Jump to content
  • 0

[WIP] Mator Smash


Mator

Question

kWdBG.jpg

 

Mator Smash

VIDEO TUTORIAL - For v0.0.7

GamerPoets Video - For v0.4.1

 

 

Mator Smash is now available on Nexus Mods. 

Nexus Mods Mod Page

 

 

As of v1.0.0, Mator Smash has a "Quick Patch" button

As of v0.5.1, Mator Smash will copy records with "errors" in them (such as unresolved/unexpected references)

As of v0.5.0, Mator Smash has new algorithm features and is more stable.

As of v0.4.1, Mator Smash merges redundant plugins properly.

As of v0.4, Mator Smash now produces complete record prototypes

As of v0.3, Mator Smash supports Fallout 4 and Skyrim SE

As of v0.2.2, Mator Smash allows you to modify tags on plugins from within the program.

As of v0.2.1, Mator Smash has Smash Settings for Skyrim for every Bash Tag Wrye Bash offered for Oblivion.

 

Changelog:

 

 

v1.0.0

- No longer cleaning masters (the smashed patch will require all patched plugins as masters)
- Increased saturation of profile panel colors
- Removed unimplemented buttons from the QuickBar
- Removed MO Integration - it's unnecessary
- Added easter egg
- Added "quick patch" button
- Fixed FO3/FNV load order issue
- Added Fallout3 and FalloutNV Smash.All settings  
- Updated FO4 and TES4 Smash.All settings
- Fixed switch smash profile button

 

v0.5.1

- Fixed inactive plugins being enabled for SSE/FO4
- Updated Smash.All so Perk Effect Conditions are treat as single entity
- Fixed case sensitivity when determining if patch destination directory is the game's data path
- Fixed bug with not creating directories when building a patch when user is not using MO
- Now allowing copying of records with "errors" in them
- Improved handling of out of order subrecords

 

v0.5.0
- Added override deletions algorithm feature

- Added force value algorithm feature

- Fixed some SSE/FO4 load order issues

- Added and updated smash settings

- Fixed issue with CTDs due to counter elements being set to 0 when their associated array is not present.

- Fixed issue with cells being deleted incorrectly due to bad ITM/ITPO cleanup code.

 

v0.4.1
- Adjusted the description of the Smash.All setting.
- Fixed merging of redundant plugins.
- Fixed recognition of sorted subrecord arrays.

v0.4

- Added Smash.All setting, a new version of the old "Automatic" setting.
- Dramatically improved record prototyping.  Record prototypes should now be complete and include unions such as BOD2 and BODT.
- Fixed loading the Skyrim load order file for SSE when not using MO.
- Fixed SSE load order DLC positions.
- Added Mod Organizer instancing support.

 

v0.3.1

- Fixed bug with initialization exceptions not being handled properly
- Fixed Fallout 4 BA2 file loading

 

v0.3
- Fixed bug with enabling automatic updating causing catastrophic failure.
- Added some language strings for "Enable", "Disable", and "Autoscroll"
- Fixed bug with setting corruption when combining settings (wasn't cloning the objects properly)
- Fixed bug with being unable to delete patches with unloaded plugins
- Fixed a bug with deleting patches
- Added "Remove unloaded plugins" context menu option to Smashed patches
- Now loading BSAs on initialization so localization strings are available to the program.
- Fixed cancelling plugin selection not closing the program
- Fixed floating point division by zero error when smashing records
- Added search functionality to the records tree
- Added SSE game mode support
- Added FO4 game mode support
- Adjusted how the profile form works.  Now it will always create default profiles for games that don't have profiles.
- Disabled the registration controls on the options form because they aren't working yet (we don't have a backend yet, after all)

 

v0.2.2.2

- Fixed bug with application being unable to create the profiles folder.
- Fixed index out of bounds when trying to set a plugin's smash setting.

