Fake Patch (Thread #3, for real)

Post » Wed Aug 26, 2009 1:24 am

[size=4][src="http://www.fallout3nexus.com/downloads/file.php?id=4635"][u]Download Fake Patch @ FO3 Nexus[/u][/url][/size]

Previous Threads:[src="http://www.gamesas.com/bgsforums/index.php?showtopic=963764"]1[/url], [src="http://www.gamesas.com/bgsforums/index.php?showtopic=970907&hl="]2[/url]

FOSE, DLC, UF3P, Mod friendly...

[src="http://www.fallout3nexus.com/downloads/images/4635-1-1236342293.jpg"][u]Pic in FO3Edit[/u][/url]

NOTE: If you have multiple graphics cards, you might not want to revert to 1.0.0.15 as 1.1.0.35+ have fixes for SLI, in which case this probably isn't for you.
:deal: +-->
QUOTE (READ ME CAREFULLY! :deal: )
  • [u]Contents:[/u] FakePatch_v1.4.0.6.esm and FakePatch_v1.4.0.6.txt


  • [u]Description[/u]: This is simply an .esm file containing all the [src="http://fallout.gamesas.com/eng/downloads/updates-v1.4updatesnotes-UK.html#4"][u]official edits[/u][/url] to date applied to Fallout3.esm from the consecutive official patches. It allows the user to have their game effectively patched to minus the VATS changes introduced in the newer Fallout3.exe's, a [s]quick[/s] fix [s]for the interim until a newer patch is released[/s]:(. This allows for, if used properly, use of DLC, FOSE, and the last Fallout version which VATS worked as intended with, namely v1.0.0.15, and all in tandem.


  • [u]Installation[/u]: Reinstall Fallout and patch to [src="http://www.fallout3nexus.com/downloads/file.php?id=163"][u]v_1.0.0.15[/u][/url], then extract contents of Fake Patch to Fallout\Data and activate via *[src="http://www.fallout3nexus.com/downloads/file.php?id=640"][u]FOMM[/u][/url] making sure that it loads directly after Fallout3.ESM and before [src="http://www.fallout3nexus.com/downloads/file.php?id=3808"][u]Unofficial Fallout 3 Patch[/u][/url], which you should have if you don't already.
    • Note: FOMM/FOSE will not load Fallout v1.0.0.15 if you're using FOSE and do not have the appropriate fose_1_0.dll. Also, you might notice FOMM will want to load other plugins before Fallout3.esm, so you'll also want to redate your .esm before playing. See more below...



  • [src="http://www.gamesas.com/bgsforums/index.php?showtopic=984389&hl="][u]FOSE - 1.0.0.15 Compatibility[/u][/url]: If using Fallout Script Extender, grab [src="http://fose.silverlock.org/beta/fose_v1_1_beta6.7z"][u]v.1.1 beta 6[/u][/url] which they've kindly included a 1.0.0.15 support .dll to accompany the .exe from patch v_1.0.0.15.

  • [u]Redating your .esm or mods[/u]: After any official patch, your Fallout3.esm will be replaced. You'll either need to make your mods' dates newer (all different timestamps) or make your .esm's date older to keep everything working properly after setting up any given patch/reinstall. Use this [src="http://www.petges.lu/"][u]Attribute Changer Utility[/u][/url] to do so, just make sure you check ONLY the "modify date and timestamp" box and NOT the "Archive" or "Index" boxes which are checked by default. Also, FOMM has a date changing function, so simply drag Fallout3.ESM to the very top of your load order and it should then be the oldest is its atributes will be automatically changed..


