hellanios Posted August 20, 2014 Posted August 20, 2014 Yukichigai has uploaded many fixed for FO3. You should check them out.
Kelmych Posted August 20, 2014 Author Posted August 20, 2014 Most of the recent Yukichigai fixes are already in the guide. I'll add the vault 106 fix and the Pitt fix. The Updated Unofficial Fallout patch has some of the Yukichigai fixes and will be adding others in the next update. When the next update is posted I'll remove the individual fixes from the guide that were incorporated into this update.
Kelmych Posted August 20, 2014 Author Posted August 20, 2014 edit: just like to add, afaik it's considered best practice to install Wrye B/Sm/Fl-ash and MO to the game's directory rather than elsewhere. These apps at least do some auto configuration based on install location, and MO in particular is best installed in the games dir - With multiple versions of MO it helps me know which is which, and means I have no chance of upgrading, editing, or whatever, the wrong version at any given time. Since I have an install each for Skyrim, FO3, and FNV, this is important to me. I guess for others who do not have multiple compatible games installed it is less so, but even so the STEP wiki page for Mod Organizer recommends to use the game's installation directory. 2nd edit: fixed link. I did it reddit-style before and didn't even realise. lol. I agree Wyre Flash should be in the game directory since it has a "Data" folder that needs to go in the games "Data" directory, and xxSE and ENB and some other extenders need to be in the game folder. I realize that the STEP guide says to put xEdit and MO in the game directory. I don't agree with this guidance for the reasons I mention in the Fallout 3 guide as well as some others. I feel that the "best practice" should be to have the entire game directory as clean as possible. Keeping a relatively clean installation on an SDD (which I use) is a major reason. SDDs have limited space and there is no value, for example, in having the large MO download directory on an SDD. Once you decide to move the downloads directory elsewhere it makes sense to look at where all the MO files really belong. There is also no advantage that I've ever seen to have xEdit in a game directory. I've been using the various xEdit versions for years and have never put it in the game directory. I often keep multiple copies of the full game directory with different configurations (e.g., older ones that used Wrye Bash/Flash to install and more recent ones that use MO for installation) on HDD for testing purposes, especially for the older games like Fallout 3 and Fallout NV. Keeping MO and xEdit out of the game directory (at least MO) is needed to make it possible to easily switch between them. I agree it's simpler for new users to put everything in the game directory, but all that is needed with MO to have it located elsewhere is to set the locations of three folders in Advanced portion of the Settings menu.
EssArrBee Posted August 20, 2014 Posted August 20, 2014 I think the latest merge plugin script likes the game directory best, from the FAQ on the nexus page: Q: TES5Edit has to be in its own folder?A: That's how I like to organize things. TES5Edit.exe just needs to be installed somewhere in your Skyrim directory. It could be dropped in some obscure location in your DATA folder, in its own folder, loose by TESV.exe, etc. So long as it is contained within your Skyrim directory, and your Skyrim directory ends in the word Skyrim, things should work out fairly well as far as the Merge Plugins script is concerned.
Kelmych Posted August 20, 2014 Author Posted August 20, 2014 Well about time someone would make a STEP-like modding guide for one of the best CRPG's ever made So, here are some suggestions: - A World Of Pain for FO3 is really a must-have you should consider adding it asap to the guide. On the other hand, I guess it's gonna need testing since the possibility of conflicting with the rest quest/ interiors expansion mods is very high. It's in the list of quest mods being considered for the guide. - Franklin Metro Raider Bug Fix v1.0 [ https://www.nexusmods...t3/mods/19759/? ] and Safe Regulator HQ v1.0 [ https://www.nexusmods...t3/mods/11853/? ] should be added to the FIXES section since they are not included in the Updated Unofficial Fallout 3 Patch and they are pretty useful and basic fixes. I'll look at these and the fixes below. I've used Arlington_Falls_Church_Metro_Rebuild for years myself but it's no longer on the Nexus. - Here is a couple of mods that could be added as well since they are lore friendly and try to make the game more immersive and realistic: NPC-Confessor Cromwell has a Break EV _ DV [ https://www.nexusmods...ut3/mods/4660/? ] Sleep in Megatons Common House [ https://www.nexusmods...t3/mods/18946/? ] - And