Fallout 3
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VGAdeadcafe




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PostPosted: Sun, 27th Feb 2011 21:11    Post subject:
I started a new game with MMM, Fellout and Weapon Mod Kits.

But I don't see an option in my PipBoy for the custom MMM menu (?)
I have RC 6.1 btw.


Last edited by VGAdeadcafe on Mon, 28th Feb 2011 07:09; edited 1 time in total
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Sertorius




Posts: 1652

PostPosted: Mon, 28th Feb 2011 03:26    Post subject:
VGAdeadcafe wrote:
Bad choices in games usually give you worse gameplay+rewards. Sad

yeah usually. But in Fallout 3 (not New vegas), you can be a true badass and play through all the game without problem at all. For example after to have burnt Megaton with atomic bomb, just go back to the city and kill the redhead girl (forgot her name), what a badass you become, but it feels so goo, huh Twisted Evil
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VGAdeadcafe




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PostPosted: Mon, 28th Feb 2011 07:09    Post subject:
I'm still at the start (level 3) and I can't tell if the mods I installed are working or not.

Where is the MMM menu in my PipBoy ?
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JBeckman
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PostPosted: Mon, 28th Feb 2011 08:19    Post subject:
Unless it relies on NVSE or similar hooks most custom menus require interaction with a separate item to work, either under the Aid or Misc section of items, click on it and close the pip-boy and the menu should appear.
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LMLM




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PostPosted: Mon, 28th Feb 2011 09:57    Post subject:
VGAdeadcafe wrote:
I'm still at the start (level 3) and I can't tell if the mods I installed are working or not.

Where is the MMM menu in my PipBoy ?


That information is in the MMM documentation. Check your pipboy.
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VGAdeadcafe




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PostPosted: Mon, 28th Feb 2011 10:08    Post subject:
Quote:
::: New Menu system! -- Yes, finally, you too can configure MMM to your heart's content through the comfortable interface of the Pipboy! Just click to 'Apparel' and you'll find an option to launch the MMM Configuration panel. Huge thanks go to Mezmorelda and the FWE team for building this initial version of this.

NOTE: The first time you load your game with the menu plugin loaded, it takes 15 seconds before you'll see the option in your Pipboy.

Yeah, docs say that, but there's no soecial menu option at the Apparel menu, maybe I should do that merged patch bullfuckery he suggested, using fo3edit.

As if using FOSE extender and the mod manager aren't enough hassle. Ah, the life of a PC gamer.

EDIT: I had the fucking load order wrong, everything fine now.
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djaoni




Posts: 8061

PostPosted: Mon, 28th Feb 2011 11:33    Post subject:
Get FOOK2 or FWE or both.

And yes, make a merged patch, generally makes the game more stable when using mods and it's not hard to do.
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m3th0d2008




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PostPosted: Fri, 4th Mar 2011 06:07    Post subject:
Okay, I started playing F3 again and it's the first time I'm using Mods. Only got experience with mods with New Vegas.

I downloaded this FOMM thingy.
Installed Darnified.
Installen MMM and got it running.

Some questions now:

#1 How the fuck do I install "Weapon Mod Kits" oO?
#2 Is there a Shotgun thats like the Hunting Shotgun from NV? I loved shooting ghouls to pieces with it and what this thing (or similar) for F3 too.


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VGAdeadcafe




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PostPosted: Fri, 4th Mar 2011 10:13    Post subject:
#1
Check the WMK installation instructions :
http://www.fallout3nexus.com/downloads/file.php?id=3388

It's pretty awesome Very Happy
You need FOSE, too. Thankfully FOMM has a button to launch that directly. FOSE also disables xLive, good ridding.

#2
I use the Combat Shotgun, but I wait till they're close, cause the dispersion/accuracy is shit. Haven't modded it yet, though, hehe.

EDIT: This is my load order, don't know if it's perfect, but it works fine (some rare crashes occur, but I think that's in vanilla, too)

 Spoiler:
 
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m3th0d2008




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PostPosted: Sun, 6th Mar 2011 09:28    Post subject:
Well, I got everything up and running now. Also Weapon Modkits.

I played a while without the WMK mod and without a so called merged patch and I encountered crazy instability. Random Crashes/Freezes. I've never got that without mods.

Since I installed FOSE,WMK and made a merged patch it (color=red)"seems"(/color) to be gone. But I'm not sure yet.