 

v0.2.2
- Refactored project to use decoupled architecture similar to Merge Plugins
- Added a Plugin Selection Window
- Cleaned up the Tree Popup Menu, similar items have been grouped
- Added Tag Manager Form, which allows you to manually clear tags from the plugin, remove specific tags from the plugin, add tags to the plugin, or edit the plugin's description manually.
- If the "Create combined setting" checkbox is ticked when you close the Tag Manager, it will create and apply a virtual combined setting to the plugin for the tags you selected.
- Added a tags submenu for plugins, you can now clear tags on plugins, apply tags to a plugin based on your smash setting, or manage tags from the Tag Manager.
- Fixed various access violations that could sometimes occur when closing the program or when smashing certain records
- Added a feature that tells smash to merge mods that are comprised entirely of override records.  You can enable it from the Patching tab of the Options Window.  You will be notified in the smashing log of any redundant plugins that can be disabled after building your smashed patch.
- Fixed a bug with parsing ungrouped tags on plugins
- Fixed a bug with renaming a setting not updating its name in the Smash Settings List View in the Settings Manager.
- No longer creating duplicate virtual combined settings.
- Fixed bug where resizing the window didn't always update the contents of the form.
- Added a setting which can be manually added to the settings.ini file if the for simple splash display.  This will disable the glow on text in the Splash Form.  If the text on the Splash form looks distorted you should enable this setting.
- Now trimming leading and trailing whitespace when parsing tags.  So the following: `{{BASH: Delev, Relev   }}` will be parsed the same as `{{BASH:Delev,Relev}}`
- Added submenus for smash setting groups in the Plugins Popup Menu -> Add Smash Setting submenu
- Now verifying patch name and filename don't have illegal characters that aren't allowed by Windows.

 

v0.2.1

- Fixed access violation due to a flaw in the for loop when removing ITPOs
- No longer allowing building of patches which have one plugin.  This was causing a floating point division by zero error when performing preliminary calculations for the progress bar.
- Now disables the name, color, description, and tree controls when the msSettingManager is first created
- Now using a release build configuration
- Plugin selection form OK button now enables after Select All or other popup menu actions
- Refactored old log groups from MERGE to PATCH
- Added Bash Tag settings for Skyrim for every Bash tag that exists for Oblivion.
- No longer creating subfolders for smashed patches when the patch destination directory is the data folder
- Changing the smash setting now marks the patch as needing to be rebuilt
- Added groups to the Smash Settings manager.  If a setting's name has a dot in it, the text before the dot will be used as the setting group.  Groups are collapsible, and are reflected in filenames.
- Added special tag group parsing, if a tag starts with some text and then a colon, that text plus a period is prepended to each sub-tag.  E.g. {{Bash:Relev,Delev}} searches for the settings Bash.Relev and Bash.Delev.
- Added more hint information to the Settings Manager Tree view node hints for the Treat as Single and Preserve Deletions flags.

 

v0.1.1

- Added Select Similar Nodes
- Autoset attributes now disables IDLE records because smashing them commonly leads to failure
- Now updates count elements automatically, so no more CTDs from nasty NPC_ records with invalid COCT - Count elements.
- Fixed sorted array index issue for destination element when there were additions at earlier indexes
- Fixed VMAD treat as single not working properly
- Added smash setting hashes
- Added tag recognition for normal tags, extended tags, special extended tags, and multiple tags
- Fixed the combine setting option
- Fixed ITM removal removing non-ITMs
- Smash settings are now stored in game-specific directories.  You'll want to move your smash settings to a directory for your game.  So `.\settings\\`, game being Skyrim, Fallout3, FalloutNV, or Oblivion.
- Fixed a bug that caused the program to freeze while saving plugin errors
- Now conflict resolving with the winning master record
- Fixed loaded ESPs excluded from patch creation still influencing patch contents
- Improved the Edit Patch form to be more like the Edit Merge form from Merge Plugins
- Now saving logs in subfolders as it is done in Merge Plugins
- Changed DetailsListEditor to a virtual StringGrid, as it is in Merge Plugins
- Now offers an option to merge conflicting settings from the msConflictForm
- Fixed issue with autoset attributes not removing flags when disabling a child

 

v0.0.7

- Now copies winning override of overrides in files being smashed, which fixes a bug which caused partial load order smashed patches to often fail
- Fixed record prototype construction, now assigns to empty arrays so the record tree should always be complete now
- Build tree from plugins now targets records instead of top level groups.  You can now access and smash any record type.
- There are no more hardcoded record type exclusions.  You can now smash whatever you want.  Officially distributed settings will skip records that shouldn't be smashed, of course.
- Fixed exception when right clicking not on a node in tvRecords
- Fixed flag drawing bug that would draw flags in the upper left hand corner of tvRecords when expanding a node
- Splash screen now has glow on the loading text so it is always readable
- Now doing a better job of skipping records that don't need to be conflict resolved
- Progress bar is now more accurate when smashing patches.
- Now removing ITM groups when removing ITPOs
- Created Autoset Attributes option
- Created an "Automatic" smash setting which is built using Autoset attributes on a setting built from a full load order of plugins.

