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CAPTAIN SHIT
Mar 10, 2001

guff

I saw some people were having issues with the Darn UI in the last thread. The manual installation can be tricky and it's highly recommended to use the FOMM version instead of the plain zip version.

If you download the DarnUI FOMOD version from the first post, note that the file you download will be a zip file. You need to extract the dui_f3a10.fomod file from within that zip. Then use FOMM to install dui_f3a10.fomod. Do not use FOMM to install dui_f3a10.zip.

edit:

Link to Naky's FO3 torrent:

http://alluvion.org/download.php?in...d8ea08fe90ac853

Naky posted:

It uncompresses to a little over 5GB, by the way.

LIST o' MODS

Armor & Clothing Mods

* All Anchorage Armors Useable v1
* Bulletproof Vest v1
* Collosus Heavy Armor with Upgraded Textures v3
* Combat Duster v1
* Coyote Neural Assistance Power Armor v1.2
* Echo's Use Your Own Gloves v1
* Gantz Armor v3
* Lucky Goggles v1
* Sunglasses Collection v15
* Tactical Combat Armor v1
* Tailor Maid v3
* Wearable Gloves v2


Audio Mods

* Broken Steel GNR Fix v1
* Existence 2.0 v2.1
* More Where That Came From with All Track Packs


Gameplay Mods

* CALIBR v1.1
* Companions Unlimited Ammo v1
* DarNified UI v.a92
* Fallout 3 Wanderer's Edition Release 2 with Assets
* Fallout Reanimated v13
* FOIP (FWE&WMK - MMM Packs)
* Fallout Wanderer's Edition Difficulty Reducer
* Immortal Dogmeat
* Mart's Mutant Mod RC4
* Owned v2.7.5
* Remake of the Settler Beta with All Addons (Range Increase, Cap Extender, Patch, Raider Addon
* Repairs Rethought Reborn with All Expansion Support
* RobCo Certified v1
* Sprint Mod Beta 8
* Useable Cigarettes v.0.3
* VATS Normal Weapon Degradation
* Weapon Modification Kits v1.1.6 with Addons


Graphical Mods

* Brotherhood of Steel Diversification v1
* Brotherhood Outcasts Diversification v1
* Clear Skies v2
* Enhanced Night Sky v1
* Fellout v1
* HiRes Chinese Stealth Armor and Helmet (Darker Textures version)
* HiRes Weapons v3.1
* Mannequins v3.3
* Maximum Resolution Megaton Textures with Addons
* Maximum Resolution Rivet City Textures with Flatter Signs
* Maximum Resolution Terrain Textures with Addons
* Real Detailed Eyes v1
* Sarem Hair Pack with Fixes
* Tenpenny Suit Retextures
* YoshikinaKota Hair Pack with Sarem Compatibility and Fixes


Location Mods

* Clep Home v4.5
* Mini Hideout v11 with Male and Female Mannequin versions included


Utilities

* ArchiveInvalidation Invalidaded v1.1
* Autosave Utility v.110b
* Fallout 3 Edit v2.5.2
* Fallout Mod Manager v.0.9.14
* Fallout Script Extender v1.1b8
* GECK with 1.5 Update
* Quick Start Savegame


Weapon Mods

* 10mm Pistol Reskin
* Alternate Desert Eagle
* Beretta M92 Professional (with optional Samurai Edge texture)
* Blade's Katana
* Desert Eagle v5 CALIBR Enabled by Naky
* FN Five Seven
* Highlander Katana
* HK MK23 CALIBR Enabled by Naky
* HK USP
* PPC 357 v1.6
* Six String Samurai Sword
* Skree's BF2142 v.0181a
* Sniper Gear v1.2 with Fix
* Some Katanas
* Tactical Weapons with Fix
* Vintorez
* Vltor SBR
* Wattz Laser Weapons v2

CAPTAIN SHIT fucked around with this message at Aug 14, 2009 around 06:36

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CAPTAIN SHIT
Mar 10, 2001

guff

Lansdowne posted:

Overall, these recommended mods are awesome, but I have been having some sporadic problems.

First, every once in a while my carrying weight will fluctuate unpredictably. Sometimes, if I'm near max encumbrance and pick up a weapon and repair with it immediately, it will put me over encumbrance. Other times, dropping something from inventory will ADD weight. Also, my weight sometimes does not update correctly: e.g. dropping 8x mini nukes (listed as 3 lbs each) will only take away ~2 pounds.

I think that FWE doesn't actually modify ammo to have weight. There's a script that runs every few seconds that checks your ammo total and then recalculates how much it all weighs. When I drop all my nukes my weight total doesn't change. If I I close the pipboy, wait a few seconds, and reopen it, the displayed weight is then accurate.

