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InsanePlumber

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  1. Like
    InsanePlumber reacted to Malonn in Wrye Bash - All Games   
    Can you make BSA Redirection (via "ArchiveInvalidationInvalidated!.bsa") optional?  It's no longer necessary with SkyBSA.  Redundant, as it were.
  2. Like
    InsanePlumber reacted to Arthmoor in Paint.NET now supports all DDS formats (including BC7 Linear etc)   
    Yep, word has been spreading through several servers already, but it's still good to let more people know since this is a big boon to folks modding SSE and FO4. Probably plenty of other games too.
  3. Like
    InsanePlumber reacted to alt3rn1ty in Paint.NET now supports all DDS formats (including BC7 Linear etc)   
    SPREAD THE WORD PEOPLE
     
    If you know a Mod Author working on textures, who needs a solution to load and save in the newer Intel Texture Works dds formats like BC7, but they dont / cant afford to own Photoshop ..
     
    .. Tell them to grab the latest Paint.NET
     
    Even if they prefer working in something else like Affinity Photo or GIMP, but lack the ability to easily save out a dds file with mipmaps in the newer dds formats (GIMP has started supporting dds natively, but does not currently have all the newer formats) - Just save resulting work from your preferred graphics software to a lossless format like PNG. Load it up in Paint.NET, and then save it out in the desired dds format.
     
     
    PDN now bundles a plugin made by null54, it used to be necessary to rename any dds file to work with to have a .dds2 extension name which was a bit of chore if you had many files to work with - Now it is officially bundled with PDN, .dds files are loaded and saved without any renaming of extensions
     
     
    See the release notes here for PDN 4.2.2
    https://forums.getpaint.net/topic/115144-paintnet-422-is-now-available/
     
    PDN is now at version 4.2.5 and includes the latest dds plugin (further updated work since 4.2.2)
    https://forums.getpaint.net/topic/115242-paintnet-425-is-now-available/?_fromLogin=1
     
    Source for the plugin (where any issues found need to be reported) on Github
    https://github.com/0xC0000054/pdn-ddsfiletype-plus
     
    Paint.NET forum topic for the plugin
    https://forums.getpaint.net/topic/111731-dds-filetype-plus-2019-09-20/
     
     
    Edit : Please feel free to copy this post on the various official CK forums (I am no longer a member)
     
     
    Paint.NET also now supports WebP https://developers.google.com/speed/webp/
     
    (Another plugin bundled which was also programmed by null54)
     
    Lossless and lossy, I havent used it yet but it sounds like its better than PNG and JPG for website performance.
     
    ---------------------------
     
    To save a file in DDS formats :
    Choose File / Save As
    And use the drop down menu to select the DDS filetype
     

     
    Then click Save
     
    You will then be presented with the Save Configuration
    Use the drop down menu to select the DDS format 
     

     
     
    And dont forget to tick the box for Generate MipMaps
    PS - When choosing the compression mode in PDN, Slow = Fine (More accurate) (Fine as in Intel Texture Works definition of the compression mode)
     

     
     
    And have a read of this topic - Its a bit old now, but still relevant I think.
    https://www.afkmods.com/index.php?/topic/4283-all-about-textures/
     