  • [u]DLC compatibility[/u]: Although [s]the official patch is needed to acquire the DLC[/s], the content, if [src="http://www.gamesas.com/bgsforums/index.php?showtopic=959505&st=0&p=13872813&#entry13872813"][u]Playing DLC offline[/u][/url], does not need the 1.1.0.35 or 1.4.0.6 patch to work provided you manually add the DLC .bsa's to your Fallout3.ini as described below OR you can extract all contents of the .bsa's to your Fallout 3 \Data directory with FOMM. Imagine fully functional VATS in the simulator and Pitt! v1.5.0.22 has a new RemapWaterType function which can be ...faked with the supplemental plugin, RemapWaterType.esp also availble on Fake Patches Nexus page..
    • Note: Some have reported problems getting O:A to work properly unless FOSE was installed. If you have tried everything else to get O:A to work to no avail and don't have FOSE, I recommend installing it as there's everything to gain and nothing to lose by having it.
    • IMPORTANT - Manually adding archives to your Fallout3.ini: [quote name='Quarn' post='13941048' date='Mar 9 2009, 05:07 PM']They only implemented esm\esp loading of BSA's when THEY needed it (for the release of OA in v1.1), so what does that mean? it means if you are using the v1.0 exe you have to add Operation Anchorage's BSA's to the sArchiveList in Fallout.ini.[/quote]
    • If you have Operation: Anchorage:
    • If you have both The Pitt and Operation: Anchorage: There is a 255 character count limit for .ini entries. To shave a few characters, rename your ArchiveInvalidationInvalidated!.bsa to AII.bsa and change your Fallout.ini accordingly. AII will work exactly the same, but getting the character count under 255 will allow for all the DLC .bsa's to load properly.
    • Note: If ever you download a mod which contains a new .bsa, you must either extract its contents to Fallout3\Data with FOMM or manually add it to the sArchivesList= entry in the same manner as the DLC's. [src="http://www.fallout3nexus.com/downloads/file.php?id=2094"][u]This handy utility[/u][/url] will check for .bsa's and do it for you.
    • Note: The spaces after the commas aren't needed, nor are the spaces before and after the hyphens provided you change the names of not only the archives but also the .ini entries. GECK's .ini will also need to be updated if you condense the archive names. Here's a guide to [src="http://www.gamesas.com/bgsforums/index.php?showtopic=984580"]Mega Condensing .bsa's[/url]. Alternatively, you can extract all your DCL .bsa's to a temp folder then repack them with FOMM into a DLC.BSA or just extract them all to Fallout3\Data and play them like normal mods.
    • The Pitt's Ammo Press: If you have problems with the ammo press in The Pitt, either load it before Anchorage if you have both DLC's or use this [src="http://www.fallout3nexus.com/downloads/file.php?id=5586"][u]mod[/u][/url] to fix it.


  • [u]Xbox LIVE! compatibility[/u]: Don't know and don't care. This does not add achievements to GFWL or do anything to it for that matter.


  • [u]Future[/u]: Hopefully [s]the next patch won't exhibit any problems so this temporary fix will eventually be unneccessary[/s]:(. IF the next patch either introduces new bugs or does not fix current bugs, I'll be sure to make an updated version of FakePatch available asap. 1.5.0.22's fixes were all in the .exe, so there won't be a Fake Patch_v1.5.0.22 until some other things can be added, namely the RemapWaterType work-around and a means of safley raising the level cap to 30. When these are ready, a FakePatch_v1.5.0.22 will be available.


  • [u]Thanks[/u]: ElminsterEU for FO3Edit, the tool with which this was made, the FOSE team for kicking azz in general and providing support for v_1.0.0.15, Bethesda for the game and numerous fixes listed above, Quarn for fixing so much other stuff in UF3P and figuring out the O:A .bsa solution, and, of course, God for making us all.


  • [u]Feedback/help[/u]: If you encounter any problems with installation or getting everything working post here and I'll do my best to help or, if necessary, make changes to the FakePatch.esm or install instructions. I've tested with the newest version of FOSE including the the fose_1_0.dll with Fallout3 v_1.0.0.15 .exe/.esm, The Pitt, and O:A and all works fine. Broken Steel might take some doing, but will work once the water swap thing and level cap are ready.


  • [u]STEAM users ONLY![/u]: Your Fallout 3 cannot be reverted as STEAM automatically updates to the newest version. Usually, this would make perfect sense, but... :shrug: There's a *1.0.0.15 Fallout3.exe on the download page to be used with your 1.4 install. You might intermittently experience difficulty upon startup getting your mouse to respond in the main menu and/or have problems with the title music following you into the game when using a mismatched Fallout3.esm. If this happens, open your Pipboy and select a radio station, then turn it off, then all will work fine, including VATS.
[/quote]

Although patch 1.5.0.22 did, thankfully, fix the below VATS perks, it's exhibiting other [src="http://www.gamesas.com/bgsforums/index.php?showtopic=986847"]problems[/url], particularly with user made mods. Note that 1.5.0.22 doesn't allow for successful targeting of grenades/missiles, so 1.0.0.15 still has its allure.
  • VATS perk bonuses (v_1.0.0.15)

