[RelZ] FWE - FO3 Wanderers Edition #23

Post » Sat Jan 02, 2010 2:36 am

Nadda, still got white squares and purple-ness. I was running AII before anyways so I doubted that was the problem.



Yeah I really was hoping it wasn't something that simple, but I look stupid any how :lol: Could you tell me how to add the attribute to other items, so I could just use something like plain old night vision goggles? I really dont like power armor all that much.


I just downloaded Alexscorpion's animated NVG mod. It works fine with FWE/FOOK's night vision setup and allows those who don't wear power armor to use the system. If you do use it I also recommend the helmet version for use with or without a helmet, especially on female characters where it blends in with the hair as opposed to making you bald with some hairstyles.
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Christine Pane
 
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Post » Sat Jan 02, 2010 11:41 am

I just downloaded Alexscorpion's animated NVG mod. It works fine with FWE/FOOK's night vision setup and allows those who don't wear power armor to use the system. If you do use it I also recommend the helmet version for use with or without a helmet, especially on female characters where it blends in with the hair as opposed to making you bald with some hairstyles.


Yeah I too would recommend to use either http://fallout3nexus.com/downloads/file.php?id=9802 or http://fallout3nexus.com/downloads/file.php?id=2725
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carla
 
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Post » Sat Jan 02, 2010 12:10 pm

Guys, I was having a crash problem that turned out to be video driver related.

I solved that and played for like 5 hours straight with no crashes using FWE+WMK and a bunch of other mods..but not MMM.

Now I installed MMM and suddenly I'm crashing all over the place.


Im using the load order from here: http://www.gamesas.com/bgsforums/index.php?showtopic=1062103&hl=

And I stuck all my unrelated mods at the very bottom, and them put Mez's merged patch after all of it.

Is there a crash problem with MMM or something? should I just not use it?

Im using the FOIP MMM esp for FWE as well.

Oh yeah, on a side note, am I SUPPOSED to be able to level my skills past 100 now? If so, what point is there?

Here is the load order as it is now...notice I had to strip almost EVERYTHING out while diagnosing this :(

Fallout3.esmAnchorage.esmThePitt.esmBrokenSteel.esmPointLookout.esmZeta.esmCRAFT.esmCALIBR.esmFO3 Wanderers Edition - Main File.esmMart's Mutant Mod.esmCRAFT - Activation Perk.espDarNifiedUIF3.espSniperZooming.espFO3 Wanderers Edition - Main File.espFO3 Wanderers Edition - DLC Anchorage.espFO3 Wanderers Edition - DLC The Pitt.espFO3 Wanderers Edition - DLC Broken Steel.espFO3 Wanderers Edition - DLC Point Lookout.espFO3 Wanderers Edition - DLC Mothership Zeta.espFO3 Wanderers Edition - Followers Enhanced (BrokenSteel).espWeaponModKits.espWeaponModKits - FWE Master Release.espWeaponModKits - OperationAnchorage.espWeaponModKits - ThePitt.espWeaponModKits - BrokenSteel.espWeaponModKits - PointLookout.espWeaponModKits - Zeta.espMart's Mutant Mod.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 - DLC Zeta.espMart's Mutant Mod - FWE Master Release.espKH_FWE Fixes.espKH_FWE Tweaks.espKH_NoAmmoWeight.espKH_FWE Hellfirefix.espDarNifiedUIF3_FWE.espTotal active plugins: 39Total plugins: 39

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Laura Samson
 
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Post » Sat Jan 02, 2010 7:39 am

Guys, I was having a crash problem that turned out to be video driver related.

I solved that and played for like 5 hours straight with no crashes using FWE+WMK and a bunch of other mods..but not MMM.

Now I installed MMM and suddenly I'm crashing all over the place.


Please download my Mart's Mutant Mod override which you can find http://fallout3nexus.com/downloads/file.php?id=10273.
It should fix almost all CTDs caused by MMM. Please give it a whirl and give me some feedback after you've tested. As with all my files, this needs to be loaded at the bottom of your load order(just before your merged patch).
The file requires FWE and MMM to be loaded.

I'm going to post an indepth description what this file exactly does in a little while.
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meghan lock
 
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Post » Sat Jan 02, 2010 10:08 am

Please download my Mart's Mutant Mod override which you can find http://fallout3nexus.com/members/addfile.php?id=10273.
It should fix almost all CTDs caused by MMM. Please give it a whirl and give me some feedback after you've tested. As with all my files, this needs to be loaded at the bottom of your load order(just before your merged patch).
The file requires FWE and MMM to be loaded.

I'm going to post an indepth description what this file exactly does in a little while.