  4. Like
    InsanePlumber reacted to smr1957 in My View on Mod Packs   
    Putting aside the issue of permissions, what I think almost everyone is missing is the fact that, you just CANNOT download and install large numbers of mods, and expect the game to run - just not possible without hands on editing of records to ensure compatibility.  And this is the very thing that the people who want this the most are incapable of doing.  This is what I posted in the Steam SSE  Forums re this:
    Modpacks (as being discussed here, and not the clearly illegal compilations of the same name) and .esl files, all other considerations aside, make it very easy for the unknowing and inexperienced to break their games before they even begin to play - as well as making it, for all intents and purposes, impossible to help due to the shear size of some of the builds being made.
    Most people who clamor for Wabbajack and similar type progrsms are seeking a shortcut to modding the game - unfortunately, despite what some may say, THERE ARE NO SHORTCUTS (except, often, to disaster).
    And:
    I know almost next to nothing about Wabbajack.  From what I do know, it autodownloads a list of mods from a source (lets say Nexus).  Frankly, I see nothing wrong with that.  But, as Jack said, what happens after that?  Because that to me is the main question, and where I think a lot of people are getting their hopes up, and are being unrealistic.  Even if it does install the mods, what next?  When dealing with large builds, it is not just a matter of installing and sorting the mods.  Even if it can auto build a Bashed Patch, for example, in a large build, the Bashed Patch leaves things out that can only be corrected by manually editing the records.  As to merging, that is something that has to be done manually, as editing records for compatibility is necessary, and, again, that can only be done hands on.
    Then, of course, there is the overall compatibility of all the mods.  While most people are satisfied using LOOT, the fact of the matter is, once a build gets sufficiently large, LOOT becomes useless, as records need to be individually edited, and it is impossiblle for LOOT to take these changes into account. In extremely large builds (and reading comments, that seems like what  lot of people are envisioning Wabbajack to be used for), in order to get them to work, there is just no getting around manual editing of records.  And, unfortunately, this is something that is beyond the capabilities of many of the very people who most want this.
    Undoubtedly Wabbajack would be excellent for many less elaborate builds, but for the kinds of builds many people seem to want, it is just not feasible.
    As an extreme example, you could autodownload my builds (my SSE build for example  (1535 total mods, 1103 plugins merged down to 233, No .ESL files), you can get them all installed.  You can even order the mods in the order I have them - and create all the same merges as well.  And if you did all that, and fired the game up,  the thing would probably immediatey CTD.  Because all the mods and their records need to be edited - without that editing, it just won't work.  And it is that very editing that Is beyond the reach of the vast majority of people - and certainly beyond the reach of those who would be most likely to use Wabbajack."
    Too often, people don't know what modding the game actually involves, and are all too quick to criticize those who tell them that they just can't have it "their way
  5. Like
    InsanePlumber reacted to Arthmoor in My View on Mod Packs   
    Author Engagement
    One of the biggest reasons many authors release their mods to the public is the engagement they get with their users. Communities can form around certain mods, the author and their users may generate a rapport with each other and come to build friendships outside of the mod itself. There are even examples of where the users and mod authors of certain things have gotten together for real world meet ups. None of which would be possible if people are never directed to where the authors choose to foster this kind of community engagement. The blind downloading of mods in a modpack makes that very unlikely, and in some cases it's not possible at all because the modpack doesn't tell anyone who made the stuff that's in in.
    Mod Page Engagement
    Mod are about more than just downloading files and running off to play. They always have been. Part of being able to properly set up a load order involves the need to view a mod's description page and its other documentation. There could be some quirky known issues that might come up. There may be some special instructions needed to make the mod work properly that have to be done after it's been installed. Mod pages may have special compatibility information about using them with other mods. There may be modular setups available to make the mod work in different ways depending on what the author provides and/or the users wanted. None of this information is delivered at all to a user installing all of their mods using a modpack. This will lead to problems they won't know how to solve and ultimately only causes more frustration.
    Author Recognition
    This flows from the first two issues. Modpacks promote the marginalization of mod authors by allowing people to skip over who made the content and thus who to give praise to, etc. When the authors of mods become faceless unknowns, the community is then more able to treat mods themselves as worthless commodities that should always be available for free and without restrictions. Some mod authors will lose out on extra money they bring in through Patreon or Paypal donations as well as modpacks will not display this information to their users. None of the prompts for this purpose are displayed. Not even the endorsement prompt is given, and even Nexus itself appears ready to devalue this for no apparent reason. Granted, not all authors care that much about endorsements (ie: I don't) but not even getting that possibility seems like an unnecessary slap in everyone's faces.
    Support and Bug Reports
    Let's face it. At some point someone is going to go looking for help. When a users has downloaded their stuff directly from the pages, they're more likely to know where to go when Mod X misbehaves or has a bug. With modpacks, this is no longer the case and they'll be much more likely to pick something at random and go to them based on the assumption that we all know what mods are in what packs. When users don't know who to contact it raises the chances significantly of them filing reports in the wrong places, or for the wrong reasons. Modpack makers will not be able to correctly deal with this without having to become virtual gurus, which is unlikely to be the case. So they'll have little incentive for taking on the burden of diagnosing issues and are likely to instead pass this burden along to us - the authors.
    Compatibility, and Stability
