[RELz] Fake Patch v_1.4.0.6 (Thread #2)

Post » Fri Aug 21, 2009 3:27 am

I followed the instructions, however since I have the Steam version I followed the additional instructions and FOSE (when using FOMM) crashed every single time until I put the 1.4 exe back in place. I guess I am the unlucky one. Hopefully I can play Broken Steel. -_-
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kristy dunn
 
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Post » Fri Aug 21, 2009 2:04 am

Do you have the appropriate .dll for FOSE? It shouldn't crash otherwise... If that's not it, try deleting your .ini's and letting your launcher make new ones.
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SaVino GοΜ
 
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Post » Fri Aug 21, 2009 1:49 am

I followed the instructions, however since I have the Steam version I followed the additional instructions and FOSE (when using FOMM) crashed every single time until I put the 1.4 exe back in place. I guess I am the unlucky one. Hopefully I can play Broken Steel. -_-

I have steam version too, it was easy to replace new exe with old one (1.0)
About FOSE- there must be the latest version, which suport all versions of the game, in this case you will not be needed in additional dll's
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Janine Rose
 
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Post » Fri Aug 21, 2009 12:37 pm

Do you have the appropriate .dll for FOSE? It shouldn't crash otherwise... If that's not it, try deleting your .ini's and letting your launcher make new ones.


Guess my brain was fried. I tried this and everything is peachy. :biglaugh:

+1 Tesla Cannon for you!
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Rowena
 
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Post » Fri Aug 21, 2009 2:39 am

Guess my brain was fried. I tried this and everything is peachy. :biglaugh:

+1 Tesla Cannon for you!
Right on! Was it the .ini's or the FOSE .dll?
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Roddy
 
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Post » Thu Aug 20, 2009 10:33 pm

Right on! Was it the .ini's or the FOSE .dll?

In my case nothing was needed. I use FOSE 1.1 beta 6
All work just fine- already make trip to anchorage :)
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Davorah Katz
 
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Post » Fri Aug 21, 2009 1:48 am

Right on! Was it the .ini's or the FOSE .dll?


Twas the ini. Deleted the svcker and let Fallout do its thing and that's that.... :biglaugh:
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Captian Caveman
 
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Post » Fri Aug 21, 2009 5:42 am

Offical patch 1.5 has add new console var ??
http://www.gamesas.com/bgsforums/index.php?s=&showtopic=986239&view=findpost&p=14262781

patch 1.0 + fake_patch could be handle that ??
or
....if you want to LV21+, you need 1.5 patch.....
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FoReVeR_Me_N
 
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Post » Fri Aug 21, 2009 11:46 am

Offical patch 1.5 has add new console var ??
http://www.gamesas.com/bgsforums/index.php?s=&showtopic=986239&view=findpost&p=14262781

patch 1.0 + fake_patch could be handle that ??
or
....if you want to LV21+, you need 1.5 patch.....

not 21+, but rather activating the purifier.

i'm trying to convince the FOSE guys to remake that exact function (RemapWaterType) for under 1.5, so it'll work flawlessly
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Cartoon
 
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Post » Thu Aug 20, 2009 8:35 pm

Is there a new version of the fake patch to include any of the benefits of the patch V1.5 ? Not saying there's much- with everything I'm reading about how terrible it is, but I'm sure they fixed a few things right? :/
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Louise
 
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Post » Fri Aug 21, 2009 11:43 am

Is there a new version of the fake patch to include any of the benefits of the patch V1.5 ? Not saying there's much- with everything I'm reading about how terrible it is, but I'm sure they fixed a few things right? :/

All the changes are complex, and exe based. Fake patch is only for the changes to the .esm...

But yes, they DID actually fix some things. The best example is the fact that followers no longer cling to you when you walk through a door, making traveling ALOT easier...
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Stace
 
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Post » Fri Aug 21, 2009 12:21 am

All the changes are complex, and exe based. Fake patch is only for the changes to the .esm...

But yes, they DID actually fix some things. The best example is the fact that followers no longer cling to you when you walk through a door, making traveling ALOT easier...



So are these changes included in the Fake Patch?
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Adam Porter
 
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Post » Thu Aug 20, 2009 9:27 pm

So are these changes included in the Fake Patch?

...no... they are all complex and based inside the exe...
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electro_fantics
 
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Post » Thu Aug 20, 2009 8:11 pm

I re installed and went the fake patch 1.0.0.15 route after have corrupted my game with patch 1.5. Basically my game started crashing when I tried to save. Ironically patch 1.4 was completely stable for me minus the vats perk issues ( I do not have much VATS lag )

Using the exact same load order and following the direction for the fake patch installation all went well. As soon as I began venturing outside Megaton I began having some major issues though, issues I had not seen since I originally patched to 1.0.0.15 late last year.