When I click your link I get: You do not have the proper permissions to edit this file

And yes, I'll definately whirl it :)

Should I do my own merge with everything, or with just the FWE/WMK/MMM stuff, or just use Mez's?
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Zoe Ratcliffe
 
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Post » Sat Jan 02, 2010 6:37 am

When I click your link I get: You do not have the proper permissions to edit this file

And yes, I'll definately whirl it :)

Should I do my own merge with everything, or with just the FWE/WMK/MMM stuff, or just use Mez's?


Wrong link(was just editing some stuff), try again now.

You don't need to create a new merged patch or anything. Just load this file at the bottom of your load order right before your Merged Patch(be it your own or Mez's), together with my other plugins(everything that starts with KH_)
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Lifee Mccaslin
 
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Post » Sat Jan 02, 2010 9:04 am

Wrong link(was just editing some stuff), try again now.

You don't need to create a new merged patch or anything. Just load this file at the bottom of your load order right before your Merged Patch(be it your own or Mez's), together with my other plugins(everything that starts with KH_)


Thanks.

Oh and about those skill...AM I supposed to be able to skill up past 100 with FWE installed or is my install glitched?
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Jesus Sanchez
 
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Post » Sat Jan 02, 2010 4:26 am

Thanks.

Oh and about those skill...AM I supposed to be able to skill up past 100 with FWE installed or is my install glitched?

This is caused by DarnUI, not FWE. I think it's actually a cool feature and I recommend to install http://fallout3nexus.com/downloads/file.php?id=2045 along with it, so you see some additional value for raising those skill above 100.


And here's the description of what my http://fallout3nexus.com/downloads/file.php?id=10273 exactly does:

This file is designed to fix all causes of CTDs by Mart's Mutant Mod. It requires FWE and MMM to be loaded and in your load order should be almost at the very bottom, right infront of your Merged Patch.What exactly this file does:It mainly disables the Controller scripts from MMM. This is done because it seems to me that FO3 has issues with base effects that activate scripts. And MMM's scripts constantly activate these kind of effects whenever you encounter another NPC/creature, especially in combat. By killing off those scripts a few features of MMM are disabled, namely:* NPCs and creatures will no longer have randomized stats or height.* AI and confidence control from MMM is disabled and is now completely handled by FWE's integrated Smart AI module(courtesy of Arwen). I personally prefer this.* Martigen had fixed a vanilla bug, that caused some creatures(in particular Deathclaws) to be launched into the air. This bug can now occur again.All other main MMM features are still intact(increased spawns, ghoul ressurection etc..)I've also included a few minor corrections for Super Mutant names and body textures in this file.

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Dominic Vaughan
 
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Post » Sat Jan 02, 2010 4:43 am

nevermind...I cant get my load order to export right. Ignore this post :P
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yermom
 
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Post » Sat Jan 02, 2010 1:34 pm

Aaand...this explains why my load order is whacked.

Um, Kai? Your override has itself down as an .esm in the header.

Should I convert its header to .esp or leave it alone? I cant force it to load where you want when its in ESM mode.
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Charlotte Lloyd-Jones
 
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Post » Sat Jan 02, 2010 9:36 am

Aaand...this explains why my load order is whacked.

Um, Kai? Your override has itself down as an .esm in the header.

Should I convert its header to .esp or leave it alone? I cant force it to load where you want when its in ESM mode.

I don't understand. FOMM is drag-and-drop. Just put it where you want in the load order. (As I just did. Thanks, Kai! Great fixes.)

gothemasticator
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Bad News Rogers
 
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Post » Sat Jan 02, 2010 1:11 pm

Aaand...this explains why my load order is whacked.

Um, Kai? Your override has itself down as an .esm in the header.

Should I convert its header to .esp or leave it alone? I cant force it to load where you want when its in ESM mode.


Just uploaded a new version. Had forgotten that I had this flagged as esm due to masterupdate.
So please redownload the fix if you're not using MasterUpdate.
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Anthony Diaz
 
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Post » Sat Jan 02, 2010 2:54 am

Aha! So, it worked for me because I had my load order masterupdated? I guess I've never tried to drag-and-drop an ESM lower on the load order before I had run masterupdate. Hmmm...

gothemasticator
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Donald Richards
 
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Post » Sat Jan 02, 2010 3:48 pm

Aha! So, it worked for me because I had my load order masterupdated? I guess I've never tried to drag-and-drop an ESM lower on the load order before I had run masterupdate. Hmmm...

gothemasticator

Bingo, if you use masterupdate everything is flagged as ESM.
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Amy Smith
 
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Post » Sat Jan 02, 2010 1:48 pm

still crashing on every other fight.

Could it be because im using a savegame that had an older version? Maybe if I start from scratch?
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Francesca
 
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Post » Sat Jan 02, 2010 5:15 pm

still crashing on every other fight.