    Modpacks lay claim to the ability to put an end to compatibility and stability issues. This is unfortunately not true in any way though. Especially for any game older than Skyrim Special Edition. The idea that 200+ mods can just be grabbed and put into a package and expected to work together for any of these older games is wishful thinking. Those engines simply don't have the ability to handle the content load due to restrictions on how 32-bit programs work. People are going to assume that someone who puts 200 mods into the package is also guaranteeing that this issue won't take place but they can't, and chances are that instead of the modpack maker taking the blame it'll be passed on to mod authors in some way. Even with games like SSE or Fallout 4 it's not always possible to have a giant list of mods work right when put together depending on exactly what they're doing. There are also a huge number of dirty mods with bad edits and things like deleted navmeshes that require manual intervention. No automated install system can deal with this without encouraging the unwanted modification of an author's files.
    There are also issues with games that don't have official modding tools at all, such as Mass Effect, or that have inadequate tools for the job like the Witcher series. In both of these cases it is often necessary for mods to make direct edits to base game files which then leads to the paradox of not being able to install multiple mods into the game. These are technical limitations with these game engines that cannot be overcome by the use of modpacks. So it simply becomes impossible to force the issue. A system built around the idea that this is impossible needs to be able to take this into consideration and either block modpacks entirely, or allow authors of mods for such games the ability to hard opt-out of it if they know their mod could never work in a package.
    Legal issues will also get in the way of a properly functioning modpack. Let's take as an example, my own load order. Wrye Bash currently shows it to be approximately 150 mods. It covers a wide range of things, centered around my village mods and Open Cities. This load order is not especially difficult to assemble, but it is also not possible to distribute as-is due to the presence of several compatibility patches and at least one actual mod I've modified for personal use. Despite my having the appropriate level of skill to actually build this modpack and set it up for others to use, it would not be legal to actually do so since it would have to include those files I can't distribute.
    So why not just leave those parts out of the modpack then, right? The problem with that is that it's now a package that's no longer possible to run cohesively because the necessary "glue" is missing. It would no longer be composed of a well crafted set of completely compatible and stable mods. Which is why this kind of thing simply isn't feasible. My load order is certainly not going to be some exception to the rule either. Many of us will have done the same sort of thing and some guides that have been converted into modpacks are already including files they're not legally allowed to distribute.
    Demands for Modpack Compatibility
    At some point, users may find your mod and want it in the modpack too. This is likely to lead to demands from others that your mod somehow be made to work with this modpack even if you have no interest in modpacks at all. Other user communities such as reddit and Steam are already seeing posts from users demanding that some mod author alter their work so that it'll fit into Ultimate Skyrim. Sometimes up to and including openly asking someone else to illegally modify their work to make it happen, even after the author has said no. This is a situation that should never take place in a properly run community. If a mod author doesn't want to be involved, leave them alone. If they don't want their work included in some way, that desire needs to be respected.
    Homogeneous Community
    Another thing modpacks promote is the consolidation of mods around a select group. For Bethesda games this would likely start from the top 100 list on Nexus and if we're lucky may extend outward to 1000 or so. At some point if modpacks continue to be pushed as "the way of the future" then that future will be one where there's 1000 or so mods in use and any others getting published are ignored regardless of their quality level. Diversity in modding will be reduced to nothing since everyone is now running one of the 5 modpacks that ends up dominating the landscape.
    If you don't think this won't happen, have a look at what happened with Minecraft. Prior to about 2014 or so, the Minecraft community was large, vibrant, and thriving. Numerous authors had quality mods being released. Then the movement toward modpacks began and in very short order, mod authors who wanted nothing to do with them were driven out of the community. Now, when looking for discussion of mods for Minecraft, one runs into basically "Feed the Beast" or "Better Than Wolves" and indications are both of these are bitter rivals of each other.
    Discourages Learning
    Part of the process in modding is learning how the game works and what can and can't be done with it. For the last 15 years we've enjoyed a steady growth in the number of mod authors who started off as users, primarily because they were able to engage the process directly and learn from it and eventually become proficient with the CK. When modpacks are the rule of the day, this learning is discouraged in favor of a "click click click" mentality. Since it removes all of the interaction points previously mentioned, it results in far fewer people becoming mod authors due to the absence of engagement with the process and leads to the homogeneous community issue through basic attrition as the existing pool of mod authors leaves the scene voluntarily or are driven out.
    A Solution?
    All of the various things mentioned here will tend toward a community that doesn't respect the contributions of mod authors, their rights, or bringing in new people to write new material. So what's the solution to these problems? It's surprisingly simple and goes hand in hand with one of the central philosophies of modding: Choice. Provide a choice to mod authors on whether or not they want their work in mod packs. The easiest way to accomplish this is for Nexus Mods to alter their API in order to allow mod authors to check a box to opt-out of any such system. The next option, while more difficult to implement, would be to get makers of the various modpacking tools to write code to support a community opt-out standard that can be added to their mod descriptions. Something simple like a tag: [ModPacks: NO] or [ModPacks: YES]. If a mod is found to contain one of these tags the tool can act accordingly. The bottom line here though is that authors should be given the choice. Users are not the only people entitled to that.
    If market forces should become such that choosing to opt-out has a negative effect on a particular author, they can always choose to change their stance. In this way, everyone should be happy since everyone gets to choose.
  6. Like
    InsanePlumber reacted to Arthmoor in No Mans Sky - Update   
    Cool. I wish more games would jump on board the Vulkan train and tell DX12 where to stuff it. Moves like that open the door to getting AAA games onto linux, which would help bust another monopoly holing PC gaming back.
  7. Like
    InsanePlumber reacted to alt3rn1ty in No Mans Sky - Update   
    Yes I also wish every game would just dump OpenGL and DX, and adopt Vulkan instead.
    This has been one very nice update, couple of things to do when you have the Vulkan Update installed :
    You can delete all the old files in ..
    No Man's Sky\GAMEDATA\SHADERCACHE\
    You can delete all .dds files in ..
    C:\Users\Username\AppData\Roaming\Hellogames\NMS\Defaultuser\Cache\
    And recommend deleting your old settings files in ..
    No Man's Sky\Binaries\Settings\
     
