So with the flurry of work over the last 9 months on my Oblivion guide, it's time to return here. And what a wonderful surprise to see all these cool looking mods surface during that timeframe.
Expect a chunky update in the next month or so, factoring in some MO2 toolsets given we're clearly gonna have to start a merge to get all this new stuff in
I've already thrown in the (wrye-bash) 'mergeable' plugins into one zMerge - clawing back near-50 plugin slots so that'll leave us with ample room to play with.
Thanks for stopping by! Yes..Masterlix has another texture set for vehicles in the guide that looks better to him. Also HUGE update incoming this month........stay tuned ;)
Make sure you load up the whole load order in xEdit, and "xx" is the mod index for the plugin in MO2's right pane... Not priority. It's in there for sure
I was having a problem with another mod guide, and this one, as far as I tested, is better. I will prbably add more mods on top of this guide, and see what I can come up with.
Glad to hear it. You might want to hang tight as we have a pretty massive update planned for the near future (around May) LOTS of new content...so much we'll be adding a merge... Keep watching ;) (changelog (WIP) is in the post below us)
Me again. Just a quick question since I didn't receive any help from the Discord server yet. Would it cause any issues with the build if I were to remove the Darnified UI and accompanying files? The font is way to small for me and I would like to use vanilla if possible as it's larger. I did try to fiddle with the .ini file for DarnUI but had no luck with changes.
Hey there again!! I was just about to answer you on discord lol (I don't get to get on that much) Usually Masterlix spends a lot of time on UI...but in FO3 we are very limited by the number of mods. You *should* be ok...and remember...the FalloutCustom.ini has a [Fonts] section that I believe go with darn if memory serves. Back it up before you remove that section! Fonts can be adjusted in the .xml's as well, I think but I would need to refresh myself before posting ;)
Edit: I checked the ingame GUI for darn and see no adjustments in there (unless I am truly blind!)
I really appreciate your help. I was to impatient with Discord and should have waited longer than 24 hrs. :P I don't use Discord nowadays but reinstalled it for this build. I tried to search for any past convos related to the font or DarnUI in general but couldn't really find anything there.
I tried various things: saving the .ini edits before deleting them (but the vanilla font didn't play nice with DarnUI), tried editing the DarnUI .xml file, checked DarnUI settings in game, tried other font mods that worked with DarnUI (but they were still to small), but still didn't have any luck. Hmm, would I need to rebuild the bashed patch after removing DarnUI?
I had an issue with my first attempt at the build with instant crashing. I blame myself for starting the build months ago, stopping, and then continuing where I left off. I'm sure some things had long since been updated. I finished my second attempt and only had issues when trying to start a new game. Searched here for any suggestions and came across a post stating it might be NVAC. I tried the 7.4.0 version and it fixed the issue. The next issue for me was just the small font.
Oh, one other thing. MO2 was giving me some flack with the fomod for Mart's Mutant Mod. It kept refusing to allow the installer to install the mod by stating a silly little .txt file was missing. I tried to force it to install anyways but had no luck. I guess I could have just tried a manual install but decided to omit the MMM mods from the build. I xedit the Conflict Resolution mod to remove anything MMM related and removed the master dependency from the plugin. Hopefully I didn't cause a disaster to anything. Though I'm a little concerned if I messed up any conflict resolutions the CR had for any edits for MMM and any other mods to work together. I'm still teaching myself how to make better resolutions for that kinds of stuff in xedit if they happen to be complicated.
Hey nice work! Yep I don't use Marts either & very happy to say this build will be switching to an old mod close to my heart called "Imperfection" next update. (Thanks Masterlix!)