But damn, MMM made the game pretty hard. I like it, it's pretty challenging now Razz
Having trouble to do that GNR mission with the radio signal. So many hard ass mofos around it's ridiculous sometimes.
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JBeckman
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PostPosted: Sun, 6th Mar 2011 09:41    Post subject:
One of the main problems with this Bethesda version of Gamebryo is the script system which can be highly unstable depending on the amount of active scripts, WMK uses several and MMM probably hundreds in addition to the many already used by Fallout (And NV.) it varies a bit but it's pretty difficult to ever get the game fully stable if you use larger mods and overhauls, it strains or how to describe it best at the game engine and how it works pushing RAM usage and CPU load up which further causes stability related problems.

Utilities like NVSE helps circumvent this partially via tools such as the stutter remover and removing LIVE's overlay stuff is likely also helpful as a secondary effect of NVSE, INI tweaks can help though I myself push visuals further which has somewhat of the opposite effect, heh.


Same issue in Oblivion but to a lesser extent and especially Morrowind if you used mods since compatibility was pretty difficult to achieve without other mods to bridge such conflicts though eventually tools and utilities improved the situation as did some of the official patches.
(First patch for Morrowind among other things allowed two separate mods to affect the same area or "cell" as it's called without glitching, ESM/ESM conflicts persist still though especially with landmass data but it's better in Fallout 3 than it was in Elder Scrolls by far.)

Game engine is solid and all but it's probably not a very pretty system in terms of efficiency and it's sort-of based on a Gamebryo build from 2006 (Lightly updated from Oblivion's I guess.) with various problems partly due to the age of that core or what to call it, no doubt Bethesda has rewritten their Gamebryo code heavily so it's more akin to the Oblivion Engine but some aspects must be pretty rough though it seems they've finally did a second more extensive update of that code for Skyrim with the newly announced Creation engine or what it's name was.
(Multi-threading would likely be a huge importance if done right, could eliminate stuttering and stability problems, RAM or cache management as well I imagine which has been bad since Morrowind with it's NetImmers - Older Gamebryo name or what to call it - and up to Fallout 3.)

Somewhat off-topic perhaps but as I've mentioned various times I find the game engine quite good at what it does but it's somewhat rough in a few areas and can be prone to glitches and stability issues if pushed, PC version with mods and tweaks especially so.
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m3th0d2008




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PostPosted: Sun, 6th Mar 2011 10:47    Post subject:
Yeah, seems I'm wrong. Still crashes/freezes but less frequently.
Thx JB, seems there is nothing I can do about it other than extend the time until it happens. And this merged patch helped alot.

*EDIT* I take it all back. It's still randomly crashing.... I'm nearly giving up on this game...
Funny thing is, I've got no such problems with New Vegas and I've got tons of mods installed there.

*EDIT2* Okay, I give up. It's going apeshit now... crash crash crash crash... deinstalling the mods. I'm tired of this.

*EDIT3*

Okay, maybe someone here got an Idea what's wrong.


---------------- System Information --------------
Computer
Computertype ACPI x64-based PC
OS Microsoft Windows 7 Ultimate x64
OS Service Pack -
DirectX DirectX 11.0

Motherboard
CPU Type QuadCore Intel Core 2 Quad Q6600, 2400 MHz (9 x 267)
Motherboard Name Abit Fatal1ty FP-IN9 SLI (2 PCI, 2 PCI-E x1, 2 PCI-E x16, 4 DDR2 DIMM, Audio, Gigabit LAN)
Motherboard Chipset nVIDIA nForce 650i SLI
Ram 4096 MB (DDR2-800 DDR2 SDRAM)
DIMM1: Corsair XMS2 CM2X1024-6400 1 GB DDR2-800 DDR2 SDRAM (5-5-5-18 @ 400 MHz) (4-4-4-13 @ 270 MHz)
DIMM2: Corsair XMS2 CM2X1024-6400 1 GB DDR2-800 DDR2 SDRAM (5-5-5-18 @ 400 MHz) (4-4-4-13 @ 270 MHz)
DIMM3: Corsair XMS2 CM2X1024-6400 1 GB DDR2-800 DDR2 SDRAM (5-5-5-18 @ 400 MHz) (4-4-4-13 @ 270 MHz)
DIMM4: Corsair XMS2 CM2X1024-6400 1 GB DDR2-800 DDR2 SDRAM (5-5-5-18 @ 400 MHz) (4-4-4-13 @ 270 MHz)
BIOS Typ Award (12/17/07)

Display
Graphics Card NVIDIA GeForce GTX 260 (896 MB)
3D-Chip nVIDIA GeForce GTX 260
Monitor LG L227W (Digital) [22" LCD] (1910435418)
Driver Forceware 260.99

