FWE - FO3 Wanderers Edition #10

Post » Fri Nov 27, 2009 5:56 am

Dogmeat also stays in Megaton when I leave, not sure if this is mod related or vanilla.


I have the same issue with Jericho . . . I haven't noticed this before though, so I'm not sure what the problem is. I'll look into this. Might be pathing related? Might be related to BS or the UFP, since they both touch follower scripts.
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Lucie H
 
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Post » Thu Nov 26, 2009 11:42 pm

Does anyone know if faces of the company/faces of the law/faces of the outcast etc is compatible with FWE? I removed them in the hopes it would fix my insane crashing, but it hasnt helped.

Faces of the law- it is regulators? They already included to the FWE.
All anothe faces may cause issues with BS quests, they don't contain some of the AI packages, required for the BS to operate
Also, how do I run masterupdate?

Simply rename fo3edit.exe to FO3MasterUpdate.exe
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Sandeep Khatkar
 
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Post » Fri Nov 27, 2009 12:34 pm

I have the same issue with Jericho . . . I haven't noticed this before though, so I'm not sure what the problem is. I'll look into this. Might be pathing related? Might be related to BS or the UFP, since they both touch follower scripts.

IMHO this is dependant from version of the game.
I hear- patches 1.4 and less have such problems with followers, 1.5 and more-no.
In my game Dogmeat leave Megaton and other places normally, but I don't try another followers.
If follower don't leave location, I hear we need to wait 1 hour
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+++CAZZY
 
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Post » Fri Nov 27, 2009 8:36 am

@Riddley
After installing new MMM and some ini-tweaking I don't have crashes for the last three days at all
Patch 1.6, merged patch, unofficial patch, masterupdated
-I restart the game every 3 hours
-I disable phisX in my videodraver
-I limit my CPU to 2 cores with this game
-I begin new game with new MMM
-Yestarday I finish all PLO DLC- no crashes, one scripting issue with Dezmond (not MMM or FWE related)


I removed the faces mods, backed up my data folder and did masterupdate, limited my CPU to 2 cores, did some INI tweaks based on Fallout Tweak guides, started a brand new game, and it still crashes at random after about 5 minutes. What tweaks did you do to the ini?

Fallout3.esmAnchorage.esmThePitt.esmBrokenSteel.esmPointLookout.esmHairPack.esmCALIBR.esmCRAFT.esmFO3 Wanderers Edition - Main File.esmMart's Mutant Mod.esmRoadWardens.esmEnhanced Weather - Rain and Snow.esmUnofficial Fallout 3 Patch.espUnofficial Fallout 3 Patch - Operation Anchorage.espUnofficial Fallout 3 Patch - The Pitt.espDarNifiedUIF3.espDUIF3Extras.espCASM.espSniperZooming.espdD-Less Blood Time, Larger Blood.espCaravan Tracking.espGalaxyNewsRadio100[M].espExistence2.0.espRivet City Underworks 1.1.espQuantumPipeV2.espTreasure Maps_A Fist Full of Caps.espTreasure Maps_Secrets of the Wasteland.espTreasure Maps_Underground.espNotSoFast.espHeirApparent.espIntoTheDeepWoods.espBlackWolf Backpack.espBlackWolf Backpack - Vendor Script Replenish.espMercDuster.espCamo Uniforms Remix.espEcho_BatteryCharger.espTargeting System.espkikaiEquipment.esp1alexscorpionsnipergear.espShoulder PAD.espDCInteriors_Georgtown.espMegatonBasemant.espD.C. Confidential.espRat Trap v1.01.espCRAFT - Activation Perk.espCALIBR Ammo Schematics - CRAFT.espStealthboy Recon Armor - CRAFT.espBriannaCompanion.espLucyWestCompanion.espUPP - Pack 1.espUPP - Experience Perks.espFO3 Wanderers Edition - Optional VATS Halftime.espFO3 Wanderers Edition - UFP Support.espFO3 Wanderers Edition - DLC Anchorage.espFO3 Wanderers Edition - DLC The Pitt.espFO3 Wanderers Edition - DLC Broken Steel.espMighty Mouse Alternative 2.espRobCo Certified.espWasteland Whisperer.espWeaponModKits.espWeaponModKits - FWE Master Release.espMart's Mutant Mod.espMart's Mutant Mod - Increased Spawns.espMart's Mutant Mod - Zones Respawn.espMart's Mutant Mod - Natural Selection.espMart's Mutant Mod - Feral Ghoul Rampage.espMart's Mutant Mod - No Corpse Flies.espMart's Mutant Mod - No Wanamingos.espMart's Mutant Mod - DLC Anchorage.espMart's Mutant Mod - DLC The Pitt.espMart's Mutant Mod - DLC Broken Steel.espMart's Mutant Mod - DLC Point Lookout.espMart's Mutant Mod - FWE Master Release.espT_R_A_S_C_H.espSlower Levelling - extremely slow.espFollowersHire.espRoadWardens.espRoadWardensMMM.espBallistics-ALL-LessTracers.espTossedMines.espCombatEnhanced-Package v02.espMart's Mutant Mod - Hunting & Looting.espTheOutbreak - WMS Vanilla Combo Pack - C12H.espEnhanced Weather - Rain and Snow in Fallout.esppip60.espFOV 90.espCentered 3P Cam.espmerged patch1.espTotal active plugins: 88Total plugins: 140