@Masterlix "I've found something great that will take over." Oh man.. Looking forward to this! Now look who's finding hidden gems
Anyway good to hear you got it going! Yes stopping & starting much later tends to make us forget & that can bite us in a build this large
Part 1: Prepare Merge Part 1: Merge Plugins Hide Part 2: ButcherPete FOSE Part 4: Jessie's The Pitt Fixes Part 4: Jessie's Marigold Station Fix Part 4: Jessie's Rivet City Broken Bow Fix Part 4: Jessie's Raven Rock Fixes Part 4: Jessie's Fort Constantine Cut Content and Fixes Part 4: Jessie's Mama Dolce's Fixes Part 4: Jessie's County Sewer Mainline Fix Part 6: Darnified UI Font for Loot Menu Part 6: Interface Mod - Revelation (Classic Fallout UI) Part 6: DarN Revelation UI Patch Part 10: Illuminated Bus Shelters Part 10: Glowing Red Rockets Part 11: Better rain for Fallout 3 weather mods - 3D Rain for Xepha's Dynamic Weather Part 11: Better rain - Dynamic Weather -- FIX Invisible rain when looking up or down issue Part 12: Desolation Flora Part 12: Dead Wilderness - A Grass Retexture Part 12: TTW - Wasted LOD DC - Upscaled and Recolored Part 12: TTW Northern Greenery Part 12: Northern Greenery Biome Part 12: Wasted Pines Part 12: FO3 Northern Greenery Part 12: Brain Fungus of the Capital Wasteland Part 12: Bigger Wasteland Plants Part 13: School Art HD Part 14: My Mommie Says I'm Special - Redrawn Special Book v5 - FO3 - FNV - TTW - BOS Part 16: FO3 Redesigned HD Revised Part 16: Fetal Position Skeleton Part 17: Imperfection Part 17: Wasteland Vendors in Secure Places Part 19: Reservoir of Mods New Vegas - Female Sitting Animation Replacer Part 19: Reservoir of Mods New Vegas - Rockomotion Part 19: Better Stand Up Animation Part 19: Dramatic Inertia - 3rd Person Movement Overhaul Part 19: Dramatic Staggering Part 19: True Movement with Extra Compatibility Option Part 20: New Separator (Animations - Gameworld) Part 20: Animated Functional Phonautograph Part 20: Animated Hanging dolls (Pronounced) Part 20: Illuminated Kiosk visual Animation Part 20: Animated and illuminated Metro Signs (11 mods) Part 20: MARGoT Interactive Talking Face Part 21: Sneak Vignette Part 24: Blackened EVE - Project Beauty Part 24: Plasma Rifle Awesomefied Part 24: Plasma Rifle Awesomefied Fixed Part 24: New Durability Part 26: Project Reality Footsteps Part 26: Project Reality Footsteps Fo3 Part 26: All Explosion Sounds Overhaul - A.E.S.O Part 28: New Separator 'Perks & Levelling' Part 29: Misc. Gamesetting Tweaks Part 30: Fallout 3 LOD Part 30: Much Needed LOD FO3 Part 30: More LOD Part 30: Combined Lod ESPs Part 30: Red Rocket - LOD Improved Part 31: New Separator/Part: '31 - zMERGED PLUGINS' Part 31: Prebash Merge Consistency Patch
---Updated---
Part 2: Command Extender v.23 Part 2: Loot Menu (removed .ini edit) Part 2: Viewmodel Shading Fix - FOSE v.2.2 Part 3: Updated Unofficial FO3 Patch v.3.4.9 Part 4: Goodies v.1.6.8 Part 10: Moved The Wasteland Patch Collection - Better Rivet City Patch from Late Loaders (removed separator) Part 11: Dynamic Weather (updated install; added NEE plugin) Part 11: Clarity Patched Cells (+2 plugins) Part 12: Wasted LOD - Cliffs (updated post-install) Part 16: Improved Male Vanilla Body v.2.3 Part 19: Renumbered Separator to 18 (NPC & Creature Retextures) Part 20: Renamed Separator to 19 (Animations - NPC) Part 21: Moved AmaccurzerO's Animated Wasteland to Part 20 Part 21: Moved Ragdoll Overhaul FO3 Edition to Part 20 Part 21: Moved Realistic Death Physics to Part 20a Part 21: Moved Gutsy and Handy Animated Eyes to Part 20a Part 21: Bloodbath v.1.1 (2k Extreme) Part 29: Moved Level 50 Cap - ESPless to Part 28 Part 29: Moved Perks - From New Vegas to Part 28 Part 29: Moved NS Perks to Part 28 Part 29: Moved Better Perks to Part 28 Part 29: Renumbered Part 28's Separator to 29 Part 29: Fugacity - Vanilla-Plus Balance and Difficulty Overhaul v.1.1.2 Part 29: Moved Sprint Mod to Part 19 Part 30: Moved FO3LODGen Resources to Part 5 Part 30: LODIFY - Fallout 3 Conversion (added post-install step) Part 32: Renumbered Part 31's Separator (Plugin Sorting) Part 33: Renumbered Part (Conflict Resolution) Part 34: Renumbered Part & updated steps (Creating LODs) Part 35: Renumbered Part (ENB) Part 36: Renumbered Part (Utilities)
---Removed---
Part 11: Dynamic Weather - Green Tint Remover Part 12: FO3 Flora Overhaul Part 16: Fallout 3 Redesigned - Formerly Known as Project Beauty Part 16: FO3Redesigned (Project Beauty) Patches (UF3P patch HD edition) Part 17: Feral ghoul children Part 18: Entire Separator (Marts Mutant Mod) Part 29: Anchorage Holotapes Part 30: Late Loaders Separator removed (+The Wasteland Patch Collection - Marts Mutant Mod Patch + Blackened MMM - EVE - Project Beauty) Part 31: Vurt's Flora Overhaul Dead Edition LOD
---CR---
Check notes tab of mod for changes
---Final Steps---
Part 33: Rebuild Bashed Patch Part 34: Rebuild xLODGEN
Oh man some great stuff! Lots of new fixes I see. This looks mighty fine indeed! I sent you the original Readme for Imperfection. Looking forward to this for sure 😎
As I say WIP. In my testing separator still are quest/location mods such as:
- Awesome NPCs (+Clarity Patch) - There's No Such Thing As Bad Publicity (Quest) (+Clarity Patch) - The Writer's Lament - A Fallout Day Parade Entry - Pass the Roach - Long Live the Radroach King
Awesome... Gonna look those up when home. Great update in the making for the classic Fallout gem ;) Edit: Looks like I downloaded Awesome NPC's in 2022...been updated in 24 Pass the Roach - Long Live the Radroach King according to the author is TTW only? Or you removed the dependency (probably looking at the wrong one ;)
Im pairing Raiders Redone with Raiders of the Capital Wasteland; good little combo. Patching is fairly lightweight for the LO given DC NPCs has a patch on the Capital Wasteland page, as well as Raiders Redone.
