tsc0815 Posted June 13, 2015 Posted June 13, 2015 I have to add that I left out Millenia's textures for the time being. Including IMPACT RH_IS+FWE+WMK+All DLCs.esp in my load order I have now 40 conflicts in the weapons category left of which I had to manually modify 26 to include in a custom patch which is the very last in my load order. This is just to give an idea of how much work would be required if one were to mend the conflicts on an individual level. Covering all possible mod combinations in out-of-the-box patches is a lot more complicated, of course.
Livnthedream Posted June 13, 2015 Posted June 13, 2015 (edited) List of stuff you should consider: Textureshttps://www.nexusmods.com/fallout3/mods/12132/? 46 non conflicted fileshttps://www.nexusmods.com/fallout3/mods/1138/? 7 non conflicted fileshttps://www.nexusmods.com/fallout3/mods/21268/? not covered by the guide at allhttps://www.nexusmods.com/fallout3/mods/591/? More/better optionshttps://www.nexusmods.com/fallout3/mods/13036/? better optionshttps://www.nexusmods.com/fallout3/mods/13177/? Best Earth retex imohttps://www.nexusmods.com/fallout3/mods/14711/? Alternative Cover, better than the guide imohttps://www.nexusmods.com/fallout3/mods/16364/? Not covered by the guidehttps://www.nexusmods.com/fallout3/mods/18196/? Not covered by the guidehttps://www.nexusmods.com/fallout3/mods/19485/? Not covered by the guidehttps://www.nexusmods.com/fallout3/mods/20325/? Nice optional for WMKhttps://www.nexusmods.com/fallout3/mods/11591/? Better battery imohttps://www.nexusmods.com/fallout3/mods/20068/? Not in game, but also not covered by the guide :)https://www.nexusmods.com/fallout3/mods/21237/? Better than the Hectrol Radio imohttps://www.nexusmods.com/fallout3/mods/853/? Better than the moon offered by the guide. May also want to look at the optional suns, Enb dependenthttps://www.nexusmods.com/fallout3/mods/5408/? Not covered by the guide Fixeshttps://www.nexusmods.com/fallout3/mods/21022/?https://www.nexusmods.com/fallout3/mods/21117/?https://www.nexusmods.com/fallout3/mods/18234/?https://www.nexusmods.com/fallout3/mods/21293/? Followershttps://www.nexusmods.com/fallout3/mods/19384/? Don't know compatibility with CNC, but I think this is a superior option for me, possibly worth a mention in the guide.https://www.nexusmods.com/fallout3/mods/20345/? Pseudo fixhttps://www.nexusmods.com/fallout3/mods/20243/? funny 'easter egg', especially with the pink teddy bear you recommendhttps://www.nexusmods.com/fallout3/mods/16343/? Nice patch for Project Beauty.https://www.nexusmods.com/fallout3/mods/20973/? Nice alternative for Fawkes, especially after you complete Ravenrock. Makes Fawkes feel awesome. Dogmeat - I have combined all of these into a single plugin. Doesn't make him more 'useful', but does make him better to have around.https://www.nexusmods.com/fallout3/mods/7732/?https://www.nexusmods.com/fallout3/mods/20181/?https://www.nexusmods.com/fallout3/mods/21292/?https://www.nexusmods.com/fallout3/mods/309/? Weapons/Armorhttps://www.nexusmods.com/fallout3/mods/20650/?https://www.nexusmods.com/fallout3/mods/15397/?https://www.nexusmods.com/fallout3/mods/4118/? Need those aviators!https://www.nexusmods.com/fallout3/mods/20211/? Quests/placeshttps://www.nexusmods.com/fallout3/mods/16031/? Possible conflict with Rangers Reborn, I cut that mod so I can't/didn't test.https://www.nexusmods.com/fallout3/mods/19473/?https://www.nexusmods.com/fallout3/mods/11283/?https://www.nexusmods.com/fallout3/mods/16262/?https://www.nexusmods.com/fallout3/mods/18530/?https://www.nexusmods.com/fallout3/mods/20843/? Soundshttps://www.nexusmods.com/fallout3/mods/13996/?https://www.nexusmods.com/fallout3/mods/21231/?https://www.nexusmods.com/fallout3/mods/21195/?https://www.nexusmods.com/fallout3/mods/14947/? Extrashttps://www.nexusmods.com/fallout3/mods/20242/? Fairly intensive, but nice.https://www.nexusmods.com/fallout3/mods/19826/? I like these textures better than the ones in the guidehttps://www.nexusmods.com/fallout3/mods/20936/? Don't know how this will work in conjunction with the FWE fast travel option. The FO3 model isn't compatible with J3X Rideable, the FNV version is. Edited June 13, 2015 by Livnthedream