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Emily Jones
 
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Post » Fri Nov 27, 2009 10:13 am

I removed the faces mods, backed up my data folder and did masterupdate, limited my CPU to 2 cores, did some INI tweaks based on Fallout Tweak guides, started a brand new game, and it still crashes at random after about 5 minutes. What tweaks did you do to the ini?

bUseThreadedAI=1
iNumHWThreads=2 (must be added)
This was enough for me. But it may wary in dependance from your system
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Zualett
 
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Post » Fri Nov 27, 2009 2:47 pm

Mezmorelda- can you remove PN initialisation menu from the start of the game until PN will properly initialized? :)
Some seekers immediatelly push this things with the name CURRENT STATUS and succesfully broke their game.
PN quest after this will not initialize
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Quick draw II
 
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Post » Fri Nov 27, 2009 11:22 am

Mezmorelda- can you remove PN initialisation menu from the start of the game until PN will properly initialized? :)
Some seekers immediatelly push this things with the name CURRENT STATUS and succesfully broke their game.
PN quest after this will not initialize

And if PN will be disabled- there will be no way to reactivate it in the future, cos activator will not be added.
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gemma king
 
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Post » Fri Nov 27, 2009 2:04 pm

Is it possible to disable Primary Needs and put Survival of the Fittest over it? I like the idea of having to eat, sleep, etc but drinking seems really awkward with PN. Half of water sources don't count as water sources for me (I can drink out of a toilet, but not a sink?), and dirty/pure water don't seem to count either. I understand that you have to use the purifier, but it just seems like a really awkward process for such an important need.
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Mike Plumley
 
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Post » Fri Nov 27, 2009 11:53 am

Is it possible to disable Primary Needs and put Survival of the Fittest over it? I like the idea of having to eat, sleep, etc but drinking seems really awkward with PN. Half of water sources don't count as water sources for me (I can drink out of a toilet, but not a sink?), and dirty/pure water don't seem to count either. I understand that you have to use the purifier, but it just seems like a really awkward process for such an important need.

You have mod, which prevent to PN work properly. Probably- it can be house mod or something similar, they often add purificator to the sink
You can disable PN through PN menu. You may try to install another mod, but probably you will have the same problems.
ALL types of water in PN can quench your thirst.
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Reanan-Marie Olsen
 
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Post » Fri Nov 27, 2009 2:15 am

Hmm, that could be it though I'm not sure which mod. So by default I should be able to drink from anything, including Pure/Dirty water? Here's a copy of my load order:

