior to running this! 2. Run BethINI 3. Mod Organizer users should go to the Setup tab and select the profile they wish to use via the ''INI Path'' setting. Your profiles should be autodetected. It is highly recommended to close Mod Organizer if open. 4. Click Default. This will refresh your INI files to the default state. 5. Original Skyrim ENB users should tick the ''ENB Mode'' checkbox. This does not apply to users who ONLY use the ENBoost portion of ENB. This should be autodetected, so if you are unsure, leave this alone! 6. Click your desired preset. 7. Tick the ''Recommended Tweaks'' checkbox to apply tweaks recommended for all users. 8. Click the Save and Exit button. Testimonials FAQ Q: The program will not load. The cursor spins, but the program does not load and the process is not created. A: Add BethINI.exe to your antivirus exclusion list. Q: Virus! A: False positive. See the VirusTotal report. Q: Should I delete my INI files before running this? A: No! Indeed, it is likely the game launcher shall kill your INI files if you do this! Q: Why is my savegame crashing? A: Not all INI settings can be changed mid-game (e.g., uGridsToLoad). If you used some bad INI tweaks (e.g., Ewi's INIs) on a save, they can cause your save not to work with good INIs. Either copy some of the problematic lines back into your INI, stick the old INIs back, or start a new game. Q: Does it work with ENB? A: Yes! Skyrim users can simply tick the ENB Mode checkbox (should be autodetected) to ensure that all necessary tweaks are applied. ENB users of other games may need to check to make sure that they haven't accidentally disabled any necessary settings (as I currently don't know what settings are necessary for the other games, as I haven't used them. Sorry.) Q: If I use ONLY the ENBoost part of ENB, do I need to tick the ENB Mode checkbox? A: No. Again, this should be autodetected. Q: I get an error when I start the game that says, "failed to initialize renderer." A: Your screen resolution is incorrect. Please change your resolution to one that your monitor supports. Custom resolutions can be manually typed into the Resolution box. Q: I want to go back to the way my INIs were before I used BethINI. Is that possible? A: Simply go to the setup tab and select "Before BethINI" in the "Restore Backup" dropdown.
  3. So, after following the Clear and Present Danger guide pretty thoroughly, installing everything needed, and making sure all cleaning and tweaks were done the game CTD's after character creation. The exact point is after FWE (or whichever mod) asks if you want the alternate start or not (I choose not) and right when the brightness clears it just CTD's. I've tried most "fixes" I could find on google and none I could find worked. I am just really stumped on what's causing the crash and hoping some here has any ideas. Here's the load order:
  4. I was going through the Fallout DDSopt quick-start guide when I found that the batch files necessary for texture optimization no longer exist. The intended link to the files is posted pretty prominently at the start of the guide and the language of the guide makes it seem like there's no way around using those specific files, so I was wondering if any users had any suggestions about workarounds or other download mirrors that I could/should use. Thanks a million.
  5. I completed my update to the bash tag autodetection script. Behold: Bash Tagger! View/Download Supported games: Fallout 3 Fallout: New Vegas Skyrim* *Not completely tested; limited support currently If anyone is willing test, I'd be grateful for your feedback. Suggestions for a better name are welcome, too. Requirements: xEdit svn1839 or older, or xEdit svn1876 or newer (latest xEdit dev version) patience a credit card Instructions: Download the script to your FNVEdit "Edit Scripts" directory. Run FNVEdit and load the plugin you want to test. Right-click that plugin and click Apply Script. Select the script and click OK. Like the original script, you can run the script on only one plugin at a time. Roadmap: v1.1 - Initial release (based on zilav's BASH tags autodetection v1.0 script) v1.4 - Mostly complete TES4 and TES5 support v2.0 - No bugs whatsoever
  6. I have tried forcing fawkes to use the melee option in game but he keeps using his gatling gun. With the melee option, he should be using ranged against enemies far away and melee when enemies are close. I even tried giving him his super sledge but no luck there either. Weirdly enough this goes same for all of my companions even when I force them to use melee. After further testing and narrowing down the issue, it seems that arwen realism is the cause of this issue since this only occurs when arwen realism is activated. Could someone else verify this also? Current load order nontest: https://pastebin.com/mTFbdAHt Current test load order with arwen realism: https://pastebin.com/ As for how I Installed the arwen realism mod, I simply installed it by downloading it and adding it through MO2 which prompts a fomod setup install for the mod and chose my selected arwen plugins above accordingly.
