[RELz] Fwe - Fo3 Wanderers Edition No.37

Post » Sat May 28, 2011 7:50 pm

But I don't have any Project Beauty FOIP patches. :)


Mart's Mutant Mod - Project Beauty.esp
that one?

Also remember that if you installed DarnUI that you first installed DarnUI a11(lots of people forget this or install the wrong version) and then the FWE-DarnUI patch
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Eire Charlotta
 
Posts: 3394
Joined: Thu Nov 09, 2006 6:00 pm

Post » Sat May 28, 2011 7:48 pm

Mart's Mutant Mod - Project Beauty.esp


Oh smack, I didn't know that that was a FOIP patch... It came with Project Beauty HD v2.70 so I just figured I'd install it. Hehe I'll try removing it and see if it helps.

Also remember that if you installed DarnUI that you first installed DarnUI a11(lots of people forget this or install the wrong version) and then the FWE-DarnUI patch


Yep, did that. :)
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Maria Garcia
 
Posts: 3358
Joined: Sat Jul 01, 2006 6:59 am

Post » Sat May 28, 2011 9:26 am

Oh smack, I didn't know that that was a FOIP patch... It came with Project Beauty HD v2.70 so I just figured I'd install it. Hehe I'll try removing it and see if it helps.

Ah if it came with Project Beauty then it should be alright. Just confusing because we had a FOIP patch with the exact same name. But you should definitly load it before the MMM-FWE patches
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Bellismydesi
 
Posts: 3360
Joined: Sun Jun 18, 2006 7:25 am

Post » Sat May 28, 2011 6:34 am

UPDATE

OK now this is weird... I reinstalled UF3P and made a few small adjustments to the load order and now my game loads up to the main menu just fine. My load order, for anyone who's having trouble getting a similar configuration working:

Fallout3.esmUnofficial Fallout 3 Patch.esmCRAFT.esmCALIBR.esmProject Beauty.esmDCInteriors_ComboEdition.esmFO3 Wanderers Edition - Main File.esmMart's Mutant Mod.esmStreetLights.esmDarNifiedUIF3.espStreetLights - Wasteland.espCRAFT - Activation Perk.espUPP - Pack 1.espUPP - Pack 2.espUPP - Experience Perks.espUPP - Quest Perks.espFO3 Wanderers Edition - Main File.espFO3 Wanderers Edition - UFP Support.espFO3 Wanderers Edition - Optional Free Play After MQ.espWeaponModKits.espWeaponModKits - FWE Master Release.espEVE.espEVE - FWE Master Release.espEVE - FWE with WeaponModKits.espMart's Mutant Mod.espMart's Mutant Mod - Project Beauty.espMart's Mutant Mod - FWE Master Release.espMart's Mutant Mod - FWE with EVE.espdD-Less Blood Time.espFO3 Wanderers Edition - More Gore.espMyCustomPatch.espTotal active plugins: 31Total plugins: 31


Also I personally don't use UFP, am also not the person who would recommend using it.


Any specific reasons why?
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Ryan Lutz
 
Posts: 3465
Joined: Sun Sep 09, 2007 12:39 pm

Post » Sat May 28, 2011 1:30 pm

Any specific reasons why?


I'm curious about the reasoning as well. I know there were problems with the Broken Steel patch causing crashing issues but there was a fix for that one. The unofficial patch was the only way to get rid of the Enclave troopers walking around right after I left the vault.

I know there are a few mod incompatibilities with the UFOP as well but I was able to manually merge the changes.

The patch doesn't seem to be as popular as the one for Oblivion. I'm guessing that is mainly because it isn't being updated.
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Trevi
 
Posts: 3404
Joined: Fri Apr 06, 2007 8:26 pm

Post » Sat May 28, 2011 5:26 am

I just find that UFP fixes too few issues that actually matter. Can't say there was much of a difference playing with or without it. I actually experienced quite a number of crashing issues when running it.

I won't go as far to say that it's outright broken or people shouldnt use it at all, but I personally prefer not to.
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Ella Loapaga
 
Posts: 3376
Joined: Fri Mar 09, 2007 2:45 pm

Post » Sat May 28, 2011 4:14 pm

Any specific reasons why?