    • [src="http://i196.photobucket.com/albums/aa150/JustinCoherent/Fallout%203/1_No_Perks.jpg"][u]No Gunslinger[/u][/url] | [src="http://i196.photobucket.com/albums/aa150/JustinCoherent/Fallout%203/2_Gunslinger.jpg"][u]Gunslinger[/u][/url]
    • [src="http://i196.photobucket.com/albums/aa150/JustinCoherent/Fallout%203/NoPerkChineseAssaultRifle.jpg"][u]No Commando[/u][/url] | [src="http://i196.photobucket.com/albums/aa150/JustinCoherent/Fallout%203/Commando.jpg"][u]Commando[/u][/url]
    • [src="http://i196.photobucket.com/albums/aa150/JustinCoherent/Fallout%203/NoPerkConcentratedFire.jpg"][u]No Concentrated Fire[/u][/url] | [src="http://i196.photobucket.com/albums/aa150/JustinCoherent/Fallout%203/ConcentratedFire.jpg"][u]Concentrated Fire[/u][/url]
    • [src="http://i196.photobucket.com/albums/aa150/JustinCoherent/Fallout%203/1_No_Perks.jpg"][u]No Wired Reflexes[/u][/url] | [src="http://i196.photobucket.com/albums/aa150/JustinCoherent/Fallout%203/WiredReflexes.jpg"][u]Wired Reflexes[/u][/url]
    • [src="http://i196.photobucket.com/albums/aa150/JustinCoherent/Fallout%203/1_No_Perks.jpg"][u]No Sniper[/u][/url] | [src="http://i196.photobucket.com/albums/aa150/JustinCoherent/Fallout%203/Sniper.jpg"][u]Sniper[/u][/url]


  • VATS perk [s]bonuses[/s] (v_1.1.0.35/1.4.0.6)

    • [src="http://i196.photobucket.com/albums/aa150/JustinCoherent/Fallout%203/NoPerkK.png"][u]No Gunslinger[/u][/url] | [src="http://i196.photobucket.com/albums/aa150/JustinCoherent/Fallout%203/Gunslinger.png"][u]Gunslinger[/u][/url]
    • [src="http://i196.photobucket.com/albums/aa150/JustinCoherent/Fallout%203/NoCommando.png"][u]No Commando[/u][/url] | [src="http://i196.photobucket.com/albums/aa150/JustinCoherent/Fallout%203/Commando14.png"][u]Commando[/u][/url]
    • [src="http://i196.photobucket.com/albums/aa150/JustinCoherent/Fallout%203/NoC.png"][u]No Concentrated Fire[/u][/url] | [src="http://i196.photobucket.com/albums/aa150/JustinCoherent/Fallout%203/ConcentratedFire-1.png"][u]Concentrated Fire[/u][/url]
    • [src="http://i196.photobucket.com/albums/aa150/JustinCoherent/Fallout%203/NoWiredReflexes.png"][u]No Wired Reflexes[/u][/url] | [src="http://i196.photobucket.com/albums/aa150/JustinCoherent/Fallout%203/WiredReflexes-1.png"][u]Wired Reflexes[/u][/url]
    • [src="http://i196.photobucket.com/albums/aa150/JustinCoherent/Fallout%203/NoSnipe.png"][u]No Sniper[/u][/url] | [src="http://i196.photobucket.com/albums/aa150/JustinCoherent/Fallout%203/Snipe.png"][u]Sniper[/u][/url]


  • Also, 1.1/1.4 introduced a weird animation bug where NPC's hold their weapons in an [src="http://i196.photobucket.com/albums/aa150/JustinCoherent/Fallout%203/Que.png"][u]odd manner[/u][/url].


  • Before 1.1.0.35, you could target midair [src="http://i196.photobucket.com/albums/aa150/JustinCoherent/Fallout%203/MidAirGrenadeVATS.jpg"][u]grenades[/u][/url] and [src="http://i196.photobucket.com/albums/aa150/JustinCoherent/Fallout%203/MidairMissileVATS.jpg"][u]missiles[/u][/url] with VATS and not invariably get a [src="http://i196.photobucket.com/albums/aa150/JustinCoherent/Fallout%203/0ChanceToHit.jpg"][u]0% chance to hit[/u][/url].