Fallout3.esmAnchorage.esmThePitt.esmBrokenSteel.esmPointLookout.esmCALIBR.esmFOOK.esmCRAFT.esmFO3 Wanderers Edition - Main File.esmMart's Mutant Mod.esmdD-No Screen Blood.espCRAFT - Activation Perk.espFOOK.espDarNifiedUIF3.espFO3 Wanderers Edition - UFP Support.espFO3 Wanderers Edition - Optional VATS Realtime.espFO3 Wanderers Edition - DLC Broken Steel.espFO3 Wanderers Edition - DLC The Pitt.espFO3 Wanderers Edition - DLC Anchorage.espFO3 Wanderers Edition - FOOK Support.espFOOK - No Requirements for Miniguns, Gatlings, 20mm Flak.espDUIF3Extras.espFWE Compatibility - FOOK.espWeaponModKits.espWeaponModKits - FWE Master Release.espBoS_FOOKedition_Armor.espOutcast DX.espGatlingLaserDX.espWinterizedT51bDX.espUPP - Pack 1.espUPP - Beverage Perks.espUPP  - Quest Perks.espUPP - Pack 2.espOwned!.espFOOK - Owned!.espFellout-Anchorage.espFellout-BrokenSteel.espFellout-pipboylight.espFellout-Full.espsolarcharger.espEcho_BatteryCharger.espNAPA.espRepairable Gauss Rifle - Clipsize.espT3T_OutcastTechSupport.espTUPAM+FOOK.espTUPAM+FOOK - Anchorage Addon.espTUPAM+FOOK - The Pitt Addon.espTUPAM+FOOK - Broken Steel Addon.esppointlookoutmadeeasy.espMart's Mutant Mod.espMart's Mutant Mod - Hunting & Looting.espMart's Mutant Mod - Natural Selection.espMart's Mutant Mod - No Wanamingos.espMart's Mutant Mod - DLC Anchorage.espMart's Mutant Mod - DLC The Pitt.espMart's Mutant Mod - DLC Broken Steel.espMart's Mutant Mod - DLC Point Lookout.espRealFragGrenade3.espregeneration_perk.espRCMarket-BarrelBeGone.espG36.espDarkness.espKelseyCompanion.espmerc.espFOOK - Broken Steel.espFOOK - Point Lookout.espPoint Lookout Weapon Tweaks.espProject Beauty.espPoint lookout new uniques.espTotal active plugins: 69Total plugins: 74


MMM comes with FOOK +FWE, FWE (Primary Needs) and FWE Master Relase compatability patches, but enabling any of them seems to cause a crash on startup. Same thing happened with I tried Survival of the Fittest. I wish Fallout 3 had Oblivion's BOSS program...
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Fam Mughal
 
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Post » Fri Nov 27, 2009 7:35 am

Hmm, that could be it though I'm not sure which mod. So by default I should be able to drink from anything, including Pure/Dirty water? Here's a copy of my load order:

MMM comes with FOOK +FWE, FWE (Primary Needs) and FWE Master Relase compatability patches, but enabling any of them seems to cause a crash on startup. Same thing happened with I tried Survival of the Fittest. I wish Fallout 3 had Oblivion's BOSS program...