Multimedia
Soundcard nVIDIA nForce 430i (MCP51) - High Definition Audio Controller

Partitions
C: (NTFS) 81999 MB (37064 MB free)
D: (NTFS) 152.7 GB (52.2 GB free)
E: (NTFS) 465.8 GB (41.3 GB free)


-------------- Game Information --------------------

#Fallout.3-RELOADED Main Game
#Fallout3_1.7_English_UK_Patch.exe
#Fallout 3 Crack by Vitality
#ALL_DLC_Pack
#FOMM
#FOSE
#FO3Edit
# Installed the game to: E:\Program Files (x86)\Bethesda Softworks\Fallout 3
*Dunno if it's important since I always installed it there. Maybe it has issues when mods are installed



Mods and Load Order + Merged Patch

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m3th0d2008




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PostPosted: Sun, 6th Mar 2011 12:44    Post subject:
Bump! See above. Sry 4 doublepost.


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djaoni




Posts: 8061

PostPosted: Sun, 6th Mar 2011 12:57    Post subject:
Your lack of mods is disturbing.

I do not have any idea why it's crashing when you're barely using any mods.. sorry. I never really crashed unless I used like 50+ mods that weren't really compatible with each other.

Also, http://www.fallout3nexus.com/downloads/file.php?id=3808 might help?
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inz




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PostPosted: Sun, 6th Mar 2011 13:20    Post subject:
m3th0d:

I guess E:\ is your system drive? I never install games to the default program files path, but if it has worked for you before the cause must be something else. Do you notice any difference in crash interval depending on where you are (ie. some interior town cell as opposed to some random wilderness)? I had some issues with MMM - it caused random crashes or varying frequency when wandering in the wastes. This was over a year ago tho.
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JBeckman
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PostPosted: Sun, 6th Mar 2011 13:24    Post subject:
As a small test enable VSync and run the game in a windowed mode, if this works the issue is engine related and not due to mods specifically.

(It's partly the render engine and CPU but I do not know much about it, worth a try though.)

I assume you are using FO3Edit for the merged patch creation and I guess you have not tried cleaning any mods, if you have then redownload said modifications as ESM files especially are often damaged by this procedure for some unknown reason.

I guess MMM is also configured (In-game menu.) and loaded properly, load order looks OK to me though. Smile
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inz




Posts: 11914

PostPosted: Sun, 6th Mar 2011 13:30    Post subject:
Oh yeah definitely do that if you haven't already, game became much stabler overall after that little trick (same with Oblivion). Just get the MaximizedWindow app from Nexus and you won't have any window borders either. Alt-tab works much better as well. Wink
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m3th0d2008




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PostPosted: Sun, 6th Mar 2011 14:01    Post subject:
@djaoni
I'm gonna install this and try it. Maybe the issues are gone then.

@Inz

E: isnt my system Drive. C: is ofc.
Crashes happen often in small rooms/huts/houses.

@JB

I had Vsync on already like I do in almost all of the games I'm playing.
Yes I used FO3Edit to make this merged patch (it's the last in my load order) since WMK recommended it in the readme.

I don't get the cleaning part though? Are you suggesting to redownload all those mods and install them again?

MMM is configured via the ingame menu yes. (4 days resting in an empty room with no NPCs and stuff)

Nonetheless, after I trying the Unofficial patch thingy, I'm going over to the windowed mode tip + this MaxWindow mod. If that doesnt work either, I'm gonna reinstall the game to E:/Games/Fallout3 ..

Well, lot of work for me now. I'll give you guys an update later and huge thanks for the help.

*EDIT*
Uhm, how am I supposed to use this MaximizedWindow.exe if I have to use FOSE to start the game to make WMK and other stuff working? Confused Confused
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inz




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PostPosted: Sun, 6th Mar 2011 14:09    Post subject:
You start the exe, then start the game like normal. The instructions should clear it up.
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m3th0d2008




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PostPosted: Sun, 6th Mar 2011 14:21    Post subject:
inz wrote:
You start the exe, then start the game like normal. The instructions should clear it up.


