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FWE Super Mutants not using custom weapons


PelagicSloth

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Hey guys, so im starting up a new playthrough of Fallout 3 and obviously doing a modded playthrough. I have a FWE installed and noticed the super mutants arent using any of the modded weapons, only vanilla weapons. Is there anyway to fix this? Iv tried many things trying to fix this, even tried doing a merged patch of all my mods installed but that doesnt seeem to fix it. Ill paste my load order/mods installed below. Any advice would help. Thanks everyone.

 

0 0 Fallout3.esm
1 1 Anchorage.esm
2 2 ThePitt.esm
3 3 BrokenSteel.esm
4 4 PointLookout.esm
5 5 Zeta.esm
6 6 Unofficial Fallout 3 Patch.esm
7 7 CRAFT.esm
8 8 CALIBR.esm
9 9 RH_IRONSIGHTS.esm
10 a FO3 Wanderers Edition - Main File.esm
11 b FCOMaster.esm
12 c Unofficial Fallout 3 Patch - Goodies.esm
13 d Gangs Of The Wasteland.esm
14 e Mart's Mutant Mod.esm
15 f EVE.esm
16 10 FO3 Wanderers Edition - Alternate Travel.esp
17 11 EnclaveCommanderMilitary.esm
18 12 CALIBRxMerchant.esp
19 13 CRAFT - Activation Perk.esp
20 14 Stealthboy Recon Armor - CRAFT.esp
21 15 FO3 Wanderers Edition - Main File.esp
22 16 BoSPatrols.esp
23 17 FO3 Wanderers Edition - DLC Anchorage.esp
24 18 FO3 Wanderers Edition - DLC The Pitt.esp
25 19 FO3 Wanderers Edition - DLC Broken Steel.esp
26 1a FO3 Wanderers Edition - DLC Point Lookout.esp
27 1b FO3 Wanderers Edition - DLC Mothership Zeta.esp
28 1c FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp
29 1d WeaponModKits.esp
30 1e Flora Overhaul.esp
31 1f F3ProjectRealityMkI.esp
32 20 PersonalTerminal.esp
33 21 RH_IronSights_Basic_VanillaPlugin.esp
34 22 RH_IronSights_Basic_AnchoragePlugin.esp
35 23 WeaponModKits - OperationAnchorage.esp
36 24 WeaponModKits - ThePitt.esp
37 25 WeaponModKits - BrokenSteel.esp
38 26 WeaponModKits - PointLookout.esp
39 27 Mart's Mutant Mod.esp
40 28 Mart's Mutant Mod - DLC Anchorage.esp
41 29 Mart's Mutant Mod - DLC The Pitt.esp
42 2a Mart's Mutant Mod - DLC Broken Steel.esp
43 2b WeaponModKits - Zeta.esp
44 2c Merged2.esp Merged Patch, made a few of them since i added other mods to try fixing the super mutants.
45 2d COL Enclave VER2.esp
46 2e RH_IronSights_Basic_PittPlugin.esp
47 2f RH_IronSights_Basic_BrokenSteelPlugin.esp
48 30 RH_IronSights_Basic_PointLookoutPlugin.esp
49 31 Mart's Mutant Mod - DLC Point Lookout.esp
50 32 Mart's Mutant Mod - DLC Zeta.esp
51 33 RH_IronSights_Basic_ZetaPlugin.esp
52 34 Mart's Mutant Mod - Natural Selection.esp
53 35 RH_WMK_Zeta_Patch.esp
54 36 FWE-COL-Enclave-compatibilitypatch.esp
55 37 RH_FWE_Bridge.esp
56 38 RH_EVE_Bridge.esp
57 39 FWE-COL-Brotherhood-compatibilitypatch.esp
58 3a RH_IronSights_PL_NewItems.esp
59 3b FWE-COL-Outcast-compatibilitypatch.esp
60 3c Energy Weapon Extension.esp
61 3d COL Enclave Hell.esp
62 3e FWE-COL-Enclave-compatibilitypatch-new-tesla-helmet-addon_updated.esp
63 3f FWE-COL-Enclave-compatibilitypatch-hellfireaddon.esp
64 40 FO3 Wanderers Edition - Optional Restore Tracers.esp
65 41 FO3 Wanderers Edition - Optional Restore Tracers (automatics only).esp
66 42 Early Enclave.esp
67 43 RH_IronSights_RemoveReticule.esp
68 44 RH_IronSights_Pitt_NewRifleSights.esp
69 45 Colossus Outcast.esp
70 46 colossus BOS.esp
71 47 DYNAVISION - Dynamic Lens Effect.esp
72 48 Max Level 99 V2.esp
73 49 Enclave HF-S.esp
74 4a Mart's Mutant Mod - Master Menu Module.esp
75 4b Mart's Mutant Mod - Tougher Traders.esp
76 4c Mart's Mutant Mod - Zones Respawn.esp

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Use only one: FO3 Wanderers Edition - Optional Restore Tracers.esp

FO3 Wanderers Edition - Optional Restore Tracers (automatics only).esp

 

Redundant, part of FWE: Mart's Mutant Mod - Tougher Traders.esp

Mart's Mutant Mod - Zones Respawn.esp

Mart's Mutant Mod - Natural Selection.esp

Mart's Mutant Mod - Master Menu Module.esp

Disable and uninstall them.

 

Any compatibility patches you have installed must load after the last mod being patched. I'm looking at RH-FWE and RH-EVE.

 

Do you have a compatibility patch for the modded weapons and FWE?

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