    The cache and .dds files used to all get regenerated (typically you would delete them after graphics drivers updated, and the regeneration of those would really slow down the game starting up for the first time after (the star field intro would get laggy) - Now the game does not regenerate them at all, so if for no other reason but cleaning up the HD, these files can all go.
    The Game settings files - The engine now better detects your machine and how to set up the default settings, and probably Vulkan needs a few things set a little different too. Deleting them will just get the game to regenerate them (similar to bethesda game ini files) with more appropriate settings for the update.
     
    imho the game is noticably smoother after the Vulkan update. I do not use any mods still for this game, so anyone using them may have a different experience, but they should get checked by their respective authors and updated as necessary for the Vulkan update first before playing with them installed.
    And well, this is just one of the changes towards improving performance, there's still all the Beyond update improvements to come
  8. Haha
    InsanePlumber reacted to Arthmoor in I'm worried about Morrowind being neglacted by Bethesda   
    Took some digging, but it turns out they are in fact still offering all of the official patches: http://patches.bethsoft.com/
    Personally I always forget which ones should be getting used for MW so I'm pretty happy to have that handled with the GoG installer now.
  9. Like
    InsanePlumber reacted to zilav in Wrye Bash - All Games   
    Experienced modders need to edit it sometimes, especially in FO3/FNV plugins. I used it too once, apparently you need to know what you are doing
  10. Haha
    InsanePlumber reacted to Arthmoor in Bug Fixes Recommended in Addition to the Unofficial Patches   
    From my perspective, the only ones suffering will be the ones sticking to LE instead of moving on to SSE.
  11. Like
    InsanePlumber got a reaction from RavenMind in I need to use a CD/DVD burner   
    InfraRecorder
    GPL and portable.
  12. Haha
    InsanePlumber got a reaction from lmstearn in Wrye Bash - All Games   
    @Utumno
    After the closure of the "original Beth" forum there was no place to write about WB, for me. (new Beth forum... I prefer to get a diarrhea)
    I'm glad you've opened up the possibility of doing this in normal conditions.
  13. Like
    InsanePlumber got a reaction from alt3rn1ty in [Skyrim SE] Porting a mod from LE to SSE   
    Try this SSE NIF Optimizer
     
    @Arthmoor
    Maybe add link to SSE NIF Optimizer in "Meshes" section would be a good idea.
  14. Like
    InsanePlumber got a reaction from Leonardo in I need to use a CD/DVD burner   
    InfraRecorder
    GPL and portable.
  15. Like
    InsanePlumber got a reaction from alt3rn1ty in I need to use a CD/DVD burner   
    InfraRecorder
    GPL and portable.
  16. Like
    InsanePlumber got a reaction from Nico coiN in [Fallout 3] Windows 7 x64   
    Fallout 3 1.7.0.3 Retail DVD and Steam English Version for Windows 7 x64.
     
