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

PostPosted: Fri Aug 21, 2009 4:41 am
by Chenae Butler
Considering the new patch (1.5) breaks the game even further than all the previous patches as far as modding goes, is this Fake Patch going to be updated to 1.5 too until if/when (unlikely) Beth actually fixes these major issues?


All the changes listed in v1.5 appear to be based in the executable and not in the Fallout3 ESM, so probably no new version will be made.

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

PostPosted: Thu Aug 20, 2009 11:18 pm
by natalie mccormick
so that means that the 1.4 fake patch with bethseda's broken 1.5 patch?

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

PostPosted: Fri Aug 21, 2009 5:58 am
by David John Hunter
The most recent patch has finally been enough for me to revert to v1.0.15 and use Fake Patch, so I just wanted to say thanks for working on this JustinOther!

P.S. Ok, this is my real reason for posting - your inbox is full so I can't send you my latest reply until you empty it

Cipscis

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

PostPosted: Fri Aug 21, 2009 9:37 am
by Natalie J Webster
so that means that the 1.4 fake patch with bethseda's broken 1.5 patch?


Indeed.

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

PostPosted: Fri Aug 21, 2009 3:30 am
by Horror- Puppe
Considering the new patch (1.5) breaks the game even further than all the previous patches as far as modding goes, is this Fake Patch going to be updated to 1.5 too until if/when (unlikely) Beth actually fixes these major issues?
From what I've gathered, all of the changes are in the .exe and not the .esm, but I'll still check it soo and if there are any edits at all, I'll add them and update. I've been really busy of late and just haven't checked yet.
Considering the new patch (1.5) breaks the game even further than all the previous patches as far as modding goes, is this Fake Patch going to be updated to 1.5 too until if/when (unlikely) Beth actually fixes these major issues?
Hey, at least there's more achievements.

so that means that the 1.4 fake patch with bethseda's broken 1.5 patch?
Same as it ever was with Fake Patch. We'll have to consolidate our DLC .bsa's onto a conglomerate DLC archive, unpack DLC .bsa(s), or condense their names and add said shortened names to our sArchiveList= entries, but we'll be the only ones able to target grenades thrown by those new Feral Ghouls.

I wonder if we could twist Timeslip's arm to make an automated DLC archive merging function for FOMM? :o

The most recent patch has finally been enough for me to revert to v1.0.15 and use Fake Patch, so I just wanted to say thanks for working on this JustinOther!

P.S. Ok, this is my real reason for posting - your inbox is full so I can't send you my latest reply until you empty it

Cipscis
Glad it's proving useful. :)

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

PostPosted: Fri Aug 21, 2009 5:48 am
by Judy Lynch
I reverted as well. 1.5 was a deal breaker for me. I am enjoying the lag free VATS combat!

Everything appears to be working fine. A quick question.


What exactly do I lose by using the fake patch? ( besides achievements which I've never been a fan of )


Ironically the game appears to be running smoother i.e. cell loads. This is after having reinstalled the game numerous times recently and with the fake patch and 1.0.0.15 I notice a difference.

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

PostPosted: Fri Aug 21, 2009 9:44 am
by Joanne Crump
Thanks the fake patch 1.4.0.6.....

I have notice the official 1.5 has even more broken than ever,
even more "new" bug be found,
fake patch is indeed essential way to bypass.

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

PostPosted: Fri Aug 21, 2009 12:15 am
by Nikki Hype
#149

No one can help me? I have reinstalled F3 again and I have just installed 1.4 patch and every texture mod is working fine. Then I uninstalled it and reinstalled yet again but this time with fake patch - some texture mods aren't working. This time the pip-boy is working ok, Megaton/Rivet City is ok, but FOOK's textures aren't.

How is it possible that some texture mods aren't working for me with this fake patch? With the 1.4 patch everything was working perfectly... but I want the fake patch to work too. :(

Cheers.

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

PostPosted: Fri Aug 21, 2009 3:54 am
by Richus Dude
#149

No one can help me? I have reinstalled F3 again and I have just installed 1.4 patch and every texture mod is working fine. Then I uninstalled it and reinstalled yet again but this time with fake patch - some texture mods aren't working. This time the pip-boy is working ok, Megaton/Rivet City is ok, but FOOK's textures aren't.

How is it possible that some texture mods aren't working for me with this fake patch? With the 1.4 patch everything was working perfectly... but I want the fake patch to work too. :(

Cheers.


Do you use FOMM.

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

PostPosted: Fri Aug 21, 2009 5:32 am
by Yvonne
Do you use FOMM.


Yes I use FOMM and latest FOSE if that changes anything. :)

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

PostPosted: Thu Aug 20, 2009 10:25 pm
by Darlene Delk
I just wanted to thank you for this "fake patch", JustinOther. I rolled back my install and am using it now, and it feels like an absolute upgrade. :twirl:

Thanks for taking the time to create and support this.

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

PostPosted: Fri Aug 21, 2009 12:47 am
by Siidney
#149

No one can help me? I have reinstalled F3 again and I have just installed 1.4 patch and every texture mod is working fine. Then I uninstalled it and reinstalled yet again but this time with fake patch - some texture mods aren't working. This time the pip-boy is working ok, Megaton/Rivet City is ok, but FOOK's textures aren't.

How is it possible that some texture mods aren't working for me with this fake patch? With the 1.4 patch everything was working perfectly... but I want the fake patch to work too. :(

Cheers.


Just to make sure, you did reapply the Archive Invalidation Invalidated! (or one of others?), correct?