In full installation UF3P can provide enough crashes. But with fix installed and masterupdate you probably will have no issues at all.
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Ellie English
 
Posts: 3457
Joined: Tue Jul 11, 2006 4:47 pm

Post » Sat May 28, 2011 7:36 pm

Good new for sure!

I am going to make a bit of a very tiny begging/plea for a mod to be added, that I think will go very nicely with FWE. http://fallout3nexus.com/downloads/file.php?id=6338 makes use of the "Pre War cooking paraphernalia" as well as some other neat things. It would be very nice if it could be added to the FWE primary needs section. *gets down on both knees and begs with puppy dog eyes*


I second Miss Sparkle's plea.
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Jordyn Youngman
 
Posts: 3396
Joined: Thu Mar 01, 2007 7:54 am

Post » Sat May 28, 2011 11:42 am

Thirding Miss Sparkle's plea for Fallout Food with big blue puppy dog eyes. My wish on the Modding Wishlist thread was for FWE and Fallout Food to work together. You guys are already my heroes for making my game the endless amount of fun that it is. Fallout Food would be icing on the cake.
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Ross Zombie
 
Posts: 3328
Joined: Wed Jul 11, 2007 5:40 pm

Post » Sat May 28, 2011 10:03 am

Okay, so i'm planning on giving FWE another go around and most likely need some advice on my load order, mainly what can stay and what should go. i am sure that Real Injuries + Primary Needs and BLTC should probably be removed but what else? Any help would be appreciated. Load order in spoiler tag.


