Kelmych Posted August 28, 2014 Author Share Posted August 28, 2014 Roberts for Fallout 3 has only meshes and textures. Link to comment Share on other sites More sharing options...
Nozzer66 Posted August 28, 2014 Share Posted August 28, 2014 Is it a case of it needing to see that Archive Invalidation Invalidated thing? Link to comment Share on other sites More sharing options...
Kelmych Posted August 28, 2014 Author Share Posted August 28, 2014 It doesn't seem to be as simple as Archive Invalidation. Link to comment Share on other sites More sharing options...
Kelmych Posted August 28, 2014 Author Share Posted August 28, 2014 Maybe it's a mesh conflict with other mods from the guide? I saw something similar happen in FNV when I used NVR3 and Roberts... Well, I tried to merge it and in the end it still gave me this same error. So my question is: is it safe to leave it at that, considering that this same error was in vanilla PL? EDIT: Oh well, here we go... I just noticed that some of the bigger mods like FWE and MMM can't be merged, even if the merging is successful. The reason is: Compatibility Patches, such as Blackened... They'll all have missing masters. =/There is a way to redirect them to the new plugin but that just falls out of my xEdit skillz... Sorry to drop the ball on that one.I was looking today at the compatibility patch for 20th century weapons, FWE, WMK, and CALIBR. It has many null records. The ones I saw could actually be deleted. You could probably do that with the mod you are working with - just delete the null records. You can fix missing masters in Wrye Bash or FO3Edit. In WB in the tiny masters window you edit the name of the master and then save. FO3Edit can do more but can also be harder. Masters are in the header record for each plugin. For those who are interested, I posted the first set of information, including some FO3Edit cleaning data and some Bash tag data, for LOOT on the LOOT forum. As we gather more data on any issues with mod order we will also post it there. For those gathering mod cleaning and bash tag data, the information on this post shows what we need; the next time it could be done with more info per line. If you have similar data you can post it yourself or provide it to me to aggregate. Link to comment Share on other sites More sharing options...
Kelmych Posted August 29, 2014 Author Share Posted August 29, 2014 Birdman asked:"FO3 Edit keeps hanging on this error, but I don't know why it's looking for it because I haven't, nor can I find a mod by that name. Does anyone know where or what mod this .esp goes to?" This is part of the mod "20th Century Weapons". This mod is included in the Clear and Present Danger guide, but the instructions I included add the main plugin but exclude all the "ALIVE' plugins at least for now; it's hard enough to get everything working without adding the complexities that these plugins yield. I'm not aware of any mods that expect these ALIVE plugins to be present. Link to comment Share on other sites More sharing options...
AcesofDeath7 Posted August 29, 2014 Share Posted August 29, 2014 Great work so far! This is part of the mod "20th Century Weapons". This mod is included in the Clear and Present Danger guide, but the instructions I included add the main plugin but exclude all the "ALIVE' plugins at least for now; it's hard enough to get everything working without adding the complexities that these plugins yield. I'm not aware of any mods that expect these ALIVE plugins to be present.I am not seeing this part in the guide. Only the following:When installing select the 20thCentuary Weapons - 5.12 (MainRelease) folder as the Data folder for MO.The CALIBR.esm file can be eliminated during installation, or after installation.If this is done after installation, in Mod Organizer's left pane double-click the mod and in the pop-up box select the Optional ESPs tab.Move the CALIBR.esm plugin into the Optional ESPs box Link to comment Share on other sites More sharing options...
Kelmych Posted August 30, 2014 Author Share Posted August 30, 2014 See the post I made in the Support and Troubleshooting section, and the guide which now has the instructions for this mod. By the way, I previously mentioned some problem with male bodies during my testing. I went back and did a more careful job of making sure the mods were installed properly, the plugin order was good, and I made a new Wrye Bash patch. I am currently not seeing any of the body textures problems I previously saw. Link to comment Share on other sites More sharing options...
Kelmych Posted August 30, 2014 Author Share Posted August 30, 2014 Hehe, funny thing ain't it? Even tough LOOT doesn't show any ITM or UDR on them, they still have some... I didn't considered that while doing my merges... Well, I guess I'll have to do it again and then update the guide. But yeah, you HAVE to clean them before merging, otherwise, as EssArrBee said, no bueno.LOOT only shows mod cleaning data if it has been provided to them. I sent a large set of entries to the LOOT team with Mod cleaning and Wrye Flash bash tags, so in a while you will see these show up with LOOT. Link to comment Share on other sites More sharing options...
Nozzer66 Posted August 30, 2014 Share Posted August 30, 2014 See the post I made in the Support and Troubleshooting section, and the guide which now has the instructions for this mod. By the way, I previously mentioned some problem with male bodies during my testing. I went back and did a more careful job of making sure the mods were installed properly, the plugin order was good, and I made a new Wrye Bash patch. I am currently not seeing any of the body textures problems I previously saw.Yeah cause I was just coming in to say I was having none of those issues at all. Glad to see you sorted it. Link to comment Share on other sites More sharing options...