Found a far superior PA mod (PAVE) - all those DX oldies are going.
Yep Raiders of the CW durb and I talked about LOL I haven't used it before and you really went back in time for RR! Wow I remember that mod indeed...I had it too!
Yep I answered you on there too about it. I used it years ago and liked it then. The one from FNV is on the "shun" list by the community, but the FO3 variant was better IMO. Just need to lookout for rogue scripts (as you know;) lol. Is that the one that has snow?
Once QAC'd open HeirApparent.esp in xedit & perform the following:
Spoiler: Show
Search for 0006696F > Right click and delete the navmesh from the plugin Right click the navmesh with xx07BC3E & select Change FormID to 0006696F > select all and press OK.
Gives more errors in xEdit: (Unless I missed something. Always poss but it seems fairly straightforward. Though messing with Navi's is tricky)
[00:00] NAVI \ Navigation Map Infos \ NVMI - Navigation Map Info \ Navigation Mesh -> [0107BC3E] <Error: Could not be resolved> [00:00] NAVI \ Navigation Connection Infos \ NVCI - Navigation Connection Info \ Unknown \ Unknown #5 -> [0107BC3E] <Error: Could not be resolved> [00:00] NAVI \ Navigation Connection Infos \ NVCI - Navigation Connection Info \ Unknown \ Unknown #3 -> [0107BC3E] <Error: Could not be resolved> [00:00] NAVI \ Navigation Connection Infos \ NVCI - Navigation Connection Info \ Unknown -> [0107BC3E] <Error: Could not be resolved> [00:00] [NAVM:00025641] (for [CELL:000010DD] (in Wasteland "Wasteland" [WRLD:0000003C] at -9,-5)) [00:00] NAVM \ NVEX - External Connections \ Connection #36 \ Navigation Mesh -> [0107BC3E] <Error: Could not be resolved> [00:00] NAVM \ NVEX - External Connections \ Connection #37 \ Navigation Mesh -> [0107BC3E] <Error: Could not be resolved> [00:00] NAVM \ NVEX - External Connections \ Connection #38 \ Navigation Mesh -> [0107BC3E] <Error: Could not be resolved> [00:01] [NAVM:00070D67] (for [CELL:000010F3] (in Wasteland "Wasteland" [WRLD:0000003C] at -8,-6)) [00:01] NAVM \ NVEX - External Connections \ Connection #35 \ Navigation Mesh -> [0107BC3E] <Error: Could not be resolved> [00:01] NAVM \ NVEX - External Connections \ Connection #36 \ Navigation Mesh -> [0107BC3E] <Error: Could not be resolved> [00:01] NAVM \ NVEX - External Connections \ Connection #37 \ Navigation Mesh -> [0107BC3E] <Error: Could not be resolved> [00:01] NAVM \ NVEX - External Connections \ Connection #38 \ Navigation Mesh -> [0107BC3E] <Error: Could not be resolved> [00:01] NAVM \ NVEX - External Connections \ Connection #39 \ Navigation Mesh -> [0107BC3E] <Error: Could not be resolved> [00:01] NAVM \ NVEX - External Connections \ Connection #40 \ Navigation Mesh -> [0107BC3E] <Error: Could not be resolved>
if "xx07BC3E" is supposed to be 0007BC3E, that doesn't exist in the mod
Personally I removed it, along with a couple others, as I prefer not to have mods with several bugs and errors. I know some are old and I def appreciate the time and efforts the authors went through to make it. All were endorsed. Perhaps one day someone will remaster and fix it. Alas I don't have the skills.
That being said: Thank you for making the guide and all the amazing help you give!
Hey Nemesis & thank you for the kind words! Indeed that one is tricky & even harder to try to explain in the forum. I'll check mine again this evening to make sure, but I don't recall any errors like you are seeing. I will also check conflict resolution. Puce's mods are an acquired taste that I really enjoyed over the years & still do to this day!
Hey again- Checked mine and a few things come to mind as I tested it with a fresh install of the mod. These were my steps: 1. after cleaning with QAC, exit and open your entire load order in xEdit (not QAC) 2. find and delete 0006696F...exit and save plugin (xEdit possibly renumbers here) 3. reopen xEdit and load entire LO and search for "xx07BC3E" where "xx" is the mod index (not priority) in MO2 for HeirApparent.esp
In my case "7207BC3E" was indeed there and the formid could be easily changed. Masterlix is using an old Arthmoor trick of "fixing" a deleted nav in xEdit. The proper way, as we know, would be to clear the deleted flag and rebuild the nav in the GECK. There is even a script to automate this process but use at your own risk!