Spoiler
Fallout3.esm
Anchorage.esm
ThePitt.esm
BrokenSteel.esm
PointLookout.esm
Zeta.esm
Unofficial Fallout 3 Patch.esm
HairPack.esm
RI_Core.esm
CFWRv3.esm
Destruction.esm
SS Master File.esm
CALIBR.esm
xCALIBR.esm
Mart's Mutant Mod.esm
Enhanced Weather - Rain and Snow.esm
StreetLights.esm
DCInteriors_ComboEdition.esm
Selected Containers Respawn.esm
CALIBRxMerchant.esp
DarNifiedUIF3.esp
GalaxyNewsRadio100[M].esp
Unofficial Fallout 3 Patch - Operation Anchorage.esp
Unofficial Fallout 3 Patch - The Pitt.esp
Unofficial Fallout 3 Patch - Broken Steel.esp
Unofficial Fallout 3 Patch - Point Lookout.esp
Unofficial Fallout 3 Patch - Mothership Zeta.esp
FireLightFix.esp
BSMovieSkip.esp
eyes_hairpack_en.esp
NoLockTopic.esp
Auto Aim Fix v1.1.esp
GNR Fix.esp
VanishingPiles.esp
MiniVaultNoScav.esp
Stealth Kills Enabled.esp
Stealth Kills Enabled - Pitt Compatibility.esp
SS OTS Camera FOSE.esp
MoreMapMarkers.esp
krzymar-MoonSize_160%.esp
Destruction - Main.esp
Destruction - Main - Statics.esp
Destruction - DLC.esp
Destruction - DLC - Statics.esp
Classic Fallout Weapons BETA.esp
BusworldV1.05d.esp
CharonImproved.esp
Realistic icons.esp
GeneratorSound.esp
ImmersiveHealth.esp
weaponmodkits.esp
WeaponModKits - OperationAnchorage.esp
WeaponModKits - ThePitt.esp
WeaponModKits - BrokenSteel.esp
WeaponModKits - PointLookout.esp
WeaponModKits - Zeta.esp
BRUTE_GunKnockdownsSpecialScriptedEditionTHEPOINT.esp
BRUTE_GunKnockdownsSpecialScriptedEditionANCHORAGE.esp
BRUTE_GunKnockdownsSpecialScriptedEditionTHEPITT.esp
PHIG_IncreasedLocationalDamage.esp
PHIG_ExtremeGunRarityEXPENSIVEGUNS.esp
PHIG_GunKnockdownsTOUGHERSUPERS.esp
PHIG_GunKnockdownsSpecialScriptedEdition.esp
PHIG_IncreasedDamageLITE.esp
PHIG_IncreasedArmor.esp
PHIG_SteadyAim.esp
Tactical Weapons by gRs Frederyck.esp
SR25Rifle.esp
ZL-SVD-CALIBR.esp
ChineseStealthArmorFixed.esp
Raiders have Pitt Armor.esp
MMMs-NoAutoAim.esp
Echo_UseBothGloves.esp
Nano Suit.esp
3EFhelmlessstealthsuit.esp
3EFdrg.esp
xCALIBRmunitions.esp
xCALIBR_override.esp
Kick Dogmeat.esp
Unique Dogmeat.esp
PointLookout-nofiring.esp
praiseatom.esp
EVE.esp
CFWRLoadLastEVE.esp
Explosive Explosives v1.3.esp
Slower Degradation (-80%).esp
CrossRepairWeapons.esp
RI_Base3.esp
RI_PNeeds2S.esp
RI_PNAnchorage.esp
RI_PN_ThePitt.esp
RI_PN_BrokenSteel.esp
RI_PN_PointLookout.esp
RI_PN_Zeta.esp
RI_DoctorCost.esp
RI_LootTablePN.esp
RI_LootTableRI.esp
RI_Alcohol.esp
RiPnO Debug.esp
RI_PrimaryNeeds_DUI_Plugin.esp
RI_FOSE.esp
RiPnO CorePatch.esp
RI_CrippledEffects.esp
BLTC.esp
BLTC Immersion Patch.esp
BLTC Less Addictions.esp
BLTC Hypo Fix.esp
RI_Base.esp
CP - RiPnO [MMM] Meats.esp
RI_PNMMM.esp
Slower Levelling - very slow.esp
Explosive Explosives.esp
Explosive Entry.esp
CombatEnhanced-Package v02.esp
Selected Containers Respawn.esp
Responsive Kill Reactions.esp
SS Creature Compendium.esp
SS Weapon Effects.esp
Mart's Mutant Mod.esp
Mart's Mutant Mod - DLC Anchorage.esp
Mart's Mutant Mod - DLC The Pitt.esp
Mart's Mutant Mod - DLC Broken Steel.esp
Mart's Mutant Mod - DLC Point Lookout.esp
Mart's Mutant Mod - Hunting & Looting.esp
Mart's Mutant Mod - Increased Spawns.esp
Mart's Mutant Mod - Natural Selection.esp
Mart's Mutant Mod - Tougher Traders.esp
Mart's Mutant Mod - Zones Respawn.esp
Mart's Mutant Mod - CFW.esp
Fellout-Full.esp
Fellout-BrokenSteel.esp
Fellout-PointLookout.esp
Fellout-Zeta.esp
Enhanced Weather - Rain and Snow in Fallout.esp
Enhanced Weather - Weather Sounds in Interiors.esp
Enhanced Weather - Sneak Bonus during Storms.esp
pip150.esp
pipomfg.esp
megalight.esp
Destruction - CP - Fellout.esp
PlasmaRifleRedesign.esp
LucyWestCompanion.esp
EVE Operation Anchorage.esp

Total active plugins: 143
Total plugins: 155

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Mandi Norton
 
Posts: 3451
Joined: Tue Jan 30, 2007 2:43 pm

Post » Sat May 28, 2011 8:02 am

Thirding Miss Sparkle's plea for Fallout Food with big blue puppy dog eyes. My wish on the Modding Wishlist thread was for FWE and Fallout Food to work together. You guys are already my heroes for making my game the endless amount of fun that it is. Fallout Food would be icing on the cake.

Alright alright, I'll make a compatbility patch until the weekend :)


Okay, so i'm planning on giving FWE another go around and most likely need some advice on my load order, mainly what can stay and what should go. i am sure that Real Injuries + Primary Needs and BLTC should probably be removed but what else? Any help would be appreciated. Load order in spoiler tag.