  7. Hi, I'm having a problem with Updated Unofficial Fallout 3 Patch Mod Manager v2.3.2 where the pip boy is doing this:- I do not want to use the latest Update Unofficial Fallout 3 Patch v3.1.8 because I do not know what mods in the list is incompatible. If anyone can help it would be much appreciated. But if someone can send a new list of mods from the guide which is compatible with the latest UUFP 3 v3.1.8 that would help as well. PS. I had Kelymch guide working on MO but that got corrupted. PSS. I am using windows 7 Ultimate 64 and MO2
  8. Removing the deleted navmeshes and cleaning the DLC ESMs is listed early on in the guide, and links to GamerPoet's playlist on YouTube. I noticed recently that his "Introduction" video has a pinned comment from him advising people to not follow these steps until after all the modding in the guide has been done, since mods that touch the deleted navmeshes could cause a CTD if they're cleaned prior to install. I'd like some advice on the matter, since I respect both Kelmych's and GamerPoet's opinions.
  9. Clear and Present Danger - A guide for modding Fallout 3 This thread is the feedback thread for the Fallout 3 guide that complements EssArrBee's "Fear and Loathing in New Vegas" guide for modding Fallout New Vegas. While Fallout 3 is older, some friends of mine who never played it got interested when they recently bought Fallout 3 GOTY at a Steam sale. I said I would provide them some information on mods and utilities they might want to try. After that, well ... it kinda grew to be a bit more. I looked in detail at the "Fear and Loathing in New Vegas" guide and found to my surprise that many of the better mods available for Fallout 3 and Fallout New Vegas were very similar, and that there were also many new mods for Fallout 3 that weren't available for Fallout 3 the last time I played it in 2010. Since I really liked the style of the "Fear and Loathing in New Vegas" guide, I made a copy and used it as the starting point for the Fallout 3 guide. A lot of the "Fear and Loathing in New Vegas" guide text and structure has been preserved. It is intended to include a set of mods in each category that were a reasonably representative set of the better mods currently available for the associated category, including ones that I (or other participants in this thread) had used and liked the last time playing Fallout 3. I also wanted to include some mods I had never used that seemed quite interesting and worth trying. Of course, since it is an evolving guide there is a lot of flexibility to add and remove mods in the list. There has been a reasonable amount of testing of Fallout 3 with the entire set of mods in the guide loaded, but I wouldn't characterize the testing as extensive. There is still a lot of testing of some of the optional texture especially for clutter and weapons. EsssArrBee has been working lately on evaluating exterior textures choices to try to come with a set with good quality and acceptable performance; this also needs to happen for Fallout 3. Since Fallout 3 is older it may be easier to get good performance; the resolution of the textures and meshes for Fallout 3 are usually not as high as those for more recent games. Many of the initial mods added to the guide are the Fallout 3 versions of mods in the "Fear and Loathing in New Vegas" guide; this simplifies some of the testing needed. There is more detail on this at the beginning of the guide itself. I wanted to have a theme for the guide that is closely related to the Washington DC area, to the Fallout 3 storyline, and to the overall set of Fallout games. My choice was "Clear and Present Danger". Fallout 3 is much less whimsical and more serious than the other 3 Fallout games (and IMO even more dangerous from the outset than the recent Elder Scrolls games), and the Jack Ryan series of books/movies have at least a few good relevant quotes; I'm open to suggestions on supplemental themes. I continue to work on updating the LOOT mod cleaning instructions and Bash tags for the mods in the guide to include in the LOOT masterfile. Since Fallout 3 is old, many mods have ITM and UDR errors shown in FO3Edit. Bash tags are critical in providing the data Wrye Flash needs to provide compatibility among the varied mods included in the guide. With the proper Bash tags and existing compatibility patch mods, it doesn't look like much will be needed in any manual merge patches - at least among the mods in the guide that are not marked as optional. Wrye Bash is also being expanded and evolved to include the Fallout 3 and NV games, and eill eventually replace Wrye Flash for use with the Fallout games. This is the feedback thread, so look and see what you like and don't like and what's missing and comment. Fortunately here on the STEP forums there are always lots of useful comments and feedback. If you have troubleshooting questions or comments please enter these in the "Support" thread. If you want to suggest mods to add to the guide please enter these in the overall STEP "Mods" thread, using the Fallout 3 tag to identify the mod. I'll update this post as the guide moves forward, adding comments on some of the issues that seem to be of most interest.
