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Spineraker

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  1. I understand that FOOK and nVamp are not compatible with each other, especially since the later has not been updated in ages. This is why I am not using it. The files with "nvamp" in them were installed by default upon using the NMM mod installer; I didn't not purposefully install them. I'll look into the NVEC stuff as that was something I only added because "error correcting" mods of all kinds are ones that interest me the most and I sometimes don't notice specific direct conflicts. As for PN, I believe loading just core and cyber will be fine; I'll need to look into that. Does anyone else have anything to say about the load order? I've used BOSS and then manually moved a few things around to what I visually think is right, but I find a great number of the later mods in the list are not included in BOSS and thus aren't sorted officially.
  2. So I'm aware of the importance of load order as well as the merged/bashed patch; took me quite a while with FO3 but I feel these things are easily understandable at this point with FONV. Finally deciding to do a hardcore mod installation, I gathered all of the mods that I love from the top 100 list--knowing there would be incompatibilities--and am in the process of tweaking the load order and forming a good Merged patch. Problem is, after spending a weekend merging what I thought would work, there are still graphical glitches and crashes occasionally (~20- to 30-minutes of playtime). These CTDs are always related to when I enter a previously unexplored cell, but I can load right back up and enter the same cell with no problem; it is not consistent. I have placed my load order below (copied from NMM) for the approval of any pros out there that may have a similar build of--or at least an understanding of--these mods. I would also like to add that all of the NPCs in the game are SUPER weak compared to the mobs. I thought VVV would fix this but...maybe I'm doing something wrong? http://neohat.net/Backs/1.PNGhttp://neohat.net/Backs/2.PNGhttp://neohat.net/Backs/3.PNG Ignore the "Merged2" at the bottom; I just haven't gotten around to deleting it yet (accident). Any help or suggestions would be appreciated. I don't mind doing a "little" (har har) work with the merged patch in order to get these things meshed right, but after the time I've taken, I think I may have made things WORSE not better. For instance, before the Merged modifications, the Stim packs were showing their re-textured red color (forgot which mod does that; FOOK?) and now they're not.
  3. Dude, I've never heard of you before and I've looked at a lot of FOOK Dev posts and documents. If you've got a working 1.0 version outside of beta, you're on the FOOK Dev team and need to talk this issue out with them. My assumption is that you're not, and you think you know more than you do; it's starting to make you sound stupid. My suggestion at this point is to disable EVERYTHING but the main game ESMs (fallout and DLCs) in FOMM. Don't load anything but these core components, and see if it loads normally. If it does, go ahead and load your mods--but this time, completely uninstall FOOK; I mean everything related to FOOK. After that, see if the game loads up. If it does, you've got a FOOK issue. Download the latest beta build from FookUnity and see if it works after that. Additionally, I'll point out that those hotfixes are for 1.1 beta 2--not 1.0. Since you'll be re-installing, you DON'T need those hotfixes anyway, as they're integrated into the core FOOK2 1.1 Beta 2 files with a new, clean download. Again: If you do have "FOOK2 1.0 not beta", you either don't know what you're talking about or you're on the Dev Team. If you honestly know what you're talking about, and you are on the Dev Team, you need to talk to your mod cohorts back at Fook Unity; not us.