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

PostPosted: Fri Aug 21, 2009 5:50 am
by Abel Vazquez
Just to make sure, you did reapply the Archive Invalidation Invalidated! (or one of others?), correct?


edit: Jesus Christ, I have read your post about the AII wrong. I have NOT reapplied it.

I have checked now, when I launched the AII it asked me again to activate it. Did it and now every texture replacement is working.

I'm sooo sorry, I feel like a complete moron right now. :facepalm: :facepalm:

Everything seems to be working fine now. Once again, I'm soo sorry and thank you for your help!

Cheers.

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

PostPosted: Thu Aug 20, 2009 10:30 pm
by Rachel Hall
Hehe, no problems m8. ;)

Good to hear its working now. :foodndrink:

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

PostPosted: Fri Aug 21, 2009 5:20 am
by Devils Cheek
Cheers.
:foodndrink:
I just wanted to thank you for this "fake patch", JustinOther. I rolled back my install and am using it now, and it feels like an absolute upgrade. :twirl:

Thanks for taking the time to create and support this.
Glad it's helped. :)

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

PostPosted: Fri Aug 21, 2009 11:12 am
by joannARRGH
Thanks, JustinOther! It looks like the usefulness of the Fake (real?) Patch is far from spent.


:thumbsup:

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

PostPosted: Fri Aug 21, 2009 9:22 am
by He got the
Hehe, no problems m8. ;)

Good to hear its working now. :foodndrink:


Thank you. I'm very happy now.

You won't believe this but I found out why any of the pip-boy retexture mods weren't working. If I want to play with my x360 controller and I enable it in the menu - boom, no pip-boy textures. While disabled everything is working fine.

I have absolutely no idea what gamepad has to do with pip-boy textures but there you have it. Source of my problems. :shrug:

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

PostPosted: Fri Aug 21, 2009 1:23 am
by Jonathan Egan

There are separate texture for when you use a controller... (shows left and right bumper next to the buttons)

Anyway, it's official.

Bethesda has failed me. I read a message from GStaff saying that they aren't responsible if a patch breaks mods, as they are not supported by them. As such, if we want to be compatible, we need to make all references persistent in our mods.

THIS. Is officially an outrage. So, I am officially switching to fake patch.

...now to start uninstalling >.<

It's a shame too... as I really wanted those follower upgrades...

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

PostPosted: Thu Aug 20, 2009 9:07 pm
by Andrew Perry
Thank you, JustinOther, for your exellent work. Seems to me- I need this fake patch now, cos I don't want anymore make deal with exellent (with all respect and all things) Beth support. But before I begin, I want to receive some answers, cos I totally moronish in many things.
So:
1. In the description I read: "Also, FOMM has a date changing function." How it works? And where it is? If I drag'n'drop esm-s and esp-s in the mod's list, will it be enough?
2. Is fake patch and fallout 3 1.0... compatable with latest version of unofficial F3 patch? What I must make with UF3P's BSA? Must include it to the fallout ini (SArchiveList) or not?
3. About 255 character limit. Is Little Boy utility handle this problem, or 255 character limit is unavoidable? I foreseen the worst.
OK, in this case I can rename ArchiveInvalidationInvalidated!.bsa and Unofficial Fallout 3 Patch.bsa to AI.bsa and UF3P.bsa, and make changes in SArchiveList of fallout3.ini. Will it be enough?
4. In the description I read:
"If ever you download a mod which contains a new .bsa, you must either extract its contents to Fallout3\Data with FOMM"
That semms to me as workaround to the "255" problem. Can I make it with any BSA? With DLC-s BSA too?
In which directory I must extract all context? Name of the directory must be the same as name of the BSA?
And I will in no need to add entry to fallout ini?
Thank you for your work and sorry for my english.

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

PostPosted: Thu Aug 20, 2009 10:11 pm
by Roanne Bardsley
3. About 255 character limit. Is Little Boy utility handle this problem, or 255 character limit is unavoidable? I foreseen the worst.
OK, in this case I can rename ArchiveInvalidationInvalidated!.bsa and Unofficial Fallout 3 Patch.bsa to AI.bsa and UF3P.bsa, and make changes in SArchiveList of fallout3.ini. Will it be enough?

No, there is no work around. it has to be under 255 characters.

renaming is perfectly fine though.

I, personally, have all my bsa files using only 3 character names (for example: ArchiveInvalidationInvalidated!.bsa = AII.bsa etc...)

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

PostPosted: Thu Aug 20, 2009 9:46 pm
by Cathrine Jack
Thank you for the responce.
OK, I'm ready, wish me luck :)

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

PostPosted: Thu Aug 20, 2009 9:28 pm
by Roisan Sweeney
Thank you for the responce.
OK, I'm ready, wish me luck :)

If you rename the official fallout bsas, you need to edit the ini to reflect that.

Example (this is what me [Archive] section of my ini looks like):

[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


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

PostPosted: Fri Aug 21, 2009 7:08 am
by Ebou Suso
Again thank you- I remember about what SArchiveList editing is not enough, but forgot details.

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

PostPosted: Fri Aug 21, 2009 11:43 am
by Heather Kush
Is it impossible to use Anchorage without FOSE using Fake Patch? It seems I only get a radio message when FOSE is installed.

nvm- just shifted my load order and Anchorage appears to be working without FOSE.

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

PostPosted: Fri Aug 21, 2009 4:25 am
by ~Amy~
Again thank you- I remember about what SArchiveList editing is not enough, but forgot details.

Here is a good guide on condensing the names of the BSAs, you should take a look at it if you haven't seen it already:

http://www.gamesas.com/bgsforums/index.php?showtopic=984580&hl=

;)