[RELz] Unofficial Fallout 3 Patch

Post » Fri Aug 14, 2009 12:28 pm

Well work on v1.1.0 is going well! Haven't done much work on object placement issues but I've been having fun decoding the cryptic error messages G.E.C.K gives and resloved most of them (except emittance errors, leaving those alone).

I've fixed quite a few nif animation errors, such as a vent fans in vault 101 near the reactor door not spinning (majority of these animation errors are simply a case of them using incorrect names eg. "bulb01:0" instead of "bulb01" ect). But the biggest animation fix so far would have to be the Galaxy News Radio tower... ever wonder why there is a pulsing red glow up there? turns out the entire tower is setup with red pulsing lights but they simply used the incorrect names, the tower http://i64.photobucket.com/albums/h161/Quarn/tower.jpg with its cascading red lights up the middle and pulsing red lights on the tips.

here is something odd. there was this wastelander with a broken mr handy? civilian version and when i clicked on it i had options leave alone, fix wiring, or sabotage it. So i fixed it, talked to wastelander, got payed, but the robot didn't move, stayed there on the ground dead.

Please post formID's or atleast more specific information, text search retured nothing on "wiring" or "sabotage"... some wasterlander... some mr handy... is useless so I have no idea what you're talking about.

About FO3 bugreport tracker and floating objects and flickering and misplaced objects....

Quarn, how about making report tracker showing already reported formids and thus avoiding (possible) double reports. Make a new field in which only formids are accepted and similar formids are shown like when using net browsers. I think it would be great for beforementined categories since no additional info is needed.

I don't know how many reports are expectedin the future to make my suggestion useful and worthwhile, it's just an idea.

The bugtracker isn't something I cobbled together, its like this forum we post on... I'd need to learn php to do what you want... don't worry at all about duplicates, they don't bother me at all.
User avatar
Kanaoka
 
Posts: 3416
Joined: Fri Jun 16, 2006 2:24 pm

Post » Fri Aug 14, 2009 2:50 pm

the mister handy in question is 00058a0e, i don't have a save with the wastelander standing there. It is an unmarked quest, "a broken robot" according to the fallout 3 wiki

ran into a different problem, angela and diego are stuck in the chapel the the priest to get married. they just stand there, u can talk to them and they respond, and the priest is floating in the air in front and to the left of the podium. funny and wierd.
User avatar
Kelly Upshall
 
Posts: 3475
Joined: Sat Oct 28, 2006 6:26 pm

Post » Fri Aug 14, 2009 5:56 pm

the mister handy in question is 00058a0e, i don't have a save with the wastelander standing there. It is an unmarked quest, "a broken robot" according to the fallout 3 wiki


that's a random encounter, btw
User avatar
Killah Bee
 
Posts: 3484
Joined: Sat Oct 06, 2007 12:23 pm

Post » Sat Aug 15, 2009 1:27 am

there is another unmarked quest, a crazy man, in a 2nd story build, in the alley near reilly rangers HQ, is threatening to kill a wastelander and saying crazy stuff. when i kill the crazy man, the wastelander doesn't move off and leave the area. 0005212c is the wastelander ID
User avatar
Naomi Ward
 
Posts: 3450
Joined: Fri Jul 14, 2006 8:37 pm

Post » Fri Aug 14, 2009 4:00 pm

I just took a look at the bug tracker and... it scares me. I don't know who the heck reported all those object placements as individual issues, but can I ask that next time, when you do report some, you consolidate them into a single issue? It's much cleaner and makes finding other issues much less difficult.
User avatar
Jessica Phoenix
 
Posts: 3420
Joined: Sat Jun 24, 2006 8:49 am

Post » Sat Aug 15, 2009 2:34 am

alan, vampire guarding arafu, is holding is gun upside down, and the hand is at the end of the rifle stock that meets the rest of the assault rifle. alan id is 000200bf
User avatar
Rebecca Clare Smith
 
