Jump to content


Photo

By BrainFever: Does MO work with fallout 3?


  • Please log in to reply
7 replies to this topic

#1 wolverine2710

wolverine2710

    Mod Author

  • Mod Author
  • Pip
  • 401 posts

Posted 24 October 2013 - 03:55 PM

Originally BrainFever posted this in the Nexus MO forum. So that this discussion will not get buried on the nexus forums I created the question here and will respond to it here.

Do the newer versions work with Fallout 3? On fallout3 nexus site in the description of this mod it says that the newer MO version ""should"" be compatible with FO3.. Anyone that has used it successfully for a briefly feedback please?


MO works with Fallout3 and FONV (Fallout New Vegas). I have used it successfully with FONV. There are however a few mods which are bit more difficult to install. Mods like darnified UI, MCM, Unified Hud. These mods need to see the XXX_menu.xml files installed by other mods to work properly. The fundamental concept of MO (Mod Organizer) is mod isolation. In the current situation with MO when installing those kind of mods can't find those xml files. There are however workarounds for this. Those are described in the Nexus forum (search for fake or XML). It is also discussed here in this forum. An explanation how to use FOMM can be found here.
  • 0

#2 Brainfever

Brainfever

    Thane

  • Citizen
  • 80 posts

Posted 24 October 2013 - 08:39 PM

Ok, thanks for the fast answer. My workaround on installing hud mods at least in new vegas was to install them via FOMM in a fake NV directory then zip in an archive all the contents that I had just installed and install that zip file manually like every other mod in MO. I believe it will work the same on FO3 right? My only problem with MO and NV was the fact that whenever I tried to unpack bsa files MO would crash. I think I 've seen it mentioned elsewhere aswell but anyway I can live without that feature(I mostly wanted to unpack the official texture bsa files to optimize the textures in them but anyway). I 'll check your links though since I believe they will be totally helpful and thanks for showing me this forum!
  • 0

#3 wolverine2710

wolverine2710

    Mod Author

  • Mod Author
  • Pip
  • 401 posts

Posted 24 October 2013 - 11:09 PM

your welcome. Glad to see your using this forum. I have three remarks: 1) I haven't used FallOut 3 (FO3) but I think it should work as well  with Fallout New Vegas (FONV). 2) You don't have to make a zipfile and then install it manually. MO uses mod isolation and all 'mods' are just a directory in the /mods directory. On startup or after hitting the refresh button in the left pane MO reads that directory and then populates the left pane with mods. Hence instead of zipping 'all the contents' just put it in a directory in the /mods directory. This works fine and I have done this a few times. 3) Please create a ticket in the MO issue tracker for your BSA issue. If 've interpreted I haven't read about that issue before in the Nexus MO forum. I unpack all the BSA files for Skyrim (when installing mods) and I believe I have done the same 11 months ago with FONV
  • 0

#4 Tannin

Tannin

    Knight

  • Mod Author
  • Pip
  • 335 posts

Posted 25 October 2013 - 03:43 AM

The crash problem when bsas are extracted should be fixed in the current version. If you have the goty version of FO3 you probably have to change the steam app id in settings->workarounds to 22370
  • 0

#5 Uhuru

Uhuru

    Mod Organizer Moderator

  • VIP-Supporter
  • 178 posts

Posted 19 November 2013 - 06:50 PM

The crash problem when bsas are extracted should be fixed in the current version.
If you have the goty version of FO3 you probably have to change the steam app id in settings->workarounds to 22370

I bought Fallout 3 Game of the Year Edition and Fallout; New Vegas Ultimate Edition in Halloween Discount Sale about 3 week ago.

The Default Settings are now

Fallout 3 Game of the Year Edition
steam://rungameid/22370

Fallout; New Vegas Ultimate Edition
steam://rungameid/22380


These are the paths of the Desktop Shortcuts Steam Made the Steam AppID is just the Number.
This is the All DLC's AppID as well I believe.
  • 0

#6 hellanios

hellanios

    Knight

  • Citizen
  • Pip
  • 338 posts

Posted 18 March 2014 - 12:45 PM

Using MO to mod Fallout 3 is difficult because it seems to not be able to handle some mods correctly. For example, when I double click to install FWE the external installer runs and after a while I get an error from Microsoft .NET Framework "Unhandled exception has occurred in a component in your application. If you click Continue, the application will this erroe and attempt to continue. Object reference not set to an instance of an object." I click Continue and then the installer appears but I don't procced to the installation because I'm not sure if everything will run correctly. Then when I try to install MMM I get only the error "Object reference not set to an instance of an object." but the installer shuts down preventing me from installing the mod. I haven't tried to install other mods like unifiedhud or darnified ui yet. 


  • 0

#7 EssArrBee

EssArrBee

    Incompatibilism Manager

  • VIP-Supporter
  • PipPipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • 7,461 posts

Posted 18 March 2014 - 03:18 PM

The MO external installer handles fomods that the internal installer can't do, but if there is an additional script which is common with with fallout mods then you can't install with MO. Depending on the mod see if it has a manual version or if you can remove the FOMOD from the mod archive and then try to install. That means you need to most of work the FOMOD was doing but at least you can install it.
  • 0

#8 GSDFan

GSDFan

    Jarl

  • VIP-Supporter
  • PipPipPip
  • 1,031 posts

Posted 19 March 2014 - 07:15 AM

 I click Continue and then the installer appears but I don't procced to the installation because I'm not sure if everything will run correctly.

I downloaded FWE and installed part one through MO with FOMOD Setting on both internal and external. I named each install a different name. I then installed part one with FOMM, which installed the mod to the overwrite folder. I made the same settings in each install of part one. When I activate the mode in the left pane after a while the grey lightening bolt appears indicating that the same files are being overwritten by the files in the overwrite folder.

It would appear that installing part one in MO is OK. Installing part two and the hotfix in FOMM will not trigger a fomod script.

Part two is just textures and part three, the hotfix, has Textures, sounds, meshes and ESPs in it. You can install all of them in MO choosing to either merge them all into one mod or for greater control, install them in three individual mods keeping mod priority in mind.


  • 0


0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users