  4. I don't condone thread hijacks, honestly, but since I'm still working my issues out--I'll comment quickly. Do you mean that you have the original 1.0 version of FOOK2, or are you referring to an actual post-beta 1.0 release? If the later of the two is true, you'd have to be on the FOOK Dev team; no one has anything beyond FOOK2 1.1 Beta 2--it just barely came out just under a month ago. The FOOK Devs have yet to announce any plans for a full release, and with Beta 2 now out we can see even more issues which will likely be pushing back any plans for a full release as well. If, on the other hand, you simply misspoke and meant to say that you have FOOK2 1.0--the version prior to 1.1 Beta 2--then that is different. In such a case as that, I HIGHLY suggest re-installing FOOK2 with the new 1.1 Beta 2 files. Do not just do a basic download and replace! Doing this will cause major issues with the files, and if you have done it already, that could be your problem. Additionally, those hotfixes seem to be the ones for 1.1 Beta 2 (at least in name). I'd check the descriptions to see if they're for 1.0 or 1.1. If you use hotfixes from 1.1 in a 1.0 load order, weird poo like this **will** happen. As for my current issue, fap6000: I'm trying to run through and do some overhauls, but I'm getting stuck at the Merge Patch. For some reason, I keep getting three errors display after the Merge is complete: [03011052] <Error: Could not be resolved> [020E17AA] <Error: Could not be resolved> [03011052] <Error: Could not be resolved> I can't find either of these two addresses, and the errors appear last in the log. Unfortunately, I don't know what mods these are linked to as there is no additional information on the errors anywhere. I found a small mention that this particular issue is with the MMM PB stability mod, but I don't see any issues there. Ever seen this happen before?
  5. Good idea. I'm using NMC's super texture back (the giant download one, but only the mid-range textures. The 4k x 4k textures make my card want to puke...I think. When I tried to use them, as soon as I walk forward--it crashed. I could look around all I wanted though :D. Ever since then, I used the middle level textures. I never thought of fixing them like you suggested; that may be an interesting idea. As for computer performance, I have an Intel Core2 Quad, GTX 285 1GB VRAM, and 4GB of RAM. With this setup, I've never thought of an actual graphics issue as this card should blow FO3 out of the water. Granted, though, that I hadn't before right now thought of how much more taxing the game is when you throw NMC's textures on it...hmm...could be a problem >_<... Thanks again for the feedback.
  6. I haven't installed RI PN; it is installed by default within FOOK2--it's an immersion feature. I played around with load order, and figured out that as long as I load FOOK2 before[\i] FWE, as well as disable and re-enable PN within the save, it unborks and almost all the food and drink once more sates their appropriate category. (Some foods don't as they're added by other mods. By going through all of this troubleshooting, I'm finding more and more poo suddenly open up to me in-game. Items I never saw before are suddenly being propagated across the wastelands. This is freaking awesome!) I had EVE load before FWE, FOOK2, and MMM. This allowed for any piece of EVE actually working within FOOK2 to overwrite appropriately. Once I did this, everything now seems to be working around Megaton and those Ants were killed well and good. Moving on, now I'm noticing a very similar issue around Scrapyard where large explosions are causing the game to crash. I have a feeling I'm now encroaching on possible computer issues, rather than Fallout 3 mod issues as my graphics card driver keeps crashing which causes the game to crash (eventually). This is an issue I've been noticing in one or two other games as well...it is starting to seem as if my GPU is in need of replacing. Not fun... Anyway, thanks for your help, Fap6000. As for WastelandAssassin, I appreciate the feedback but I must also point out that what you're saying is a bit narrow minded. "If it doesn't work, remove it and don't use it" is basically what you're telling me. I know FOOK2, FWE, and MMM all work together, regardless of their respective authors saying they don't work together. I have talked to many people that have them working just fine. The main issue is time and patience. Many people don't have patience to get mods working like they should. I myself admit that I have a patience problem sometimes, but in general I'll try as hard as I can to get something working on my own before going out and asking for help. In the case of FO3 Mods, I've BS'd my way through them long enough with flagrant crashes. I decided I'd finally get smart and learn how to make everything play nice. The end reward is deeply worth it, as you have a game that feels far more like what the original concept of Fallout was rather than this seemingly abridged Bethesda game. EDIT: Woh, I didn't notice the second page until I posted. Fap6000, you're freaking awesome. If I can't figure out this strange issue of crashing when a large group of things attack with explosions, I'm going to try and rebuild everything from scratch using that guide. Thanks again. As for the time issue, I've always waited the re-spawn time in order to insure things re-spawn correctly. The main reason for it is that if you change FWE, MMM, or FOOK, there will be equipment addressing and scripting issues that occasionally can pop up. To protect against them--however small--I choose to wait the full re-spawn period to knock off that possibility. Also, the timescale thing I posted was causing something COMPLETELY wacked out: My clock glitched out due to the major time increase, and suddenly found itself counting days backwards in negative numbers (i.e.: a month goes from -31 to -1 days), and the year jumped to 2298. This caused, in turn, the actual calendar to think it was June 122849th, in year 2298. Yeah...honestly the error was weirder than anything I've encountered so far as the actual timer and event casting was working just fine...even though everything should have been borked to hell. Reloading to a previous save before the quantum leap was easy and fixed the issue. I then waited for 2 weeks again, but with only a 100,000 timescale increase. This was far less taxing on the system, and it recovered just fine.