Nozzer66 Posted June 13, 2015 Posted June 13, 2015 Dayum, that's a comprehensive list. Glad to see Dogmeat the Boxer Dog in there. As a person who's been owned by several Boxers during my life I always toss that one in my game. :)
Kelmych Posted June 13, 2015 Author Posted June 13, 2015 I have to add that I left out Millenia's textures for the time being. Including IMPACT RH_IS+FWE+WMK+All DLCs.esp in my load order I have now 40 conflicts in the weapons category left of which I had to manually modify 26 to include in a custom patch which is the very last in my load order. This is just to give an idea of how much work would be required if one were to mend the conflicts on an individual level. Covering all possible mod combinations in out-of-the-box patches is a lot more complicated, of course. For each weapon object that needs to include a new Impact effect the patch needs to forward a variety of record changes in stats from different plugins, some graphics changes from different mods, typically some sound changes, and possibly other changes. The patches like IMPACT RH_IS+FWE+WMK+All DLCs.esp are somewhat useful, but they miss a lot of the changes that are needed since they only cover the specific mods included. As is the records from this plugin, if loaded very late in the load order, undo changes that other mods in the guide have added, and if not loaded very late the changes needed for Impact are not forwarded.
Kelmych Posted June 13, 2015 Author Posted June 13, 2015 Thanks for the list of possible additions. We rely on users suggesting additions they have tried so this list is quite useful, especially for somewhat older mods that are not found in other guides or are not always mentioned by other popular mods. I follow the new additions on the Fallout 3 Nexus site and sometimes add mods that are easy to check in the game, but the staff for the Fallout 3 and Fallout NV guides effectively includes all the active Fallout forum participants.
Livnthedream Posted June 14, 2015 Posted June 14, 2015 Just trying to make the 'best' guide available. I have actually never modded Fallout 3, and the last time I beat it was like 5 years ago, and that was mostly just dicking about and cheating with console codes for weapons and armor and the like. I have modded New Vegas and Skyrim a great deal, so I figured it was time to do an updated 3 run before 4 comes out. This guide seems to be the best place to start, so any help I can do to add to it I will. These are the things that I found after scouring the nexus, so hopefully it helps. :)
dreamer1986 Posted June 15, 2015 Posted June 15, 2015 (edited) So I started the install, but at the first A-Okay check, I encountered the first major problem, with the game not responding after walking for a few seconds inside the room of selection of the Alternate start for FWE. After testing, this happens every time, in 5-7 seconds game freezes and not responding. And after even more testing, I discovered that the likely culprit is one of the optimized vanilla texture packs, but I don't know which or why :( . So much time wasted in optimizing them for nothing apparently. Edited June 15, 2015 by dreamer1986
Percyjackson44 Posted June 15, 2015 Posted June 15, 2015 I know this question is probably redundant but I have had this issue in the past with modding guides. Is it currently a good time to undertake the guide? As in are you planning any major changes shortly that I should wait for or shall I complete it now? Thanks for doing this everyone who has contributed.
Kelmych Posted June 16, 2015 Author Posted June 16, 2015 I know this question is probably redundant but I have had this issue in the past with modding guides. Is it currently a good time to undertake the guide? As in are you planning any major changes shortly that I should wait for or shall I complete it now? Thanks for doing this everyone who has contributed.The guide has been slowly evolving since its inception, with new content coming largely from new mods that mod authors put on Fallout 3 Nexus. I can't see where there would be any major changes.
