@IndraEMC
You do get your old gear back that way then?
Bug Fixes
Started by
jfprovata
, May 05 2011 07:11 PM
100 replies to this topic
#51
Posted 07 July 2011 - 12:49 AM
#52
Posted 09 July 2011 - 11:57 AM
FIXING EXCLAMATION POINTS...
FIXED MISSING TRACTOR ON THE SEMI-TRUCKS.
went to Data/meshes/vehicles Then I removed the files that started with the word truck. They had no texture to go with them, so once the meshes were gone I assume that the game started using the vanilla ones from the NV bsa.
ELIMINATED EXCLAMATION POINT OVER BILLIARDS TABLE.
This time I removed both the textures and meshes in the folder clutter/billiards. Haven't checked it out in CW yet, but I imagine it'll use the NV .bsa meshes+textures for the CW tables.
FIXED METAL ARMOR HELMET AND BABY CARRIAGES.
From the Data folder, remove the folders for both the meshes and textures for babycarriages (clutter) and meshes+textures folders for metal helmets (armor/headgear)
THE SHELTERS COVERING BENCHES IN THE D.C. RUINS
Go to Data/Meshes/Architecture/Urban/StreetDressing
and remove busshelter01.nif, busshelter02.nif, busshelter03.nif BUT LEAVE 04!
STILL WORKING ON:
TORTOISE SHELL EYEGLASSES
RAILWAY SPIKES
DARTS
(where are these text/meshes found in the folders?)
SPOTLIGHT FOR CLINICS, (CUTTER'S, DOC MITCHEL'S, ETC)
FIXED MISSING TRACTOR ON THE SEMI-TRUCKS.
went to Data/meshes/vehicles Then I removed the files that started with the word truck. They had no texture to go with them, so once the meshes were gone I assume that the game started using the vanilla ones from the NV bsa.
ELIMINATED EXCLAMATION POINT OVER BILLIARDS TABLE.
This time I removed both the textures and meshes in the folder clutter/billiards. Haven't checked it out in CW yet, but I imagine it'll use the NV .bsa meshes+textures for the CW tables.
FIXED METAL ARMOR HELMET AND BABY CARRIAGES.
From the Data folder, remove the folders for both the meshes and textures for babycarriages (clutter) and meshes+textures folders for metal helmets (armor/headgear)
THE SHELTERS COVERING BENCHES IN THE D.C. RUINS
Go to Data/Meshes/Architecture/Urban/StreetDressing
and remove busshelter01.nif, busshelter02.nif, busshelter03.nif BUT LEAVE 04!
STILL WORKING ON:
TORTOISE SHELL EYEGLASSES
RAILWAY SPIKES
DARTS
(where are these text/meshes found in the folders?)
SPOTLIGHT FOR CLINICS, (CUTTER'S, DOC MITCHEL'S, ETC)
Edited by notOK, 13 July 2011 - 03:39 AM.
#53
Posted 09 July 2011 - 06:22 PM
It makes my game crash just after exiting doc mitchell house. If installed after - just random crashes every few minutes.i take a largr fix
file name RFCW_fixF3common.esp
#54
Posted 10 July 2011 - 01:05 AM
You do get your old gear back that way then?
i get my gear back, but slightly BEFORE entering Outcast Ouptost, type "player.removeallitems" in console, enter the outpost, and you get all of your gears back.
#55
Posted 10 July 2011 - 01:11 AM
For everyone who can't find Tesla Coil in Broken Steel main quest, you can finish this quest by using console command,
1. Go to Old Olney Powerhouse
2. AFTER you get quest notice "get tesla coil" on your pipboy, just type "player.additem xx005687 1" (xx = your broken steel load order)
3. And the quest will continue.
@ corecorecore
Thanks for fixing Liberty Prime, i give you a kudos
1. Go to Old Olney Powerhouse
2. AFTER you get quest notice "get tesla coil" on your pipboy, just type "player.additem xx005687 1" (xx = your broken steel load order)
3. And the quest will continue.
@ corecorecore
Thanks for fixing Liberty Prime, i give you a kudos
#56
Posted 10 July 2011 - 11:51 PM
has there been a fix made for the non-agressive raiders? Or the temporary companion non action bugs? or the boone won't shoot the old lady infront of the dino?. I looked but don't see anything.................update..............I unticked everything including esps for this mod but not the fo3 esm. Boone shot her . I saved and quit. reticked everything and loaded the save and it worked.
Edited by greggorypeccary, 11 July 2011 - 02:31 PM.
#57
Posted 12 July 2011 - 07:17 PM
I am guessing the raiders faction gets screwed up somehow. I haven`t encountered many raiders that don`t attack, but a lot seem to run around and do nothing while i shoot at them. They attack when you get into melee range. This holds true for the fiends in nv too, they run away hide. This don`t always happen but usually in situations where you think you will die they all start running around hiding and moving behind cover and squatting down.
Right now I`m in the process of redoing the ammunition because the fix that core released was good but gave you 2 different types of ammo that didn`t stack. I fixed this and now will try using the nv factions and ai combat packages on the fo3 bad guys and see if there is any improvment. I`ll try it with animals too. Radscopions just stand there and let you kill them for awhile before they attack or they just run away. Now I am using other mods also that might be giving me these strange things but I will see if I can get it it working right.
Right now I`m in the process of redoing the ammunition because the fix that core released was good but gave you 2 different types of ammo that didn`t stack. I fixed this and now will try using the nv factions and ai combat packages on the fo3 bad guys and see if there is any improvment. I`ll try it with animals too. Radscopions just stand there and let you kill them for awhile before they attack or they just run away. Now I am using other mods also that might be giving me these strange things but I will see if I can get it it working right.
#58
Posted 15 July 2011 - 05:10 AM
my .2ae install is missing all npc voice(fallout 3 capital wasteland,vegas work fine), any fix for it?
#59
Posted 15 July 2011 - 08:37 PM
Same here as siksa. I've done about 3 fresh installs and for some reason the npcs don't talk (standing around nor trying to talk to them) they just look at you. I don't want to play it without the voices.
It makes me feel lonely D:
It makes me feel lonely D:
#60
Posted 16 July 2011 - 10:41 AM
@ siksa
@ Onikon
For "mute npc voice" just rename your
Fallout3 - voices
Fallout3 - menuvoices
Fallout3 - sound
into
capitaltravelpoint - voices
capitaltravelpoint - menuvoices
capitaltravelpoint - sound
that will fix everything except song from radio station (you can extract all songs from radio station and put all of them in <FONV directory>/Data/Sound/songs/radio) OR you can extract all of bsa's that i mention before and put them in FONV/data folder
@ Onikon
For "mute npc voice" just rename your
Fallout3 - voices
Fallout3 - menuvoices
Fallout3 - sound
into
capitaltravelpoint - voices
capitaltravelpoint - menuvoices
capitaltravelpoint - sound
that will fix everything except song from radio station (you can extract all songs from radio station and put all of them in <FONV directory>/Data/Sound/songs/radio) OR you can extract all of bsa's that i mention before and put them in FONV/data folder



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