GOD THIS IS ANNOYING

Post » Fri Feb 18, 2011 9:04 pm

ok so now i got a new problem my companions are useless Malcolm is just using his knife in any and all situations there is a weird message i have never seen before in all companions dialogue it says "i screwed this up i wish i could delete it" if i click it it does nothing have never seen this line of dialogue before and i have used these mods before (most likely older versions because i have just come back to fo3) so Malcolm will just charge into a group of raiders get mowed down in seconds leaving me (censored) im pretty sure its because of fook2's phalanx mod but i have tried all the options ingame to make him use guns but to no avail


Fallout3.esm
Anchorage.esm
ThePitt.esm
BrokenSteel.esm
PointLookout.esm
Zeta.esm
Unofficial Fallout 3 Patch.esm
Destruction.esm
CALIBR.ESM
Project Beauty.esm
FOOK2 - Main.ESM
FOOK2 - [DIK] DLC Improvement Kit.ESM
Mart's Mutant Mod.esm
Enhanced Weather - Rain and Snow.esm
RH_IRONSIGHTS.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
Project Beauty- Broken Steel.esp
Project Beauty- Point Lookout.esp
DK_BulletTime.esp
Sprint Mod.esp
RH_IronSights_Basic_VanillaPlugin.esp
RH_IronSights_Basic_AnchoragePlugin.esp
RH_IronSights_Basic_PittPlugin.esp
RH_IronSights_Basic_BrokenSteelPlugin.esp
RH_IronSights_Basic_PointLookoutPlugin.esp
RH_IronSights_Basic_ZetaPlugin.esp
RH_IronSights_Pitt_NewRifleSights.esp
RH_IronSights_RemoveReticule.esp
Destruction - Main.esp
Destruction - Main - Statics.esp
Destruction - DLC.esp
Destruction - DLC - Statics.esp
MTC Wasteland Travellers.esp
MTC Wasteland Travellers (Optional)- Crowded Cities.esp
FOOK2 - Main.esp
FOOK2 - [DIK] DLC Improvement Kit.esp
FOOK2 - Mothership Zeta.esp
FOOK2 Main [Hotfix].esp
FOOK2 DIK [Hotfix].esp
FOOK2 - [DESTRUCTION] Main.esp
FOOK2 - [DESTRUCTION] Main - Statics.esp
FOOK2 - [DESTRUCTION] DIK.esp
FOOK2 - [DESTRUCTION] DIK - Statics.esp
FOOK2 - [DESTRUCTION] Mothership Zeta.esp
FOOK2 - [DESTRUCTION] Mothership Zeta - Statics.esp
WeaponModKits.esp
WeaponModKits - FOOK.esp
WeaponModKits - OperationAnchorage.esp
WeaponModKits - ThePitt.esp
WeaponModKits - BrokenSteel.esp
WeaponModKits - PointLookout.esp
WeaponModKits - Zeta.esp
WMK-RH IronSights.esp
WMKAA12Shotgun.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 - DLC Zeta.esp
Mart's Mutant Mod - Tougher Traders.esp
Mart's Mutant Mod - Natural Selection.esp
Mart's Mutant Mod - Master Menu Module.esp
Mart's Mutant Mod - Project Beauty.esp
Mart's Mutant Mod - FOOK2.esp
Mart's Mutant Mod - FOOK2 - DIK.esp
1PipboyPDA.esp
Fellout-pipboylight.esp
Enhanced Weather - Rain and Snow in Fallout.esp
Enhanced Weather - Radioactive Rain and Snow Plugin.esp
Enhanced Weather - Weather Sounds in Interiors.esp
Enhanced Weather - Sneak Bonus during Storms.esp
Enhanced Weather - REBOOT.esp
Fellout-Full.esp
Fellout-Anchorage.esp
Fellout-BrokenSteel.esp
Fellout-PointLookout.esp
Fellout-Zeta.esp
FOOK2 Nightvision for Fellout.esp
The Groovatron.esp
The Groovatron_DLC_Anch_Addon.esp
The Groovatron_DLC_Pitt_Addon.esp
The Groovatron_DLC_PL_Addon.esp
Destruction - CP - Fellout.esp
CRBSOR.esp
Merged Patch.esp
AlternateStart.esp
RH_IronSights_Vanilla_NewWeapons.esp
RH_IronSights_PL_NewItems.esp
1alexscorpionsnipergear.esp
RH_IronSights_Vanilla_BetterUniques.esp
ObjectPlacementFix.esp
AltPathTenpenny.esp
FOOK2 - RH_IronSights.esp

Total active plugins: 99
Total plugins: 109
User avatar
Matt Bee
 
Posts: 3441
Joined: Tue Jul 10, 2007 5:32 am

Post » Sat Feb 19, 2011 5:47 am

You can bind your number keys 1-9 to weapons, stimpacks, etc.. normally I will have:

1. stimpack - In case I need a quick heal
2. Sniper Rifle
3. Assault Rifle
4. Handgun of choice
5.... whatever you want

It just makes changing weapons quicker without searching through your inventory.
User avatar
Vivien
 
Posts: 3530
Joined: Fri Apr 13, 2007 2:47 pm

Post » Sat Feb 19, 2011 8:28 am

maybye im not explaining correctly i know this game verry well i have played over 300hours this a mod related problem every time load the game some mod asks me to bind a key i want that to stop

here is a screenie
http://img233.imageshack.us/i/screenshot2bn.png/
that comes up every time i load a save, die, restart the game
i know its one of the mods but cant work out what one
User avatar
Stay-C
 
Posts: 3514
Joined: Sun Jul 16, 2006 2:04 am

Post » Sat Feb 19, 2011 12:26 am

maybye im not explaining correctly i know this game verry well i have played over 300hours this a mod related problem every time load the game some mod asks me to bind a key i want that to stop

here is a screenie
http://img233.imageshack.us/i/screenshot2bn.png/
that comes up every time i load a save, die, restart the game
i know its one of the mods but cant work out what one


Oh. that's weird. Never seen that one.

Sorry, I misunderstood...

Uncheck all the mod esp's and add 1 at a time to figure out which one it is.. Which will be a pain with all those mods.
User avatar
Curveballs On Phoenix
 
Posts: 3365
Joined: Sun Jul 01, 2007 4:43 am

Post » Sat Feb 19, 2011 2:01 am

Oh. that's weird. Never seen that one.

Sorry, I misunderstood...

Uncheck all the mod esp's and add 1 at a time to figure out which one it is.. Which will be a pain with all those mods.


yh that's what I'm trying to avoid doing because of all the fook2 mmm options it would take forever to get it going again and i just got it working well everything except the bind key thing is perfect
thanks for your reply anyway but im gonna wait and see if anyone knows the exact problem before i start turning mods off
User avatar
SaVino GοΜ
 
Posts: 3360
Joined: Mon Sep 17, 2007 8:00 pm

Post » Sat Feb 19, 2011 8:30 am

yh that's what I'm trying to avoid doing because of all the fook2 mmm options it would take forever to get it going again and i just got it working well everything except the bind key thing is perfect
thanks for your reply anyway but im gonna wait and see if anyone knows the exact problem before i start turning mods off


Maybe try the clusters? uncheck all the FOOK ones, then all the Mutant ones ect... may find it quicker that way. Couldn't hurt.
User avatar
Syaza Ramali
 
Posts: 3466
Joined: Wed Jan 24, 2007 10:46 am

Post » Sat Feb 19, 2011 6:54 am

As far as I'm aware mmm or wmk don't require any key bindings and fook doesn't force you to make one. So just uninstall one mod at a time from those that do use FOSE keybinds. You should know which ones have that because you DO read their descriptions and instructions before installing them ... right? When you'll find a culprit turn it off and reload to your last "good" save to continue the game.

Also, when did this occured. Did it happened right after you installed a new mod, or were you playing with the same mods all the time and it's the first time you run into this problem? Which mods from your list you do know require to make a keybind?
User avatar
jennie xhx
 
Posts: 3429
Joined: Wed Jun 21, 2006 10:28 am

Post » Sat Feb 19, 2011 9:09 am

Maybe try the clusters? uncheck all the FOOK ones, then all the Mutant ones ect... may find it quicker that way. Couldn't hurt.



sigh ok then i will but im not going to be smiling haha ill report back with my findings

SUCCESS i used boss it said i did'nt need the streetlight.esm or the myfook options or {[w-a-n-k]} fook option so i turned em off and SUCCESS
thanks to you mordria quick replys and helpfull
x4lien thanks too but its all good now
an for the record i have just came back to fo3 after being horrified about how [censored] new Vegas is so i just went right ahead and got all my old mods back thats why i dont read the readmes
User avatar
Astargoth Rockin' Design
 
Posts: 3450
Joined: Mon Apr 02, 2007 2:51 pm

Post » Sat Feb 19, 2011 2:16 am

Basically almost all your mods do not need to be active through the tutorial dungeon - er uh - I mean tutorial vault.

You can activate most of them not directly tied to character generation or leveled lists (the overhauls like Fook) after exiting the vault. Just like you can add mods later as you are playing.

its actually better to do this because during character creation there are a lot of scripted events and your character does not have all of of his 'stuff' about him anyway. Better mods don't interfere with that - unless the mod was designed to.
User avatar
Tanya
 
Posts: 3358
Joined: Fri Feb 16, 2007 6:01 am

Post » Fri Feb 18, 2011 10:13 pm

ok i have changed the first post cause i solved one issue now i have another one ffs
User avatar
Carlos Rojas
 
Posts: 3391
Joined: Thu Aug 16, 2007 11:19 am


Return to Fallout 3