 

v0.0.6

- Preserve deletions in top-level elements (subrecords) now works

- Some improvements to logging

- Linking elements fixed

- Single entity element copying fixed

- Array identification conditions fixed

- Did away with the old building trees methodology. You can now right-click on the records node of a setting and use the Add submenu to create definitions for records.

- Added a new build tree option, which can be used from the right click popup menu.

 

 

v0.0.5

- Added code so you can now toggle multiple nodes in the tree using the space bar.

- Fixed Treat As Single Entity never being triggered because children nodes were always disabled and couldn't be toggle without removing the flag.

- Fixed chain nodes linking nodes at different levels, which also led to access violations when trying to remove the links.

- Failed smashed patch status now retains after smashing completes.

- Smashing is now cancelable.

- Now storing element definition type information in setting trees.  NOTE: Elements in old setting trees will have the "Unknown" type.  You'll need to rebuild your settings to get type information.

- Made prune nodes option more user friendly and added an auto-prune option to the popup menu for fast and simple pruning.
- Fixed bug with deleting a smash setting not removing it from disk.  They now get sent to the recycle bin when deleted.

- Fixed issue with processing records when they were set to not be processed in the setting (which created ITPOs).

- Distinguishes between arrays better.  Unsorted dtArray elements will now be treated as arrays, as intended.

- Removes ITPOs after smashing.

 

v0.0.4

- Added -profile param handling
- Algorithm now supports multi-linking (chaining) elements
- Added option to chain nodes in the Settings Manager
- Hardcoded excluded groups are now only RACE, NAVI, and NAVM
- Cloning settings will no longer create an infinite loop
- Plugin selection form now has a popup menu with Select all, Select none, and Invert selection options
- Plugin selection form now has extra options for targetting/skipping records
- Fixed issue with building tree not assigned TElementData for the rootNode, causing an access violation when checking anything in the tree

 

v0.0.3.14

- Core functionality is complete

- The UX for smashing and the algorithm are both more-or-less complete, may be updated

- Most of what needs to be done now is the creation of smash settings, which can be done by anyone with some knowledge of patching

- I'll try to make some documentation/tutorial resources for creating smash settings so you guys can get started on them

 

 

 

 

Purpose
Mator Smash is an application built on the xEdit framework developed to replace the primary functionality of Wyre Bash - the creation of patch files to combine (or merge) conflicting overrides to overcome Bethesda's "Rule of One". Wyre Bash used to provide this functionality in the days of Oblivion through the usage of bash tags, keywords that would be put in the description of the mod that would then tell Wyre Bash what types of records it should try patching. However, the current status is that Wyre Bash only provides this for a handful of record types for Skyrim, and this has been the case for quite a while now. There are several users (most notably Sharlikran) who have been working to update Wyre Bash's codebase to work with Skyrim, but it's been an uphill battle. As of now, it's not certain whether Wyre Bash will ever offer the same functionality it did in the days of Oblivion for Skyrim mods. That's where Mator Smash comes in.

 

Why is this necessary?
As per Skyrim's "Rule of One", any two mods that modify the same record but in different ways will conflict with each other in a way that can't be resolved asides from the creation of a compatibility patch. Because the number of Skyrim mods exceeds 40,000, there is no conceivable way to manually build enough compatibility patches to make every possible load order (or even a small fraction of them) work with each mod operating as intended. Mator Smash automates the most important part of the task of compatibility patch creation - the combining of conflicting edits. This is something that we've been needing for a very, very long time.

 

How does it work?
Warning: technical jargon ahead. Where Wyre Bash has separate procedures for the patching of individual record types, Mator Smash has a few generic procedures for the patching of ALL record types. This means that Mator Smash has, with very little development effort, achieved the capacity to patch more records than Wyre Bash has ever been capable of patching. This is achieved through a recursive traversal method which traverses override record structure, comparing subrecords between a master record, a source override record, and a destination override record. Upon the basis of this comparison, certain subrecords are written to the destination record while others are skipped and others are deleted from it.