Posts: 3508
Joined: Fri Aug 04, 2006 4:13 pm

Post » Fri Aug 14, 2009 7:07 pm

alan, vampire guarding arafu, is holding is gun upside down, and the hand is at the end of the rifle stock that meets the rest of the assault rifle. alan id is 000200bf
Like http://i196.photobucket.com/albums/aa150/JustinCoherent/Fallout%203/Que.png? It's not NPC specific. That's a 1.1/1.4 thing and evidently has to do with the .exe's new coding.
User avatar
Natasha Callaghan
 
Posts: 3523
Joined: Sat Dec 09, 2006 7:44 pm

Post » Fri Aug 14, 2009 2:01 pm

Another little teaser... Fear the fire ant queen! http://i64.photobucket.com/albums/h161/Quarn/FireAntQueenFixBefore.jpg\http://i64.photobucket.com/albums/h161/Quarn/FireAntQueenFixAfter.jpg. I found a totally unused set of fire ant queen textures when skimming through Fallout's files... That's what the Marigold Ant Queen AKA the Fire Ant Queen will look like now.


I just took a look at the bug tracker and... it scares me. I don't know who the heck reported all those object placements as individual issues, but can I ask that next time, when you do report some, you consolidate them into a single issue? It's much cleaner and makes finding other issues much less difficult.

Majority of the object placement issues arn't seperate, usually 10+ per report... but I think I will make a master fixed list that contains all object placement issues fixed in an up coming release.

alan, vampire guarding arafu, is holding is gun upside down, and the hand is at the end of the rifle stock that meets the rest of the assault rifle. alan id is 000200bf

Yeah JustinOther is right, guns on npc's have been wonky v1.1+...
User avatar
Liii BLATES
 
Posts: 3423
Joined: Tue Aug 22, 2006 10:41 am

Post » Fri Aug 14, 2009 11:10 pm

i have some stuff for you, that you may include.
http://www.zshare.net/download/57127592cbede83f/
- better street litter
- better road markings
- two fixed hotel/museum textures. those black walls from tenpenny e.g., they simply were all transparent.
User avatar
Trevi
 
Posts: 3404
Joined: Fri Apr 06, 2007 8:26 pm

Post » Fri Aug 14, 2009 4:56 pm

i have some stuff for you, that you may include.
http://www.zshare.net/download/57127592cbede83f/
- better street litter
- better road markings
- two fixed hotel/museum textures. those black walls from tenpenny e.g., they simply were all transparent.

Great work! All will be in v1.1.0 :)
User avatar
Janette Segura
 
Posts: 3512
Joined: Wed Aug 22, 2007 12:36 am

Post » Fri Aug 14, 2009 11:58 pm

Great work! All will be in v1.1.0 :)


The normal map for the street litter needs to have its alpha blacked out. The alpha is full white in it, and that will result in highly glossy paper. It may have been that way in Vanilla, but that was probably a bug too.
User avatar
Charlotte X
 
Posts: 3318
Joined: Thu Dec 07, 2006 2:53 am

Post » Fri Aug 14, 2009 2:32 pm

I came across the Wastelander random encounter warning me about Greyditch even after the quest was completed.

Also, is their a way to make the Firelance random ancounter happen in an area where you can actually get the weapon?
I have had it happen in the middle of a highway inside the D.C. ruins and the gun was lost. I only found a few ammo pieces. The same thing happened on the road to Raven Rock where the lance and most of the ammo landed on a cliff above me. I had to toggle 'tcl' to get them.

The Raider graffitti textures flicker at the Wheaton Armory. They only become solid when you are extremely close.
User avatar
Flesh Tunnel
 
Posts: 3409
Joined: Mon Sep 18, 2006 7:43 pm

Post » Fri Aug 14, 2009 5:19 pm

The normal map for the street litter needs to have its alpha blacked out. The alpha is full white in it, and that will result in highly glossy paper. It may have been that way in Vanilla, but that was probably a bug too.

What exactly do you mean? Both the vanilla and his have no alpha channel on the normal map, I have to add a totally black alpha channel anyway to stop that annoying darkness\lightness depending on angle.


I came across the Wastelander random encounter warning me about Greyditch even after the quest was completed.

