When checking out the original version of "A World of Pain" recently, I noticed that some commenters were pointing out the poor navmeshing. Did you improve this with your .esm? Because I can imagine some issues with companions if this is still the case.
Another thing; I noticed that Reilly's Rangers Compound Redux has been set as hidden by the original author. Any suggestions?
Yes, it can be added seamlessly -- I've had zero issues so far, at least.
DO NOTE that the scrubbed version is the original facegen data not the update facegen done by Rudeowl, so if you're using that one (as I was) it's...a bit of a shock :D
It's easy enough to fix, though, using xEdit. Just copy the facegen data from the NPC section and the appropriate NPC (it's 2 lines). Happy to provide it for hosting here or to anyone who wants it but doesn't feel comfortable with xEdit.
I have tracked a crash on loading the game down to something in Fairfax City Interiors Scrubbed.
Not sure exactly what causes it but the game loads fine without it enabled, but as soon as I enable it I get a crash to desktop just after the please stand by loading screen.
hi, would it be possible to do something like this mod does to the Marts Mutant Mod? I remember having great fun with that but now the mod is in unplayable state with crashes left and right
MMM looks great but is old and seriously bug-infested. Your story of "it's good fun at first but later totally borks my game" is typical (and happened to me). Remove it, pray, start new game (or if installed mid-game, you might be ok if you at least go back to a save before installing the mod). One major issue with it, iirc (like some other mods), is it doesn't account for late-game/DLC quests and respective changes to worldspaces & encounter zones. Nor will it carry all later game bugfixes. Some don't care about that or it's irrelevent - eg, they're converting FO3 into something else entirely (which is one of the attractions of MMM). But if you're playing FO3's full story, MMM is just a really bad idea.
i know that, mods like that are basically "Fast food" - you download it, play it for few hours, laugh at it and then struggle for half a hour on toile... deleting save files you lately created that got corrupted.
But, i like the concept of the mod. Bringing lots of (questionable quality) monsters to the game, killing same trio of overlords albinos and reavers gets boring after a while. So i wonder if its possible to gut that mod to the point where it is just adding new variations of spawns to already present level list and nothing else?
Hello there, I need to ask if the ''There's No Such Thing as Bad Publicity'' one is meant to appear as a critical conflict on FO3edit (Something about the script on the quest), I'm getting kinda worried that it might break something on my game because of this. I'm using UUF3P 3.3.2 and of course, the original mod.
That mod was updated to forward UUF3P 3.3.2 changes. When you say there is a critical conflict I am assuming you mean that the Bad Publicity mod is overwriting a script from another mod? That is normal behavior. FO3edit does not have the ability to examine the actual script code used. It can only see that the scripts differ from one another. The mod author of Bad Publicity likely needed to change the script to account for some quest. Can you elaborate on what the problem is, exactly? Is something not working?
Oh wow, thanks for the fast reply. And I didn't try it ingame for fear of breaking something. This is just how I saw it on FO3edit with the help of the legacy board that the program brings, where you can see different types of conflicts with colours to check.
It only tells me that it conflicts with UUF3P yes, luckily I don't have any other mod that changes that. I was worried that I was missing something but now that you told me that FO3Edit doesn't actually detect the script i feel more secure, thanks and I will come back if something is not right. Again thanks for your amazing work in the FO3 Modding scene!
Just a clarification: You can look at the script source code in FO3Edit and manually compare the scripts in question. Either examine using the popup windows or copy/paste into a document. Then you can decide if anything needs to be edited. FO3Edit can't edit them, but you can use it to revert to a specific mod's version by manually copying all the script fields like the code, compiled script, and references. Again, FO3Exit will tell you if scripts are different - you have to check the code yourself.
For example, you can see if a mod is missing fixes from UFO3P and decide to edit that script in GECK to include the UFO3P added code. Happy modding!
39 comments
When trying to install WWM with WWM Scrubbed, NPCs are being doubled, and one of two is always speechless
Another thing; I noticed that Reilly's Rangers Compound Redux has been set as hidden by the original author. Any suggestions?
DO NOTE that the scrubbed version is the original facegen data not the update facegen done by Rudeowl, so if you're using that one (as I was) it's...a bit of a shock :D
It's easy enough to fix, though, using xEdit. Just copy the facegen data from the NPC section and the appropriate NPC (it's 2 lines). Happy to provide it for hosting here or to anyone who wants it but doesn't feel comfortable with xEdit.
Not sure exactly what causes it but the game loads fine without it enabled, but as soon as I enable it I get a crash to desktop just after the please stand by loading screen.
But, i like the concept of the mod. Bringing lots of (questionable quality) monsters to the game, killing same trio of overlords albinos and reavers gets boring after a while. So i wonder if its possible to gut that mod to the point where it is just adding new variations of spawns to already present level list and nothing else?
It only tells me that it conflicts with UUF3P yes, luckily I don't have any other mod that changes that. I was worried that I was missing something but now that you told me that FO3Edit doesn't actually detect the script i feel more secure, thanks and I will come back if something is not right. Again thanks for your amazing work in the FO3 Modding scene!
For example, you can see if a mod is missing fixes from UFO3P and decide to edit that script in GECK to include the UFO3P added code. Happy modding!