Kai Hohiro,
I'd like to give FWE a shot again but i don't want to use the weapons that it came with.
so i was wondering how to implement FWE into the load order below. any potential
conflicts that you see? I have trust in your expertise. thanks in advance.
I'd load it like this:
Fallout3.esmPointLookout.esmAnchorage.esmThePitt.esmBrokenSteel.esmZeta.esmHairPack.esmCRAFT.es,CALIBR.esm20th Century Weapons.esmStreetLights.esm<-------------- FWE esmMart's Mutant Mod.esmhair_add_npc.espProject Beauty.espGreenerworld.espStreetLights - Wasteland.espMTC Wasteland Travellers.espTurok_Mutant_Hunter_NPC.espPersona_and_Secret.espDIM TYPE3 conversions.esp1PipboyPDA.esp3EFdrgplate.espBOC Diversification.espCS_SkullCaps.espProject_CommonWealth.espUndergroundHideout.espCRAFT - Activation Perk.esp<-------------- All other FWE files20th Century v4 ALIVE (TEST Container).esp20th Century v4 ALIVE (Vendor).esp20th Century v4 ALIVE (NPC_Settler).esp20th Century v4 ALIVE (Raider).esp20th Century v4 ALIVE (RivetCity).esp20th Century v4 ALIVE (Brotherhood_Outcast).esp20th Century v4 ALIVE (SuperMutant).esp20th Century v4 ALIVE (Vault 101).esp20th Century v4 ALIVE (Chinese Ghoul).esp20th Century v4 ALIVE (Talon_Regulator).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 - No Floaters.espMart's Mutant Mod - Feral Ghoul Rampage.espMart's Mutant Mod - Hunting & Looting.esp<------------------FWE-MMM FOIP PatchMart's Mutant Mod - Increased Increased Spawns.espoutcast_comp.espFellout-Full.espFellout-BrokenSteel.espFellout-pipboylight.esp
These should be removed:
Auto Aim Fix v1.1.esp
Mart's Mutant Mod - Natural Selection.esp
Mart's Mutant Mod - Tougher Traders.esp
Mart's Mutant Mod - Zones Respawn.esp
Hey Kai,
Is there any way in the load order to combine Phalanx and FWE/MMM to make it so that the Phalanx group commands are in, but that the FWE/MMM vendor/ammo/stim availability remains? i.e., is it possible to add Phalanx earlier in the load order somehow so that the group commands get put in, but so that the FWE/MMM vendor lists reign supreme?
I hope this makes sense and thanks!
Just don't load Phalanx-OPTIONAL-VendorChanges.esp, Phalanx-OPTIONAL-WeaponChange.esp, Phalanx-OPTIONAL-WeaponRepairLists.esp and Phalanx-OPTIONAL-BROKENSTEEL-WeaponRepairLists.esp.
Those files shouldn't be loaded with FWE anyhows.
A quick question:
I saw in FWE change log that the bonus damage for the Point Lookout creatures are removed.
Is it the same for the mutants Overlords ?
If I'm not mistaken that still in 4.0, but it is definitly removed in 5.0