  7. Yes, I thank you greatly, fap6000; that's exactly the information I needed. So far, I've gotten it working how I like it--with a few minor annoyances so far. The only crash I get is the same one I seemed to be having originally, however now I'm starting to think it may be an EVE-related issue (for some reason). I exit Megaton, some Ants attack, and shortly after everyone scrambles to kill them--I crash. I actually this time around was able to see an attack I've never seen before: A very large blue beam that impacts the ground; it seemed to be more like an orbital laser than anything else. I have no idea what fired it, and am not aware of any weapon like that in FOOK, FWE, EVE, or otherwise. I'm still investigating. As for the FOOK2/FWE issue, I prefer the two together and am willing to try out what it takes to make them work together (though admittedly, I may give up after a while. I will still have tried, though.) So far, running through all of the merging and cleaning has caused much of the issues to clear--which makes me happy. Unfortunately, the largest issue I have so far is Primary Needs related, and I'm not sure where the issue is coming from yet. I went into the male bathroom in Megaton (so no NPCs or followers were with me at all), waited for almost 2-weeks (set timescale to 1,000,000,000,000, wait for 3-seconds or so, then turn back down again), and then saved--successfully and no errors. I obviously had an issue with Needs at this point (sleep is registering at around 2,000,000%, Thirst and Hunger are both being held at 100%...so he's on the brink of death, or would be if PN killed you). I open up the inventory and scarf down a ton of food--Braminochocolate, dog meat, pork 'n beans, a few other boxes of crap, etc. Only one thing out of all that actually touched the hunger--and I don't know which it was as I only had one of them. Nothing he drinks seems to satisfy thirst unless he dunks his head in a sink. So that's what's currently going on. I'm trying what I can to fix this as it is, but if you've ever had this happen before and know what's going on--I'd appreciate a poke in the general direction. :) Thanks again dude!
  8. So I understand how to create a merged patch in FO3Edit--that isn't too hard. The thing I don't understand, and this isn't documented clearly on any of the FAQs or guides, is if the merged patch actually merges the data or if it just aliases it. I notice that my merge files are usually only 1k, so this leads me to believe that the merges are simply aliases that direct to the actual mods in a simplified order. So my question is this: Which is it? Can I remove the mods from my mod folder after I merge them and not worry about them, or do I have to keep them in the folder and thus keep the unchecked mods in FOMM? I ask this just to simplify my mod list. I don't mind so much having the non-enabled mods there, it's just I sometimes worry that having them there--enabled or not--still taxes the system in some weird way; this is Fallout 3, after all...some of the weirdest errors in a game I've ever seen. If anyone could explain this for me, I'd appreciate it! :D