Could it be because im using a savegame that had an older version? Maybe if I start from scratch?

Check in FO3Edit if you definitly have the non esm version now and that it's loaded at the bottom of your load order. Maybe also try doing a cell reset.
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Robert Jackson
 
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Post » Sat Jan 02, 2010 4:46 am

cell reset is a 4 day rest, right?

I will do that.

Also canyou check this load order again and see if I screwed up anywhere or forgot a file?

And yes, its definately an .esp now :)

Fallout3.esmAnchorage.esmThePitt.esmBrokenSteel.esmPointLookout.esmZeta.esmStreetLights.esmCRAFT.esmCALIBR.esmFO3 Wanderers Edition - Main File.esmMart's Mutant Mod.esmDarNifiedUIF3.espCRAFT - Activation Perk.espFO3 Wanderers Edition - Main File.espFO3 Wanderers Edition - DLC Anchorage.espFO3 Wanderers Edition - DLC Broken Steel.espFO3 Wanderers Edition - DLC Mothership Zeta.espFO3 Wanderers Edition - DLC Point Lookout.espFO3 Wanderers Edition - DLC The Pitt.espFO3 Wanderers Edition - Followers Enhanced (BrokenSteel).espDarNifiedUIF3_FWE.espWeaponModKits.espWeaponModKits - FWE Master Release.espWeaponModKits - OperationAnchorage.espWeaponModKits - ThePitt.espWeaponModKits - BrokenSteel.espWeaponModKits - PointLookout.espWeaponModKits - Zeta.espMart's Mutant Mod.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 - DLC Zeta.espMart's Mutant Mod - FWE Master Release.esp1Animated Nightvision goggles.espSniperZooming.espRealistic Interior Lighting.espRealistic Interior Lighting - OA.espRealistic Interior Lighting - BS.espBlackWolf Backpack.espDragonskin Tactical Outfit.espKH_FWE Fixes.espKH_FWE Tweaks.espKH_NoAmmoWeight.espKH_FWE Hellfirefix.espKH_MMM override.espMez's Merged Patch - FWE-WMK-MMM.espTotal active plugins: 48Total plugins: 48

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My blood
 
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Post » Sat Jan 02, 2010 1:21 pm

cell reset is a 4 day rest, right?

I will do that.

Also canyou check this load order again and see if I screwed up anywhere or forgot a file?

And yes, its definately an .esp now :)

No, 4 days is for vanilla. But there is a quicker way.
Just go into your house, type into the console "Set iHoursToRespawnCell 1", rest for an hour or two, go outside your house and then type into the console "Set iHoursToRespawnCell 168"

DarNifiedUIF3_FWE.esp

Remove this, it's not required anymore.
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Carlitos Avila
 
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Post » Sat Jan 02, 2010 4:58 am

That reminds me, should I use masterrestore now that its not required anymore? Or shour I continue to masterupdate? I havent done it in a while and I have mixed .esp's could that be that cause of my random CTDs? Albeit rare that I do CTD.

Also does anyone have any ideas about those EVE problems?

EDIT: Thanks for the link to the night vision goggles!
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Taylrea Teodor
 
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Post » Sat Jan 02, 2010 4:37 pm

That reminds me, should I use masterrestore now that its not required anymore? Or shour I continue to masterupdate? I havent done it in a while and I have mixed .esp's could that be that cause of my random CTDs? Albeit rare that I do CTD.

Also does anyone have any ideas about those EVE problems?

EDIT: Thanks for the link to the night vision goggles!

Having mixed flagged esps is a VERY BAD THING, it can cause severe issues. Either you always use MasterUpdate or you don't. If you don't than use MasterRestore right away to unflag all the esps that were previously flagged.
Regarding your problems with EVE you shouldhttp://fallout3nexus.com/downloads/file.php?id=8340
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Gracie Dugdale
 
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Post » Sat Jan 02, 2010 10:15 am

From what it looks like is that you are either missing a texture for the decal or it doesn't have one assigned. If it's the former it's on you if it's the latter it's on him.
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Camden Unglesbee
 
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Post » Sat Jan 02, 2010 6:13 am

Can I make a bit of a suggestion for FWE, or for who ever. Ive always thought it would be great if there were some kind of binoculars that would replace the zoom when you have no weapon out. It could be used with Artorps zooming mod as well. I think it would be great because its a huge pain in the ass to have to take out a sniper if I want to scout out the area ahead.
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Crystal Clear
 
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Post » Sat Jan 02, 2010 4:27 pm

Where are the mods? Aren't you guys supposed to be shutting this thread down? Just kiddin . . ..

http://www.gamesas.com/bgsforums/index.php?showtopic=1064780
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naomi
 
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