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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.

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List of stuff you should consider:

 

Textures

https://www.nexusmods.com/fallout3/mods/12132/? 46 non conflicted files

https://www.nexusmods.com/fallout3/mods/1138/? 7 non conflicted files

https://www.nexusmods.com/fallout3/mods/21268/?   not covered by the guide at all

https://www.nexusmods.com/fallout3/mods/591/? More/better options

https://www.nexusmods.com/fallout3/mods/13036/? better options

https://www.nexusmods.com/fallout3/mods/13177/? Best Earth retex imo

https://www.nexusmods.com/fallout3/mods/14711/? Alternative Cover, better than the guide imo

https://www.nexusmods.com/fallout3/mods/16364/? Not covered by the guide

https://www.nexusmods.com/fallout3/mods/18196/? Not covered by the guide

https://www.nexusmods.com/fallout3/mods/19485/? Not covered by the guide

https://www.nexusmods.com/fallout3/mods/20325/? Nice optional for WMK

https://www.nexusmods.com/fallout3/mods/11591/? Better battery imo

https://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 imo

https://www.nexusmods.com/fallout3/mods/853/? Better than the moon offered by the guide. May also want to look at the optional suns, Enb dependent

https://www.nexusmods.com/fallout3/mods/5408/? Not covered by the guide

 

Fixes

https://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/?

 

Followers

https://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 fix

https://www.nexusmods.com/fallout3/mods/20243/? funny 'easter egg', especially with the pink teddy bear you recommend

https://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/Armor

https://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/places

https://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/?

 

Sounds

https://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/?

 

Extras

https://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 guide

https://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 by Livnthedream
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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. 
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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.

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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. :)

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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 by dreamer1986
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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.

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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.

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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.

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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?

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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.

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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 by dreamer1986
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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 :wallbash: .

 

Can you please help me? I have no idea what to do ...

Edited by dreamer1986
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