Also, is their a way to make the Firelance random ancounter happen in an area where you can actually get the weapon?
I have had it happen in the middle of a highway inside the D.C. ruins and the gun was lost. I only found a few ammo pieces. The same thing happened on the road to Raven Rock where the lance and most of the ammo landed on a cliff above me. I had to toggle 'tcl' to get them.

The Raider graffitti textures flicker at the Wheaton Armory. They only become solid when you are extremely close.

I found about 13 that flickered when at quite a distance but nothing requiring you to be "extremely close" before becoming solid... some formID's would be nice.
User avatar
Maeva
 
Posts: 3349
Joined: Mon Mar 26, 2007 11:27 pm

Post » Fri Aug 14, 2009 7:18 pm

I found about 13 that flickered when at quite a distance but nothing requiring you to be "extremely close" before becoming solid... some formID's would be nice.


I get them as soon as I am able, but those are the textures I was referring to. Purhaps my wording was a little too extreme. They flicker pretty badly at moderate to long range from them.
User avatar
Jake Easom
 
Posts: 3424
Joined: Sun Jul 29, 2007 4:33 am

Post » Fri Aug 14, 2009 3:46 pm

I am having trouble with this, I recently had to reinstall all of my mods(long story, don't ask) and I have everything placed properly, but when I load up FOMM I can't get the unofficial patch to load before any of my ESMs and I can't remember how I did it before. I had changed the date on the unofficial .esp to be from before all of my other .ESMs(except for fallout3.esm) and it is still loading fifth.
User avatar
Brandon Bernardi
 
Posts: 3481
Joined: Tue Sep 25, 2007 9:06 am

Post » Sat Aug 15, 2009 3:03 am

So is there no version being worked on for compatibility with 1.4.0.6?
User avatar
chirsty aggas
 
Posts: 3396
Joined: Wed Oct 04, 2006 9:23 am

Post » Fri Aug 14, 2009 3:08 pm

It is compatible to 1.4.0.6 as there no real difference in gameplay to 1.1.0.35, just the added achievements for the DLC The Pitt.
User avatar
SiLa
 
Posts: 3447
Joined: Tue Jun 13, 2006 7:52 am

Post » Fri Aug 14, 2009 4:58 pm

So is there no version being worked on for compatibility with 1.4.0.6?
There's no difference between the 1.1 and 1.4 Fallout3.esm's except the new game setting for buying multiple DLC's. There shouldn't be any incompatability issues with any version.

I am having trouble with this, I recently had to reinstall all of my mods(long story, don't ask) and I have everything placed properly, but when I load up FOMM I can't get the unofficial patch to load before any of my ESMs and I can't remember how I did it before. I had changed the date on the unofficial .esp to be from before all of my other .ESMs(except for fallout3.esm) and it is still loading fifth.
Odd. FOMM's letting me load .esp's before .esm's still. You could ESMify your UF3P w/ FO3Edit and it will surely load before your other .esm's.
User avatar
Louise Dennis
 
Posts: 3489
Joined: Fri Mar 02, 2007 9:23 pm

Post » Fri Aug 14, 2009 11:13 am

Odd. FOMM's letting me load .esp's before .esm's still. You could ESMify your UF3P w/ FO3Edit and it will surely load before your other .esm's.


I have no idea how to go about doing that, and all the searches I have come up with either lead to tutorials for back in morrowind days or to the useless GECK wiki page on it.
User avatar
Tom
 
Posts: 3463
Joined: Sun Aug 05, 2007 7:39 pm

Post » Fri Aug 14, 2009 6:13 pm

I am having trouble with this, I recently had to reinstall all of my mods(long story, don't ask) and I have everything placed properly, but when I load up FOMM I can't get the unofficial patch to load before any of my ESMs and I can't remember how I did it before. I had changed the date on the unofficial .esp to be from before all of my other .ESMs(except for fallout3.esm) and it is still loading fifth.