some enhancement/texture mods that could fit/combined with the already included ones in your guide: Creatures/Critters: Vandr HD Creatures [ https://www.nexusmods...t3/mods/18500/? ] Robot Revolution HD - Protectron [ https://www.nexusmods...t3/mods/18902/? ] Swampfolk Backwater Retexture [ https://www.nexusmods...t3/mods/18894/? ] Glowing Ghouls - FO3 V1.0 [ https://www.nexusmods...t3/mods/20321/? ] Landscape/Areas/Clutter: Citadel Retextured 4096x4096 [ https://www.nexusmods...t3/mods/13000/? ]Fortunately there is a 2kx2k version Mothership Zeta DLC Retextured [ https://www.nexusmods...ut3/mods/8260/? ]I was already considering adding this since other retextures don't cover this. UHQ Terrain Overhaul [ https://www.nexusmods...t3/mods/19799/? ] Skill Books Hi-Res Retexture [ https://www.nexusmods...t3/mods/19514/? ] (I prefer 6IX's retextures :) ) Improved Glass Bullet Impact [ https://www.nexusmods...t3/mods/13120/? ] Nuka-Cola Hi-Res Retexture [ https://www.nexusmods...t3/mods/19276/? ] Retex_Gore [ https://www.nexusmods...t3/mods/16940/? ] Retex_Gorycorpseparts [ https://www.nexusmods...t3/mods/16927/? ] Retex_Brahmincorpsetrap [ https://www.nexusmods...t3/mods/16933/? ] A Useful Metro Map - Texture Replacement [ https://www.nexusmods...t3/mods/20005/? ]This is my preferred Metro map also and I use it in my game setup; I'll add it to the guide soon since the vanilla Metro map always seemed much more limited than the ones in the actual Metro. I happened to be in the DC area on a business trip the day the Metro opened so I rode it on the first day! HD Smoky Fire and Explosions for FO3 [ https://www.nexusmods...t3/mods/20053/? ] Sounds/Music: Sounds From The Wasteland [ https://www.nexusmods...t3/mods/17849/? ] Fallout 3 - HD Audio Overhaul [ https://www.nexusmods...t3/mods/13055/? ] Home brewed sound pack v1.2 [ https://www.nexusmods...t3/mods/12209/? ] By the way, Wasteland clothing Hires retexture [ https://www.nexusmods...as/mods/54478/? ] works fine in FO3. I'll look at all of these. The audio mods don't seem to have a lot of overlap with the ones in the guide and don't need plugins, both of which are good. I'm not sure of the VRAM impact of some of these mods. I wonder if it makes sense to mark some mods as something like "use this if your VRAM is greater than x (and then eliminate some lower res mods)" or "texture size needs to be reduced to 'y' with this mod using DDSopt if your VRAM is less than x". It would be helpful as the guide starts to be used to get some comparative screenshots for some of the mods which provide the same replacer textures. For the end I left probably the best weather mod for FO3, Weather for ENB - URWLENB FO3 [ https://www.moddb.com...enb-urwlenb-fo3 ] but it has one tiny disadvantage; it needs an ENB preset in order for the sky textures to appear properly(thus the mod's name -weather for enb-). I said "tiny" though cause in 2014 I believe everyone has the capability of running an ENB preset along with FO3 plus there are many performance friendly presets out there already. In fact with this weather/lighting mod you can actually disable Megaton Lighting Overhaul and Realistic Interior Lighting as well. Or you can disable this mod's plugins and let the others. It's up to the user. It will probably be a little while before there is time to do testing of alternative ENBs. PS. Lol I think my post was way off-topic. But anyway here's something that has to do with installing one of the existing mods in your guide. If I remember correct, Crowded Cities mod had an issue with the NPCs added by that mod causing them having white bodies or completely different head/body colors. The issue could be solved if CrowdedCities_v2.esp had its file header record flags changed to an ESM through FO3Edit. Yep I confirmed its this mod. Take a look at the first page of the comments section in Crowded Cities page. I edited the guide to include the instructions for this change. When several people have used the mod we can hopefully get comments on how much it actually helps immersion. This is c/p from the other topic I think I posted it on the wrong topic. Please remove it from the other support & troubleshoot topic.
Kelmych Posted August 20, 2014 Author Posted August 20, 2014 I think the latest merge plugin script likes the game directory best, from the FAQ on the nexus page:That could be. I've been using this script for Skyrim since it was initially released with TES5Edit installed at the root level of my Games directory. I've never had any problems with TES5Edit or this script. I had looked at the code with Notepad++ and I hadn't seen anything in the code that seemed like it needed to be in a particular directory. My entire TES5Edit directory is around 20 MB so the location of TES5Edit isn't a huge deal one way or the other.
