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Operation anchorage enemies spawn with no weapons


lscharst

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Hi as the title says i have this weird problem in Fallout 3 were all the enemies in Operation Anchorage spawn with no weapons. so when they're trying to kill me they are just punching.

hope you guys can help :)


pc specs:

Cpu: Intel® Core i5-8400 CPU @ 2.80GHz 2.81GHz

Gpu: NVIDIA GeForce RTX 2070

Dedicated Vram: 8192 MB

native screen resolution: 3840x2160

system ram: 32gb

hard drive free space: 40gb


Operating system: windows 10 64-bit

The game is from steam

my game is located at: D:\steam\steamapps\common\Fallout 3

i have all the dlc

im using MO2

im using Fose, Loot and Fo3Edit

im not using any enb's or overlays

i have applied the 4gb Patch

i dont have hide known file extentions enabled


Heres my load order (i know its a mess)

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 iHUD.esm

8 8 Advanced Recon Tech.esm

9 9 CALIBR.esm

10 a FOOK2 - Main.ESM

11 b Detect Traps.esm

12 c FOOK2 - [DIK] DLC Improvement Kit.ESM

13 d Mart's Mutant Mod.esm

14 e Project Beauty.esm

15 f RH_IRONSIGHTS.esm

16 10 Enhanced Weather - Rain and Snow.esm

17 11 DCInteriors_ComboEdition.esm

18 12 DCStreet - BS.esp

DCStreet.esp

19 13 Rivet City Realignment.esp

20 14 FOOK2 - Main.esp

21 15 FOOK2 - [DIK] DLC Improvement Kit.esp

22 16 Mart's Mutant Mod.esp

23 17 Mart's Mutant Mod - Project Beauty.esp

24 18 Fellout-Full.esp

25 19 DALCO Inventory Sorter - Fallout 3 & All DLCs.esp

26 1a MMM, FOOK2.esp

27 1b WeaponModKits.esp

28 1c WeaponModKits - FOOK.esp

29 1d RH_WMK_Bridge.esp

30 1e DALCO Inventory Sorter - Weapon Mod Kits (Base).esp

31 1f DALCO Inventory Sorter - Unofficial Fallout 3 Patch.esp

32 20 FOOK2 - DIK [Hotfix].esp

33 21 UndergroundHideout.esp

34 22 CouncilSeatFix.esp

35 23 YearlingBooks.esp

36 24 FOOK2 - Project Beauty.esp

37 25 Project Beauty- Broken Steel.esp

38 26 FOOK - DIK - Project Beauty.esp

39 27 Confessor Cromwell has a Break_EV.esp

40 28 Barkskin.esp

41 29 DarNifiedUIF3.esp

42 2a No UI Blur.esp

43 2b cCCursorNotOnMaps.esp

44 2c Advanced Recon Gear.esp

45 2d Advanced Recon Tech.esp

46 2e Detect Traps - DLC.esp

47 2f Detect Traps - Perk.esp

48 30 Detect Traps - The Traponator 4000.esp

49 31 Advanced Recon Tech - Detect Traps.esp

50 32 Advanced Recon Range Finder.esp

51 33 Pip-Pong.esp

52 34 FOOK2 - Main [Hotfix].esp

53 35 dD - Enhanced Blood Main.esp

54 36 Mart's Mutant Mod - DLC Broken Steel.esp

55 37 Mart's Mutant Mod - Natural Selection.esp

56 38 MMM, FOOK2 - DIK.esp

57 39 Mart's Mutant Mod - DLC Anchorage.esp

58 3a Mart's Mutant Mod - DLC Point Lookout.esp

59 3b Mart's Mutant Mod - DLC The Pitt.esp

60 3c Mart's Mutant Mod - DLC Zeta.esp

61 3d Mart's Mutant Mod - Master Menu Module.esp

62 3e Mart's Mutant Mod - Tougher Traders.esp

63 3f Mart's Mutant Mod - Zones Respawn.esp

64 40 MMM, FOOK2 - Natural Selection.esp

65 41 WeaponModKits - BrokenSteel.esp

66 42 RH_IronSights_RemoveReticule.esp

67 43 DK_BulletTime.esp

68 44 Sprint Mod.esp

69 45 rmExtendedHotkeys.esp

70 46 Fellout-Zeta.esp

71 47 WeaponModKits - Zeta.esp

72 48 WeaponModKits - ThePitt.esp

73 49 RH_IronSights_Pitt_NewRifleSights.esp

74 4a Fellout-Anchorage.esp

75 4b Fellout-BrokenSteel.esp

76 4c Fellout-pipboylight.esp

77 4d PiPBoy Light Range x2.esp

78 4e PiPBoy White Light.esp

79 4f Enhanced Weather - Radioactive Rain and Snow Plugin.esp

80 50 Enhanced Weather - Rain and Snow in Fallout.esp

81 51 Enhanced Weather - REBOOT.esp

82 52 Enhanced Weather - Sneak Bonus during Storms.esp

83 53 Enhanced Weather - Weather Sounds in Interiors.esp

84 54 Mart's Mutant Mod - DC Interiors.esp

85 55 Flora Overhaul.esp