Duh, I misinterpreted something there Razz
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Farragut




Posts: 49

PostPosted: Sun, 6th Mar 2011 16:48    Post subject:
i had similar random crashes with a couple of mods (FOOK, MMM etc) and i was investing hours and hours in figuring out what caused these crashes. after days i gave up...

some time later after i updated my BIOS firmware and thereby removing my overclocking of the cpu and totally forgetting about ocing again. i gave the same installation of F3 and the mods another try and to my astonishment, no crashes at all.

so eventhough the overclocking did not produce ANY other crashes and errors on any other game, it somehow messed up F3 and the mods. after some testing i found an oc value, lower than the previous one, but not producing any F3 crashes...

just my experience
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m3th0d2008




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PostPosted: Sun, 6th Mar 2011 17:41    Post subject:
Doesn't help in my case because I don't have anything OC'ed. My GFX is an EVGA SSC edition but I'm running it at GTX260-c216's stock clocks (to expand it's lifetime Very Happy ).
Also, Fallout3+DLC without any mods is working fine without any crashes.
I hadn't much time to test it out that much atm but the "Windowed" mode seems to work.
But I'm not sure yet. I'll let you guys know.

Btw, is this unoffical patch really needed? Didn't have it on my last playthrough without mods (same setup 1.7 and so on) and had no problems at all.
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inz




Posts: 11914

PostPosted: Sun, 6th Mar 2011 17:51    Post subject:
m3th0d2008 wrote:

Btw, is this unoffical patch really needed? Didn't have it on my last playthrough without mods (same setup 1.7 and so on) and had no problems at all.


You got your answer there methinks. I know people have varying degrees of bug tolerance, but I at least couldn't usually care less unless the game CTD's constantly. Even less so with Bethesda's games, since with the console you can fix most of the glitches that happen. Razz

So yeah, definitely try without it for a while - it has to be some mod conflict if you had no issues before. Might need to start a fresh game to undo the damage if it's the cause tho.
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JBeckman
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PostPosted: Sun, 6th Mar 2011 21:50    Post subject:
If it wasn't somewhat unfinished I'd really recommend the unofficial patch (It's still great though but can bug a bit and it changes a lot so a good load order is important.) due to the several thousand fixes it corrects all-in-all.
(Of course that does count all placement corrections and more, for severe bugs it's pretty OK without it but some quests might have various bugs and the DLC are problematic since they weren't really patched at all, I'm not entirely sure what the severity of the problems it resolved where.)
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m3th0d2008




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PostPosted: Mon, 7th Mar 2011 07:36    Post subject:
Update #1 : Windowed Mode doesn't help. Still crashes.


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xDBS




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PostPosted: Mon, 7th Mar 2011 07:40    Post subject:
On my recent play through of FO3 before I played New Vegas I had constant crashing on 260.99 Nvidia drivers on FO3, have you possibly changed drivers yet?


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JBeckman
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PostPosted: Mon, 7th Mar 2011 07:41    Post subject:
Could be a bug in MMM then, deselect everything below Mart's Mutant Mod.esp (Including the merged patch.) and load a savegame, rest for three hours in a indoor location to force cell/area reset and then travel around where it usually crashes and see what happens.

Don't save the game or anything but do it in a single run, if it's stable or appears more stable then enable each of the DLC additions for MMM one at a time and re-test.

It's a slow process of elimination to find if it's a specific mod that causes it (But often effective.) but those DLC ones are the only tihng I could see that would cause a mod conflict but do deselect everything minus the main MMM ESM and ESP combo first.

If none of this works move the .ESM of MMM to just below Fallout3.esm itself and try with that though it shouldn't be a ESM conflict from how I remember MMM being structured.
(Core in the ESM, actual mod stuff in the ESP.)
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m3th0d2008




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PostPosted: Mon, 7th Mar 2011 08:56    Post subject:
xDBS wrote:
On my recent play through of FO3 before I played New Vegas I had constant crashing on 260.99 Nvidia drivers on FO3, have you possibly changed drivers yet?


Well, actually I didn't change them yet. But I know that I had older drivers when I played FO3 the last time.

Do you have the same problems with 266.58 ? If so, which driver would you recommend?

@JB

Allright, I still have to try this unofficial patch and stuff (from above). I'm tinkering with the drivers first now. Testing it with the unofficial patch after that (if it didn't help).
If that's not working, I'll go and test it out the way you've posted.
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VGAdeadcafe




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PostPosted: Sat, 12th Mar 2011 15:36    Post subject:
I've posted my load order earlier. I am having some very rare crashes, sometimes it's 5 minutes after starting the game, but usually I'm playing for 2-3 hours and no problems whatsoever. No glitches either.

So a small amount of crashes are normal, just save often. I'm having a blast with this game.

Arrow I've already finished Operation Anchorage, which is the easiest of the other DLCs ? Point Lookout, Zeta ? Which should I do first ?
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human_steel




Posts: 33269

PostPosted: Sat, 12th Mar 2011 15:42    Post subject:
Mothership Zeta.
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