 

Development Status
I began development of Mator Smash as a standalone application built on top of the xEdit API 10/18/2015. Here's the GitHub repository. Check out the design folder in the repository for various files relating to my design process. I'll be live streaming most of my development on livecoding.tv. I'll be streaming mainly on weekends 9:00AM-9:00PM PST. Because of major code reuse from merge plugins standalone, smash will be entering public beta very soon.

Mator Smash is currently available as a proof of concept script (which is slow and lacking in features/a clean user experience). You can download v0.9.4 of that script here. This script can currently correctly patch a massive number of different types of records. FAR MORE than Wyre Bash or any other currently available solution, and more than any solution that has ever existed for Skyrim or any other game.

 

Implemented Features

  • Dynamic, flexible settings: Smash settings are comprised of a tree which has information on how records/subrecords should be handled. This will allow users to control how a patch is created on a per-subrecord basis. This will make smash relevant regardless of the nature of the mods being patched, or the game the mods come from. Each node (record/subrecord) will have the following data associated with it-
    • Process: Whether or not smash should process this node and perform conflict resolution for it if a conflict is found.
    • Preserve Deletions: If a mod deletes an element inside of this node, that deletion will be preserved in the generated patch.
    • Treat as single entity: If a mod overrides any subrecord in this node, the entire node will be replaced with that mod's version of it.
    • Chaining: Linking allows you to copy multiple side-by-side elements when any one of those elements changes.
    • Override Deletions: Allows a plugin to restore deleted elements.
    • Force Value: Forces values from a particular plugin to be used, and only allows plugins which require this plugin to perform further conflict resolution on affected records.
  • Tags: As of v0.2.1, all Bash tags that were offered with Wrye Bash for Oblivion are now available for Skyrim.  Smash will automatically detect tags and apply smash settings to the plugins that have them, assuming you have smash settings that correspond to the tags.
  • Managed smashed patches: Patches you build will be tracked in the program, so you can quickly and easily rebuild them when your load order changes. You can also have multiple patches for your load order, if you feel that is desirable.
  • Multi-language support: I built a really clean, extensible, and easy to use language system when I developed Merge Plugins Standalone. Smash will use the same language system to support multiple languages out-of-the-box. As a translator, all you have to do is make a text file to create a translation and have users install it in their lang folder. The rest is handled by the program.
  • Fast and easy setting creation: Select some plugins to build a setting to specifically handle the conflicts they are capable of creating in a load order.  Toggle or set flags for multiple nodes at once.  Select similar nodes in a setting tree.  Conflict resolution has never been quite so powerful, flexible, and easy.

 

Planned Features

Smash is now pretty much feature complete.  Further development energy will be spent on porting it to a zEdit application mode, zSmash, which will include a new, streamlined workflow.

  • +1 3
Link to comment
Share on other sites

Recommended Posts

  • 0

When creating the settings for ALCH Mator Smash shows EFID and EFIT subrecords under Effects, but not Conditions and CTDA subrecords. Is this because the Effects processing doesn't need to include different behavior for CTDA subrecords since they are adequately handled by the overall Effects processing?

No, that appears to be a bug in the record prototyping code. It happens for Skyrim too (I just tested). I'll be looking into it. There are a few bugs with record prototyping of this sort that I need to fix for the next version.

 

the Mator Smash patch included patches for only a small set of ingestible objects (5 with the mods I used from the Clear and Present Danger Fallout 3 guide). There are a lot of other ingestible objects that I expected to be included in the Mator Smash patch but are not. Some of the other ingestible objects conflicts seem very similar to those with the objects that were included in the patch. For example looking with FO3Edit, Purified Water has no condition subrecords in Fallout3.esm, several mods add condition subrecords (they happen to be the same condition subrecords), and the last plugin loaded (from the DIFF mod) has no condition subrecords. I expected the Mator Smash patch to include this object with the condition subrecords.

It depends on the smash setting, but if the condition subrecord is missing from the setting then that would be why these wouldn't be getting resolved properly. Again, something that should hopefully be fixed soon.

 

Thanks again for all the work you're doing on this.

 

If you're wondering why I am testing with Fallout 3 it is in part because it handles the same number off plugins as Skyrim (unlike Fallout NV), and like Fallout NV the Fallout 3 bashed patch handles a large set of bash tags (see the Advanced Readme) so I can compare Mator Smash and Wrye Bash/Flash results.