Would arrange it more like this:
Spoiler
Fallout3.esm
Anchorage.esm
ThePitt.esm
BrokenSteel.esm
PointLookout.esm
Zeta.esm
Unofficial Fallout 3 Patch.esm
HairPack.esm
Destruction.esm
SS Master File.esm
DCInteriors_ComboEdition.esm
StreetLights.esm
CALIBR.esm
xCALIBR.esm
Mart's Mutant Mod.esm
Enhanced Weather - Rain and Snow.esm

Unofficial Fallout 3 Patch - Operation Anchorage.esp
Unofficial Fallout 3 Patch - The Pitt.esp
Unofficial Fallout 3 Patch - Broken Steel.esp
Unofficial Fallout 3 Patch - Point Lookout.esp
Unofficial Fallout 3 Patch - Mothership Zeta.esp

DarNifiedUIF3.esp
Destruction - Main.esp
Destruction - Main - Statics.esp
Destruction - DLC.esp
Destruction - DLC - Statics.esp
BusworldV1.05d.esp
FireLightFix.esp
eyes_hairpack_en.esp
Echo_UseBothGloves.esp
Nano Suit.esp
3EFhelmlessstealthsuit.esp
3EFdrg.esp
CALIBRxMerchant.esp
xCALIBRmunitions.esp
xCALIBR_override.esp
PointLookout-nofiring.esp
praiseatom.esp
GNR Fix.esp
VanishingPiles.esp
MiniVaultNoScav.esp
SS OTS Camera FOSE.esp
MoreMapMarkers.esp
krzymar-MoonSize_160%.esp
Tactical Weapons by gRs Frederyck.esp
SR25Rifle.esp
ZL-SVD-CALIBR.esp
GeneratorSound.esp
ImmersiveHealth.esp
Stealth Kills Enabled.esp
Stealth Kills Enabled - Pitt Compatibility.esp
GalaxyNewsRadio100[M].esp

weaponmodkits.esp
WeaponModKits - OperationAnchorage.esp
WeaponModKits - ThePitt.esp
WeaponModKits - BrokenSteel.esp
WeaponModKits - PointLookout.esp
WeaponModKits - Zeta.esp

EVE.esp
EVE Operation Anchorage.esp

SS Creature Compendium.esp
SS Weapon Effects.esp

Mart's Mutant Mod.esp
Mart's Mutant Mod - DLC Anchorage.esp
Mart's Mutant Mod - DLC The Pitt.esp
Mart's Mutant Mod - DLC Broken Steel.esp
Mart's Mutant Mod - DLC Point Lookout.esp
Mart's Mutant Mod - Hunting & Looting.esp

LucyWestCompanion.esp
CharonImproved.esp
Kick Dogmeat.esp
Unique Dogmeat.esp

Fellout-Full.esp
Fellout-BrokenSteel.esp
Fellout-PointLookout.esp
Fellout-Zeta.esp
Destruction - CP - Fellout.esp
Enhanced Weather - Rain and Snow in Fallout.esp
Enhanced Weather - Weather Sounds in Interiors.esp
Enhanced Weather - Sneak Bonus during Storms.esp

pip150.esp (don't know these)
pipomfg.esp(don't know these)
megalight.esp(don't know these)


All this stuff should go since it's integrated in FWE or otherwise made obsolete:
Spoiler