Brainfever Posted August 21, 2014 Posted August 21, 2014 OK, regarding AWOP: I found an old post of mine in DCInteriors Project comments were I was asking whether DCInteriors is fully compatible with AWOP. This is the answer I was given back then: "Yes it is.Both are also fully compatible with Trenton Towers, Franklin Mall, Muldoon Electronics, Shadows and Dust 1-2, Doctor Lesko's Research and Undiscovered Capital. However Shadows and Dust 2 and Undiscovered Capital do require a patch for a minor conflict of which I have provided and can be found in the comments section of Shadows and Dust 2.All the aforementioned mods will give you a lot to see and do in and around the D.C. ruins." The answer was given by user ghostnull and what I get from this is that AWOP is quite compatible with a bunch of mods that add interior cells/quests which is good. The bad(not necessarily) thing is that non of the mods you suggest in the guide are mentioned therefore testing is indeed required. By the way, when you find time check the mods that guy mentions, they could probably fit in the guide as well. About the sound mods, Sounds From The Wasteland: In the description it is stated that this mod is compatible with Ambient Wasteland so I don't think there is a problem, except maybe the file's size (800+ MBs). Fallout 3 - HD Audio Overhaul: Basically, replaces the vanilla music files with other more Fallout-ish tracks (you really have to listen to the Redding theme from Fallout 2 when entering Megaton -goosebumps!-). When I used this mod in the past I remember I used to replace everything except the Music>Special>MainTitle.mp3 cause the vanilla track is epic as it is no need to be changed. Home brewed sound pack: This one changes in-game sounds, like when entering vats, switching targets in vats, steps sounds, picking stuff, coins, etc. Personally, I love the sounds from this mod but in the end it is completely optional and relies on each user's taste individually. Now, some details I wanted to mention. BUM instructions need to be applied in many mods' plugins in the guide. Also some of the links you provide are wrong or direct you to wrong pages (C93 - Distant LOD Rock Fix for NMCs Texture Pack for example directs you to Improved LOD Noise Texture mod's page). Finally, I remember I used to keep a documentation in the past when modding FO3 of almost every mod I used (many of them are in the guide indeed) about dirty edits, the need of FO3Edit cleaning, ITM's etc. I'll try and find it and I will send it to you.
Kelmych Posted August 21, 2014 Author Posted August 21, 2014 My concern with AWOP isn't mod compatibility as much as gameplay. The original version of AWOP in Fallout NV adds weapons and armor that seem quite overpowered for gameplay compatibility with the rest of the game, and the loot you find is too generous with items like the skill books that add permanent skill points. If all you are using Fallout NV for is to play AWOP it doesn't matter, but if you want to play the quests in the game you just put the AWOP equipment way and don't use it anywhere else in Fallout NV. I played AWOP using some mods that greatly reduced the weapon and armor stats (M weapons were removed, for example) and the weapons that were available were good but more compatible with those in the rest of the game) and most of the loot was removed (including all of the skill books with permanent effects). I enjoyed AWOP in FNV. There isn't much puzzle solving except for strategies to defeat extremely powerful enemies/creatures, but this could be quite challenging. What is the Fallout 3 version of AWOP like? It's hard to tell from the description page. Would it be a quest that is put with the optional mods or does it fit well with the rest of Fallout 3?
Kelmych Posted August 22, 2014 Author Posted August 22, 2014 Well about time someone would make a STEP-like modding guide for one of the best CRPG's ever made So, here are some suggestions: - Franklin Metro Raider Bug Fix v1.0 [ https://www.nexusmods...t3/mods/19759/? ] and Safe Regulator HQ v1.0 [ https://www.nexusmods...t3/mods/11853/? ] should be added to the FIXES section since they are not included in the Updated Unofficial Fallout 3 Patch and they are pretty useful and basic fixes. - Here is a couple of mods that could be added as well since they are lore friendly and try to make the game more immersive and realistic: NPC-Confessor Cromwell has a Break EV _ DV [ https://www.nexusmods...ut3/mods/4660/? ] Sleep in Megatons Common House [ https://www.nexusmods...t3/mods/18946/? ] - And some enhancement/texture mods that could fit/combined with the already included ones in your guide: Creatures/Critters: Vandr HD Creatures [ https://www.nexusmods...t3/mods/18500/? ] Robot Revolution HD - Protectron [ https://www.nexusmods...t3/mods/18902/? ] Swampfolk Backwater Retexture [ https://www.nexusmods...t3/mods/18894/? ] Glowing Ghouls - FO3 V1.0 [ https://www.nexusmods...t3/mods/20321/? ] Landscape/Areas/Clutter: Citadel Retextured 4096x4096 [ https://www.nexusmods...t3/mods/13000/? ] Mothership Zeta DLC Retextured [ https://www.nexusmods...ut3/mods/8260/? ] UHQ Terrain Overhaul [ https://www.nexusmods...t3/mods/19799/? ] Skill Books Hi-Res Retexture [ https://www.nexusmods...t3/mods/19514/? ] (I prefer 6IX's retextures :) ) Improved Glass Bullet Impact [ https://www.nexusmods...t3/mods/13120/? ] Nuka-Cola Hi-Res Retexture [ https://www.nexusmods...t3/mods/19276/? ] Retex_Gore [ https://www.nexusmods...t3/mods/16940/? ] Retex_Gorycorpseparts [ https://www.nexusmods...t3/mods/16927/? ] Retex_Brahmincorpsetrap [ https://www.nexusmods...t3/mods/16933/? ] A Useful Metro Map - Texture Replacement [ https://www.nexusmods...t3/mods/20005/? ] HD Smoky Fire and Explosions for FO3 [ https://www.nexusmods...t3/mods/20053/? ] Sounds/Music: Sounds From The Wasteland [ https://www.nexusmods...t3/mods/17849/? ] Fallout 3 - HD Audio Overhaul [ https://www.nexusmods...t3/mods/13055/? ] Home brewed sound pack v1.2 [ https://www.nexusmods...t3/mods/12209/? ] By the way, Wasteland clothing Hires retexture [ https://www.nexusmods...as/mods/54478/? ] works fine in FO3. I added notations in the guide on mods with textures to indicate how graphically intensive they are. Having done so it seems to me that most of the texture replacement mods are not very graphically taxing. That's great for less capable systems, but I feel we should also have mods (sometimes providing the same textures) that have higher resolution textures. The guide can indicate when there are effectively two versions of some sets of textures at different resolutions (as with the NMC textures). A number of the mods you suggest would help provide some of these higher resolution textures. By the way, the Citadel textures seem to have 100% overlap with the textures included in NMC textures, and similarly for most of the UHQ textures. Are the 2K Citadel textures better than the comparable NMC ones, and how do the HQ/UHQ textures compare in quality with the NMC textures that conflict with these?
