Power Armor Stat/Texture/NVG Compatibilty?

Post » Sat May 28, 2011 9:30 pm

Is there any way to make the noted mods from my load order work together? Currently, If I load the stat changing ClassicEnclaveAPA-Better esp last, it will load the "better" stats, but the NVG wont work from NightVisionForAllAnchorage. Textures from DXs will work fine. Switching the order of the ClassicEnclaveAPA and the NVG mods will cause the NVG to work, but the power armor stats to come out wrong. Any suggestions? A merged patch from FO3Edit doesnt help either (FO3Edit notes conflicts between all 6 mods in one way or another. Specifically, if ClassicEnclaveAPA isnt loaded last out of the 6 mods, the better stats wont appear. Same goes for NVG, if it isnt loaded last, it wont work.).

Heres my load order:
Fallout3.esm
PointLookout.esm
Anchorage.esm
ThePitt.esm
BrokenSteel.esm
Zeta.esm
Unofficial Fallout 3 Patch.esm
CALIBR.esm
StreetLights.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
1Animated Nightvision goggles.esp
Echo_UseBothGloves.esp
ColtM4Carbines.esp
HZ_M92SE.esp
DanWessonPPC357(CALIBR).esp
BoSDX.esp
WinterizedT51bDX.esp
Outcast DX.esp
Tribal_DX.esp
NightVisionForAllAnchorage_NoTexture.esp
ClassicEnclaveAPA-Better-APA-english.esp

Tactical Vest CIRAS.esp
Dragonskin Tactical Outfit.esp
DragonskinBonusPack.esp
3EFdrg.esp
dD-Less Blood Time.esp
dD-More Gore.esp
dD-More Gore-The Pitt.esp
dD-More Gore-BrokenSteel.esp
dD-More Gore-PointLookout.esp
dD-More Gore-Zeta.esp
dD-Reduced Dismember Force.esp
StreetLights - Wasteland.esp
megalight.esp
Helmetless Camouflage Stealth Suits.esp
Angels Tac Harness.esp
AquaPura 3000.esp
ak-47.esp
AN-94_Abakan.esp
GhostCombatHelm.esp
BrowningHP - CALIBR.esp
HZ_SCARandAKS47.esp
VltorSBR.esp
HK416 SOPMOD.esp
VashDeagleV5.esp
Cavalry Revolver.esp
Casull Revolver.esp
SSR_Vintorez_AR.esp
Krigos2SVD.esp
M1911s CALIBR Compatible.esp
1alexscorpionsnipergear.esp
mk23.esp
VZ61.esp
FN SCAR.esp
HZ_FN57.esp
SIG Sauer - CALIBR.esp
HZ_Glock.esp
GoldenM1911.esp
H&K PSG-1 Sniper Rifles.esp
HZ_USP.esp
HZ_INGRAM.esp
HZ_M14.esp
MK23nonreplacer.esp
ModernWarfare.esp
HZ_MP7.esp
Slam M4 Pack.esp
Slam MP5.esp
HZ_AKS-74_KOBRA.esp
Slam Sniper Package.esp
Munkeenuts Armory - 1.0.esp
Slam MK46_48.esp
HZ_M249.esp
HZ_RPK.esp
Barrett M468.esp
Slam M16 Pack.esp
Crusaders Armor.esp
ZL-LambdaPowerArmor.esp
DeepEyes.esp
Red Eye Mask & Goggles.esp
SShop Edited.esp
Colossus Hvy Armor.esp
Protec_Combat_Armor.esp
Xepha's Darker Nights.esp
Assault Armor.esp

Total active plugins: 89
Total plugins: 89
User avatar
Irmacuba
 
Posts: 3531
Joined: Sat Mar 31, 2007 2:54 am

Post » Sat May 28, 2011 3:55 pm

Is there any way to make the noted mods from my load order work together? Currently, If I load the stat changing ClassicEnclaveAPA-Better esp last, it will load the "better" stats, but the NVG wont work from NightVisionForAllAnchorage. Textures from DXs will work fine. Switching the order of the ClassicEnclaveAPA and the NVG mods will cause the NVG to work, but the power armor stats to come out wrong. Any suggestions? A merged patch from FO3Edit doesnt help either (FO3Edit notes conflicts between all 6 mods in one way or another. Specifically, if ClassicEnclaveAPA isnt loaded last out of the 6 mods, the better stats wont appear. Same goes for NVG, if it isnt loaded last, it wont work.).

Sure, but it will require some work on your side.
Load marked mods in FO3Edit and override the records you want by right clicking onto the record and selecting "override into new file"
the record you're searching for will probably be in Armor.

The safest way would be to override the one entry with the wrong stats and just apply the stats yourself.
While editing, you can either type something into the fields or drag and drop from one of the mods you're overriding.

And finally, load this ESP you've just created after those mods :)
User avatar
jadie kell
 
Posts: 3497
Joined: Sat Jul 29, 2006 3:54 pm

Post » Sat May 28, 2011 5:19 pm

Thanks for the response. I suppose the easiest and shortest way would be to grab the line that gives power helmets night vision, and copy it over to the ClassicEnclaveAPA esp..................................... :stare: I gotta give props to those people who have the time and patience to do stuff like this.....

EDIT: That seems to have worked. Thanks for the help.
User avatar
Antony Holdsworth
 
Posts: 3387
Joined: Tue May 29, 2007 4:50 am


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