86 56 GNR Enhanced.esp

87 57 BlackWolf Backpack.esp

88 58 BlackWolf Backpack - Blank's Container Patch.esp

89 59 BlackWolf Backpack - Vendor Script Replenish.esp

ColtM4Carbines.esp

90 5a ColtM4Carbines_RHIronSights.esp

91 5b WeaponModKits - OperationAnchorage.esp

92 5c WeaponModKits - PointLookout.esp

93 5d WMKAA12Shotgun.esp

94 5e DALCO Inventory Sorter - CALIBR.esp

95 5f DALCO Inventory Sorter - Mart's Mutant Mod (DLC Broken Steel).esp

96 60 DALCO Inventory Sorter - Mart's Mutant Mod (Main).esp

97 61 DALCO Inventory Sorter - Weapon Mod Kits (DLC Anchorage).esp

98 62 RH_IronSights_Basic_AnchoragePlugin.esp

99 63 DALCO Inventory Sorter - Weapon Mod Kits (DLC BrS).esp

100 64 DeNerfing Colonel Autumns Laser Pistol.esp

101 65 DALCO Inventory Sorter - Weapon Mod Kits (DLC PointLookout).esp

102 66 DALCO Inventory Sorter - Weapon Mod Kits (DLC ThePitt).esp

103 67 DALCO Inventory Sorter - Weapon Mod Kits (DLC Zeta).esp

104 68 RH_IronSights_Basic_ZetaPlugin.esp

105 69 Fellout-PointLookout.esp

106 6a Radio Ownership Fix Fixed.esp

107 6b RH_IronSights_PL_NewItems.esp

108 6c House.esp

109 6d safe_regulator_hq.esp

110 6e Double barreled shotgun fix.esp

111 6f Project Beauty- Point Lookout.esp

112 70 RH_IronSights_Basic_VanillaPlugin.esp

113 71 RH_IronSights_Basic_PointLookoutPlugin.esp

114 72 RH_IronSights_Basic_PittPlugin.esp

115 73 RH_IronSights_Basic_BrokenSteelPlugin.esp

116 74 Merged patch.esp


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The mod list is an absolute mess. Never use LOOT to sort FO3 mods. It has never sorted them correctly.

 

Mods with multiple plugins should be in the same order as the base game.

 

Compatibility patches must load after the last mod that is being patched.

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  • 4 weeks later...

This mod list is messed up.

 

Going off a combination of the load order posted by the FWE Team and a list by BitRaiBec for Fallout 4, I've divided my mods up into distinct categories in Mod Organizer: UI/HUD, Bug Fixes, Textures, Audio/Music, Core Mods, Followers/Weather Mods. FOOK2 should be considered your core mod around which everything else will be built.

 

Taking a quick look at your list, you should have all mods that you do not want to overwrite FOOK2 above FOOK2 and those mods which you specifically want to overwrite FOOK2 below it.

 

Look at FWE's load order instructions (source: https://www.nexusmods.com/fallout3/mods/2761/):

 

 

---------------------------------------------------------------
FWE Master Release - Recommended Load Order
---------------------------------------------------------------

Includes: FWE, Project Beauty, Weapon Mod Kits, Mart's Mutant Mod, and EVE


Fallout3.esm
Anchorage.esm
ThePitt.esm
BrokenSteel.esm
PointLookout.esm
Zeta.esm

CRAFT.esm
CALIBR.esm
Project Beauty.esm
<---------------------------.esms from all other mods (except follower and weather mods!)
FO3 Wanderers Edition - Main File.esm
Mart's Mutant Mod.esm
<--------------------------- .esms from Follower and Weather mods
DarNifiedUIF3.esp
Project Beauty- Broken Steel.esp
Project Beauty- Point Lookout.esp

<--------------------------- .esps from other mods (except follower and weather mods!)

FO3 Wanderers Edition - Main File.esp
FO3 Wanderers Edition - DLC Anchorage.esp
FO3 Wanderers Edition - DLC The Pitt.esp
FO3 Wanderers Edition - DLC Broken Steel.esp
FO3 Wanderers Edition - DLC Point Lookout.esp
FO3 Wanderers Edition - DLC Mothership Zeta.esp
FO3 Wanderers Edition - Followers Enhanced.esp (Choose BS OR Non-BS Version) (OPTIONAL)
FO3 Wanderers Edition - OTHER OPTIONAL FWE MODULES

FO3 Wanderers Edition - Project Beauty.esp (FROM FOIP)
FO3 Wanderers Edition - Project Beauty (Followers Enhanced).esp (FROM FOIP)