    >>> This guide will be updated. <<<
    >>> When this disappears it will mean that guide is finished. <<<

    Please note that English is not my native language.

    Full patch to all INI files used by Fallout3.exe (All Default)
    %USERPROFILE%\Documents\My Games\Fallout3\Fallout.ini
    %USERPROFILE%\Documents\My Games\Fallout3\FalloutPrefs.ini

    INI used by FalloutLauncher.exe ONLY (All Default)
    C:\Program Files (x86)\Steam\SteamApps\Common\Fallout 3\Fallout_Default.ini
    C:\Program Files (x86)\Steam\SteamApps\Common\Fallout 3\Low.ini
    C:\Program Files (x86)\Steam\SteamApps\Common\Fallout 3\Medium.ini
    C:\Program Files (x86)\Steam\SteamApps\Common\Fallout 3\High.ini
    C:\Program Files (x86)\Steam\SteamApps\Common\Fallout 3\VeryHigh.ini
    C:\Program Files (x86)\Steam\SteamApps\Common\Fallout 3\Fallout 3\FalloutPrefs.ini

    - ArchiveInvalidation
    Download ArchiveInvalidationInvalidated!.bsa from GitHub Credits go to Sharlikran
    Copy in to ...\Fallout3\Data
    (%USERPROFILE%\Documents\My Games\Fallout3\Fallout.ini)
     
     
    [Archive] bInvalidateOlderFiles=1 SInvalidationFile= sArchiveList=ArchiveInvalidationInvalidated!.bsa, Fallout - Textures.bsa, Fallout - Meshes.bsa, Fallout - Voices.bsa, Fallout - Sound.bsa, Fallout - MenuVoices.bsa, Fallout - Misc.bsa - Audio Problems Fix
    (%USERPROFILE%\Documents\My Games\Fallout3\Fallout.ini)
     
    [Audio] iAudioCacheSize=4096 Download Vorbis DLL Update (Credits go to RoyBatty)
    Unpack and copy to game directory and replace existing DLL UPDATED Unofficial Fallout 3 Patch (located in "Files" tab "Optional files")

    - Disable Mouse Acceleration
    (%USERPROFILE%\Documents\My Games\Fallout3\Fallout.ini)
     
    [Controls] bUse Joystick=0 fForegroundMouseAccelBase=0.0000 fForegroundMouseAccelTop=0.0000 fForegroundMouseBase=0.0000 fForegroundMouseMult=0.0000 (%USERPROFILE%\Documents\My Games\Fallout3\FalloutPrefs.ini)
     
    [Controls] bGamePadRumble=0 - Multi Core CPU Fix
    I strongly advise also read about Priority & Affinity which are described below.
    (If you have a quad-core processor, set iNumHWThreads=4)
    (%USERPROFILE%\Documents\My Games\Fallout3\Fallout.ini)
     
    [General] bUseThreadedAI=1 iNumHWThreads=2 - Paleface Fix
    (%USERPROFILE%\Documents\My Games\Fallout3\Fallout.ini)
     
    [General] bLoadFaceGenHeadEGTFiles=1 and [BackgroundLoad] bUseMultiThreadedFaceGen=1 - Laptops with two graphics cards
    (Intel integrated graphics, I do not know if it works with AMD processors simply do not have such to test)
    Intel HD graphics Bypass Package
    Unpack "d3d9.dll" and copy the game directory where is Fallout3.exe ignore other files. Do not copy this file to the Windows System Directory!
    The game detects the graphics card as "NVIDIA GeForce 7900 GS" do not worry about it, it simply ignores integrated graphics card from the CPU.

    - Large Address Aware for Fallout3.exe
    Large Address Aware Download
    It is not advised to use this application if you have less than 3 GiB of RAM.

    - Heal GFWL disease
    Never install GFWL. In return copy in the game directory "xlive.dll" from FOMM\Data\xlive.dll FOMM Download

    Files that I always removed (or backup) from the game directory, they are not required for proper operation of the game.
    (They are Junk for GFWL)
     
    Fallout3.exe.cat Fallout3.exe.cfg GameuxInstallHelper.dll GDFFallout3.dll GDFInstall.exe GDFInstall.exe.manifest Cleaning Fallout 3 DLCs using xEdtt 3.1.3 (FO3Edit)
    Credits go to alt3rn1ty this section of the guide is based on the His guide for Skyrim Manual Cleaning Skyrim Master.