Try this
Fallout3.esmAnchorage.esmThePitt.esmBrokenSteel.esmPointLookout.esmCALIBR.esmCRAFT.esmFOOK.esmFO3 Wanderers Edition - Main File.esmMart's Mutant Mod.esmdD-No Screen Blood.espDarNifiedUIF3.espDUIF3Extras.espsolarcharger.espEcho_BatteryCharger.espNAPA.espRepairable Gauss Rifle - Clipsize.espT3T_OutcastTechSupport.espOutcast DX.espGatlingLaserDX.espWinterizedT51bDX.espRealFragGrenade3.espRCMarket-BarrelBeGone.espG36.espDarkness.espKelseyCompanion.espmerc.esp!!!Owned!.esp- no need in this, remove it!!!!!!Project Beauty.esp-will conflict with BS DLC, remove it!!!CRAFT - Activation Perk.espFOOK.espFOOK - Owned!.espFOOK - No Requirements for Miniguns, Gatlings, 20mm Flak.espFOOK - Broken Steel.espFOOK - Point Lookout.espBoS_FOOKedition_Armor.espFO3 Wanderers Edition - UFP Support.espFO3 Wanderers Edition - Optional VATS Realtime.espFO3 Wanderers Edition - DLC Broken Steel.espFO3 Wanderers Edition - DLC The Pitt.espFO3 Wanderers Edition - DLC Anchorage.espFO3 Wanderers Edition - FOOK Support.espFWE Compatibility - FOOK.espWeaponModKits.espWeaponModKits - FWE Master Release.espMart's Mutant Mod.espMart's Mutant Mod - Hunting & Looting.espMart's Mutant Mod - Natural Selection.espMart's Mutant Mod - No Wanamingos.espMart's Mutant Mod - DLC Anchorage.espMart's Mutant Mod - DLC The Pitt.espMart's Mutant Mod - DLC Broken Steel.espMart's Mutant Mod - DLC Point Lookout.esp!!!MMM-FOOK CP missing!!!!!!MMM-FWE MR CP missing!!!UPP - Pack 1.espUPP - Beverage Perks.esp           ????????????????????????UPP  - Quest Perks.espUPP - Pack 2.espregeneration_perk.espTUPAM+FOOK.espTUPAM+FOOK - Anchorage Addon.espTUPAM+FOOK - The Pitt Addon.espTUPAM+FOOK - Broken Steel Addon.esppointlookoutmadeeasy.espPoint Lookout Weapon Tweaks.espPoint lookout new uniques.espFellout-Anchorage.espFellout-BrokenSteel.espFellout-pipboylight.espFellout-Full.espTotal active plugins: 69Total plugins: 74


If installing of missings CP-s with the CORRECT load order won't help, try to disable this: UPP - Beverage Perks.esp
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Dean Brown
 
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Post » Fri Nov 27, 2009 8:34 am

Okay, reorganized everything, deleted what you told me to, along with the Beverage Perks. I got the MMM -FOOK CP and the MMM FWE (Primary Needs) CP and put them in the appropriate spot beneath the MMM stuff. I'm gonna give it a try and see how it works out. Just a note, playing without FOSE, does this cause major problems? I've played with that mod list both with and without and aside from losing the sprint function it doesn't seem to cause issues. Makes my game run a lot better and more stable without it too.
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Imy Davies
 
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Post » Fri Nov 27, 2009 10:57 am

Okay, reorganized everything, deleted what you told me to, along with the Beverage Perks. I got the MMM -FOOK CP and the MMM FWE (Primary Needs) CP and put them in the appropriate spot beneath the MMM stuff. I'm gonna give it a try and see how it works out. Just a note, playing without FOSE, does this cause major problems? I've played with that mod list both with and without and aside from losing the sprint function it doesn't seem to cause issues. Makes my game run a lot better and more stable without it too.

Well- I use Fallout3 ver 1.6, masterupdated, with merged patch, UF3P patch, FOSE 1.8 and don't have crashes at all.
So IMHO it is not FOSE, who inflict problems to you.
Without FOSE most of configs in FWE will not work.
TUPAM will not work without FOSE (AFAIK)
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sally coker
 
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Post » Fri Nov 27, 2009 12:09 pm

PN seems to be very messed up. Bottled water still gives me 10 or 20hp instantly, and nuka cola still gives me 10hp instantly. I also can't seem to bring up the config menu holding num enter. Any ideas? I apologize for all the noobish questions.
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Timara White
 
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Post » Fri Nov 27, 2009 1:11 am

PN seems to be very messed up. Bottled water still gives me 10 or 20hp instantly, and nuka cola still gives me 10hp instantly. I also can't seem to bring up the config menu holding num enter. Any ideas? I apologize for all the noobish questions.

Well, try to find PN activator in the aid section of the inventory.
If you can't find it- then probably you disable PN during the start of the game. Or you was try to see Current status during the start of the game.
I can't help you here, except to begin new game and don't change anything in the PN menu until PN quest will be fully initialised.
May be Mezmorelda will be able to help you.
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Nana Samboy
 
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Post » Fri Nov 27, 2009 8:48 am

Dang, if thats the case that's unfortunate. I already have such an attachment to Dogmeat. *tear* I also found a CAWS in Springfield Elementary :D.
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Katharine Newton
 
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Post » Fri Nov 27, 2009 7:26 am

PN seems to be very messed up. Bottled water still gives me 10 or 20hp instantly, and nuka cola still gives me 10hp instantly. I also can't seem to bring up the config menu holding num enter. Any ideas? I apologize for all the noobish questions.