WeaponModKits.esp
WeaponModKits - FWE Master Release.esp (FROM FOIP)
WeaponModKits - FWE Optional Worn Weapons.esp (FROM FOIP, only if using using F3 Wanderers Edition - Optional Worn Weapons.esp!)
WeaponModKits - OperationAnchorage.esp (FROM FOIP)
WeaponModKits - ThePitt.esp (FROM FOIP)
WeaponModKits - BrokenSteel.esp (FROM FOIP)
WeaponModKits - PointLookout.esp (FROM FOIP)
WeaponModKits - Zeta.esp (FROM FOIP)

EVE.esp
EVE Operation Anchorage.esp
EVE - FWE Master Release.esp (FROM FOIP)
EVE - FWE Master Release (Follower Enhanced).esp (FROM FOIP)
EVE Anchorage - FWE DLC Anchorage.esp (FROM FOIP)
EVE - FWE with WeaponModKits.esp (FROM FOIP)

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 - Project Beauty.esp (FROM PROJECT BEAUTY)
Mart's Mutant Mod - FWE Master Release.esp (FROM FOIP)
Mart's Mutant Mod - Project Beauty + FWE.esp (FROM FOIP)

<--------------------------- .esps from Follower and Weather mods

<--------------------------- Your merged patch

 

 

 

 

Before we do anything on your list, have you considered using Paradox Ignition's mergers? That team has compressed ironsights into far less esp's, so that means far less confusion and a cleaner load order.

 

DALCO Inventory Sorter. I see that it simply adds prefixes to items. The problem with this is that it's going to remove the effects of items by replacing them with vanilla effects and simply giving items an improved name. To have the effects of FOOK2 items and get the names, you're going to have to make a patch for them. The items list is pretty long - that's why, while I'm making this patch for FOOK2-FWE I'm keeping it simply just those two overhauls and nothing else.

 

Compressing your list into a more readable and doable format, this is how your mod list should go. When I give the titles, I refer to all ESP's associated with each mod.

 

ESM Files

 

CALIBR.esm

ProjectBeauty.esm

 

 

ESP Files

 

Bugfixes

Unofficial Fallout 3 Patch

Radio Ownership

 

UI/HUD

IHud

DALCO Inventory Sorter

Pip-Pong

DarnUI

<--- User Interface Organizer STRONGLY recommended

 

Audio/Music

GNREnhanced

 

Gameplay

Sprint Mod

Bullet Time

No UI Blur

 

Clothing/Armor/Gadgets

Advanced Recon Tech

ColtM4 Carbines

Blackwolf Backpack

 

Worldspace/Buildings

DC Interiors

intro Street Bus and Dupont Alignment

Rivet City Alignment

 

Core Mods:

Project Beauty

RH_Ironsights

FOOK2 <-- Core Mod. This is your focus, build around it.

WeaponModKits

RH_Ironsights/WMK Patch

Marts Mutant Mod

Marts Mutant Mod/FOOK2 patch

Marts Mutant Mod/DC Interiors Patch

Project Beauty/Marts Mutant Mod Patch

 

FOOK2 Overriding Files

Pipboy Lighting Mods <--We place these mods here because we want them to override any FOOK2 changes to the game.

Cromwell Has a Break

No Player Cursor on Maps

Enhanced Blood Textures

Safe Regulator HQ

Double Barrelled Shotgun Fix

 

Followers and Weather Mods:

Enhanced Weather

Flora Overhaul

 

Fellout <-- Remove this mod, it's already included in FOOK2

 

Merged Patch

 

 

 

This is a reasonable load order that should pretty much give you everything you want. Be aware that you will still need to run all of the esp's though xEdit and make patches for FOOK2 and Project Beauty to work together correctly at the very least and check for any other conflicts that may arise. The question you should ask of yourself is, "What do I want this mod to do specifically?" The problem with a lot of mods is that they do more than a single thing and not necessarily to your advantage, so you'll have to sort it out manually.

 

So let's take a look at FOOK2-Project Beauty specifically. FOOK doesn't change their faces, but Project Beauty does. So, you're going to have to open up FOOK2 and project beauty files together in xEdit, search for conflicts and copy all the conflicting NPC records from FOOK2 into a new ESP, let's call it FOOK2-ProjectBeauty.

 

Now, you'll need to copy the face codes from every single Project Beauty record to their corresponding record in your newly-created FOOK2-Project Beauty patch. Grab a beer and put yourself into low-power mode because you're going to have A LOT of work to do. Find the next conflicting NPC, copy the face code from Project Beauty into the new NPC record in your patch. Rinse and repeat until all conflicts are resolved. You'll have to do this with Cromwell as well and possibly the shotgun fix if it edits shotgun records directly.

 

I can't stress enough, using Mod Organizer 2 has been a tremendous boost and a massive weight off my shoulders in modding. I don't know too much about Vortex, but I do know the pain I had with Nexus Mod Manager and FOMM earlier. With MO2, your install directory stays clean and you can simply install/remove mods at will without overwriting anything and Bork'ing your install altogether.

 

I hope this serves as help not only to you but to others as well. It's taken me awhile to get to this point, might as well ease the burdens of others so they can enjoy themselves during this time of quarantine.

Edited by J3tAc3
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