  9. I wasn't aware of that about the clear cell buffer; thank you. I'll be removing it asap. I'm not understanding **at all** why you said what you did about the MMM mods. How could I have possibly screwed THAT one up; I followed the directions for that one very specifically--loading it last and insuring everything was in the right order. Just saying that it is beyond description is a rather dick thing to say, imo. If you care to elaborate on that so as to be a bit more helpful, I'd appreciate it. As for Owned!, I do recall seeing it in Fook 1.6--which I used way back when. Problem is, it has since been removed or hasn't been updated within FOOK2. In the process of writing this, I seem to recall the version put into FOOK 1.6 was the original simple version--where it would allow you to own the property of someone you kill. The author of Owned! has a newer version far more advanced than that now. It now puts books on counters that allows you to purchase/manage that specific property. (an earlier version actually used computer screens attached to walls--not books. I hated that as I constantly got confused with what computers were actually computers, and not Owned! stuff.) The books are fairly nondescript, and blend in (for the most part) with the environments. Additionally, there's a new Tax system that they've added where you can actually tax the locations you've purchased--simulating rent or whatever you want. The later feature can be turned off as well, which is nice (it sometimes doesn't make sense to be taxing vacant shacks... o_O) Anyway, that is why I have Owned! still on my list; it's the latest version from Nexus. I don't want to build myself "a place to live" as I don't need one, specifically. I like owning everything in the game--even property. As for FOOK2 replaced by FWE, replaced by everything else, I'm not sure what you mean. Almost everything after FWE are minor tweak mods, save for MMM which is supposed to be loaded last anyway. Is there something I'm not getting here? I've placed FOOK2 above FWE because FOOK2 seems to be heavier in the core modifications than FWE; the usual way for how I gauge where a mod should go--how critical it is. Any other suggestions or comments? I'd like to see if I could get this working; I know it is possible, but apparently Merge Patching isn't the only thing I need to do.
  10. I've tried everything I can find, but nothing matches my setup correctly enough to insure stability. I upgraded to FOOK2 1.1 Beta 2, and find myself now struggling to get a working game back. I will fully admit here before continuing, though, that I am trying to use my previous save file. I waited a total of 8-days (beyond respawn time of 7.5) in the woman's restroom within Megaton. Now, when I exit Megaton, I'm fine for all of 3 to 5 seconds when a group of ants crawl up over the hill and starts attacking the traders sitting outside. I start seeing pistol fire and laser shots and suddenly I lock up--quickly CTD'ing. Before I give up completely and simply start a new game (I really didn't want to do that since I'm already so far in the game, and had to restart due to previous mod changes as well), I'm hoping that someone will know what mod load order I need to use to get this stuff to mesh right. I have only created a few merged patches for convenience, so if anyone has some ideas on what I should try and merge together to improve this--I'd be appreciative. I tried to use FO3Edit to make a master merge of all the conflicts at once--but that didn't seem to work at all; I crashed almost instantly. Here's my load order. I hope I've described this correctly >_<... ============================================================ [X] Fallout3.esm [X] Anchorage.esm [X] BrokenSteel.esm [X] PointLookout.esm [X] ThePitt.esm [X] Zeta.esm [X] CRAFT.esm [X] Project Beauty.esm [X] CALIBR.ESM [X] DCInteriors_ComboEdition.esm [X] Enhanced Weather - Rain and Snow.esm [X] Abbreviated