  10. The Need for UIO REQUIRES ModOrganizer Version: 1.4.0.4RC.WithNMMFixes. No other Modmanager (2.x and up) can handle UIO propperly. If you use a newer version of MO the filepath goes broken and Fallout 3 is unable to save and load savegames. UIO isn't working either. see attached screenshot for more information.
  11. I was following Gamerpoet's video and screwed up. I checked all the configuration options he said to uncheck and didn't catch it until he reviewed the settings after editing all the navmeshes. That's what I get for modding when I'm exhausted, but I was frustrated enough I wasn't about to go through all of them by hand again. Even though I've never touched Pascal before, I decided to dig in and create a FO3Mod script to fix the navmeshes instead. I've attached the script in case anyone wants to try it out or would be so kind as to double-check my work. The forum software wouldn't permit me to upload a *.pas file. So I've changed it to .txt. To use it: 1. Rename the attached file from .txt to .pas 2. Copy it to your FO3Edit Edit Scripts directory 3. Run FO3Edit 4. Select Fallout3, all of the DLC, and nothing else 5. Click OK 6. Right-Click on any of the ESMs in the left pane 7. Select Apply Script 8. Select the 'FO3 Fix NavMeshes' script 9. Click OK 10. Exit FO3Edit 11. Be sure to save the changes to ThePitt.esm and BrokenSteel.esm This script should probably be considered experimental until it's been tested and proven a bit. I've double-checked things in FO3Edit and compared the FormIDs and updated resources to what shows up in GamerPoet's video. At this point, I think its doing the right thing, but haven't finished modding FO3. So I'll proceed through the guide. If everything goes well, maybe I'll upload it to Nexus later. -Renngar Here's a log of the script running, it at least shows all the FormID's modified and the list of things being updated: Applying script... Init Processing: ThePitt.esm Processing: 0005A7C0 and 4 references... Updating: [NAVI:00014B92] Updating: [NAVM:0005A7C1] (for [CELL:000012AD] (in Wasteland "Wasteland" [WRLD:0000003C] at -13,29)) Updating: [NAVM:0005A7CA] (for [CELL:0000128D] (in Wasteland "Wasteland" [WRLD:0000003C] at -12,30)) Updating: [NAVM:0007859B] (for [CELL:0000128F] (in Wasteland "Wasteland" [WRLD:0000003C] at -14,30)) Processing: 0005A7BF and 3 references... Updating: [NAVI:00014B92] Updating: [NAVM:0006DF59] (for [CELL:0000126F] (in Wasteland "Wasteland" [WRLD:0000003C] at -13,31)) Updating: [NAVM:0007859A] (for [CELL:0000128F] (in Wasteland "Wasteland" [WRLD:0000003C] at -14,30)) Processing: 0005A76F and 6 references... Updating: [NAVI:00014B92] Updating: [NAVM:0005A762] (for [CELL:000012D2] (in Wasteland "Wasteland" [WRLD:0000003C] at -20,28)) Updating: [NAVM:0005A763] (for [CELL:000012D2] (in Wasteland "Wasteland" [WRLD:0000003C] at -20,28)) Updating: [NAVM:0005A76E] (for [CELL:000012EE] (in Wasteland "Wasteland" [WRLD:0000003C] at -19,27)) Updating: [NAVM:0005A777] (for [CELL:000012D0] (in Wasteland "Wasteland" [WRLD:0000003C] at -18,28)) Updating: [NAVM:02001844] (for DLC01RadioTower [CELL:000012B3] (in Wasteland "Wasteland" [WRLD:0000003C] at -19,29)) Processing: 0005A772 and 5 references... Updating: [NAVM:00003188] (for [CELL:000012B4] (in Wasteland "Wasteland" [WRLD:0000003C] at -20,29)) Updating: [NAVI:00014B92] Updating: [NAVM:0005A76F] (for [CELL:000012D1] (in Wasteland "Wasteland" [WRLD:0000003C] at -19,28)) Updating: [NAVM:0005A775] (for [CELL:000012B2] (in Wasteland "Wasteland" [WRLD:0000003C] at -18,29)) Updating: [NAVM:02001842] (for [CELL:00001294] (in Wasteland "Wasteland" [WRLD:0000003C] at -19,30)) Processing: 0005A760 and 4 references... Updating: [NAVI:00014B92] Updating: [NAVM:0005A772] (for DLC01RadioTower [CELL:000012B3] (in Wasteland "Wasteland" [WRLD:0000003C] at -19,29)) Updating: [NAVM:0005A773] (for [CELL:00001293] (in Wasteland "Wasteland" [WRLD:0000003C] at -18,30)) Updating: SlaveCamptoPittWorldREF [REFR:020009A9] (places DLC01SlaveCampToPittDoor "Door" [DOOR:02006334] in GRUP Cell Persistent Children of [CELL:00002DB4] (in Wasteland "Wasteland" [WRLD:0000003C]) at -19,30) Processing: BrokenSteel.esm Processing: 000749FB and 2 references... Updating: [NAVI:00014B92] Updating: [NAVM:000BC364] (for FFnukaJackknife [CELL:00001569] (in Wasteland "Wasteland" [WRLD:0000003C] at 13,24)) Processing: 000749FA and 2 references... Updating: [NAVI:00014B92] Updating: [NAVM:000749EA] (for [CELL:00001549] (in Wasteland "Wasteland" [WRLD:0000003C] at 12,25)) Processing: 00072078 and 8 references... Updating: [NAVI:00014B92] Updating: [NAVM:0005E8BA] (for DLC03EnclaveCamp02 [CELL:0000158B] (in Wasteland "Wasteland" [WRLD:0000003C] at 12,23)) Updating: [NAVM:000749EA] (for [CELL:00001549] (in Wasteland "Wasteland" [WRLD:0000003C] at 12,25)) Updating: [NAVM:000749EC] (for [CELL:0000156B] (in Wasteland "Wasteland" [WRLD:0000003C] at 11,24)) Updating: [NAVM:000749FD] (for [CELL:00001549] (in Wasteland "Wasteland" [WRLD:0000003C] at 12,25)) Updating: [NAVM:000BC364] (for FFnukaJackknife [CELL:00001569] (in Wasteland "Wasteland" [WRLD:0000003C] at 13,24)) Updating: [NAVM:000BF125] (for [CELL:00001549] (in Wasteland "Wasteland" [WRLD:0000003C] at 12,25)) Updating: [NAVM:000C79C7] (for [CELL:0000156B] (in Wasteland "Wasteland" [WRLD:0000003C] at 11,24)) Processing: 0007294E and 3 references... Updating: [NAVI:00014B92] Updating: [NAVM:00072964] (for [CELL:00000D95] (in Wasteland "Wasteland" [WRLD:0000003C] at 13,-16)) Updating: ProjectPurityNavmesh06a [NAVM:030094D4] (for [CELL:00000D95] (in Wasteland "Wasteland" [WRLD:0000003C] at 13,-16)) Processing: 0005FA14 and 6 references... Updating: [NAVI:00014B92] Updating: [NAVM:0005FA15] (for [CELL:0000134D] (in Wasteland "Wasteland" [WRLD:0000003C] at -8,23)) Updating: [NAVM:000603D3] (for [CELL:00001333] (in Wasteland "Wasteland" [WRLD:0000003C] at -7,24)) Updating: [NAVM:00063123] (for [CELL:00001364] (in Wasteland "Wasteland" [WRLD:0000003C] at -7,22)) Updating: [NAVM:0006DE2A] (for [CELL:0000134B] (in Wasteland "Wasteland" [WRLD:0000003C] at -6,23)) Updating: [REFR:0300734D] (places SiloDoor "Silo Door" [DOOR:00098733] in GRUP Cell Persistent Children of [CELL:00002DB4] (in Wasteland "Wasteland" [WRLD:0000003C]) at -7,23) Processing: 00071F47 and 6 references... Updating: [NAVI:00014B92] Updating: [NAVM:00071F45] (for [CELL:000010B2] (in Wasteland "Wasteland" [WRLD:0000003C] at -12,-3)) Updating: [NAVM:00071F49] (for JuryStreetMetroExterior [CELL:000010B0] (in Wasteland "Wasteland" [WRLD:0000003C] at -10,-3)) Updating: [NAVM:00071F4A] (for [CELL:0000109B] (in Wasteland "Wasteland" [WRLD:0000003C] at -11,-2)) Updating: [NAVM:00073F64] (for [CELL:000010C8] (in Wasteland "Wasteland" [WRLD:0000003C] at -11,-4)) Updating: [REFR:030068E6] (places ParadiseDoor01 "Door" [DOOR:0005875C] in GRUP Cell Persistent Children of [CELL:00002DB4] (in Wasteland "Wasteland" [WRLD:0000003C]) at -11,-3) Processing: 00071F46 and 3 references... Updating: [NAVI:00014B92] Updating: [NAVM:00071F48] (for JuryStreetMetroExterior [CELL:000010B0] (in Wasteland "Wasteland" [WRLD:0000003C] at -10,-3)) Updating: [NAVM:00071F49] (for JuryStreetMetroExterior [CELL:000010B0] (in Wasteland "Wasteland" [WRLD:0000003C] at -10,-3)) Processing: 00056D72 and 1 references... Updating: [NAVI:00014B92] Processing: 000C6E56 and 4 references... Updating: [NAVI:00014B92] Updating: CitadelExteriorBTo02REF [REFR:00020AE1] (places OffDoorMetalSmL01 "Door" [DOOR:00019CF5] in GRUP Cell Persistent Children of [CELL:00015158] (in CitadelWorld "The Citadel Courtyard" [WRLD:00015145]) at 8,-13) Updating: [NAVM:0006FBF1] (for CitadelBaileyNE [CELL:00036AE7] (in CitadelWorld "The Citadel Courtyard" [WRLD:00015145] at 9,-13)) Updating: [NAVM:0006FBFD] (for CitadelBaileySW [CELL:00036AEA] (in CitadelWorld "The Citadel Courtyard" [WRLD:00015145] at 8,-14)) Processing: 000B2260 and 1 references... Updating: [NAVI:00014B92] Processing: 000B225D and 1 references... Updating: [NAVI:00014B92] Processing: 000B21E7 and 1 references... Updating: [NAVI:00014B92] [Apply Script done] Processed Records: 0, Elapsed Time: 00:01 FO3 Fix NavMeshes.txt
  12. My cleaning of FO3 DLC's resulted in .recache files. However, the MO2 does not see that as game data. What have I done wrong ?