Hey!

I had a similar issue and ended up starting a new game - although not only because of this, I had some other issues as well :P

You can try to open the console ingame "~" key (usually left of "1"). Then type "setstage RIHTSMainQuest 0", without the quotes. If that gives an error, try "setstage RIHTSMainQuest to 0" I don't recall the exact command. Press Enter, then close the console (same "~" key). It will take a couple of seconds but that should initialise your PN mod. Wait until you get a new quest added - "your primary needs" before doing anything ingame.

On the other hand, I wanted to make sure Mezmorelda saw my last post regarding the regulator HQ "bug".
And if you guys know about combo headgear and beauty pack - or I'll load them in FO3Edit and check 'em my poor self.

Thanks!

cc
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(G-yen)
 
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Post » Fri Nov 27, 2009 11:05 am

Just a few questions...

Will these mods be implemented in one day? They're not very big, but I thought they fit the concept of FWE...

http://www.fallout3nexus.com/downloads/file.php?id=827
http://www.fallout3nexus.com/downloads/file.php?id=5487
http://www.fallout3nexus.com/downloads/file.php?id=2014
http://www.fallout3nexus.com/downloads/file.php?id=2301

Also, are these mods made redundant with FWE?

http://www.fallout3nexus.com/downloads/file.php?id=85
http://www.fallout3nexus.com/downloads/file.php?id=5351
http://www.fallout3nexus.com/downloads/file.php?id=7083
http://www.fallout3nexus.com/downloads/file.php?id=3347
http://www.fallout3nexus.com/downloads/file.php?id=834
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Josh Lozier
 
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Post » Fri Nov 27, 2009 8:50 am

Just a few questions...

Will these mods be implemented in one day? They're not very big, but I thought they fit the concept of FWE...

http://www.fallout3nexus.com/downloads/file.php?id=827
http://www.fallout3nexus.com/downloads/file.php?id=5487
http://www.fallout3nexus.com/downloads/file.php?id=2014
http://www.fallout3nexus.com/downloads/file.php?id=2301

Also, are these mods made redundant with FWE?

http://www.fallout3nexus.com/downloads/file.php?id=85
http://www.fallout3nexus.com/downloads/file.php?id=5351
http://www.fallout3nexus.com/downloads/file.php?id=7083
http://www.fallout3nexus.com/downloads/file.php?id=3347
http://www.fallout3nexus.com/downloads/file.php?id=834


Hey!

You can bottle water from various sources in FWE - granted, not all at once, but you can. It's a part of Primary Needs.
You can also clean water, as part of the same mod. Not from dirty to pure, as there are different grades.

ACE I think is redundant with FWE, but I might miss something.
Real Injuries is included in FWE, as part of Primary Needs (or PN as part of RI :P)

The others aren't included, as far as I know, or have different mechanics.

Cheers!

cc

p.s. adding the name of the mod to the link would made replying easier :P
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Mr. Ray
 
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Post » Fri Nov 27, 2009 2:47 pm

Does anyone know Road Wardens is compatible with FWE/mmm?

Oh, and how do you do the scrollable code box?
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Prue
 
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Post » Fri Nov 27, 2009 1:17 am

Does anyone know Road Wardens is compatible with FWE/mmm?

Partially.
FWE have it's own system to protect traders, if you will use Road Warden- then Road Warden will owerwrite most of changes of FWO, exept additional guards.
You may need also to enable MMM-Tougher Traders component, which will put traders to No Attack faction until Chosen One will be near.
Note please, this mod is abandoned and still contains bugs from vanilla and some unoptimized code. Nothing heartbreaking- there will be no crashes or such thing, but if two or more carawans will be putted together- they can make big slowdown for your system.
And wanilla issue with caravans, which stop moving, resolved only manually. If caravan stop, you need to find it (near Canterburry Common or Temple of Union). Caravan immediatelly will start moving.
Exept this- RW is beautifull and very immersive mod, which I can't stop using until now.

