Note & report the FormID number displayed at the top
Take screenshots
Unacceptable Bug Reports:
Involving other mods
Involving mod manager issues
Installation user errors
Non-English version issues
If you followed these directions and you actually found a bug, I'll look into it. Pretty please with a cherry on top try to post comments here involving this mod.
I want to thank hairylegs for taking the time to do the monumental effort of back porting the years of work we've done on TTW to Fallout 3 (sans our changes for other reasons). He's done an amazing job and a thing I myself did not want to do as it's enough working keeping TTW up to date. Rest assured we will continue to work together to bring fixes to both Fallout 3 and TTW.
I hope you enjoy all the work we've done, from scratch to make Fallout 3 the best it can be.
I only ask that you be respectful to him and us, if you find something you don't like or disagree with. The amount of work here is in the 10s of thousands of hours and everything was considered carefully. Enjoy!
Step 17 in the Installation Instructions to start a new game is there for that reason.... along with many many other reasons. So please follow that step! I'm tired of seeing users not following instructions and posting this same "bug" over and over and over again in here lol.
This includes upgrading from previous versions as well. Each version depends, but better to start a new game each time upgrading.
Possible texture gap. Under 0005DCA9, Wasteland -1,-; -3, 1, CollapsedTunnel < -20, 15>. South of Mount Mabel Campground and west of Faded Pomp Estates, next to the river. I added a rock formation to cover it in my personal patch. Base game, DLCs, and UFO3P 3.3.6. https://drive.google.com/file/d/13ZaQ2aZeQXR3mzk5Dfu5PAGizqe91Xhf/view?usp=drive_link
There seems to be a random radiation spot up to 20 rads in Springvale in the last house on the right with the suitcases... only happens when the unofficial patch is enabled. Tried with mods and even without mods, here's screenshots https://ibb.co/3pMfxBr and https://ibb.co/VQKZHF4
Someone else reported this and when I went to the area, I didn't encounter that. Nor is there any added radiation from this patch in the code that I could see in Springvale. I can go and check again when I have time
This is a strange one. I fixed it but it doesn't make sense to me lol. This is somehow the ESM Patcher's fault, but I don't see it make any changes to the 2 radiation markers. In fact, this radiation bug should be showing up anyways how it's setup. No enable parents were placed on them, meaning they aren't ever disabled lol. They're supposed to be disabled until that area is run by the Apostles.
2 other users from mod conflicts already confirmed this. You can find their posts in here.
I'm probably gonna make the Bug Report Rules above even more strict since users don't understand that mod conflicts can still persist in savegames even when turning off other mods.
Strange, this is the first time I've used the BNB mod and its the third or fourth time I've encountered this bug. the last few times I've tried to mod fallout 3, i used the DIMONIZED TYPE3 female body replacer.
Does it mean the Unofficial patch breaks if body replacers mods are installed?
Are you sure about that? It's not a mod conflict with your other mods? You're using an English version of the game?
I can't reproduce that, nor have I ever experienced it. Users that reported issues with going in/out of Tranquility Lane was from mod conflicts. Also turning off all your mods just before entering can still cause issues
I use the English version, I also use other mods but the truth is I don't know what is causing it, and if you tell me that if I turn them off before entering it also causes problems, I don't know what to do anymore.
Start new game running this patch with required installed mods. The highly recommended mod list in the Description Page is fine too. UI mods are also fine. HD textures as well (the ones that don't change code).
Other than that, as stated in step 3 of the installation instructions, if you don't know what you're doing then don't run other mods that can break your game with conflicts.
After installing I'm getting a lot of NPCs not wearing clothing. The only other mods I have are a sprint mod and GNR Enhanced, so no clothing/armor mods. I tried doing the cell reset by waiting three days, but it persists. I've noticed the Tenpenny guards have no armor, the Brotherhood scribes have no robes, and most of the traveling merchants and guards (except the weapon dealer) have no armor.
The description for the hotfix is lacking for anyone not already familiar with modding bethesda games. I followed the Installation Instructions to the letter and I'm using Mod Organiser 2, as recommended, yet when I tried to install the hotfix I was confronted with a confusing dialog box asking whether I want to "Merge", "Replace", or "Rename" the hotfix, none of which is the "override" mentioned in the patch description.
I did eventually work it out. Downloading the ESM Patch through the mod manager link results in MO2 giving it the same name by default as the main Updated Unofficial patch upon install. You need to give the patch a different name (e.g ESM Hotfix) for it not to conflict. Do not keep the same name and "merge" or "replace". If you do a manual download and install the patch through MO2 file menu then the name conflict doesn't occur.
Once installed with a different name the ESM Patch should go after the Updated Unofficial patch in the load order. In Mod Organiser 2 the updated official patch will have a lighning bolt icon overlaid with a red minus symbol next to it (indicating a file in the mod is being overriden by another mod), and the ESM Patch will have a lightning bolt with a green plus symbol (indicating files within it are overriding another mod)
Clearer instructions would help a lot. Why provide novice appropriate step-by-step install instructions for everything except the hotfix?