  13. Ive completed the STEP guide for modding Fallout 3. Im using almost all the mods from the clear and present danger guide. Only a few of the mods related to some optional clothing i skipped. The only issue i have is that anyone that has a .32 pistol equipped also has a large red box indicating a missing texture or mesh. I've isolated it to this weapon because when i kill an NPC and take the pistol from their inventory, it's gone. When i equip the pistol, it appears, and when I drop the pistol, there's a red box over the item on the ground. How can i resolve this? should i just use a mod that removes the red boxes, and ignore this low level weapon?
  14. The UPDATED Unofficial Fallout 3 Patch is missing to navmeshes. Modding Fallout 3 : My Way shows what to do, I need to know the both ID number and the ID number to rename. Thanks
  15. Talk on the Xedit Discord: There are rendering issues with version 4.0.3 of Xedit. These where not present in v4.0.2 and have been eliminated in version 4.0.3b anyone with those versions may need to verify the integrity of their files and reclean. Unfortunately, this would also require refixing navmesh if you haven't saved an uncleaned version of the DLCs
  16. So I had a lot of trouble installing the initial Darnified UI. Primarily because in following your instructions, I had a window popup that told me the file was corrupt. This window popup is incorrect. Follow the instructions as laid out to the letter, and ignore the windows popup, and everything will work
  17. Hi, first of all I'm new here so excuse me if this is not the right place to post this.. I've been having trouble with this game lately on my new gaming PC.. I have installed a total of 126 plug-ins for Fallout 3 and I can't seem to be able to go higher now because every time I try to load any other plug-in the game loads fine and all the first time I load up the save, fast traveling to another location works too, but trying to come back to the previous location / re loading the save causes some of the meshes, even vanilla ones, to turn into the infamous red exclamation mark, not everything goes un rendered but most of the stuff does, disabling the last plug-in I enabled seems to fix this and apparently it doesnt matter which plugin it is unless they're very small, in that case I can go a bit further but the problem will eventually come back after 3 more tiny plug ins or so... ArchiveInvalidation is active, and tried resetting it several times, ofcourse.. My load order is attached and I have followed the guide here I have cleaned the DLC and the NavMeshes, and all my Plug-ins , I almost never get CTD's but I still do get from time to time, all my mods are clean (LOOT report says I have only one dirty plug-in and that's RH_Ironsights with only 1 ITM Record that I think its intentional?) I have enabled both Fallout and Fose_loader exes to use 4GB LAA, and applied the ini tweaks as well (though I had to get rid of them because they seem to make my game stutter a lot and Stutter Remover isn't working for me atm, crashes my game, I still dont get stutters without iNumHWThreads and ThreadedAI fixes, so doesnt bother me) I remember playing with over 200 mods on my old laptop years ago with a weaker CPU and GPU, so im clueless as to what could be wrong here, maybe Windows 10 UAC messing with Fallout 3's install folder? (though I ended up moving it to D:\Games and it still wouldn't load the assets properly) My load order isn't LOOT sorted because LOOT gives me a non-working order but it doesn't seem to make a difference with LOOT order, the game still likes to un load assets for no apparent reason. My PC Specs: Windows 10 with Fall Update 8GB Ram Nvidia GTX 970 i5 4440 3.2GHz 1TB HDD so tl;dr I can't play the game with more than 120ish plug ins without stopping loading assets where as I could play perfectly fine with over 200 plugins on an older pc years ago... any help would be appreciated at this point :( plugins.txt
  18. Lucas Simms himself is missing his arms. I can see his gloves but his actual arms are invisible. I can't even begin to imagine what the fluff could be causing that. I did have issues with .32 and Mausers having big red exclamation marks but that's because it REQUIRES (listed in mod guide as optional) the individual weapon remakes. Springvale Sewers, a AWOP location crashes consistently when I try to enter it.