Oh, and how do you do the scrollable code box?


Insert special item in the panel of instruments


@SheerShaw
Also, are these mods made redundant with FWE?

Mostly.
Fwe have anologs for most of the mods, exept Zooming Scoping Weapons, which I highly recommend to all.
This is Must Have in the manner of Bullet Time :)
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Roddy
 
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Post » Thu Nov 26, 2009 11:05 pm

Thanks for the help delamer, everything seems to be working smoothly now. I'm still not 100% sure what wouldn't let all water sources count, maybe that Beverages Perk thing?
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GabiiE Liiziiouz
 
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Post » Fri Nov 27, 2009 1:54 pm

Thanks for the help delamer, everything seems to be working smoothly now. I'm still not 100% sure what wouldn't let all water sources count, maybe that Beverages Perk thing?

May be. Or wrong load order/missing CP-s
Was glad to help :)
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Alisia Lisha
 
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Post » Fri Nov 27, 2009 9:49 am

Thanks for the help delamer, everything seems to be working smoothly now. I'm still not 100% sure what wouldn't let all water sources count, maybe that Beverages Perk thing?


Beverages Perk overrides the changes FWE makes to the water bottles. And, since FWE does so in the master file, you can't have that mod loaded if you want to use the "refill" thing.

Cheers!

cc
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Marion Geneste
 
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Post » Fri Nov 27, 2009 9:10 am

Thanks delamer...

I just did a clean install of the game, downloaded all the DLC's, and started to do a process of elimination for what is causing my constant crashing. I have a save with my main stuff enabled, and its causing a consistent crash around super duper mart, right after hearing the sound of the eyebot getting destroyed by raiders in the front of the building. With the vanilla game and all DLC's, the game doesn't crash at all on the save. With only FWE (along with CRAFT and CALIBR), the crash does not happen. With only MMM enabled, the crash doesn't happen. With FWE and MMM active, it happens every single time after hearing that specific sound effect of the eyebot being destroyed (or some type of explosion sound, I can't quite tell).

I'm not entirely sure if this is how I'm suppose to test for this, because as I said this is working on an old save with all my main mods loaded, and have been slowly doing a process of elimination to try and find any sort of cause for these crashes. Before, I thought the crashes were random, but now I'm not so sure because its consistent now. I don't know if it's a sound file, or something being changed by either FWE or MMM. These crashes seem to happen very frequently in the outdoors. Once inside a cell, I pretty much never crash. It's always when I'm wandering around outside.

It's very strange, because I've checked the sound files installed by FWE and MMM, and I can't find where exactly this is coming from. I haven't done MasterUpdate yet because I'm not sure if I should with only these main mods running.

Delamer, is there any advice you can offer? (or anyone for that matter...it took my about 4-5 hours just to get everything set back up again, only to have these random crashes again after every few minutues...its really driving me insane at this point and is killing the game for me) :sadvaultboy:

My current load order for testing:

Fallout3.esmAnchorage.esmThePitt.esmBrokenSteel.esmPointLookout.esmCRAFT.esmCALIBR.esmFO3 Wanderers Edition - Main File.esmMart's Mutant Mod.esmDarNifiedUIF3.espDUIF3Extras.espMart's Mutant Mod.espMart's Mutant Mod - Feral Ghoul Rampage.espMart's Mutant Mod - Hunting & Looting.espMart's Mutant Mod - Increased Spawns.espMart's Mutant Mod - No Corpse Flies.espMart's Mutant Mod - Natural Selection.espMart's Mutant Mod - No Wanamingos.espMart's Mutant Mod - Zones Respawn.espMart's Mutant Mod - No Skeleton Decay.espMart's Mutant Mod - DLC Anchorage.espMart's Mutant Mod - DLC Broken Steel.espMart's Mutant Mod - DLC Point Lookout.espMart's Mutant Mod - DLC The Pitt.espMart's Mutant Mod - FWE Master Release.espTotal active plugins: 25Total plugins: 92

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sophie
 
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