Effects.esm [X] FOOK2 - Main.ESM [X] FOOK2 - [DIK] DLC Improvement Kit.ESM [X] Mart's Mutant Mod.esm [X] FO3 Wanderers Edition - Main File.esm [X] Enhanced Weather - Rain and Snow in Fallout.esp [X] Enhanced Weather - Weather Sounds in Interiors.esp [X] Enhanced Weather - Sneak Bonus during Storms.esp [X] CRAFT - Workbench and Crafting Expansion combined.esp [X] DarNifiedUIF3.esp [X] FOOK2 - Main.esp [X] FOOK2 Main [Hotfix].esp [X] FOOK2 - [DIK] DLC Improvement Kit.esp [X] FOOK2 DIK [Hotfix].esp [X] FOOK - DIK - Project Beauty.esp [X] FOOK2 - Project Beauty.esp [X] FOOK2 - Mothership Zeta.esp [X] Project Beauty- Broken Steel.esp [X] Project Beauty- Point Lookout.esp [X] FO3 Wanderers Edition - Main File.esp [X] FO3 Wanderers Edition - DLC Anchorage.esp [X] FO3 Wanderers Edition - DLC The Pitt.esp [X] FO3 Wanderers Edition - DLC Broken Steel.esp [X] FO3 Wanderers Edition - DLC Point Lookout.esp [X] FO3 Wanderers Edition - DLC Mothership Zeta.esp [X] FO3 Wanderers Edition - Optional Worn Weapons.esp [X] FO3 Wanderers Edition - Project Beauty.esp [X] FO3 Wanderers Edition - More Gore.esp [X] FO3 Wanderers Edition - More Gore Zeta.esp [X] FO3 Wanderers Edition - More Gore The Pitt.esp [X] FO3 Wanderers Edition - More Gore PointLookout.esp [X] CRAFT - WCE Warmonger Addon.esp [X] TinCanCRAFTing.esp [X] CRAFT - EnergyAmmo.esp [X] CALIBR Ammo Schematics - CRAFT.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 [ ] QuickerMessages.esp [ ] QuickerMessagesOA.esp [ ] QuickerMessagesPITT.esp [ ] QuickerMessagesBS.esp [ ] QuickerMessagesPL.esp [X] Quicker Messages Combo.esp <=== Merged for the 5 mods above. [ ] Rude Awakening.esp [X] GNRKarmaFix.esp [X] Mannequin.esp [X] UWWUT.esp [X] UWWUT - The Pitt Addon.esp [X] UWWUT - Broken Steel Addon.esp [X] AWS PP.esp [X] AWS PP _ Anchorage _ Lookout _ Zeta.esp [X] AWS PP COMBO.esp [X] UPP - Quest Perks.esp [X] UPP - Pack 1.esp [X] UPP - Pack 2.esp [X] UPP - Experience Perks.esp [X] UPP - Beverage Perks.esp [X] CRAFT - Activation Perk.esp [X] dD-Less Blood Time, Larger Blood.esp [X] Feng Shui.esp [X] Feng Shui - Keymap Template.esp [X] Xepha's Darker Nights.esp [ ] megalight.esp <== Told that this is already in FOOK2 1.1 Beta 2 [X] BCA.esp [X] DCInteriors_DLC_Collectables.esp [X] MTC Wasteland Travellers.esp [X] MTC Wasteland Travellers (Optional)- Crowded Cities.esp [X] WastelandMastery.esp [X] Attentater's Wasteland Economy.esp [X] PowerArmorTraining.esp [X] PowerArmorTraining_MedicArmor.esp [X] PowerArmorTraining_Linden.esp [X] Owned!.esp [X] DoubleDeathClawGauntlets.esp [X] Contract Killer Two Ears.esp [X] ACE2-0.esp [X] 3EFdrg.esp [X] Cannibal Harvest_HF.esp [X] Realistic Death Physics.esp [X] ChildKiller.esp [X] Megaton Walkway.esp [X] dD-Reduced Dismember Force.esp [ ] CRAFT Improvised Weaponry.esp [ ] UPP - Original Perks.esp [ ] Realistic Interior Lighting.esp [ ] Realistic Interior Lighting - OA.esp [ ] Realistic Interior Lighting - BS.esp [X] REALIGHTINTERIOR COMBO.esp <== Merged of above 3 [X] FNNCQ.esm <=== According to author, it's best to load this after FOOK2 entirely. Otherwise, some times malfunction or conflict. [X] FNNCQ_DavidsLab.esm [X] Mart's Mutant Mod.esp [X] Mart's Mutant Mod - DLC Anchorage.esp [X] Mart's Mutant Mod - DLC The Pitt.esp [X] Mart's Mutant Mod - DLC Broken Steel.esp [X] Mart's Mutant Mod - DLC Point Lookout.esp [X] Mart's Mutant Mod - DLC Zeta.esp [ ] Mart's Mutant Mod - Hunting & Looting.esp <==Integrated into FOOK2 1.1 Beta's optional addon system (I think?) [ ] Mart's Mutant Mod - Feral Ghoul Rampage.esp <==Integrated