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Posted

Playing with almost every mod in the guide, I had a recurrent freeze / CTD right after exiting from Arlington Library to the Wasteland and moving to the right. There already is a discussion at Nexus on this issue pointing to the automat01.nif file. The mod Tweaked Automat seems to be responsible for the crash. Everything worked fine after I disabled it.

Posted (edited)

It looks like your new entry "Collision Meshes FO3 Pack" shows mixed up hyperlinks:

 

The "FO3_pack25.08.15.7z"-package is linked through Collison Meshes FNV, and the link for the "Collision Meshes FO3 Pack" points to the package: "FNV_pack25.08.15.7z".

 

And a little layout glitch: The new headline is integrated into the layout of your installation information for the previous entry: "Precision Collision - Clutter".

Edited by thommaal
Posted (edited)
  On 9/8/2015 at 9:05 AM, thommaal said:

It looks like your new entry "Collision Meshes FO3 Pack" shows mixed up hyperlinks:

 

The "FO3_pack25.08.15.7z"-package is linked through Collison Meshes FNV, and the link for the "Collision Meshes FO3 Pack" points to the package: "FNV_pack25.08.15.7z".

 

And a little layout glitch: The new headline is integrated into the layout of your installation information for the previous entry: "Precision Collision - Clutter".

When I click on the link for 'Collision Meshes FO3 Pack' I get a missing file message;

 

  Quote
Invalid or Deleted File.

The key you provided for file access was invalid. This is usually caused because the file is no longer stored on MediaFire. This occurs when the file is removed by the originating user or MediaFire.

Edited by 13thGeneral
Posted

An updated version of the file was posted today, and as a result the file url changed. I edited the guide to reflect this. The details, and the current version of this file, are discussed in the posts for the FNV Collision Meshes Nexus page.

Posted
  On 9/13/2015 at 7:33 PM, Kelmych said:

An updated version of the file was posted today, and as a result the file url changed. I edited the guide to reflect this. The details, and the current version of this file, are discussed in the posts for the FNV Collision Meshes Nexus page.

He did it again. I bumped it up to reflect next version.  While I love updates, hopefully it isn't quite as rapid.

Posted (edited)

Hello everyone,
 
First things first, I want to say thanks to all of you how have contributed in this great work, especially to Kelmych for taking the time to put everything together and write this guide! Also it's great to see the guide being constantly updated with new mod recommendations and install procedures! :thumbsup:
 
This is my first time playing Fallout 3 (TES fan here :rolleyes: ) and I'm really looking forward to playing it! I know that most people will say...start with vanilla...BUT, knowing how bug free Beth's games are (LOL)....I want mods..plus I'm a mod junkie - can't resist them!
 
Now, while going through this guide, slowly preparing my mod setup, I've checked some of the mods it recommends - the way they are packed, the quality of the textures and models that come with them...their location paths...etc. Checking everything together with xEdit will come later.
 
So far I've found the following errors (I'll just list them in no particular order):
 
Retextured Clutter Collection / Nexus page - needs sorting

 

  Reveal hidden contents

 

 

Robots HD Retexture - needs cleaning, texture optimizing

 

  Reveal hidden contents

 

 

DCInteriors Project / Nexus page - needs cleaning. It's a minor issue, plus your DATA folder will not be cluttered with useless junk since everything is packed into the BSA file...but, the Guide recommends that textures should be optimized so why not do some cleaning before... Unpack BSA to a temporary location and delete these files:

 

  Reveal hidden contents

 

 

Better Clutter and Furniture Pack / Nexus page - cleaning and sorting

 

  Reveal hidden contents

 

 

Wasteland clothing Hires retexture / Nexus - LOTS of useless textures...needs cleaning/sorting

 

  Reveal hidden contents

 

 

MGs Neat Clutter / Nexus - also lots of useless files...to avoid cluttering your Data folder - NUKE'EM :bat:

 

  Reveal hidden contents

 

 

Okey doke...this is all for now if I find anything else I'll report back!

Edited by Gazda
Posted

I'll look at these and revise the guide. Thanks for the information. Some of the textures in the list aren't used since other FO3 mods are used to provide these.

 

Optimization can be useful, especially with textures from older mods but you won't typically notice major changes in quality or VRAM use if the optimization doesn't change the texture resolution.

 

I don't recommend using DDSopt to make the normal map resolution lower than half the resolution of the color map textures; the normal maps are an important contributor to graphic quality.

Posted

Hi just a couple of quick thing Kelmych, I noticed you put in the guide not to merge green tint remover in dynamic weather and assume this is based on my suggestion but I edited my post to try and catch you but must have been too late - it doesn't need a no merge tag it just needs to be low down in your load order (much lower than loot will put it) I have mine at the bottom and it's fine that way - users can thus free up a plugin spot.

 

Also regarding the new Georgetown expansion mod don't you have to pick one or the other out of the esm and esp versions? It's seems like the guide is suggesting to install one then the other? I may be wrong about this so please correct me if I am.

 

Cheers.

Posted
  On 9/23/2015 at 6:20 AM, Kelmych said:

I'll look at these and revise the guide. Thanks for the information. Some of the textures in the list aren't used since other FO3 mods are used to provide these.

 

Optimization can be useful, especially with textures from older mods but you won't typically notice major changes in quality or VRAM use if the optimization doesn't change the texture resolution.

 

I don't recommend using DDSopt to make the normal map resolution lower than half the resolution of the color map textures; the normal maps are an important contributor to graphic quality.

Sure thing, two pairs of eyes are always better than one!! Thanks!

Posted
  On 9/23/2015 at 6:08 PM, Bazza0304 said:

Hi just a couple of quick thing Kelmych, I noticed you put in the guide not to merge green tint remover in dynamic weather and assume this is based on my suggestion but I edited my post to try and catch you but must have been too late - it doesn't need a no merge tag it just needs to be low down in your load order (much lower than loot will put it) I have mine at the bottom and it's fine that way - users can thus free up a plugin spot.

I'll revise the guide

 

Also regarding the new Georgetown expansion mod don't you have to pick one or the other out of the esm and esp versions? It's seems like the guide is suggesting to install one then the other? I may be wrong about this so please correct me if I am.

You need to use the esm plugin to avoid problems; I'll revise the guide.

Cheers.

  • 2 weeks later...
Posted

I've been talking to Gruftikus about expanding tes4ll to Fallout.  It's a Terrain LOD generator, similar to how xLODGen is an Object LOD generator.  It currently only fully supports Oblivion, but here is an initial test for FO3 reading: https://www.nexusmods.com/fallout3/Images/43091/?. It works by reading your load order for any changes in the height maps, then takes the height data and maps its to an image, which can be processed to produce LOD at various quality.  Fallout 3/NV has multi level LOD which is different from Oblivion, but it seems promising once the IO changes are made to export to Fallout's version of .nif

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