Very cool. Yeah, I should be able to get things fixed up here soon. Just have way too many projects I'm working on right now. :/

  • +1 1
Link to comment
Share on other sites

  • 0

In settings for several object types the Model record has only one subrecord (MODL). The other two subrecords (MODS and MODD) are missing. This is true for Skyrim as well as FO3. Some objects (e.g., WEAP object) use the MODS subrecord frequently, while other object types like the ARMO object use the MODD subrecord fairly often.

Link to comment
Share on other sites

  • 0

In settings for several object types the Model record has only one subrecord (MODL). The other two subrecords (MODS and MODD) are missing. This is true for Skyrim as well as FO3. Some objects (e.g., WEAP object) use the MODS subrecord frequently, while other object types like the ARMO object use the MODD subrecord fairly often.

I think this is also due to known bugs with record prototyping.

Link to comment
Share on other sites

  • 0

I expected this to be the case, but I wanted to make sure it was known.

 

Is there a list available for the objects and records/subrecords in Skyrim, Fallout NV, and Fallout 3? I want to create some bash settings similar to what you did for Skyrim, and I want to see the differences in the records/subrecords for the objects like ALCH that are used in all three games.

 

I've also started to build a list of additions needed in bash tags, or equivalently the object, record, and subrecords that would be part of such bash tags and/or the bash-like settings in Mator Smash. For the three games mentioned the current set of bash tags doesn't handle all the typical compatibility problems.

Link to comment
Share on other sites

  • 0

I expected this to be the case, but I wanted to make sure it was known.

 

Is there a list available for the objects and records/subrecords in Skyrim, Fallout NV, and Fallout 3? I want to create some bash settings similar to what you did for Skyrim, and I want to see the differences in the records/subrecords for the objects like ALCH that are used in all three games.

 

I've also started to build a list of additions needed in bash tags, or equivalently the object, record, and subrecords that would be part of such bash tags and/or the bash-like settings in Mator Smash. For the three games mentioned the current set of bash tags doesn't handle all the typical compatibility problems.

The smash settings for bash tags currently in smash are only built for Skyrim. Other games will need different smash settings for the same tags.

 

As for lists of subrecords, xEdit is your best bet.

Link to comment
Share on other sites

  • 0

Think I found bug. I marked FCOMaster.esm to forward ENAM - Eyes with a custom settings. I did not mark YUP NPC Fixes with that setting. The final record after smashing had the YUP NPC Fixes subrecord or rather it's deletion of the subrecord instead of FCOMaster.esm record. But, for a different record where YUP NPC Fixes did not delete the ENAM subrecord, the smash ended up with the FCOMaster.esm subrecord. 

 

First record where smash forwarded the deleted ENAM subrecord from YUP NPC Fixes and skipped the tagged one from FCOMaster.esm:

 

f4acdab4a2.png

 

Record where smash forwarded the tagged ENAM subrecord of tagged FCOMaster.esm and skipped YUP NPC Fixes:

0cc894c9a1.png

 

Third image to show that even when YUP column isn't changed from vanilla the tagged FCOMaster.esm gets forwarded properly:

9ce8f88e2d.png

 

Is this intended behavior?

Link to comment
Share on other sites

  • 0

Also, there is something fishy going on with the NPC Items. I don't know how to explain it though.

 

e8ba698fca.png

 

It is skipping one of the Items even though both plugins with the red item were tagged with an Item setting. Then the vanilla record for the WastelanderApparelPlusHat is copied over two extra times. Also, there are two vanilla records that aren't in the patch that should be. They were just vanilla records. Funny thing is that when there is only one plugin's entry it forwards just fine.

 

caf132740d.png

 

See the FCOBrow2 was forwarded fine from the same record where the error occurred. I'm wondering if two plugins have the same setting for Item and they both add the same item, something goes bonkers.

 

bd0ead7653.png

 

Happening with Factions too. I tried mixing it up and different runs by toggling the "treat as single entity" and it didn't have any effect.

 

EDIT: Added some words.

Link to comment
Share on other sites

  • 0

EssArrBee,

 

I'd like to see some logs and your smash settings. Bugs with handling of sorted/unsorted arrays were worked out a long time ago, and the smashing of those elements has been working 100% for awhile now. Right now I am fairly confident that its user error.

Link to comment
Share on other sites

  • 0

The smash settings for bash tags currently in smash are only built for Skyrim. Other games will need different smash settings for the same tags.