User avatar
sarah taylor
 
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Post » Wed Aug 26, 2009 4:06 am

I should have never upgraded to 1.5 lol! Time to uninstall/reinstall and load good old fake patch. Guess this means no BS for me until Beth fixes their game.
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David Chambers
 
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Post » Wed Aug 26, 2009 10:47 am

I should have never upgraded to 1.5 lol! Time to uninstall/reinstall and load good old fake patch. Guess this means no BS for me until Beth fixes their game.

More like until someone make a fakepatch patch for broken steel
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Courtney Foren
 
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Post » Wed Aug 26, 2009 10:33 am

More like until someone make a fakepatch patch for broken steel


Sadly that's probably true lol!
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Toby Green
 
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Post » Wed Aug 26, 2009 12:46 am

I'm not exactly clear on which bug fixes in 1.1 from 1.0.0.15 were done in the esm,and thus are replicated by Fake Patch... and which are in the exe, and thus the bugs would exist in my game if I went back to 1.0.0.15.

Can anybody tell me if these fixes are in a Fake Patch'd game?

1) Fixed occasional crash after scoring a critical hit in the head with a Railway Rifle.

2) Prevent NPCs from inadvertently dying from falling.

3) Added ability to remap your VATS and pip boy buttons.

The railway rifle bug is a real game breaker for me, as I love using that gun.
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Ana
 
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Post » Wed Aug 26, 2009 3:51 am

thx justin, love the FakePatch :)
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FITTAS
 
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Post » Wed Aug 26, 2009 12:32 am

can't there be a mod that fixes VATS?
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Philip Lyon
 
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Post » Tue Aug 25, 2009 8:31 pm

I'm not exactly clear on which bug fixes in 1.1 from 1.0.0.15 were done in the esm,and thus are replicated by Fake Patch... and which are in the exe, and thus the bugs would exist in my game if I went back to 1.0.0.15.

Can anybody tell me if these fixes are in a Fake Patch'd game?

1) Fixed occasional crash after scoring a critical hit in the head with a Railway Rifle.

2) Prevent NPCs from inadvertently dying from falling.

3) Added ability to remap your VATS and pip boy buttons.

The railway rifle bug is a real game breaker for me, as I love using that gun.
  • I'm not certain about the railway rifle
  • The remapping can be done with a third party tool
  • The missing NPC (Megaton safety net) fix is in Fake Patch.


I'll look for a link to that 3'rd party tool for remapping, but I believe the Railway rifle fix was in the .exe. I'm open to any ideas regarding ...faking more 1.1.0.35+ fixes, as I somehow doubt we'll see another patch any time soon.
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Ross Thomas
 
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Post » Wed Aug 26, 2009 5:53 am

  • I'm not certain about the railway rifle
  • The remapping can be done with a third party tool
  • The missing NPC (Megaton safety net) fix is in Fake Patch.


I'll look for a link to that 3'rd party tool for remapping, but I believe the Railway rifle fix was in the .exe. I'm open to any ideas regarding ...faking more 1.1.0.35+ fixes, as I somehow doubt we'll see another patch any time soon.


The remapping issue isn't really that big, I can use my logitech setpoint for that I guess.

But that the railway rifle will crash my game mid-fight... that would mean I'd have to look elsewhere for a fix :(
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Kelsey Hall
 
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Post » Wed Aug 26, 2009 1:01 am

The remapping tool I use is a little app called GlovePIE. Very handy. I got a Logitech MX 518 and I remapped the VATS key to the smaller of the two side buttons, and the PipBoy to the wheel button. A little note: You must exit the program before shutting your computer down, or else GlovePIE will prevent it from happening (at least, it does for me... and I recently reinstalled the works, so my system has very little OS entropy).
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Facebook me
 
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Post » Wed Aug 26, 2009 12:40 pm

I don't know if I have said it in previous threads but it's people like you that make the fallout modding community what it is JustinOther.

Thank you for all the hard work.
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Donatus Uwasomba
 
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Post » Tue Aug 25, 2009 8:32 pm

Has anyone been able to successfully play BS by using fakepatch and commenting out the line of the script that handles the water change?
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Jordan Fletcher
 
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Post » Wed Aug 26, 2009 12:03 am

I don't know if I have said it in previous threads but it's people like you that make the fallout modding community what it is JustinOther.