    - Download xEdit 3.1.3 and unpack archive content in to "Fallout 3" directory. (where Fallout3.exe is located)
    - Rename TES5Edit.exe in to FO3Edit.exe
    - Run FO3Edit.exe and select Anchorage.esm ONLY and wait until the application finished loading ESM
    - RMB on Anchorage.esm and choose from menu [ Applay Filter for Cleaning ] and wait until filtering is finished
    - RMB on Anchorage.esm and choose from menu [ Remove "Identical to Master" records ]
    - RMB on Anchorage.esm and choose from menu [ Undelete and Disable References ]
    - Close applications and confirm to save the changes to ESM
    - Do this for all DLCs

    List of ITMs and UDRs in Fallout 3 DLCs
     

    Checksum for orginal DLCs ESMs

    Checksum for clean DLCs ESMs


    FOSE and Plugins

    Fallout Script Extender (FOSE) by SE Team

    - Read Manual on FOSE Main Page or fose_readme.txt!
    - Download FOSE 1.3 b2
    - Unpack in to:

    In addition, I recommend add game directory to the exclusions in the anti-virus program.
    Some antivirus programs cause problems for FOSE which is an integral part of this guide.
     
    Fallout 3\fose_1_7.dll Fallout 3\fose_editor_1_5.dll Fallout 3\fose_loader.exe Fallout Stutter Remover by SkyRanger-1

    - Read Manual on Fallout Stutter Remover main page!
    - Download Fallout Stutter Remover 4.1.36
    - Unpack in to:
     
    Fallout 3\Data\FOSE\Plugins\sr_Fallout_Stutter_Remover.dll Fallout 3\Data\FOSE\Plugins\sr_Fallout_Stutter_Remover.ini One Tweak by virusek

    - Read Manual on One Tweak main page!
    - Download One Tweak 2.0.1.3
    - Unpack in to:
     
    Fallout 3\Data\FOSE\Plugins\OneTweak.dll Fallout 3\Data\FOSE\Plugins\OneTweak.ini NVAC - New Vegas Anti Crash by Queue

    - Read Manual on New Vegas Anti Crash main page!
    - Download NVAC - New Vegas Anti Crash 7.2.1.0 or 7.3.0.B10 (BETA VERSION)
    - Unpack in to:
     
    Fallout 3\Data\FOSE\Plugins\nvac.dll Windows User Account Control

    When the game is installed on the system partition "C:\Program Files (x86)" or "C:\Program Files" UAC can cause problems.
    I do not recommend turning it off UAC, instead, I recommend the following:

    When we have multiple HDD, SSD, partitions. (Best Solution)
    Install the game on a different drive or partition than Windows.

    When we have only one partition.
    Do not install games in "C:\Program Files (x86)" or "C:\Program Files" for example, create a new catalog "C:\Games" and install them there.
    Additionally, you can set a shortcut to run with Administrator Privileges.
    RMB on shortcut [ Properties ]
    In shortcut Tab click on the [ Advanced ] button
    Select options box [ Run as administrator ] and confirm [ OK ]

    >>> Do not set the compatibility for Windows XP SP3, or some other options. Just do not touch this option. <<<

    UPDATED Unofficial Fallout 3 Patch

    - Download and install UPDATED Unofficial Fallout 3 Patch 2.2 (Mod Manager Version)

    Finally it is time to create a shortcut that we will use to run game.

    I have noticed increased stability of the game by using affinity.
    Ordering in Fallout.ini uses four (iNumHWThreads=4) or two cores (iNumHWThreads=2), windows still launches Fallout 3 and "ordering to use" all CPU cores.
    Which in my case causes less stability on i7-2600k 4,5ghz WC or laptop Intel Core i7-2670QM.