BSMovieSkip.esp
Selected Containers Respawn.esm
NoLockTopic.esp
Auto Aim Fix v1.1.esp
Classic Fallout Weapons BETA.esp
RI_Core.esm
CFWRv3.esm
Selected Containers Respawn.esp
Responsive Kill Reactions.esp
Realistic icons.esp
CP - RiPnO [MMM] Meats.esp
RI_PNMMM.esp
Slower Levelling - very slow.esp
Explosive Explosives.esp
Explosive Entry.esp
CombatEnhanced-Package v02.esp
Raiders have Pitt Armor.esp
ChineseStealthArmorFixed.esp
MMMs-NoAutoAim.esp
BRUTE_GunKnockdownsSpecialScriptedEditionTHEPOINT.esp
BRUTE_GunKnockdownsSpecialScriptedEditionANCHORAGE.esp
BRUTE_GunKnockdownsSpecialScriptedEditionTHEPITT.esp
PHIG_IncreasedLocationalDamage.esp
PHIG_ExtremeGunRarityEXPENSIVEGUNS.esp
PHIG_GunKnockdownsTOUGHERSUPERS.esp
PHIG_GunKnockdownsSpecialScriptedEdition.esp
PHIG_IncreasedDamageLITE.esp
PHIG_IncreasedArmor.esp
PHIG_SteadyAim.esp
Mart's Mutant Mod - Increased Spawns.esp
Mart's Mutant Mod - Natural Selection.esp
Mart's Mutant Mod - Tougher Traders.esp
Mart's Mutant Mod - Zones Respawn.esp
Mart's Mutant Mod - CFW.esp
PlasmaRifleRedesign.esp
CFWRLoadLastEVE.esp
Explosive Explosives v1.3.esp
Slower Degradation (-80%).esp
CrossRepairWeapons.esp
RI_Base3.esp
RI_PNeeds2S.esp
RI_PNAnchorage.esp
RI_PN_ThePitt.esp
RI_PN_BrokenSteel.esp
RI_PN_PointLookout.esp
RI_PN_Zeta.esp
RI_DoctorCost.esp
RI_LootTablePN.esp
RI_LootTableRI.esp
RI_Alcohol.esp
RiPnO Debug.esp
RI_PrimaryNeeds_DUI_Plugin.esp
RI_FOSE.esp
RiPnO CorePatch.esp
RI_CrippledEffects.esp
BLTC.esp
BLTC Immersion Patch.esp
BLTC Less Addictions.esp
BLTC Hypo Fix.esp
RI_Base.esp


Our http://docs.google.com/Doc?docid=0ASdCGxH-MDdeZGRzNmtyNzdfNGhobTJ2dmZu&hl=en also has a bunch of tips regarding load order and other things. And don't forget to get thehttp://fallout3nexus.com/downloads/file.php?id=4968 for EVE, WMK and MMM of course.
User avatar
Dean Ashcroft
 
Posts: 3566
Joined: Wed Jul 25, 2007 1:20 am

Post » Sat May 28, 2011 4:27 pm

I've got a question about the hotkeyed grenades. Is there a way to make them be thrown faster? More than often I find myself holding the button and as soon as the pin is pulled I release the button and the grenade isn't thrown because I apparently released the button too soon. Not too good to have in combat, can it be made faster or so you don't have to hold the button down as long?
User avatar
Danny Warner
 
Posts: 3400
Joined: Fri Jun 01, 2007 3:26 am

Post » Sat May 28, 2011 2:56 pm

I've got a question about the hotkeyed grenades. Is there a way to make them be thrown faster? More than often I find myself holding the button and as soon as the pin is pulled I release the button and the grenade isn't thrown because I apparently released the button too soon. Not too good to have in combat, can it be made faster or so you don't have to hold the button down as long?

Nope, I tried a bunch of different possibilities but they all were too unstable. You'll get used to it after a little while to hold the button for a split second longer. A modder can't work magic, we're still bound by the scripting limitations of the engine.
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SEXY QUEEN
 
Posts: 3417
Joined: Mon Aug 13, 2007 7:54 pm

Post » Sat May 28, 2011 11:15 am

Alright alright, I'll make a compatbility patch until the weekend :)




Would arrange it more like this:
Spoiler
Fallout3.esm
Anchorage.esm
ThePitt.esm
BrokenSteel.esm
PointLookout.esm
Zeta.esm
Unofficial Fallout 3 Patch.esm
HairPack.esm
Destruction.esm
SS Master File.esm
DCInteriors_ComboEdition.esm
StreetLights.esm
CALIBR.esm
xCALIBR.esm
Mart's Mutant Mod.esm
Enhanced Weather - Rain and Snow.esm

Unofficial Fallout 3 Patch - Operation Anchorage.esp
Unofficial Fallout 3 Patch - The Pitt.esp
Unofficial Fallout 3 Patch - Broken Steel.esp
Unofficial Fallout 3 Patch - Point Lookout.esp
Unofficial Fallout 3 Patch - Mothership Zeta.esp