Hi there- Well that's not normal at all so I recommend looking at a few things: 1. Check over your setup carefully...since you are crashing entering open worldspaces check for memory related issues, like not installing FO3 Heap Replacer 2. Ensure you are using the correct versions of the Unofficial Patch and Goodies (they have updated since the guide has) and could lead to problems 3. check your load order with our pelagius bot on our FO3 discord (link on description page) and let us know.
Hello, thank you for the response ive joined the discord server and tried afew solutions of my own since i made this comment with no success, ill give those a try and message in the fo3 guide installation help channel with an outcome, thank you again.
Thanks for getting back! It sounds like a simple setup issue to me...FO3 is very finicky for sure. One of our friends who is a mod author had several issues getting FO3 to run on his machine. Try checking back to around page 3 of these posts and read his threads. His user name is "sattyre". He has some suggestions you are welcome to try also. (disable enb, mods to test when you don't crash so you can isolate, etc) Forum search is disabled on Nexus now due to issues. Glad you are on discord and kudos for sticking it out! The build works great...I promise
alright, been talking with durbs on discord and he told me to go back through Part 10 because im crashing when entering worldspaces so im just trying to get the more2megaton navmesh stuff working, not really good with xedit so its a learning curve
Yep durbs a great troubleshooter! Did you skip the navmeshes when you installed the modlist? See my post too for reference of a similar issue on this page with user "nemesis200767" (that wasn't answered lol) Might be of help with xEdit idk
i initially did skip but spent some time going back through and sorted out the 3 i could remember, still yet to go all the way through to make sure, gonna try disabling LODs just in case thats the problem
gonna try disabling LODs just in case thats the problem
Yep good call...that has burned me before. Also, when generating lods, be sure to look at the logs for obvious errors. In fact, look at all logs generated by FOSE and any other plugins. This can point you to a lot of troubleshooting help...in fact I cleared up a noticable issue in my FNV build a few months back doing just this.
alright ill have a look through those logs, masterlix gave me some pointers on the discord im yet to try aswell, though i hope it doesnt come to disabling/enabling mods and plugins
Well, you're hangin in there and that's what's good! It takes patience reborn to mod effectively. I have nuked so many builds and started over it isn't funny...but yours seems like something fairly simple. Tell me...did you run the game and test well before modding? Like from the crib to outside the vault? You also should have a vanilla profile in MO2 as well as the MOFAM profile. You could switch to it and test it that way. If not...copy the MOFAM profile to another profile called "testing" or something where you can disable all mods and see if you can get out of the vault. This way your MOFAM profile stays intact...just a thought
Yeah i had a vanilla playthrough previously and got it working after a fresh install past the vault and yeah ill most likely make a dup of MOFAM for testing
Older gamer here. I started this guide months ago, then got distracted with Fallout 4, but now I've started the guide again where I left off. I'm being very meticulous and cautious so I don't mess up this install. I have a question about the EVE - Energy Visuals Enhanced (main file only) install. The guide states to hide the 5 conflicts for Precision Collision - Clutter, however my conflicts are showing 9 files. Would I hide all 9 of these files?
Hi there- Older gamer answering ;) Yes...I had more than 5 (8 it looks like, but might have missed). The main thing is to use Precision Collision's meshes instead of EVE's. If you see anything funky let us know!
No problem! The guide will more than likely be updating at some point fairly soon so make sure you install the older version of the unofficial patch since it has updated since.
Welp, I'm back with another conflict question. I'm in the LODs section and for FO3LODGen the guide states to hide conflicts for Fallout 3 HD Overhaul & Legacy Reborn - Capital Cut but I'm not seeing Capital Cut in the list of conflicts.
Thank you for the heads up. I had installed the Unofficial Patch early on thankfully, lol. Though I'm starting to wonder if I shouldn't have stopped half way through the guide a few months ago and just completed it back then. I did keep track of where I had left off unless I was holding off on doing something earlier in the guide, which would have been silly of me, so now I'm second guessing myself. I'm seeing some alerts in my MO2 plugin section with missing masters, like with Clarity, and those plugins being struck through on xEdit so they can't be selected for loading. I plan to double check everything once I complete all the mod installs to find out what's going on.
EDIT: FFS apparently I missed most of section 9 somehow months ago. I'll get that stuff installed and see if that fixes the above issue and a few others.
Good catch for me at least! I must have forgotton to hide some :P I don't see Legacy unless it's already hidden and I can't find it. Again he is using the newer mods (Legacy and HD overhaul) resources instead of the older FO3Lodgen resources. If you see an instance of truly horrible lod ingame you'll know! I didn't see anything and I've played all the way through twice
Lol well I think I finally got everything peachy now. After installing everything I had initially missed, those 2 issues I had posted about earlier were fixed along with any red warnings (ie: Clarity) in the plugin panel. Sorry for the trouble and thank you for trying to help with those problems. I feel like a dork for making such a noob mistake.
The only thing I'm confused about now is for the file Tweaked Intercom Modders Resource in Part 13: Location Retextures. I followed the guide's steps but MO2 shows the mod greyed out with a red X box. Do I just tell MO2 to ignore the missing data? Nothing changes when I had it activated or deactivated.