    FOSE Note.
    Despite the fact that you run with affinity only FOSE setting is inherited in to Fallout 3.exe.
    I also recommend using only real CPU cores no virtual (Hyper-Threading)

    Create a new shortcut on your desktop.
    - RMB on desktop [ New ] -> [ Shortcut ]
    - type
     
    %WINDIR%\System32\cmd.exe /C start "Fallout3" /High /affinity 55 "C:\Program Files (x86)\Steam\SteamApps\Common\Fallout 3\Fallout3.exe" (C:\Program Files (x86)\Steam\SteamApps\Common\Fallout 3\Fallout3.exe this is the default installation path, yours may be different)

    FOSE 1.3 b2
    In addition, I recommend add game directory to the exclusions in the anti-virus program.
    Some antivirus programs cause problems for FOSE which is an integral part of this guide.
     
    %WINDIR%\System32\cmd.exe /C start "FOSE" /High /affinity 55 "C:\Program Files (x86)\Steam\SteamApps\Common\Fallout 3\fose_loader.exe" - and [ Next ] buton
    - we give a name for the shortcut. and click [ Finish ] buton.
    - RMB and select [ Properties ] to set up short.
    - in Shortcut Tab in a field "Start in:" we change the "%windir%" in to Fallout 3 directory. Example "C:\Program Files (x86)\Steam\SteamApps\Common\Fallout 3\"

    Now Fallout 3 going to run with "High" priority and will use only 4 real core 0 virtual (Hyper-Threading)
    For Me, this method resulted with more stable game.

    APP-NAME = Application name.
    PP = Priority of application you run.
    AA = Affinity of application you run.
    CC = Full path to applications you want to start. (C:\Program Files (x86)\Steam\SteamApps\Common\Fallout 3\Fallout3.exe)

    Priority:
     
    %WINDIR%\System32\cmd.exe /C start "APP-NAME" /PP "CC" Priority Examples:
     

    Affinity:
    %WINDIR%\System32\cmd.exe /C start "APP-NAME" /affinity AA "CC" Affinity Examples:

    Priority & Affinity:
    %WINDIR%\System32\cmd.exe /C start "APP-NAME" /PP /affinity AA "CC" Brief description of My modded Fallout 3 GOTY.

    - Wrye Flash (experimental python version with my modifications in code allowing me install anything I want in Data)
    - STEAM all possible options disabled, always starts in offline mode and block in firewall
    - All Fallout 3 DLC clean in xEdit 3.1.3 (rename file to FO3Edit.exe)
    - Generate new LOD objects for all worldspace and mods xLODGen 0.9.9.9 (rename file to FO3LODGen.exe)
    - All BSA from game nad DLC clean. Removed the Alpha channel from textures that not need it (still WIP), corrected all meshes for Armor and Weapons (still WIP) and repack
    - Large Address Aware for Fallout3.exe ONLY
    - Strongly edited INI files
    - UPDATED Unofficial Fallout 3 Patch 2.1 with My "improvements" eliminate the controversial restoration of "some things".
    - FOSE v1.3 b2 (always run game through FOSE)
    - FOSE Plugin - Fallout Stutter Remover (FPS limited to 59)
    - FOSE Plugin - One Tweak work for Fallout 3 (FOSE), Fallout NV (NVSE), Oblivion (OBSE) and Skyrim (SKSE)
    - FOSE Plugin - NVAC - New Vegas Anti Crash work for Fallout 3 (FOSE), Fallout NV (NVSE) >>> and also with Oblivion (OBSE) and Skyrim (SKSE) I have not tested That<<<
    - No GFWL and delete from Fallout 3 directory
     
    Fallout 3\Fallout3.exe.cat Fallout 3\Fallout3.exe.cfg Fallout 3\GameuxInstallHelper.dll Fallout 3\GDFFallout3.dll Fallout 3\GDFInstall.exe Fallout 3\GDFInstall.exe.manifest Fallout 3\FalloutLauncher.exe Fallout 3\Fallout_Default.ini Fallout 3\Low.ini Fallout 3\Medium.ini Fallout 3\High.ini Fallout 3\VeryHigh.ini Fallout 3\Fallout 3\FalloutPrefs.ini - Sometimes it's a couple of texture or meshes, sometimes entire modification but today their number is ~640 mods
    - FWE, WMK, PB, IMCN, MMM, PPA, Destruction, Core Robots, Advanced Recon Series (each of these modifications merged into one file individually, and all updated for UUF3P 2.1)
    - All BSA from all modification unpacked
    - All Textures Meshes ect... in Data checked and corrected if necessary
    - All Plugins ESP/ESM checked and updated for UUF3P 2.1 corrected and merged if necessary
    - Textures for all exterior max 1024 (with some exceptions)
    - Never exceed 50 plugins in load order (Merged Plugins) at the moment is ~274 ESP/ESM merged into 47 Plugins

    I'll say this sometimes CTD happens Fallout 3 engine is not the most stable.
    But most of the time I have a very stable game.