  19. These are all exclusively from the STEP guide. The issue however is that If I try to launch the game with all of them enabled it just kicks out of the main menu to black screen with some HUD elements showing. I have tried disabling chunks of the plugins and it will then load the menu normally however it seems to be an overall issue as the plugins disabled dont seem to matter as long as "enough" of them are. Things I have done; Cleaned all dirty mods including DLC (Deleted navmeshes still exist for all, uncertain on how to resolve) Unpacked all BSAs except vanilla, DCinteriors and FO3UP. Things I haven't done; Create a bashed patch Correct deleted navmesh records
  20. So the STEP guide is a little unclear here and i remember in the beginning it said to extract a BSA so moving forward I did that for EVERY mod that had a BSA. Lo and behold after some research this seems to be a nono. Could anyone kindly search their mod directory for ".BSA" and tell me which mods use them so I can reinstall them? THANK YOU!!!!
  21. Hello all, I consider myself somewhat adequate when it comes to modding as I have been trying to mod Fallout 3 for the past few weeks. I am almost done as I have finally finalized all the mods I would wish to use in Fallout 3. I was looking to optimize my textures with DDSopt and am currently learning how. However, I also stumbled across a guide that suggests me to use the FO3 LOD Gen for better performance as well. I have a lot of texture mods and am running the Atmos ENB on my game. Upon having the ENB installed, I noticed that my game will have sudden FPS drops from 50-60 to 30-40ish in very particular areas of the map. Considering the age of this game and my high end PC, I know this shouldnt be a problem, but I am also aware of the fact that the game is running on an old and buggy engine with limits on how much processing power it can utilize from machines today. Regardless, I was aiming to hopefully remedy these FPS drops for smoother game play and would just love to know: 1. Will there by a significant FPS boost in using DDSopt (or more accurately, fix the random FPS drops in particular areas in fallout 3)? 2. Will there by a significant FPS boost in using LOD Gen? 3. If both can be used together? And will it fix the same problem I stated in my first question (the random FPS drops)? Regardless, thank you in advance for your help!
  22. FO3LODGEN allows generation of object LOD for the Worldspaces in Fallout 3 using objects that are "visible from distant" from the current load order. There are already equivalent mods for TES5 (Skyrim), TES4 (Oblivion), and Fallout NV (not yet available). Details of how to use the Fallout 3 version are available on the Nexus page. This will be added to the Clear and Present Danger Fallout 3 guide once it has tested with the mods in the guide so that instructions and recommendations specific to this guide can be added.
  23. Can anyone tell me why we are supposed to check "Automatic Archive Invalidation", why we are supposed to UNcheck it when running BethINI, and when we are supposed to REcheck it (before or after Applying the INI Tweaks)? I am trying to follow https://wiki.step-project.com/User:Kelmych/Fallout3_INIs It says "Note that in addition to re-entering the INI tweaks, Archive Invalidation needs to be re-enabled for each MO Profile." But it's not clear whether to do so at that point in the guide or to do it after re-entering the INI tweaks, or if it even matters. Thanks in advance to whoever is willing to waste their time explaining this to me....
  24. When I try and start Wrye Flash through MO I get an error: "See the logfile: 'G:\Steamlibrary\steamapps\common\Fallout 3 goty\Mopy\Wrye Flash.exe.log' for details" This is what is in the log file: Traceback (most recent call last): File "Wrye Flash Launcher.pyw", line 32, in <module> File "bash\bash.pyo", line 305, in main File "zipextimporter.pyo", line 82, in load_module File "bash\basher.pyo", line 461, in <module> File "bash\basher.pyo", line 425, in __init__ File "bash\balt.pyo", line 125, in __init__bash.bolt.ArgumentError: Missing resource file: G:\SteamLibrary\steamapps\common\Fallout 3 goty\Mopy\bash\bash\images\checkbox_purple_on.png. But when I start Wrye Flash from within the Mopy folder it starts up fine. I'm not really sure what's going on here.. Also LOOT is frequently crashing when I start it through MO ):
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