Brainfever Posted August 22, 2014 Posted August 22, 2014 (edited) Not sure, I don't even have FO3 installed on my end right now. I remember I always used to use the citadel remake textures above NMC's. They looked nice and I never actually went in the process of comparing them with NMC's. Personally, I use NMC's texture pack as a totally base texture replacement and then install other texture mods above it. Actually the way I used to install textures was this: 4Aces HiRes Mods [ https://https://www.nexusmods.com/fallout3/mods/3793/? ] for the DLC's, I think NMC's texture pack didn't cover them. NMCs_Texture_Pack_for_FO3 Megaton_Texture_Pack [ https://www.nexusmods.com/fallout3/mods/1662/? ] For some reason the files in this pack are bigger (to me this equals to better quality ofc maybe I 'm wrong - I'm completely noob with resolutions, texture sizes, etc)than the ones in his NMCs Texture Pack, so I used these on top of his main texture pack. Rivet City Texture Pack [ https://www.nexusmods.com/fallout3/mods/3612/? ] Same as above. Citadel Retextured Mothership Zeta DLC Retextured MGs Neat Clutter UHQ Terrain Overhaul Landscape Redesigned HD [ https://www.nexusmods.com/fallout3/mods/19948/? ] Unfortunately I see it is removed from nexus. The combination of NMC+Terrain Overhaul+this made the landscape pure awesome Retextured Clutter Collection Better clutter and furniture About the last 2, they seem to overwrite stuff from each other and both together from MG's neat clutter pack and I always had to find which one I preferred and hide the overwritting files in MO from the later ones. By the way, Ojo Bueno's textures for NV are quite a good solution for textures that are not covered by any mod in fallout3 nexus (e.g safes). It's all about individual preference in the end. Oh almost forgot. I think you need to add the TYPE3 V2 TEXTURE pack file from DIMONIZED TYPE3 female body [ https://www.nexusmods.com/fallout3/mods/4280/? ] (or any other body textures from any other mod) cause all these type 3 mods will not appear well with vanilla female bodies. Unless exeter includes body textures in one of the mods in the guide and I missed that. Edited August 22, 2014 by Brainfever
EssArrBee Posted August 22, 2014 Posted August 22, 2014 If you want to change the size of the table of contents then use {{TOC limit|n}}, limit = n. You can also do {{TOC right (or left)|limit=n}}. It will help the TOC not go on and on, but you loose some navigation ability and you have to manually add #<header name> for links not listed in the TOC. I asked s4n to add it last night since the TOC always bothered the crap out of me.
Kelmych Posted August 23, 2014 Author Posted August 23, 2014 I read the post between you and s4n, and I changed the FO3 guide. How does it seem to you?
EssArrBee Posted August 23, 2014 Posted August 23, 2014 It looks good. I've been playing around with it a bit and have been changing up sections and subsections to get the whole guide structure to make a little more sense. I'm messing with CSS too. I want to change up colors and what not. That stuff is just so tedious and boring.
Kelmych Posted August 23, 2014 Author Posted August 23, 2014 I still want to find the hex values for the greyish-green that you see on the box cover, and an appropriate blue to represent the water since it is so important in Fallout 3. Id be interested in knowing what others think of the usefulness of the texture resolution notation I added (the icons need redoing, but hopefully someone better at this than I am will do it). It's one of the data elements I suggested adding to mod pages a while ago.
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