    Picture from my game no ENB I can not stand the lack of AA.

     
     
    Credits:
    AFK Mods
    alt3rn1ty
    Nico coiN
    Roy Batty
    Sharlikran
     
     
     
    >>> This guide will be updated. <<<
    >>> When this disappears it will mean that guide is finished. <<<
     
  17. Like
    InsanePlumber got a reaction from marthgun in SSE How to make custom collision?   
    Give a link to a file that causes CTD to "diagnose it". (with textures if you do not use vanilla)
  18. Like
    InsanePlumber reacted to Nico coiN in [Skyrim Special Edition] Official Patch 1.5.97   
    That's the only thing that matters. All other stuff is placebo. But the absence of detail probably means they added this line only for us to think they did something other than fixing this sh---y mods UI. So, placebo too, imo.  I'm VERY disappointed by this so-called update...
  19. Like
    InsanePlumber got a reaction from MaximilianPs in [Skyrim SE] Porting a mod from LE to SSE   
    Try this SSE NIF Optimizer
     
    @Arthmoor
    Maybe add link to SSE NIF Optimizer in "Meshes" section would be a good idea.
  20. Like
    InsanePlumber got a reaction from ejnomad07 in Son of Random Stuff   
    :lmao: :lmao: :lmao:
  21. Like
    InsanePlumber reacted to Nico coiN in [RELz] [WIPz] Skyrim Vanilla LOD Source Files   
    Here's a pre-built archive containing all ressources files required to build terrains, objects and trees LOD for Skyrim, Dawnguard and Dragonborn from within the CK and Oscape.   The included readme file already has all the useful informations about that, so nothing more here.  
     
     
     
    -Terrains LOD : Tested for Skyrim and Solstheim - No issue -Objects LOD : Tested for all worldspaces from Skyrim, Dawnguard and Dragonborn - No issue
    -Trees LOD : Not tested
     
    This archive is meant to make your life easier in these tasks. It contains about 100 fixed meshes, but it may be updated according to your reports if you find an issue or a missing file. Enjoy !     Download from AFK Mods
     
    I need your reports to fix the remaining bugs.  
     
    Actual version : 2.5  
     
    Basically, what you have to do to find bugs is : -generating objects LOD for a given worldspace.
    -having the generated files properly placed in your data folder (this includes your new generated atlas that you have to move from your source folder to your data folder).
    -going physicaly in the worldspace in game.
    -waiting for daylight/good weather view conditions (or setting this in the console : fw 81a).
    -entering the 'tfc' command in console.
    -taking height and wandering with the camera, looking for oddities.
     
  22. Like
    InsanePlumber got a reaction from lmstearn in Son of Random Stuff   
  23. Like
    InsanePlumber reacted to lmstearn in Creation kit - black screen in render window (started today)   
    Sounds odd. But they still intend to update it?
    Ah! consumerism. :)
    A man walks into a bar for a beer. Certainly sir, but we are unavailable to provide any end-user support for either the practice & methodology of usage, or after-effects of its consumption.
  24. Like
    InsanePlumber got a reaction from Thumbincubation in Creation kit - black screen in render window (started today)   
    See this, maybe you have a similar situation.
     
    EDIT
    Ok.
    Ninja Post by Arthmoor.
  25. Like
    InsanePlumber reacted to Arthmoor in [Skyrim Special Edition] Official Patch 1.5.97   
    No, it's a bug. One they had in FO4 that they fixed for FO4 but never backported for SSE.
     
    The CK still loads by timestamp and is treating things correctly as long as you keep the official DLCs in the right timestamp order.
     
    Further, the key component of this bug, user generated ESM files end up loading before the official content. ALL of it, including Update.esm. That's is very obviously wrong and cannot be fixed by users because they won't even know it's been messed up until it's way too late.
     
    "Masters in the wrong order" is an entirely legitimate bug report that people SHOULD be reporting to mod authors too, because it carries the potential for your edits being reverted in strange ways and causes general incompatibilities all around.

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