Thank you for all the hard work.
I'm glad its served its purpose. :)
Has anyone been able to successfully play BS by using fakepatch and commenting out the line of the script that handles the water change?
Chances are, that line doesn't need to be commented out and it just won't do anything. Soonish, there will be an edited script availble in a supplemental Fake Patch plugin to swap the water out by other means (example plugin in OP). Here's hoping Fake Patch has the elasticity to pull all this off. I was really hoping to bury this for good when 1.5 came out, but alas it didn't work out as I'd hoped. -__-
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keri seymour
 
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Post » Wed Aug 26, 2009 12:14 pm

I'm glad its served its purpose. :)
I was really hoping to bury this for good when 1.5 came out, but alas it didn't work out as I'd hoped. -__-



Quite the opposite in fact, I think you got a lot of converts.
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Louise
 
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Post » Tue Aug 25, 2009 9:11 pm

Quite the opposite in fact, I think you got a lot of converts.
It might just turn out this is only the beginning for Fake Patch. Who knows if ever there will be a fully functional official patch now that the DLC's are all out. maybe when GOTY comes out? Anyhow, I'll do my best to cover all the missing fixes, but some probably just won't be possible like the SLI stuff as that's all in the .exe
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anna ley
 
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Post » Wed Aug 26, 2009 10:37 am

It might just turn out this is only the beginning for Fake Patch. Who knows if ever there will be a fully functional official patch now that the DLC's are all out. maybe when GOTY comes out? Anyhow, I'll do my best to cover all the missing fixes, but some probably just won't be possible like the SLI stuff as that's all in the .exe


Well, I'd like to say thanks for all of your efforts. I've been dealing with the broken patches for a while now, and I was about to give up hope on BS when I heard that it would require the horror that is 1.5. Then someone directed me here. Even if it isn't possible to get BS to work, I'm really just glad I no longer have to put up with the crap the older patches introduced.
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Leanne Molloy
 
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Post » Tue Aug 25, 2009 11:56 pm

Well, I'd like to say thanks for all of your efforts. I've been dealing with the broken patches for a while now, and I was about to give up hope on BS when I heard that it would require the horror that is 1.5. Then someone directed me here. Even if it isn't possible to get BS to work, I'm really just glad I no longer have to put up with the crap the older patches introduced.
I will be able to fake the RemapWaterType as soon as BS stops giving me BS downloading. It shouldn't take all that long once I've all the materials in front of me.
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Jesus Lopez
 
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Post » Wed Aug 26, 2009 4:11 am

What exactly is the water change that 1.5 is making and why?

Also, are the new (albeit mainly crappy) perks from 22-30, and raised level cap hardcoded into the 1.5 exe so you can't fake patch those in? If so, I assume we will need to continue using the old level cap raiser and then have someone make a new perk mod replicating Beth's new perks?

Also, how does the continued play after the main quest fit into all this...part of the DLC esm itself?

I really hope Beth supports their game and fixes the bugs they introduced themselves via their "patches". However, given the lack of interest in fixing hardly anything in the "patches" and the lack of support for previous titles (e.g. Oblivion with its 1 patch that fixed a handful of issues), I have my serious doubts which is very, very sad.
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YO MAma
 
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Post » Wed Aug 26, 2009 4:07 am

What exactly is the water change that 1.5 is making and why?

Also, are the new (albeit mainly crappy) perks from 22-30, and raised level cap hardcoded into the 1.5 exe so you can't fake patch those in? If so, I assume we will need to continue using the old level cap raiser and then have someone make a new perk mod replicating Beth's new perks?

Also, how does the continued play after the main quest fit into all this...part of the DLC esm itself?

1: Water change is for when you start the purifier

2: perks are contained withing the dlc's esm

3: part of the dlc itself, yes. BUT the transition used the remapwatertype command, thus needs to be patched
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carly mcdonough
 
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Post » Wed Aug 26, 2009 5:26 am

What exactly is the water change that 1.5 is making and why?

Also, are the new (albeit mainly crappy) perks from 22-30, and raised level cap hardcoded into the 1.5 exe so you can't fake patch those in? If so, I assume we will need to continue using the old level cap raiser and then have someone make a new perk mod replicating Beth's new perks?

Also, how does the continued play after the main quest fit into all this...part of the DLC esm itself?