Well all ESM's load before ESP's anyway, so long as it is before your ESP's it will be fine.
User avatar
Yvonne
 
Posts: 3577
Joined: Sat Sep 23, 2006 3:05 am

Post » Fri Aug 14, 2009 4:34 pm

ESMification
  • Open .esp plugin in FO3Edit
  • Expand its tree in the left panel
  • Select "File Header"
  • In the Right panel while in "View", locate the "Record Flags" entry
  • Directly to the right, R-click the empty white field and click the ESM box
  • Save changes by closing FO3Edit and checking the mod you're ESMifying
  • Change the file extension from .esp to .esm
You can't edit .esm's in the GECK, however you can ESPify any .esm in the same manner, edit it in the GECK, then Re-ESMmify it when you're done.
User avatar
Isaiah Burdeau
 
Posts: 3431
Joined: Mon Nov 26, 2007 9:58 am

Post » Sat Aug 15, 2009 2:38 am

ESMification
  • Open .esp plugin in FO3Edit
  • Expand its tree in the left panel
  • Select "File Header"
  • In the Right panel while in "View", locate the "Record Flags" entry
  • Directly to the right, R-click the empty white field and click the ESM box
  • Save changes by closing FO3Edit and checking the mod you're ESMifying
  • Change the file extension from .esp to .esm
You can't edit .esm's in the GECK, however you can ESPify any .esm in the same manner, edit it in the GECK, then Re-ESMmify it when you're done.

I was thinking about making UF3P an esm for next version... but still unsure about some things, a person talked to me about land edits (I think) needing to be done differently for ESM's (like they are done in anchorage) but those PM's seem to have been purged... If anyone knows what I'm blabing on about let me know...
User avatar
Jeneene Hunte
 
Posts: 3478
Joined: Mon Sep 11, 2006 3:18 pm

Post » Sat Aug 15, 2009 3:00 am

ESMification
  • Open .esp plugin in FO3Edit
  • Expand its tree in the left panel
  • Select "File Header"
  • In the Right panel while in "View", locate the "Record Flags" entry
  • Directly to the right, R-click the empty white field and click the ESM box
  • Save changes by closing FO3Edit and checking the mod you're ESMifying
  • Change the file extension from .esp to .esm
You can't edit .esm's in the GECK, however you can ESPify any .esm in the same manner, edit it in the GECK, then Re-ESMmify it when you're done.


Cool, thank you very much.
User avatar
Sophie Morrell
 
Posts: 3364
Joined: Sat Aug 12, 2006 11:13 am

Post » Fri Aug 14, 2009 9:21 pm

I was thinking about making UF3P an esm for next version... but still unsure about some things, a person talked to me about land edits (I think) needing to be done differently for ESM's (like they are done in anchorage) but those PM's seem to have been purged... If anyone knows what I'm blabing on about let me know...
As far as I know, all the edits should work the same whether in an .esm or an .esp, but I'd ask Elminster as he'd know for sure. Also, http://i196.photobucket.com/albums/aa150/JustinCoherent/Fallout%203/00000A8B.png. :biglaugh: VarBrotherhoodOfSteel1Flamer [LVLN:00000A8B] is referenced nine times as an alpha layer in Fallout3.esm's WRLD group.
Cool, thank you very much.
No prob. <3 FO3Edit
User avatar
Sakura Haruno
 
Posts: 3446
Joined: Sat Aug 26, 2006 7:23 pm

Post » Fri Aug 14, 2009 9:40 pm

As far as I know, all the edits should work the same whether in an .esm or an .esp, but I'd ask Elminster as he'd know for sure. Also, http://i196.photobucket.com/albums/aa150/JustinCoherent/Fallout%203/00000A8B.png. :biglaugh: VarBrotherhoodOfSteel1Flamer [LVLN:00000A8B] is referenced nine times as an alpha layer in Fallout3.esm's WRLD group.


That reminds me, do you know if there are any general rules behind making an .esm and .esp file(s) for mods? I remember the rules for Morrowind(basically only if changing vanilla references instead of just ones you add) but am out of my league past that.

I miss Morrowind, when I finish my mod I may have to reinstall it and give it a go for a little reminiscing.
User avatar
leigh stewart
 
Posts: 3415
Joined: Mon Oct 23, 2006 8:59 am

PreviousNext

Return to Fallout 3