I'll finally be continuing on to sorting the LO with the help of the .txt file provided with the guide. Getting sooo close to finishing! This has been a fun refresher for me with getting familiar with xEdit again and learning a bunch of other new things. Great guide!
Oh good grief! LOL. I made separate folders outside one another! That explains why the other 2 folders wouldn't appear in the file tree. My brain really farted that one up. Thank you so much. :)
Hey just wanted to let you guys know that there are some bad texture sizes in the Point Lookout DLC retexture from the Russian website. I believe there were 2 or three that were 1024x2048 or something like that. Either way it can cause crashes so I'd recommend you update the guide to have the readers run it thru ordenador, easy fix. I only caught it since I wanted to check what the "Ultra" contained since in the description on the page is notes mostly 2k and 4k and we all know what 4k textures do to stability in these games. Unsurprisingly a large majority of the files were 4k.May be worth suggesting that anyone following should just downscale those entire packs to 2k, but just my recommendation. Cheers!
You know I actually remember doing just that myself since I usually do with older games, & have used those textures before. Thanks for the heads up & enjoy!
How do I make Dogmeat immortal? So that he cannot die. Plus, when I talk to Dogmeat I do not get an option to quit the conversation. From an old post in 2009, someone suggested to "Goodbye, Dogmeat" to end the dialogue. Is this true?
Lol probably bring down the console and click him...you'll need to google the command (if there is one) We use Dogmeat in Springvale and I usually avoid him like the plague, since I am used the the better FO4 implementation. In FO3 I truly am "the lone wanderer"
From an old post in 2009
Looking in xEdit the mod only has worldspace edits, so dialogue should be vanilla. The bug list on the wiki is quite long so happy reading
I thought Dogmeat was a companion/follower meaning they can't be killed just like in Fallout 4. First time I played he died in the Super-Mart fighting the raiders during a quest for Moira from Craterside Supply. And the "Goodbye Dogmeat" does end the conversation. I must do some more research on Dogmeat because it is my first time having him as a companion in Fallout 3.
395 comments
My Fallout 4 Guide is here - come check it out for a similar adventure!
A massive thank you back to everyone endorsing & enjoying the projects.
Expect a chunky update in the next month or so, factoring in some MO2 toolsets given we're clearly gonna have to start a merge to get all this new stuff in
I've already thrown in the (wrye-bash) 'mergeable' plugins into one zMerge - clawing back near-50 plugin slots so that'll leave us with ample room to play with.
Oblivion is awesome now...you guys did a great job for sure!
Any reason to delete the NMC's vehicles textures?
Yes..Masterlix has another texture set for vehicles in the guide that looks better to him.
Also HUGE update incoming this month........stay tuned ;)
- Open 3dNPC_FO3.esm
- Search for xx011395 > Right click & delete
I simply can not find this for the life of me. Also LOOT reports this plugin as clean already. Why is this? Is the guide outdated with this?It's in there for sure
LOTS of new content...so much we'll be adding a merge...
Keep watching ;) (changelog (WIP) is in the post below us)
I was just about to answer you on discord lol (I don't get to get on that much)
Usually Masterlix spends a lot of time on UI...but in FO3 we are very limited by the number of mods. You *should* be ok...and remember...the FalloutCustom.ini has a [Fonts] section that I believe go with darn if memory serves. Back it up before you remove that section!
Fonts can be adjusted in the .xml's as well, I think but I would need to refresh myself before posting ;)
Edit: I checked the ingame GUI for darn and see no adjustments in there (unless I am truly blind!)
PSS Big update incoming! Stay tuned ;)
I tried various things: saving the .ini edits before deleting them (but the vanilla font didn't play nice with DarnUI), tried editing the DarnUI .xml file, checked DarnUI settings in game, tried other font mods that worked with DarnUI (but they were still to small), but still didn't have any luck. Hmm, would I need to rebuild the bashed patch after removing DarnUI?
I had an issue with my first attempt at the build with instant crashing. I blame myself for starting the build months ago, stopping, and then continuing where I left off. I'm sure some things had long since been updated. I finished my second attempt and only had issues when trying to start a new game. Searched here for any suggestions and came across a post stating it might be NVAC. I tried the 7.4.0 version and it fixed the issue. The next issue for me was just the small font.
Oh, one other thing. MO2 was giving me some flack with the fomod for Mart's Mutant Mod. It kept refusing to allow the installer to install the mod by stating a silly little .txt file was missing. I tried to force it to install anyways but had no luck. I guess I could have just tried a manual install but decided to omit the MMM mods from the build. I xedit the Conflict Resolution mod to remove anything MMM related and removed the master dependency from the plugin. Hopefully I didn't cause a disaster to anything. Though I'm a little concerned if I messed up any conflict resolutions the CR had for any edits for MMM and any other mods to work together. I'm still teaching myself how to make better resolutions for that kinds of stuff in xedit if they happen to be complicated.
EDIT: And I also agree, the UI needs a polish. I've found something great that will take over.
Yep I don't use Marts either & very happy to say this build will be switching to an old mod close to my heart called "Imperfection" next update. (Thanks Masterlix!)
@Masterlix "I've found something great that will take over."