CAPTAIN SHIT
Mar 10, 2001

guff

Lassitude posted:

No crash message or anything. Things'll be going just fine and then abruptly it freezes completely.

I think I'm using a FWE-MMM-WMK merged patch. I have Mez's Merged Patch for those mods activated and in my load order. I also actually just reinstalled the game, so all my mods are new as of last night or so.

Tried the resting for 3 days to reset spawns thing, too. I dunno, I'll try new drivers. It's a testament to how drat good FO3 with mods is that people are willing to trudge through the inevitable issues that arise when using mods. Oh well, I'll get it.

edit: Hm, I free up repeatedly less than a minute after going inside the southern most house in Minefield.

The game seems to run more stably in windowed mode. At least it does for me. You can use http://fallout3nexus.com/downloads/file.php?id=45 to make it run full-screen. It still freezes sometimes for me, but alt-tab still works and I can force kill it.

CAPTAIN SHIT
Mar 10, 2001

guff

Blarfo posted:

I've been reading this thread up and down and can't figure out why I'm still crashing. I'm only using the mods that were recommended in the original post. I've tried the load order listed in the posts and have tried letting it auto-sort them via BOSS-F. The game still just loves to crash every 5-10 minutes.

If there's no glaring mess ups here I'm prepared to just give up. I've spent 2 hours trying to fix it already.

if you're using FWE and the Unofficial patch there's a special compatibility version you need to use. I think though that you're not supposed to use the patch with FWE or other large mods.

CAPTAIN SHIT
Mar 10, 2001

guff

Pound_Coin posted:

holy crap do silencers ever nerf the crap out of guns in FWE + WMK, unsilenced, 10mm is doing 32, silenced? 9.

double check your load order. The FOIP description page on fo3nexus has a guide to how things need to be laid out. http://fallout3nexus.com/downloads/file.php?id=4968 and scroll down about halfway to see the guide.

If your WMK and FWE versions of the FOIP patches are in the wrong order, adding a kit to a gun will give you vanilla damage values versus FWE's tweaked values. Silencers do drop damage off a bit but by maybe 1/4 the value at most. You can check that if things are correct by putting an extended clip on a weapon. If the damage before the clip is added is more than after, you need to re-order your ESPs.

CAPTAIN SHIT
Mar 10, 2001

guff

This Is Not An Exit posted:

Any idea why I can't even get to the main menu?


If it's crashing before getting to the main menu, one of the esp files late in the list is trying to load data from an esp higher in the list and that higher esp is missing OR one of the esps is directly conflicting with another esp. I'm not sure what the exactly problem is in your case but I do know that the FWE - followers enhanced and the FWE - followers enhanced (broken steel) are not supposed to be loaded together. Pick one depending on whether you have the broken steel DLC or not. Also if you're using FWE don't use the unofficial patch. After that check the FOIP load order I linked above and then after that start disabling/enabling mods til you can get to the menu.

CAPTAIN SHIT
Mar 10, 2001

guff

For the people reporting intermittent, random crashes - have you made a merged patch? I was getting weird random CTD's every 20-30 minutes until I made a merged patch, and after that it runs great for a couple hours at a stretch.

CAPTAIN SHIT
Mar 10, 2001

guff

Mr. Crow posted:

Anyway all that to give background to the maybe problem, maybe not, I want some opinions on is that should I have the turrets remove the inventories of the NPCs they kill? I can't decide if it's unbalanced or not; the initial investments are high, the level 1s are relatively easy but they get increasingly harder, to the point where its not possible without cheating to have all level 4s, so I don't know if that balances out the free loot thing. And if I do go the turrets remove inventories route I don't think I can differentiate between whether or not the player hits them and keep their inventories.

Probably best to just leave the inventories then. Complex scripting runs the risk of breaking other mods. Very, very few subway NPCs have actually valuable loot. I'm thinking you're gonna get the player a few hundred free caps at most, unless they try farming using the turret -- in which case, they should be rewarded for being clever.

How do the turrets work? Are they in static positions? Player placed? I play with FWE with ghoul rampage and ghoul raise on, and it's usually fun but something that makes the subways easier to use sounds awesome.

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CAPTAIN SHIT
Mar 10, 2001

guff

Hyosho posted:

Posting this here because it's way more active than the generic thread and I suspect I might need a mod anyway:

I want to play in wondowed mode - it seems more stable and also means I can alt-tab without crashing. The only problem is that FO3 has decided to centre the window just slightly down and to the right of my screen, chopping off the right side of the display. Is there a method already in the game to shift this up, or a mod that'll allow me to play in a frameless maximised window, warcraft-style? Thanks.

http://www.fallout3nexus.com/downloads/file.php?id=45

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