into FOOK2 1.1 Beta's optional addon system (I think?) [ ] Mart's Mutant Mod - Increased Increased Spawns.esp <==Integrated into FOOK2 1.1 Beta's optional addon system (I think?) [X] Mart's Mutant Mod - Project Beauty.esp [X] Mart's Mutant Mod - FWE Master Release.esp [X] Mart's Mutant Mod - Project Beauty + FWE.esp [X] Mart's Mutant Mod - FOOK2.esp [X] Mart's Mutant Mod - FOOK2 - DIK.esp [X] EVE.esp <=== Told that EVE is part of FOOK2 1.1 Beta 2 now, but doesn't seem to be working correctly without the mod. Not sure if I should leave it on or dump it. [X] EVE Operation Anchorage.esp [X] EVE - FWE Master Release.esp [X] EVE Anchorage - FWE DLC Anchorage.esp [X] Clear Cell Buffers every Cell.esp [ ] Rude Awakening - MMM.esp [ ] Mart's Mutant Mod - No Corpse Flies.esp [ ] SkillCheck.esp [ ] MZAllAccessPass.esp [ ] lessviewdistance.esp [ ] Outcast DX.esp [ ] FOOK2 - [EVE] Energy Visuals Enhanced.esp <== Assumed to be part of FOOK2 1.1 Beta 2 now. Not listed as compatible with that version. [ ] Choose your own hairstyle (load this last on FOMM).esp
  11. Okay, I give up! I admit defeat after spending many days (if not weeks) trying to perfect this mod set and I am fairly certain that I now have at least two conflicting mods that I can't seem to figure out. Basically, FO3 is crashing randomly--anywhere from 5-minutes to 3-hours (the maximum time I've gone without having this issue) before crashing to desktop. The crash ONLY happens when I enter a new area--such as entering Paradise Falls, Tenpenny Tower, or random small "huts" like power stations or sewer holes. The next room/zone will load mostly, display on screen, and then partially show the auto-save message in the upper left corner; I say partially as it doesn't fully gradient into the scene before the crash. 8 times out of 10, I can restart FO3 and load the auto save right up and walk on in to the rest of the zone. The other times, the auto save becomes corrupted and as soon as I try to load it, an insta-crash happens. Now, after another crash, I've noticed certain mods have stopped responding or have began to malfunction in some way--sometimes randomly. For instance, I use Xephia's Darker Nights mod but my nights are no longer actually dark; instead, nights are back to the old "blueish dusk" tint that I find ridiculous. Another example is that I use MMM RC5 (latest revision as far as I can tell) but "no corpse flies" and "increased increased spawns" doesn't work. Worse, "Feral Ghoul Rampage" doesn't work either as far as I can tell. I recently went to just outside of the train station near Tenpenny where Roy Phillips hangs out. I recall in the past that MMM with these last two addons made for an "empty every gun you got" kind of fight to the death; I loved it! But now, I go there and find about a dozen zombies and two Ramblers...huh? Nighttime also used to be something I ran from; Night Ghouls would hunt me down in packs of 30+. Now? I kill off about a dozen in a night and it seems they all disappear. Now, I do use FOOK2, and FWE. As far as I can tell, I've set them up correctly so as to work together (using the appropriate addons and FOIP mods), so I do not fully know if this is intended in the latest version(s). However, none of my DLCs seem to be turning on! When I very first started the game, I got quick flashes of the common radio signal/note spam that plagues the corner of the screen as the DLCs are activated. But that was the only time I ever saw them! I know for a fact that I could pick up Point Lookout and Operation