Oh man.. Looking forward to this! Now look who's finding hidden gems
Anyway good to hear you got it going! Yes stopping & starting much later tends to make us forget & that can bite us in a build this large
xx.xx
--Added--
Part 1: Prepare Merge
Part 1: Merge Plugins Hide
Part 2: ButcherPete FOSE
Part 4: Jessie's The Pitt Fixes
Part 4: Jessie's Marigold Station Fix
Part 4: Jessie's Rivet City Broken Bow Fix
Part 4: Jessie's Raven Rock Fixes
Part 4: Jessie's Fort Constantine Cut Content and Fixes
Part 4: Jessie's Mama Dolce's Fixes
Part 4: Jessie's County Sewer Mainline Fix
Part 6: Darnified UI Font for Loot Menu
Part 6: Interface Mod - Revelation (Classic Fallout UI)
Part 6: DarN Revelation UI Patch
Part 10: Illuminated Bus Shelters
Part 10: Glowing Red Rockets
Part 11: Better rain for Fallout 3 weather mods - 3D Rain for Xepha's Dynamic Weather
Part 11: Better rain - Dynamic Weather -- FIX Invisible rain when looking up or down issue
Part 12: Desolation Flora
Part 12: Dead Wilderness - A Grass Retexture
Part 12: TTW - Wasted LOD DC - Upscaled and Recolored
Part 12: TTW Northern Greenery
Part 12: Northern Greenery Biome
Part 12: Wasted Pines
Part 12: FO3 Northern Greenery
Part 12: Brain Fungus of the Capital Wasteland
Part 12: Bigger Wasteland Plants
Part 13: School Art HD
Part 14: My Mommie Says I'm Special - Redrawn Special Book v5 - FO3 - FNV - TTW - BOS
Part 16: FO3 Redesigned HD Revised
Part 16: Fetal Position Skeleton
Part 17: Imperfection
Part 17: Wasteland Vendors in Secure Places
Part 19: Reservoir of Mods New Vegas - Female Sitting Animation Replacer
Part 19: Reservoir of Mods New Vegas - Rockomotion
Part 19: Better Stand Up Animation
Part 19: Dramatic Inertia - 3rd Person Movement Overhaul
Part 19: Dramatic Staggering
Part 19: True Movement with Extra Compatibility Option
Part 20: New Separator (Animations - Gameworld)
Part 20: Animated Functional Phonautograph
Part 20: Animated Hanging dolls (Pronounced)
Part 20: Illuminated Kiosk visual Animation
Part 20: Animated and illuminated Metro Signs (11 mods)
Part 20: MARGoT Interactive Talking Face
Part 21: Sneak Vignette
Part 24: Blackened EVE - Project Beauty
Part 24: Plasma Rifle Awesomefied
Part 24: Plasma Rifle Awesomefied Fixed
Part 24: New Durability
Part 26: Project Reality Footsteps
Part 26: Project Reality Footsteps Fo3
Part 26: All Explosion Sounds Overhaul - A.E.S.O
Part 28: New Separator 'Perks & Levelling'
Part 29: Misc. Gamesetting Tweaks
Part 30: Fallout 3 LOD
Part 30: Much Needed LOD FO3
Part 30: More LOD
Part 30: Combined Lod ESPs
Part 30: Red Rocket - LOD Improved
Part 31: New Separator/Part: '31 - zMERGED PLUGINS'
Part 31: Prebash Merge Consistency Patch
---Updated---
Part 2: Command Extender v.23
Part 2: Loot Menu (removed .ini edit)
Part 2: Viewmodel Shading Fix - FOSE v.2.2
Part 3: Updated Unofficial FO3 Patch v.3.4.9
Part 4: Goodies v.1.6.8
Part 10: Moved The Wasteland Patch Collection - Better Rivet City Patch from Late Loaders (removed separator)
Part 11: Dynamic Weather (updated install; added NEE plugin)
Part 11: Clarity Patched Cells (+2 plugins)
Part 12: Wasted LOD - Cliffs (updated post-install)
Part 16: Improved Male Vanilla Body v.2.3
Part 19: Renumbered Separator to 18 (NPC & Creature Retextures)
Part 20: Renamed Separator to 19 (Animations - NPC)
Part 21: Moved AmaccurzerO's Animated Wasteland to Part 20
Part 21: Moved Ragdoll Overhaul FO3 Edition to Part 20
Part 21: Moved Realistic Death Physics to Part 20a
Part 21: Moved Gutsy and Handy Animated Eyes to Part 20a
Part 21: Bloodbath v.1.1 (2k Extreme)
Part 29: Moved Level 50 Cap - ESPless to Part 28
Part 29: Moved Perks - From New Vegas to Part 28
Part 29: Moved NS Perks to Part 28
Part 29: Moved Better Perks to Part 28
Part 29: Renumbered Part 28's Separator to 29
Part 29: Fugacity - Vanilla-Plus Balance and Difficulty Overhaul v.1.1.2
Part 29: Moved Sprint Mod to Part 19
Part 30: Moved FO3LODGen Resources to Part 5
Part 30: LODIFY - Fallout 3 Conversion (added post-install step)
Part 32: Renumbered Part 31's Separator (Plugin Sorting)
Part 33: Renumbered Part (Conflict Resolution)
Part 34: Renumbered Part & updated steps (Creating LODs)
Part 35: Renumbered Part (ENB)
Part 36: Renumbered Part (Utilities)
---Removed---
Part 11: Dynamic Weather - Green Tint Remover
Part 12: FO3 Flora Overhaul
Part 16: Fallout 3 Redesigned - Formerly Known as Project Beauty
Part 16: FO3Redesigned (Project Beauty) Patches (UF3P patch HD edition)
Part 17: Feral ghoul children
Part 18: Entire Separator (Marts Mutant Mod)
Part 29: Anchorage Holotapes
Part 30: Late Loaders Separator removed (+The Wasteland Patch Collection - Marts Mutant Mod Patch + Blackened MMM - EVE - Project Beauty)
Part 31: Vurt's Flora Overhaul Dead Edition LOD
---CR---
Check notes tab of mod for changes
---Final Steps---
Part 33: Rebuild Bashed Patch
Part 34: Rebuild xLODGEN
I sent you the original Readme for Imperfection.