Kelmych Posted August 30, 2014 Author Share Posted August 30, 2014 The data I sent to the LOOT team includes mod cleaning results (for mods that have ITMs or UDRs), Bash tag recommendations, and in a few cases when I had determined it, recommendations on load order (e.g., mod x before mod y). If it would be useful I could put the collected set of this data on a page with a link in the guide to the page. I'll put an indicator in the guide on which mods need cleaning; the details would be in the LOOT reports and (if considered useful) on the page I mentioned. Please let me know if the cleaning seems tgo cause any problems (including items that should be in the area but aren't), particularly the removal of UDRs. A few older mods that provide overhauls/changes to locations have a very large number of UDRs and I 'm not sure whether for these mods the UDRs should remain or not. A few mods (fortunately not very many) have some additional cleaning problems such as the the one that Hamgelu mentioned in this post. Like this post describes, some plugins have a few bad entries that need to be removed. I'll put a note in the guide for these mods. So far there are at most 20 records in a mod that need this kind of repair. Link to comment Share on other sites More sharing options...
Kelmych Posted August 30, 2014 Author Share Posted August 30, 2014 Some mods I'm looking at that provide interesting overhauls to a areas in the Capital wasteland. Location mods often don't have a lot of conflicts with other mods since they at least properly handle the vanilla quests (assuming they work correctly): The Crimson Caravan and the associated Fixes for Crimson Caravan expansion of Arefu and the nearby area; includes added small questsTemple of The Union Overhaul I always thought Temple of the Union was much too small given its roleCanterbury Commons Overhaul an integration of several mods expanding this area a little This evolving mod is potentially interesting:Fallout 3 cut content Let me know what you think of these. Once we look more seriously at the optional mod MMM there will have to be more mods added since it's fairly difficult to make it compatible (and balanced) with the NPC, weapon, armor, and body mods. Link to comment Share on other sites More sharing options...
Brainfever Posted August 30, 2014 Share Posted August 30, 2014 Here are a few more mods: Fallout 3 - Enhanced Camera [ https://www.nexusmods.com/fallout3/mods/20183/? ] How we all forgot this? Enhanced User Interface [ https://www.nexusmods.com/fallout3/mods/16171/? ] Vertibird Re-textured [ https://www.nexusmods.com/fallout3/mods/8602/? ] Earth from Space texture for Mothership Zeta [ https://www.nexusmods.com/fallout3/mods/19294/? ] GNR Building Redux [ https://www.nexusmods.com/fallout3/mods/16938/? ] Washington Monument BoS Outpost [ https://www.nexusmods.com/fallout3/mods/7831/? ] Hmm, about the rest of them now that I check them again I have to admit that none of them is like purely essential or something. I would say these are like the cherry on top of the cake something like that. Most of them make the game a little bit more interesting especially the collectables style mods, or the one with the clothes but I guess they are all up to each user individually whether they want them or not. I strongly suggest to start considering them after your guide is up and running totally fine with what already has. Destruction V6-1 - A Destroyable Environments Mod by SP [ https://www.nexusmods.com/fallout3/mods/1904/? ] 85 Outfits ReColor [ https://www.nexusmods.com/fallout3/mods/4003/? ] Better Balanced Backpacks [ https://www.nexusmods.com/fallout3/mods/14994/? ] Sunglasses Collection [ https://www.nexusmods.com/fallout3/mods/4118/? ] Action for Men [ https://www.nexusmods.com/fallout3/mods/14089/? ] Guardin Gnome - The Ultimate Gnome Hunt [ https://www.nexusmods.com/fallout3/mods/18300/? ] Vault 101 Revisited [ https://www.nexusmods.com/fallout3/mods/13308/? ] Fallout Street Lights - Wasteland [ https://www.nexusmods.com/fallout3/mods/10045/? ] Link to comment Share on other sites More sharing options...
Kelmych Posted August 30, 2014 Author Share Posted August 30, 2014 I've been trying to find a few mods to get the categories in the guide a little more balanced, especially with mods that are reasonable lore friendly, and some mods that provide better high resolution textures for those with more capable computers. Part of my interest in location mods is that the vanilla game doesn't have many NPCs in some towns/cities and other areas; it seems a bit too sparse especially with NPCs that aren't trying to attack you. Fallout Street Lights 2 nexus page says the wasteland version is no longer needed.Is GNR Building Redux compatible with GNR Enhanced, by the way? Right now I've been concentrating on Bash Tags since I mostly finished checking to mods for dirty plugins. Link to comment Share on other sites More sharing options...
Brainfever Posted August 31, 2014 Share Posted August 31, 2014 Ah, yes Street Lights - Wasteland is not needed anymore. GNR Building Redux changes only the interior of GNR and as it says in the mod's description it does just that. It doesn't mess with quests or anything, so yes they are compatible I guess. Maybe this is what you are looking for? Although, I've never tried it myself. MTC Wasteland Travellers V2 [ https://www.nexusmods.com/fallout3/mods/6044/? ] Link to comment Share on other sites More sharing options...
hamgelu Posted August 31, 2014 Share Posted August 31, 2014 Fallout 3 desperatelly need a mod like Enhanced Towns and Cities or Immersive Settlements. I know it's REALLY unlikely to happen but, oh well, one can dream... Link to comment Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now