Anchorage both from the Vault 101 rock peak. Did one of these mods auto-add the DLC realism mods that decrease the activation range? Anyway, I came here for assistance. I realize that I've mod'd this game to hell (at least from my perspective), but I really enjoy the fit/flavor of these mods. I am pasting my full load order below. I do use FOMM (latest version as far as I can tell), archive invalidated is enabled, and I do have the high texture pack from NMC installed (which wouldn't show up in the load order, obviously) as well as a few other texture mods which I believe NMC replaced anyway (such as high-detail roads and rocks). As far as I am aware, this is the best optimized load order for this mod set I can come up with. If by any chance at all someone can suggest a superior load order, or--which would obviously be very welcome--alternative mods that could possibly reduce the number of mods I'm currently using...please tell me! :( As a quick closing note: I use FNNCQ fully knowing that Sesom doesn't currently support interoperability between it and FOOK2. According to him, as long as FOOK2 and all of its components are loaded well before FNNCQ, there should be no conflicts. Finally, a fair number of mods have been manually turned off by using the check-box inside of FOMM (reflected below). I have been keeping them in the list just in case I may need or want them in the future. As far as I can tell, many of my original crashes were solved by taking these particular mods offline. If this is incorrect, or if I've done something stupid, please don't hesitate to say so. Thank you deeply for any help you may provide. :) Mod Load Order: [X] Fallout3.esm [X] Anchorage.esm [X] ThePitt.esm [X] BrokenSteel.esm [X] PointLookout.esm [X] Zeta.esm [X] Unofficial Fallout 3 Patch.esm [X] Unofficial Fallout 3 Patch - Operation Anchorage.esp [X] Unofficial Fallout 3 Patch - The Pitt.esp [X] Unofficial Fallout 3 Patch - Broken Steel.esp [X] Unofficial Fallout 3 Patch - Point Lookout.esp [X] Unofficial Fallout 3 Patch - Mothership Zeta.esp [X] ACE2-1b.esp [ ] lessviewdistanceThePitt.esp [ ] OAlessviewdistance.esp [X] Abbreviated Effects.esm [X] 3EFdrg.esp [X] CRAFT.esm [X] CRAFT - Activation Perk.esp [X] CALIBR.ESM [X] StreetLights.esm [X] FOOK2 - Main.ESM [X] FOOK2 - [*censored*] World And Neighbourhood Kit.esm [X] FOOK2 - [DIK] DLC Improvement Kit.ESM [X] FOOK2 - Main.esp [X] FOOK2 - [EVE] Energy Visuals Enhanced.esp [X] FOOK2 - [DIK] DLC Improvement Kit.esp [X] FOOK2 - Mothership Zeta.esp [X] PB FOOK2 - Main.esp [X] PB FOOK2 [DIK].esp [X] Mart's Mutant Mod.esm [X] Mart's Mutant Mod.esp [X] Mart's Mutant Mod - DLC Anchorage.esp [X] Mart's Mutant Mod - DLC The Pitt.esp [X] Mart's Mutant Mod - DLC Broken Steel.esp [X] Mart's Mutant Mod - DLC Point Lookout.esp [X] Mart's Mutant Mod - DLC Zeta.esp [X] Mart's Mutant Mod - No Corpse Flies.esp [X] Mart's Mutant Mod - Feral Ghoul Rampage.esp [X] Mart's Mutant Mod - Hunting & Looting.esp [X] Mart's Mutant Mod - Increased Increased Spawns.esp [X] Mart's Mutant Mod - Natural Selection.esp [X] Mart's Mutant Mod - Tougher Traders.esp [X] Mart's Mutant Mod - FOOK2.esp [X] Mart's Mutant Mod - FOOK2 - DIK.esp [ ] Project Beauty.esp [X] Project Beauty HD version.esm [X] Project Beauty- Broken Steel.esp [X] Project Beauty- Point Lookout.esp [X] Project Beauty- Point Lookout MMM.esp [X] Reilly.esp [X] Dukov.esp [X] PB mika.esm [X] Raider preset beta.esp [X] Mart's Mutant Mod - Project Beauty.esp [X] Mart's Mutant Mod - Project Beauty (HD Addition).esp [X] FO3 Wanderers Edition - Main File.esm [X] FO3 Wanderers Edition - Main File.esp [X] FO3 Wanderers Edition - DLC Anchorage.esp [X] FO3 Wanderers Edition - DLC The Pitt.esp [X] FO3 Wanderers Edition - DLC Mothership Zeta.esp [X] FO3 Wanderers Edition - DLC Broken Steel.esp [X] FO3 Wanderers Edition - DLC Point Lookout.esp [X] FO3 Wanderers Edition - Project Beauty.esp [X] FO3 Wanderers Edition - Project Beauty (HD Addition).esp [ ] FO3 Wanderers Edition - Followers Enhanced.esp [ ] FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp [ ] FO3 Wanderers Edition - Project Beauty (Followers Enhanced B-S).esp [ ] FO3 Wanderers Edition - Optional Restore Tracers.esp [X] FO3 Wanderers Edition - More Gore.esp [X] FO3 Wanderers Edition - More Gore Zeta.esp [X] FO3 Wanderers Edition - More Gore The Pitt.esp [X] FO3 Wanderers Edition - More Gore PointLookout.esp [X] EVE.esp [X] EVE - FWE Master Release.esp [X] EVE Operation Anchorage.esp [X] EVE Anchorage - FWE DLC Anchorage.esp [X] Mart's Mutant Mod - FWE with EVE.esp [X] Mart's Mutant Mod - Project Beauty + FWE.esp [X] Mart's Mutant Mod - FWE Master Release.esp [X] PB MMM.esp [X] PB MMM HD.esp [X] Enhanced Weather - Rain and Snow.esm [X] Enhanced Weather - Rain and Snow in Fallout.esp [ ] Enhanced Weather - Radioactive Rain and Snow Plugin.esp [X] Enhanced Weather - Weather Sounds in Interiors.esp [X] Enhanced Weather - Sneak Bonus during Storms.esp [X] Feng Shui.esp [X] Feng Shui - Keymap Template.esp [X] UPP - Pack 1.esp [X] UPP - Pack 2.esp [X] UPP - Original Perks.esp [X] UPP - Experience Perks.esp [X] UPP - Beverage Perks.esp [X] UPP - Quest Perks.esp [ ] Alternate Start - Roleplayers.esp [X] dD-Larger Blood.esp [ ] MyFOOK2 - Black & White Tranquility Lane.esp [ ] MyFOOK2 - No Rape Victims.esp [X] DCInteriors_ComboEdition.esm [X] dD-More Gore-BrokenSteel.esp [ ] Mighty Mouse Alternative 4.esp [X] KillableKidsOptional.esp [X] PowerArmorTraining.esp [X] PowerArmorTraining_MedicArmor.esp [X] PowerArmorTraining_Linden.esp [X] Owned!.esp [X] FleshBurningPlasma.esp [X] StreetLights - Wasteland.esp [X] megalight.esp [X] Xepha's Darker Nights.esp [ ] lessviewdistance.esp [ ] BoS_FOOKedition_Armor.esp [ ] Outcast DX.esp [X] DoubleDeathClawGauntlets.esp [X] Fellout-Full.esp [X] Fellout-BrokenSteel.esp [X] Fellout-PointLookout.esp [X] Fellout-Zeta.esp [X] Fellout-pipboylight.esp [X] FNNCQ.esm [X] FNNCQ_DavidsLab.esm [X] Contract Killer Two Ears.esp [X] Rivet City Realignment.esp [X] WastelandMastery.esp [X] Clear Cell Buffers every Cell.esp [X] Cannibal Harvest_HF.esp [X] Choose your own hairstyle (load this last on FOMM).esp Total active plugins: 113 Total plugins: 128
  12. Okay, so I've checked all over and I've seen only vague references to the command "SetName". It works by selecting (or PRID'ing) the targeted NPC and typing "setname [name]". The dilemma here is that it only sticks for that single game session. Regardless if you save or not, the name resets to the original on re-load. So here's the question: Is it possible to rename a specific random NPC (say, a Raider) and have the name stick? I've searched the command-line DBs all over the net and nothing mentions anything like this. Reason: I'm using the Buyable Slaves mod, and notice that having two or four followers is really nice...but not being able to tell them apart (since I use them as walking vault/tanks), is rather annoying...especially if its a "Deathclaws chewing on that one...I can get away, but do I want to loose everything on that body?" moment.
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