Looking forward to this for sure 😎
- Awesome NPCs (+Clarity Patch)
- There's No Such Thing As Bad Publicity (Quest) (+Clarity Patch)
- The Writer's Lament - A Fallout Day Parade Entry
- Pass the Roach - Long Live the Radroach King
I reckon a soft-target of 1st weekend of May.
Great update in the making for the classic Fallout gem ;)
Edit: Looks like I downloaded Awesome NPC's in 2022...been updated in 24
Pass the Roach - Long Live the Radroach King according to the author is TTW only? Or you removed the dependency (probably looking at the wrong one ;)
Found a far superior PA mod (PAVE) - all those DX oldies are going.
I haven't used it before and you really went back in time for RR! Wow I remember that mod indeed...I had it too!
Is that the one that has snow?
11. An Evening With Mister Manchester (main file only) (HeirApparent.esp: QAC)
Once QAC'd open HeirApparent.esp in xedit & perform the following:
Spoiler: Show
Search for 0006696F > Right click and delete the navmesh from the plugin
Right click the navmesh with xx07BC3E & select Change FormID to 0006696F > select all and press OK.
Gives more errors in xEdit: (Unless I missed something. Always poss but it seems fairly straightforward. Though messing with Navi's is tricky)
[00:00] NAVI \ Navigation Map Infos \ NVMI - Navigation Map Info \ Navigation Mesh -> [0107BC3E] <Error: Could not be resolved>
[00:00] NAVI \ Navigation Connection Infos \ NVCI - Navigation Connection Info \ Unknown \ Unknown #5 -> [0107BC3E] <Error: Could not be resolved>
[00:00] NAVI \ Navigation Connection Infos \ NVCI - Navigation Connection Info \ Unknown \ Unknown #3 -> [0107BC3E] <Error: Could not be resolved>
[00:00] NAVI \ Navigation Connection Infos \ NVCI - Navigation Connection Info \ Unknown -> [0107BC3E] <Error: Could not be resolved>
[00:00] [NAVM:00025641] (for [CELL:000010DD] (in Wasteland "Wasteland" [WRLD:0000003C] at -9,-5))
[00:00] NAVM \ NVEX - External Connections \ Connection #36 \ Navigation Mesh -> [0107BC3E] <Error: Could not be resolved>
[00:00] NAVM \ NVEX - External Connections \ Connection #37 \ Navigation Mesh -> [0107BC3E] <Error: Could not be resolved>
[00:00] NAVM \ NVEX - External Connections \ Connection #38 \ Navigation Mesh -> [0107BC3E] <Error: Could not be resolved>
[00:01] [NAVM:00070D67] (for [CELL:000010F3] (in Wasteland "Wasteland" [WRLD:0000003C] at -8,-6))
[00:01] NAVM \ NVEX - External Connections \ Connection #35 \ Navigation Mesh -> [0107BC3E] <Error: Could not be resolved>
[00:01] NAVM \ NVEX - External Connections \ Connection #36 \ Navigation Mesh -> [0107BC3E] <Error: Could not be resolved>
[00:01] NAVM \ NVEX - External Connections \ Connection #37 \ Navigation Mesh -> [0107BC3E] <Error: Could not be resolved>
[00:01] NAVM \ NVEX - External Connections \ Connection #38 \ Navigation Mesh -> [0107BC3E] <Error: Could not be resolved>
[00:01] NAVM \ NVEX - External Connections \ Connection #39 \ Navigation Mesh -> [0107BC3E] <Error: Could not be resolved>
[00:01] NAVM \ NVEX - External Connections \ Connection #40 \ Navigation Mesh -> [0107BC3E] <Error: Could not be resolved>
if "xx07BC3E" is supposed to be 0007BC3E, that doesn't exist in the mod
Personally I removed it, along with a couple others, as I prefer not to have mods with several bugs and errors. I know some are old and I def appreciate the time and efforts the authors went through to make it. All were endorsed. Perhaps one day someone will remaster and fix it. Alas I don't have the skills.