DarNifiedUIF3.esp
Destruction - Main.esp
Destruction - Main - Statics.esp
Destruction - DLC.esp
Destruction - DLC - Statics.esp
BusworldV1.05d.esp
FireLightFix.esp
eyes_hairpack_en.esp
Echo_UseBothGloves.esp
Nano Suit.esp
3EFhelmlessstealthsuit.esp
3EFdrg.esp
CALIBRxMerchant.esp
xCALIBRmunitions.esp
xCALIBR_override.esp
PointLookout-nofiring.esp
praiseatom.esp
GNR Fix.esp
VanishingPiles.esp
MiniVaultNoScav.esp
SS OTS Camera FOSE.esp
MoreMapMarkers.esp
krzymar-MoonSize_160%.esp
Tactical Weapons by gRs Frederyck.esp
SR25Rifle.esp
ZL-SVD-CALIBR.esp
GeneratorSound.esp
ImmersiveHealth.esp
Stealth Kills Enabled.esp
Stealth Kills Enabled - Pitt Compatibility.esp
GalaxyNewsRadio100[M].esp

weaponmodkits.esp
WeaponModKits - OperationAnchorage.esp
WeaponModKits - ThePitt.esp
WeaponModKits - BrokenSteel.esp
WeaponModKits - PointLookout.esp
WeaponModKits - Zeta.esp

EVE.esp
EVE Operation Anchorage.esp

SS Creature Compendium.esp
SS Weapon Effects.esp

Mart's Mutant Mod.esp
Mart's Mutant Mod - DLC Anchorage.esp
Mart's Mutant Mod - DLC The Pitt.esp
Mart's Mutant Mod - DLC Broken Steel.esp
Mart's Mutant Mod - DLC Point Lookout.esp
Mart's Mutant Mod - Hunting & Looting.esp

LucyWestCompanion.esp
CharonImproved.esp
Kick Dogmeat.esp
Unique Dogmeat.esp

Fellout-Full.esp
Fellout-BrokenSteel.esp
Fellout-PointLookout.esp
Fellout-Zeta.esp
Destruction - CP - Fellout.esp
Enhanced Weather - Rain and Snow in Fallout.esp
Enhanced Weather - Weather Sounds in Interiors.esp
Enhanced Weather - Sneak Bonus during Storms.esp

pip150.esp (don't know these)
pipomfg.esp(don't know these)
megalight.esp(don't know these)


All this stuff should go since it's integrated in FWE or otherwise made obsolete:
Spoiler

BSMovieSkip.esp
Selected Containers Respawn.esm
NoLockTopic.esp
Auto Aim Fix v1.1.esp
Classic Fallout Weapons BETA.esp
RI_Core.esm
CFWRv3.esm
Selected Containers Respawn.esp
Responsive Kill Reactions.esp
Realistic icons.esp
CP - RiPnO [MMM] Meats.esp
RI_PNMMM.esp
Slower Levelling - very slow.esp
Explosive Explosives.esp
Explosive Entry.esp
CombatEnhanced-Package v02.esp
Raiders have Pitt Armor.esp
ChineseStealthArmorFixed.esp
MMMs-NoAutoAim.esp
BRUTE_GunKnockdownsSpecialScriptedEditionTHEPOINT.esp
BRUTE_GunKnockdownsSpecialScriptedEditionANCHORAGE.esp
BRUTE_GunKnockdownsSpecialScriptedEditionTHEPITT.esp
PHIG_IncreasedLocationalDamage.esp
PHIG_ExtremeGunRarityEXPENSIVEGUNS.esp
PHIG_GunKnockdownsTOUGHERSUPERS.esp
PHIG_GunKnockdownsSpecialScriptedEdition.esp
PHIG_IncreasedDamageLITE.esp
PHIG_IncreasedArmor.esp
PHIG_SteadyAim.esp
Mart's Mutant Mod - Increased Spawns.esp
Mart's Mutant Mod - Natural Selection.esp
Mart's Mutant Mod - Tougher Traders.esp
Mart's Mutant Mod - Zones Respawn.esp
Mart's Mutant Mod - CFW.esp
PlasmaRifleRedesign.esp
CFWRLoadLastEVE.esp
Explosive Explosives v1.3.esp
Slower Degradation (-80%).esp
CrossRepairWeapons.esp
RI_Base3.esp
RI_PNeeds2S.esp
RI_PNAnchorage.esp
RI_PN_ThePitt.esp
RI_PN_BrokenSteel.esp
RI_PN_PointLookout.esp
RI_PN_Zeta.esp
RI_DoctorCost.esp
RI_LootTablePN.esp
RI_LootTableRI.esp
RI_Alcohol.esp
RiPnO Debug.esp
RI_PrimaryNeeds_DUI_Plugin.esp
RI_FOSE.esp
RiPnO CorePatch.esp
RI_CrippledEffects.esp
BLTC.esp
BLTC Immersion Patch.esp
BLTC Less Addictions.esp
BLTC Hypo Fix.esp
RI_Base.esp