Override in FO3 Data folder - Means manually overriding in FO3 Data folder. It doesn't mention installing through a mod manager. That was up to you to do that.
Didn't think that simple instruction needed a guide. That HotFix is only there as a courtesy so users don't have to redownload the entire main file again. Next version it won't exist anyways.
Suggest moving apostrophe in cell name. Cell block 7, sub-block 3, zGrandmaSparkle, FormID 000705CD. Change FULL - Name FROM Grandma Sparkles' Shack TO Grandma Sparkle's Shack, since her name is Grandma Sparkle, not Grandma Sparkles. Running 3.3.6 OGG. NPC FormID is 0005215F as reference.
I don't fault you for it. You simply did your duty.
I wonder if you could possibly include an options menu in future versions for some noteworthy glitches to still be allowed like the Gary 23 Glitch in order to have people customize their FO3 the way they like it?
No sorry. If you want to cheat though, setup the Gary glitch the same way, then type EnablePlayerControls in the console right after the loading screen going back to the Wasteland.
I wonder if you ever informed people about it somewhere in the mod's front page?
Come on, The way you color cheat makes me wonder if you think people like me are committing some sort of crime. Come on, man I just wanna play the game the way I'd like.
Fix/Prevented the Anchorage container cheat when transferring simulation items into a body upon coming back from the simulation (Unless you go out of your way to use console commands)
7089 comments
- Post bugs here please
- English version of the game
- Latest current version of this patch
- No other mods are running counting out conflicts
- Bugs only involve this patch and the base game
- Go into console by pressing `
- Click on bugged item
- Note & report the FormID number displayed at the top
- Take screenshots
Unacceptable Bug Reports:
- Involving other mods
- Involving mod manager issues
- Installation user errors
- Non-English version issues
If you followed these directions and you actually found a bug, I'll look into it.Pretty please with a cherry on top try to post comments here involving this mod.
I hope you enjoy all the work we've done, from scratch to make Fallout 3 the best it can be.
I only ask that you be respectful to him and us, if you find something you don't like or disagree with. The amount of work here is in the 10s of thousands of hours and everything was considered carefully. Enjoy!
-TTW Team
Step 17 in the Installation Instructions to start a new game is there for that reason.... along with many many other reasons. So please follow that step! I'm tired of seeing users not following instructions and posting this same "bug" over and over and over again in here lol.
This includes upgrading from previous versions as well. Each version depends, but better to start a new game each time upgrading.
Please do not flood this comment section about this. This is a mod manager issue and has NOTHING to do with mod author's fomods.
The exception that is thrown when there is not enough memory to continue the execution of a program.
What to try:
https://drive.google.com/file/d/13ZaQ2aZeQXR3mzk5Dfu5PAGizqe91Xhf/view?usp=drive_link
Most of my mods are texture mods, the most complicated mod i have installed is the Unofficial patch.
I'm probably gonna make the Bug Report Rules above even more strict since users don't understand that mod conflicts can still persist in savegames even when turning off other mods.
Does it mean the Unofficial patch breaks if body replacers mods are installed?
I can't reproduce that, nor have I ever experienced it. Users that reported issues with going in/out of Tranquility Lane was from mod conflicts. Also turning off all your mods just before entering can still cause issues
Other than that, as stated in step 3 of the installation instructions, if you don't know what you're doing then don't run other mods that can break your game with conflicts.
Updated Unofficial Fallout 3 Patch - OGG
ESM HotFix
Or do we have to also install the BSA OGG file above (so it is overwritten by) the other two as well?
I did eventually work it out. Downloading the ESM Patch through the mod manager link results in MO2 giving it the same name by default as the main Updated Unofficial patch upon install. You need to give the patch a different name (e.g ESM Hotfix) for it not to conflict. Do not keep the same name and "merge" or "replace". If you do a manual download and install the patch through MO2 file menu then the name conflict doesn't occur.
Once installed with a different name the ESM Patch should go after the Updated Unofficial patch in the load order. In Mod Organiser 2 the updated official patch will have a lighning bolt icon overlaid with a red minus symbol next to it (indicating a file in the mod is being overriden by another mod), and the ESM Patch will have a lightning bolt with a green plus symbol (indicating files within it are overriding another mod)
Clearer instructions would help a lot. Why provide novice appropriate step-by-step install instructions for everything except the hotfix?
Didn't think that simple instruction needed a guide. That HotFix is only there as a courtesy so users don't have to redownload the entire main file again. Next version it won't exist anyways.
Because I really like it and I don't want it to go...
I have fond memories of using that glitch...
Also its probably not like you're gonna make a version just for people who want it to stay, so RIP people like me.
I wonder if you could possibly include an options menu in future versions for some noteworthy glitches to still be allowed like the Gary 23 Glitch in order to have people customize their FO3 the way they like it?
I wonder if you ever informed people about it somewhere in the mod's front page?
Come on, The way you color cheat makes me wonder if you think people like me are committing some sort of crime. Come on, man I just wanna play the game the way I'd like.
:,(