Some very strange path finding occurred

Game would crash when looting
Corpses would disappear and reappear
Very odd pausing when cell loading ( very smooth with 1.4 )
and crashing in general

I know this doesn't help much but regardless of the perks issue ( which is solvable through mods ) and vats lag, 1.4 seems to have added much stability.

Does anyone else run a " seamless " game using Fake Patch and 1.0.0.15?
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Victoria Bartel
 
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Post » Thu Aug 20, 2009 10:10 pm

...no... they are all complex and based inside the exe...



so does that mean a majority of the patch fixes to date after the v_1.0.0.15 are not included in the Fake Patch ??
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JaNnatul Naimah
 
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Post » Thu Aug 20, 2009 8:34 pm

How do we use FOMM to change the date of the FO3.esm file ?

What do we change it to ?
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Carlitos Avila
 
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Post » Fri Aug 21, 2009 9:41 am

Some very strange path finding occurred
Ыame would crash when looting
Corpses would disappear and reappear
Very odd pausing when cell loading ( very smooth with 1.4 )
and crashing in general
Does anyone else run a " seamless " game using Fake Patch and 1.0.0.15?

Hmm, seems to me- the advice, which was made to steam users, is very good one :)
I use game version 1.5 with exe 1.0.
Spend whole night- and don't have any problems for now
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asako
 
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Post » Thu Aug 20, 2009 9:21 pm

fake patch.esm need place just after fallout3.esm

look like:

fallout3.esm
fake patch.esm
pitt.esm
O:A .esm


ps. pitt.esm load before O:A will solve "Ammo Press" problem.
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NAtIVe GOddess
 
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Post » Fri Aug 21, 2009 11:10 am

so does that mean a majority of the patch fixes to date after the v_1.0.0.15 are not included in the Fake Patch ??
All of the changes introduced to the .ESM are in the Fake Patch plugin. Anything in the .exe's is not.
How do we use FOMM to change the date of the FO3.esm file ?

What do we change it to ?
Just push Fallout3.ESM to the very top of your load order and its attributes will be automatically changed.
Hmm, seems to me- the advice, which was made to steam users, is very good one :)
I use game version 1.5 with exe 1.0.
Spend whole night- and don't have any problems for now
:foodndrink:
fake patch.esm need place just after fallout3.esm

look like:

fallout3.esm
fake patch.esm
pitt.esm
O:A .esm


ps. pitt.esm load before O:A will solve "Ammo Press" problem.
You don't need to condense the names of the ESM's, only the .bsa's. Also http://www.fallout3nexus.com/downloads/file.php?id=5586's a better solution to the Ammo Press so you can still load Anchorage.ESM before ThePitt.ESM. It links the terminal to the press, ensuring it works every time. Loading ThePitt.ESM first won't always work while that fix will.
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cosmo valerga
 
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Post » Fri Aug 21, 2009 11:01 am

:foodndrink:

No problems so far.
Just to report
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Kate Norris
 
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Post » Thu Aug 20, 2009 10:28 pm

Has anyone been brave enough to see if Broken Steel works on V1.0? At best, the water simply won't change because the new script command isn't present in pre-1.5, which means the affected water types will have to be altered manually in a plugin to properly reflect their cleansed nature.
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Dean Brown
 
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Post » Fri Aug 21, 2009 12:04 am

Has anyone been brave enough to see if Broken Steel works on V1.0? At best, the water simply won't change because the new script command isn't present in pre-1.5, which means the affected water types will have to be altered manually in a plugin to properly reflect their cleansed nature.

Isn't the script in the fallout3.esm? Then they just have to update the fake patch to 1.5, no?!
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Jessica Thomson
 
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Post » Fri Aug 21, 2009 12:45 am

Isn't the script in the fallout3.esm? Then they just have to update the fake patch to 1.5, no?!


It doesn't work quite like that... The script in question would be in the Broken Steel plugin (or master?), and the actual functionality of this new script command is handled by other elements of the program (most likely the executable).
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Patrick Gordon
 
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Post » Fri Aug 21, 2009 10:22 am

Has anyone been brave enough to see if Broken Steel works on V1.0? At best, the water simply won't change because the new script command isn't present in pre-1.5, which means the affected water types will have to be altered manually in a plugin to properly reflect their cleansed nature.

I don't think anyone on the PC can test it yet: http://fallout.wikia.com/wiki/Broken_Steel_bugs
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Jynx Anthropic
 
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Post » Thu Aug 20, 2009 9:10 pm

I don't think anyone on the PC can test it yet: http://fallout.wikia.com/wiki/Broken_Steel_bugs


:facepalm:
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Jessica Lloyd
 
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