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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.

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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.

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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
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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.

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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.

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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.

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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.

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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 quests

Temple of The Union Overhaul I always thought Temple of the Union was much too small given its role

Canterbury 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. 

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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 - Wastelandhttps://www.nexusmods.com/fallout3/mods/10045/? ]

 

 

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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.

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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/? ]

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