That being said:
Thank you for making the guide and all the amazing help you give!
Indeed that one is tricky & even harder to try to explain in the forum. I'll check mine again this evening to make sure, but I don't recall any errors like you are seeing.
I will also check conflict resolution.
Puce's mods are an acquired taste that I really enjoyed over the years & still do to this day!
Thanks for using the guide!
Checked mine and a few things come to mind as I tested it with a fresh install of the mod. These were my steps:
1. after cleaning with QAC, exit and open your entire load order in xEdit (not QAC)
2. find and delete 0006696F...exit and save plugin (xEdit possibly renumbers here)
3. reopen xEdit and load entire LO and search for "xx07BC3E" where "xx" is the mod index (not priority) in MO2 for HeirApparent.esp
In my case "7207BC3E" was indeed there and the formid could be easily changed. Masterlix is using an old Arthmoor trick of "fixing" a deleted nav in xEdit. The proper way, as we know, would be to clear the deleted flag and rebuild the nav in the GECK. There is even a script to automate this process but use at your own risk!
Ill give your instructions a go. tyvm. appreciate you taking the time to take a look :D
Well that's not normal at all so I recommend looking at a few things:
1. Check over your setup carefully...since you are crashing entering open worldspaces check for memory related issues, like not installing FO3 Heap Replacer
2. Ensure you are using the correct versions of the Unofficial Patch and Goodies (they have updated since the guide has) and could lead to problems
3. check your load order with our pelagius bot on our FO3 discord (link on description page) and let us know.
It sounds like a simple setup issue to me...FO3 is very finicky for sure. One of our friends who is a mod author had several issues getting FO3 to run on his machine. Try checking back to around page 3 of these posts and read his threads. His user name is "sattyre". He has some suggestions you are welcome to try also. (disable enb, mods to test when you don't crash so you can isolate, etc)
Forum search is disabled on Nexus now due to issues.
Glad you are on discord and kudos for sticking it out! The build works great...I promise
so im just trying to get the more2megaton navmesh stuff working, not really good with xedit so its a learning curve
Did you skip the navmeshes when you installed the modlist?
See my post too for reference of a similar issue on this page with user "nemesis200767" (that wasn't answered lol)
Might be of help with xEdit idk
Tell me...did you run the game and test well before modding? Like from the crib to outside the vault? You also should have a vanilla profile in MO2 as well as the MOFAM profile. You could switch to it and test it that way. If not...copy the MOFAM profile to another profile called "testing" or something where you can disable all mods and see if you can get out of the vault.
This way your MOFAM profile stays intact...just a thought
Older gamer answering ;)
Yes...I had more than 5 (8 it looks like, but might have missed). The main thing is to use Precision Collision's meshes instead of EVE's.
If you see anything funky let us know!
The guide will more than likely be updating at some point fairly soon so make sure you install the older version of the unofficial patch since it has updated since.
Thank you for the heads up. I had installed the Unofficial Patch early on thankfully, lol. Though I'm starting to wonder if I shouldn't have stopped half way through the guide a few months ago and just completed it back then. I did keep track of where I had left off unless I was holding off on doing something earlier in the guide, which would have been silly of me, so now I'm second guessing myself. I'm seeing some alerts in my MO2 plugin section with missing masters, like with Clarity, and those plugins being struck through on xEdit so they can't be selected for loading. I plan to double check everything once I complete all the mod installs to find out what's going on.
EDIT: FFS apparently I missed most of section 9 somehow months ago. I'll get that stuff installed and see if that fixes the above issue and a few others.
I don't see Legacy unless it's already hidden and I can't find it. Again he is using the newer mods (Legacy and HD overhaul) resources instead of the older FO3Lodgen resources.
If you see an instance of truly horrible lod ingame you'll know! I didn't see anything and I've played all the way through twice
Yep missing part 9 would do it lol!
The only thing I'm confused about now is for the file Tweaked Intercom Modders Resource in Part 13: Location Retextures. I followed the guide's steps but MO2 shows the mod greyed out with a red X box. Do I just tell MO2 to ignore the missing data? Nothing changes when I had it activated or deactivated.
I'll finally be continuing on to sorting the LO with the help of the .txt file provided with the guide. Getting sooo close to finishing! This has been a fun refresher for me with getting familiar with xEdit again and learning a bunch of other new things. Great guide!
You should have a meshes->clutter folder like this:
Now you'll get MO2 to see it!
Edit: I'm laughing since I do the same thing!
Thanks for the heads up & enjoy!
Plus, when I talk to Dogmeat I do not get an option to quit the conversation. From an old post in 2009, someone suggested to "Goodbye, Dogmeat" to end the dialogue. Is this true?
We use Dogmeat in Springvale and I usually avoid him like the plague, since I am used the the better FO4 implementation. In FO3 I truly am "the lone wanderer"
First time I played he died in the Super-Mart fighting the raiders during a quest for Moira from Craterside Supply.
And the "Goodbye Dogmeat" does end the conversation.
I must do some more research on Dogmeat because it is my first time having him as a companion in Fallout 3.