Fallout 3

File information

Last updated

Original upload

Created by

KaneWright

Uploaded by

KaneWright

Virus scan

Safe to use

72 comments

  1. KaneWright
    KaneWright
    • premium
    • 107 kudos
    Locked
    Sticky
    Fallout: New Vegas version
    http://www.nexusmods.com/newvegas/mods/59149
    Also try Unnecessary Physics(works fine with Fo3):
    https://www.nexusmods.com/newvegas/mods/63475

    BetterBoozeFix 1.2:
    Updated for Updated Unofficial Fallout 3 Patch 3.3.1

    Busworld fix 1.1:
    Spoiler:  
    Show

    Sync with Collision Meshes 1.6.6(NPC Ai fix).
    Also I suggest removing these meshes from the mod because they are identical to the original:
    Meshes\clutter\mechanist\mechanistbar.nif
    Meshes\vehicles\camper01.nif


    todo:
    tenpenny tower bulding - CM
  2. Dead47
    Dead47
    • premium
    • 61 kudos
    I wouldn't recommend Precision Collision - Clutter and (Outdated)PrecisionCollisionClutterFix, the former breaks the Plasma Rifle texture path and the latter breaks the Laser Rifle path. Given the amount of meshes in the original Precision Collision mod, I'd be surprised if this was a single bug. The mod needs updates but it died in 2014.

    
    1. Dead47
      Dead47
      • premium
      • 61 kudos
      F3 has different models for first/third person and for the world, so NifScope won't help you find the problem meshes if you don't dig into them.
  3. Dead47
    Dead47
    • premium
    • 61 kudos
    Could you make a compatibility patch for meshes from 6IX? https://www.nexusmods.com/fallout3/mods/22323
  4. brony71
    brony71
    • supporter
    • 14 kudos
    Just found small mistake in both F3 and FNV versions of the mod: dinertable01's data has incorrect collision sound of wood (when you step on it, you're hearing sound of wood) instead of stone as other diner tables have. This is incorrect strictly to the mod, as vanilla have correct collision data. You need to change FO_HAV_MAT_WOOD to FO_HAV_MAT_STONE.
    Also, don't you mind to ask about that fixed mesh for HotelDesk02?
  5. Asesinamen
    Asesinamen
    • member
    • 17 kudos
    FYI, there's a bit of a "dick move" for mod compatibility that Fallout Food Package Retexture Compilation created, and that I think you carried over when you created your mesh based off theirs (or viceversa, I'm not sure).

    Copypasting my comment on that mod about it:

    Bug report: You changed the names  index order of the 3D parts in meshes\clutter\junk\PorkNBeans.nif, from "Pork N Beans:0" and "Pork N Beans: 1" to "Can" and "Label" from label 6 metal 11 to label 11 metal 6, for no real purpose.

    While the new names do indeed make it easier to know which is which, there's a problem: other mods that assign alternate textures to that same model for their new objects to have the same can with a different label, like DC Interiors with a can of coffe, will instead apply the new label texture to the metal part of the model if using your mesh, as a result of the name change which, if I'm not mistaken, actually serves no practical purpose, and is not depended upon by any other element of your mod.

    EDIT: Changed the actual issue from renaming to reordering the parts

    ?
    1. dpsampson
      dpsampson
      • member
      • 12 kudos

      Was the pork N beans the only on that was changed, from what you could tell? So basically, if I skip installing that mesh, it's all good? Yeah?

      Well, I'll test for that anyway since, REALLY, this mod has some really good looking work in it... I mean, just LOOK at the military truck in the screenshots for example! :-O

      ----------------------
      EDIT/UPDATE:
      ----------------------
      Oh heck, I wasn't thinking it through, I'll just install this as is, and then install the "Precision Collision - Clutter" -mod after and let it overwrite the clutter items (food and such). That should do it. And if anybody is actually ever going to read this, please note that said mod also has a couple of broken/problematic mesh -files, so just skip installing those. Namely the .32 cal ammo box, brass knuckles and ant meat...

      Gracias and kudos for the heads up BTW!
  6. GRUmod
    GRUmod
    • premium
    • 173 kudos
    I experience crashes using this with TTW. I guess because they were made for FO3 and i think that uses a different mesh standard or nif data then it breaks stuff..?
    idk..
  7. Dillylynx
    Dillylynx
    • member
    • 0 kudos
    Would I need this version and the NV version for TTW or just NV?
    1. bobjosh77
      bobjosh77
      • supporter
      • 1 kudos
      did u figure it out?
    2. KaneWright
      KaneWright
      • premium
      • 107 kudos
      Both. I hope to make TTW version someday.
  8. AnibalPCR
    AnibalPCR
    • member
    • 0 kudos
    is the PrecisionCollisionClutterFix still necessary? The file is marked as outdated but it is still on the installation structions
    1. KaneWright
      KaneWright
      • premium
      • 107 kudos
      At the moment I'm having problems updating to the latest UUF3P, game crashes when trying to edit some UUF3P meshes.
      But this patch still fixes "Precision Collision - Clutter" bugs so i still recommend using it.
  9. archerarcher
    archerarcher
    • premium
    • 31 kudos
    Which tools do you use to replace the collision meshes? Can you make a short tutorial? Thanks.
    1. KaneWright
      KaneWright
      • premium
      • 107 kudos
      basic tools is:
      Blender Portable by Room207
      NifSkope 1.1.3

      Setting up collision objects:
      Creating A Custom Collision Mesh

      I'll try to make a video if I have free time.
  10. hcbigdogdoghc
    hcbigdogdoghc
    • member
    • 0 kudos
    This mod seems to cause crashes when a lot of cars explode together, at least for me.

    I'm using the mod "Devestated City" which added a bunch of vehicles on the streets:
    https://www.nexusmods.com/fallout3/mods/20417

    So when one car explodes it will cause a chain reaction and blow up 5-10 other cars nearby.

    With this mod active, whenever a chain explosions happens the game will usually crash for me, same thing happens even when only this mod and Devestated City (or anything else that adds a bunch of cars) is active.

    It might simply be that my computer is too potato to handle it, or it's just fallout 3 being fallout 3.

    Other than that this mod is awesome, 10/10!
    1. KaneWright
      KaneWright
      • premium
      • 107 kudos
      I checked the "Devestated City" but can't reproduce any crashes with explosions of many cars. My mod does not touch physics enabled "after explosion" car meshes to avoid issues like that.

      You can not install "vehicles" folder, so the mod will not touch cars.
      You can try "Experimental NPC Car Ai fix", these are re-exported meshes can solve the issue.
    2. hcbigdogdoghc
      hcbigdogdoghc
      • member
      • 0 kudos

      I tested the crash on the road beside flooded metro with both this mod and devestated city active, the location shown in the image.

      Tried both removing the vehicles folder, and installed the car fix, both didn't fix the crash. So it's not the cars that are causing the crash.

      After an hour of blowing up cars at flooded metro I think I found the cause. Removing parkinglotlight02.nif from meshes\architecture\paradisefalls\parkinglot seems to fix it for some bizarre reason, it didn't makes sense but that fixes it for me, I think. Need to play around and blow up cars a bit more.
    3. KaneWright
      KaneWright
      • premium
      • 107 kudos
      Thanks for investigation and report, I remember that someone already reported the problem with this mesh on New Vegas page, so I released a fix on New Vegas page, but did not update Fallout 3 version.
      I will upload fix later.
    4. hcbigdogdoghc
      hcbigdogdoghc
      • member
      • 0 kudos
      Thanks for the update!
  11. StellarHarbour
    StellarHarbour
    • member
    • 5 kudos
    Full fixed when?