Kelmych Posted June 16, 2015 Author Posted June 16, 2015 So I started the install, but at the first A-Okay check, I encountered the first major problem, with the game not responding after walking for a few seconds inside the room of selection of the Alternate start for FWE. After testing, this happens every time, in 5-7 seconds game freezes and not responding. And after even more testing, I discovered that the likely culprit is one of the optimized vanilla texture packs, but I don't know which or why :( . So much time wasted in optimizing them for nothing apparently.I use optimized vanilla Fallout 3 textures and I started the game with one of the FWE alternate starts (the one that puts you at Robco). A texture can only cause a CTD if it's corrupt or if a lot of textures are added at higher resolution than the system capabilities. Optimizing reduces texture VRAM use, it doesn't increase it. The only optimized textures that might be used by FWE alternate start are from the Fallout3 textures. Take a look at the DDSopt logs from the optimization; if there is a problem with a texture it will be noted in the logs. If you are using ENBoost try disabling it temporarily to make sure it isn't causing any problems.
dreamer1986 Posted June 16, 2015 Posted June 16, 2015 Okay, I will try to find the problem with the optimized textures later. For now, I found a confusing step in the guide, in the eXcalibr - ammo expansion mod. You say there to "Double click the mod in the left pane of MO and move CALIBR.esm to Optional ESPs; FWE provides this plugin." But there isn't any calibr.esm. Its only xcalibr.esm, and the 20th century weapons patch depends on it. What do I do now? Do I keep both calibr.esm and xcalibr.esm?
Kelmych Posted June 16, 2015 Author Posted June 16, 2015 When "FWE_Master_Release_6-0_-_Part_1" was installed as part of the UI section guide, the CALIBR.esm plugin should be included. Only one of these is needed so the guide says to move other copies to "Optional ESPs". I know the version installed with FWE is the correct version. Some other mods may also have the correct version, but only one is needed. If CALIBR.esm wasn't loaded with FWE then the FWE file wasn't installed correctly by the Mod Organizer fomod plugin. Look at the settings icon in MO (crossed tools) and select the Plugins tab. Click the fomod installer. In the right window it should say "enabled true" and "prefer true"; this is what I used to install FWE. As mentioned in the guide, the MO fomod installer does have some small problems installing FWE. "eXcalibr Ammo Pack v2-3 Full FOMOD-11684.7z" includes xCALIBR.esm (which is needed for other mods) and another copy of CALIBR.esm.
dreamer1986 Posted June 16, 2015 Posted June 16, 2015 (edited) When "FWE_Master_Release_6-0_-_Part_1" was installed as part of the UI section guide, the CALIBR.esm plugin should be included. Only one of these is needed so the guide says to move other copies to "Optional ESPs". I know the version installed with FWE is the correct version. Some other mods may also have the correct version, but only one is needed. If CALIBR.esm wasn't loaded with FWE then the FWE file wasn't installed correctly by the Mod Organizer fomod plugin. Look at the settings icon in MO (crossed tools) and select the Plugins tab. Click the fomod installer. In the right window it should say "enabled true" and "prefer true"; this is what I used to install FWE. As mentioned in the guide, the MO fomod installer does have some small problems installing FWE. "eXcalibr Ammo Pack v2-3 Full FOMOD-11684.7z" includes xCALIBR.esm (which is needed for other mods) and another copy of CALIBR.esm.Well, the original Calibr.esm exists from FWE, ofc. The problem I mentioned is that there is no Calibr.esm in the xcalibr installed mod, only xcalibr.esm. But since you say that I can keep xcalibr.esm in place, next to calibr.esm from FWE, then everything is clear now. Thank you Edited June 16, 2015 by dreamer1986
Livnthedream Posted June 16, 2015 Posted June 16, 2015 Does anyone know of a decent rule of thumb for balancing weapons/armor with FWE? Is there a guide somewhere? Or is it all best guess?
dreamer1986 Posted June 16, 2015 Posted June 16, 2015 (edited) Okay, I managed to reach the end of the guide, I thought everything was going to be all right, but once I started up the game at the end I got "Fallout 3 has stopped working". I thought that maybe a mod is to blame, so I started disabling mods in groups of ten. But I reached the end of all the mods and the game still doesn't start. I don't get it... it worked after the first test. Now it doesn't work even if I try to run the game without any mods . Can you please help me? I have no idea what to do ... Edited June 16, 2015 by dreamer1986
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