Our http://docs.google.com/Doc?docid=0ASdCGxH-MDdeZGRzNmtyNzdfNGhobTJ2dmZu&hl=en also has a bunch of tips regarding load order and other things. And don't forget to get thehttp://fallout3nexus.com/downloads/file.php?id=4968 for EVE, WMK and MMM of course.

Thanks for the info, and the fast reply. This will significantly reduce the size of my bloated load order. Also, already have all files Dl'd including the patches, just need to do a little cleaning up first :goodjob:
User avatar
Danii Brown
 
Posts: 3337
Joined: Tue Aug 22, 2006 7:13 am

Post » Sat May 28, 2011 2:31 pm

Nope, I tried a bunch of different possibilities but they all were too unstable. You'll get used to it after a little while to hold the button for a split second longer. A modder can't work magic, we're still bound by the scripting limitations of the engine.


Alrighty. I'll have to teach myself, it's always that one last split second! Sure can't work magic, but you guys sure can create great mods ;)
User avatar
(G-yen)
 
Posts: 3385
Joined: Thu Oct 11, 2007 11:10 pm

Post » Sat May 28, 2011 8:34 pm

Yeah true. Though to be honest I think it's actually a fun idea. I could create a new perk that requires all Cyborg perks and high science and it would give you nightvision permanently for free without any need for a helmet or energy. Considering how many perks this would require and the skills I think it would be fairly balanced...
But I'm just throwing this out here, not saying if I wanna add this or not.

By the way, for people who know how to mod a bit, all you have to do to add nightvision to any helmet is put it into the Nightvisionhelmets formlist.


I am entirely fine with spending six perks to get this. That is how bad I want my dream to come true. Please give me a ballpark on the science skill requirement so I can start spending the points now, just on the off chance you will add this. Oh please, please add this.
Also, I'm just dreaming here, but would some sort of predator-style or black and white heat vision be possible? Sometimes it's difficult to tell my victims apart from the background with the ordinary night vision. Maybe it could be included in the same perk, to sweeten the deal?
On another note, would settable bear traps be possible?

I'm sorry, I can't stop coming up with ideas!
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Causon-Chambers
 
Posts: 3503
Joined: Sun Oct 15, 2006 11:47 pm

Post » Sat May 28, 2011 3:25 pm

I realize that the karma messages are now hidden, but is my karma supposed to be hidden too? I wasn't sure about this so I went on a rampage killing half of megaton to test the karma and it still said i was neutral. Is this normal or is my game screwed up?
User avatar
JERMAINE VIDAURRI
 
Posts: 3382
Joined: Tue Dec 04, 2007 9:06 am

Post » Sat May 28, 2011 11:38 am

My sprint mod randomly stops working, and the only solution is to load a saved game where it still works.
Also, primary needs has given up the ghost altogether.

EDIT: Okay, primary needs was working after all, but the nerd rage perk doesn't seem to be giving me the 95% Damage Resistance. I'm guessing it's because I already have 10 strength and took it just for the DR.
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Emily Rose
 
Posts: 3482
Joined: Sat Feb 17, 2007 5:56 pm

Post » Sat May 28, 2011 7:02 am

Hmm.. are some firearms supposed to do over 2000 damage? Like the jackhammer?
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Oscar Vazquez
 
Posts: 3418
Joined: Sun Sep 30, 2007 12:08 pm

Post » Sat May 28, 2011 1:42 pm

I realize that the karma messages are now hidden, but is my karma supposed to be hidden too? I wasn't sure about this so I went on a rampage killing half of megaton to test the karma and it still said i was neutral. Is this normal or is my game screwed up?