 

 

I plan to build smash settings for FO3 similar to the bash ones you have for Skyrim, as well as some additional ones for Skyrim (and FO3) to cover bash tags that were never created. The first additional one I want to build is for Effects records since these are a major problem when automatically building compatibility patches. I'm waiting until the next version of Mator Smash with the fixed record prototypes.

Link to comment
Share on other sites

  • 0

EssArrBee,

 

I'd like to see some logs and your smash settings. Bugs with handling of sorted/unsorted arrays were worked out a long time ago, and the smashing of those elements has been working 100% for awhile now. Right now I am fairly confident that its user error.

Here's the FCO settings: https://mega.nz/#!AcZhAbzZ!bwq4NPlyyflScFhfSonVMXrfHq3H-ao8L_M7sSLR7eA

 

And here's the YUP settings: https://mega.nz/#!5VhwlJha!AY_4-dnCB3IKZrlrP6ySntCz1tUOB7IhB82gbqxrBLU

 

EDIT: Logs https://mega.nz/#!8NAFkT5C!x_cazH3f_ATeRprPXfGr2-7lIMG0-FoA1e9ZHXORcZY

Link to comment
Share on other sites

  • 0

I plan to build smash settings for FO3 similar to the bash ones you have for Skyrim, as well as some additional ones for Skyrim (and FO3) to cover bash tags that were never created. The first additional one I want to build is for Effects records since these are a major problem when automatically building compatibility patches. I'm waiting until the next version of Mator Smash with the fixed record prototypes.

I don't know when I'll have time to make the next version. Lots of stuff to work on right now. You could manually edit the json files to make a setting which includes the elements that are missing. You'd only have to do it once for each record, then you could use smash's merge settings/clone settings functionality to build other settings.

 

 

You didn't enable any debug booleans so the logs weren't very useful (you'd want to enable debug arrays for this particular issue, maybe debug treat as single too).

 

It looks to me like you flagged the 'SNAM - Faction' and 'Item' elements to be treated as single entities. I don't think you should do this. Just let Smash do the array handling. I'll do some tests on my end to make sure everything is ok.

Edited by Mator
Link to comment
Share on other sites

  • 0

I was actually doing the patching with Faction and Items with and without the treat single entities flag on. I just ran it again with the flag off and the results were identical.

 

Log: https://mega.nz/#!JVQgwDDL!hg9GYjIIOOJ9eDR4dWT9MhEXZ0EU-BzoMy0G5UGFLoQ

I needed to sanity check myself, so made a random test case with my test plugins, made a smash setting for the NPC_ items and factions arrays, and ran it.  The results were totally green, no issues.

 

Images:

ncbfC.pngncbhe.png

ncbit.pngncbj8.png

ncbjZ.pngncblk.png

 

 

Next steps:

1. Make sure you're running the most up-to-date version, v0.2.2.2.  You can see the version in the bottom right corner.

2. Test with Skyrim NPCs.  I can't test Fallout 3, sorry.

3. Send me your smash settings again so I can verify them.

4. If the problem persists, create some test plugins with 1-3 examples of records that don't resolve properly, then send those plugins to me.  I'll then figure out a way to test with Fallout 3 on my end and fix it. If this is too much work I can do test plugin creation myself. However, if you can make and send me test plugins it will help me get the problem fixed faster.

 

Right now the only way this can be happening is if subrecord arrays are fundamentally different in Fallout 3 record definitions from Skyrim record definitions for subrecords that are identical in both games.  This is highly unlikely, it would be the first time I have ever seen such a thing.  It's not impossible... but seems a bit improbable.

 

Regards,

-Mator

Edited by Mator
Link to comment
Share on other sites

  • 0

Actually it's Fallout New Vegas. Kelmych is our resident Fallout 3 guru and I'm the FNV guy. We both maintain guides for those games in addition to the STEP guide.

 

I'll have to do all that testing tomorrow since it's just gotten too late for me here. I'll follow the procedures with Skyrim and compare them to FNV.

Link to comment
Share on other sites

  • 0

Actually it's Fallout New Vegas. Kelmych is our resident Fallout 3 guru and I'm the FNV guy. We both maintain guides for those games in addition to the STEP guide.

 

I'll have to do all that testing tomorrow since it's just gotten too late for me here. I'll follow the procedures with Skyrim and compare them to FNV.

Awesome, sounds good. *crosses fingers*

Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines, Privacy Policy, and Terms of Use.