FWE question manual install

Post » Thu May 03, 2012 11:04 am

Hello sorry if this is somewhere I couldnt find.

So I was trying to install FWE with FOMM and it would never activate the FOMods Thats not my question though as I just went ahead and did a manual install.

After unziping the archive to a temporary folder like the walkthrough here says. I searched for the ArchiveInvalidation , but couldnt find one. (I DL'd the master realease of it) So I just Cut n pasted everything except the fomod folder and the HTML read me document into my Data folder.

After finnally figureing out where to put FOSE (lol) I got it up and running.

Other than it showing items not found in the pipboy it seems to be running fine. So was wondering if I should have put the FOmod and HTML in with the rest of the stuff.

By the way , I didnt use FO3edit , But just turned all the DLC's off. However a little ways into running the game it does activate Broken steel. Not really a problem at this point as Ill be reading through Fo3edit later because I want to merge MMM with FWE and have the foip for it.

One last question , since Im seeing so many versions of FO3edit ... is there one inparticular I should use for these mods?
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Natalie Harvey
 
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Post » Thu May 03, 2012 8:20 am

Okies my bad , forget the part about Broken steel loading up. I had selected broken steel followers.

But now im wondering if I even need FO3edit if I use the foip specifically for FWE and MMM ?

By the way I am still useing FOMM to select/deselct in its first screen. Its just in the package manager I could never get the fomod to activate. gave me error (couldnt find type , something about booliean script?) but manually did work.
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Stacy Hope
 
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