Read the http://docs.google.com/Doc?docid=0ASdCGxH-MDdeZGRzNmtyNzdfNGhobTJ2dmZu&hl=en.

My sprint mod randomly stops working, and the only solution is to load a saved game where it still works.


Read the http://docs.google.com/Doc?docid=0ASdCGxH-MDdeZGRzNmtyNzdfNGhobTJ2dmZu&hl=en!

Hmm.. are some firearms supposed to do over 2000 damage? Like the jackhammer?

http://docs.google.com/Doc?docid=0ASdCGxH-MDdeZGRzNmtyNzdfNGhobTJ2dmZu&hl=en! Read it.


I'm not [censored] kidding when I say if you have a question, read the http://docs.google.com/Doc?docid=0ASdCGxH-MDdeZGRzNmtyNzdfNGhobTJ2dmZu&hl=en first.
User avatar
Madison Poo
 
Posts: 3414
Joined: Wed Oct 24, 2007 9:09 pm

Post » Sat May 28, 2011 1:38 pm

Read the http://docs.google.com/Doc?docid=0ASdCGxH-MDdeZGRzNmtyNzdfNGhobTJ2dmZu&hl=en.



Read the http://docs.google.com/Doc?docid=0ASdCGxH-MDdeZGRzNmtyNzdfNGhobTJ2dmZu&hl=en!


http://docs.google.com/Doc?docid=0ASdCGxH-MDdeZGRzNmtyNzdfNGhobTJ2dmZu&hl=en! Read it.


I'm not [censored] kidding when I say if you have a question, read the http://docs.google.com/Doc?docid=0ASdCGxH-MDdeZGRzNmtyNzdfNGhobTJ2dmZu&hl=en first.


Yes, sir! I found the answer in the FAQ. :D
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Wayland Neace
 
Posts: 3430
Joined: Sat Aug 11, 2007 9:01 am

Post » Sat May 28, 2011 5:28 am

Yes, sir! I found the answer in the FAQ. :D

Cheers ;)
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Wayne Cole
 
Posts: 3369
Joined: Sat May 26, 2007 5:22 am

Post » Sat May 28, 2011 3:16 pm

I know you're probably gonna tell me to read the dang FAQ ;) But I'm wondering, with FWE and WMK, do I need to create a merged patch, or is all the FOIP patches fine as is? I tried reading it to figure out what's needed but it got a little confusing. I am also using MMM is that means anything. I've played for a while yesterday with WMK installed with no problems, but want to make sure if I need to make that merged patch or not.
User avatar
Anthony Rand
 
Posts: 3439
Joined: Wed May 09, 2007 5:02 am

Post » Sat May 28, 2011 7:19 pm

I know you're probably gonna tell me to read the dang FAQ ;) But I'm wondering, with FWE and WMK, do I need to create a merged patch, or is all the FOIP patches fine as is? I tried reading it to figure out what's needed but it got a little confusing. I am also using MMM is that means anything. I've played for a while yesterday with WMK installed with no problems, but want to make sure if I need to make that merged patch or not.

Yes...read the FAQ. Everything you need to know about Merged Patches and how to create them is explained there.
You need a Merged Patch, period.

I'm starting to think people ask me all this stuff that stands in the FAQ just purposely to annoy me :D
User avatar
m Gardner
 
Posts: 3510
Joined: Sun Jun 03, 2007 8:08 pm

Post » Sat May 28, 2011 6:29 pm

I know you're probably gonna tell me to read the dang FAQ ;) But I'm wondering, with FWE and WMK, do I need to create a merged patch, or is all the FOIP patches fine as is? I tried reading it to figure out what's needed but it got a little confusing. I am also using MMM is that means anything. I've played for a while yesterday with WMK installed with no problems, but want to make sure if I need to make that merged patch or not.

Read the FAQ :grad:
It's always very important to use a Merged Patch, otherwise you might be missing out on some features of the mods that you have.

Yes, you need it :)
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Jaylene Brower
 
Posts: 3347
Joined: Tue Aug 15, 2006 12:24 pm

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