I really hope Beth supports their game and fixes the bugs they introduced themselves via their "patches". However, given the lack of interest in fixing hardly anything in the "patches" and the lack of support for previous titles (e.g. Oblivion with its 1 patch that fixed a handful of issues), I have my serious doubts which is very, very sad.
We'll see as this all unfolds. I'll be able to tell a lot more when I've a BorkenSteel.ESM to examine. Depending on what the perks do, they might or might not have anything about them in the .exe.
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Ebou Suso
 
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Post » Wed Aug 26, 2009 5:34 am

We'll see as this all unfolds. I'll be able to tell a lot more when I've a BorkenSteel.ESM to examine. Depending on what the perks do, they might or might not have anything about them in the .exe.

http://www.gamesas.com/bgsforums/index.php?showtopic=986324

The new perks
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Cameron Wood
 
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Post » Wed Aug 26, 2009 10:12 am

[img]http://img76.imageshack.us/img76/3010/screenshot10.png[/img]

Im using the Fake Patch and UOP1.1.3, I recently reinstalled Fallout with the same addons to use the Fake Patch. When I disable the UOP in FOMM it fixes the missing textures/meshes/lights whatever it is thats not there.

Is there a way to fix this? I wasnt having these issues with UOP before I reverted to the Fake Patch, I know its an invalided file somewhere or something I just cant figure it out.

I tried adding "Unofficial Fallout 3 Patch.bsa" to the "SArchiveList=" line, and Im using ArchiveInvalidation.

Edit: Theres other things missing like when I drop Power Armor on the ground I get the "!"s.

I thought I would be different and not post a problem involving BrokenS lol.
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Sunny Under
 
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Post » Wed Aug 26, 2009 12:06 am

[img]http://img76.imageshack.us/img76/3010/screenshot10.png[/img]

Im using the Fake Patch and UOP1.1.3, I recently reinstalled Fallout with the same addons to use the Fake Patch. When I disable the UOP in FOMM it fixes the missing textures/meshes/lights whatever it is thats not there.

Is there a way to fix this? I wasnt having these issues with UOP before I reverted to the Fake Patch, I know its an invalided file somewhere or something I just cant figure it out.

I tried adding "Unofficial Fallout 3 Patch.bsa" to the "SArchiveList=" line, and Im using ArchiveInvalidation.

Edit: Theres other things missing like when I drop Power Armor on the ground I get the "!"s.

It's been said many times. 1.0 requires 2 things with bsas

1: that you hand enter them into your sarchive list in the ini

2: that the list is under 255 characters. (aka, you need to shorten the bsa names)
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Zach Hunter
 
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Post » Tue Aug 25, 2009 9:39 pm

"1: that you hand enter them into your sarchive list in the bsa"

You mean in the Fallout.ini?

I also added Anchorage stuff into the SArchiveList=, I must have gone over 255.

Edit: If thats the case I can just rename some BSA right? Or is there somewhere else Ive got to go change names other than the Fallout.ini?
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Josephine Gowing
 
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Post » Wed Aug 26, 2009 12:15 am

"1: that you hand enter them into your sarchive list in the bsa"

You mean in the Fallout.ini?

I also added Anchorage stuff into the SArchiveList=, I must have gone over 255.

Yes, you know what I mean. I'm tired and pissed

here's my [archive] section, as an example of what to do. (note, the first 6 sections are for the official vanilla bsas. if you shorten those, you have to change those too)
[Archive]SMasterMiscArchiveFileName=Fm.bsaSMasterVoicesArchiveFileName1=Fv.bsaSMasterVoicesArchiveFileName2=Fmv.bsaSMasterSoundsArchiveFileName=Fs.bsaSMasterTexturesArchiveFileName1=Ft.bsaSMasterMeshesArchiveFileName=Fme.bsaSInvalidationFile=iRetainFilenameOffsetTable=1iRetainFilenameStringTable=1iRetainDirectoryStringTable=1bCheckRuntimeCollisions=0bInvalidateOlderFiles=1bUseArchives=1SArchiveList=AII.bsa, Fm.bsa, Fme.bsa, Fmv.bsa, Fs.bsa, Ft.bsa, Fv.bsa, OAm.bsa, OAs.bsa, TPm.bsa, TPs.bsa, UFP.bsa

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Gaelle Courant
 
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Joined: Fri Apr 06, 2007 11:06 pm

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