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Nigty

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  1. Regarding the RC Market issue, i seem to have been a bit hasty, i disabled all my esms and esps except for fallout3.esm, the dlcs and fwe, and i still had the issue (the reason i said i did not have it without remastered is because i tried using most of the same mods, except MMM, earlier, just without PI merges and Blackened and the remastered compatibility files. This caused alot of issues, among other things there were alot of enclave recon and pugilists etc. inbetween Rivet City, as well as at least one brotherhood paladin, all of which were hostile. Anyway, i seemed to remember that i was able to fix the RC market by removing remastered then, but i must have been mistaken). Also, when they start attacking me inside the market, it is not because one of the npc's panicks, but rather because the RC Market seems to be flagged as a place im not allowed to be in, causing the npcs to tell me to leave several times before they attack. The doors to the RC market are also sometimes (but not always, for example just after starting a new game it will be open, but w/red text) locked (average) during the day, and it seems that once it gets locked it stays locked. I forgot to mention this earlier but i am using the meshes and textures from the UF3P along with the Remastered .bsa, maybe i should have used the loose files instead? Regarding the caps & the doctor, it seems i needed to have at least 50 more caps (not that he took more than 100, just that i needed to have that many on me), or maybe enough time had not passed, either way, i started out with 250 caps, went outside to double-check whether or not i still had a billion enclave soldiers around, somehow killed a bunch of mutants, nearly died, went back, traded, and then the doctor would not heal me. I'm fairly sure the problem was the amount of caps and not time, as i have a save from when i tried to have him heal me, and selling a bunch of stuff to him lets me pick the correct option. "a PDA never existed in fallout3 worlds, that's a modern age thought and add on mod. I really don't care for it." Seems to me a pip-boy is more advanced than a PDA, seeing as fallout 3 takes place in the future and all, but each to their own. I use it mainly because i prefer not seeing the pip-boy on my characters wrist, i believe theres another mod that simply removes it from the wrist so i could always use that instead if the pda causes a problem. The AutomaticKarmaPerk thing is the last thing i did, except for that HRCM fix, and i made it the same way Gopher did in his video (-https://www.youtube.com/watch?v=vljdlmzssfM-) I would post the script i use but i can't find it in the geck for some reason, but it's pretty much the same as the one Gopher made except i did not use any parantheses. I'll send you a pm with a full list of all the mods i use and the order i installed them, or as best i remember anyway (sorry for the huge wall of text).
  2. I followed Gopher's videos on installing Fallout Remastered, EVE PI, RH PI and Blackened, but i am having a few issues; 1) Upon leaving Rivet City (i chose the Doctor alternative start with FWE) and heading to the Jefferson Memorial, there are two power armor wearing Enclave soldiers fighting a bunch of mutants on the catwalk thing going around the memorial. 2) All the Rivet City Market doors have red text when i look at them, and if i enter the market, Harkness and Flak will run up to me and tell me to leave, that i can't be there etc. but i can still talk to them normally. The rest of the npc's work as normal, except when i approach Angela Stacey, who panicked, screamed and ran away, at which point everyone attacked and killed me (i know theres a fix for this on the nexus, hostile rivet city market fix i think it's called, but i was wondering if there was some other way to fix this than setting everyone in RC to be my ally). I do not have this issue if i do not use Remastered. 3) Even though i have the hundred caps to pay the doctor to heal me, i only get the options to say nah its, fine, or that i don't have the caps, despite the fact that i have 122 caps. If i sell a bunch of stuff to him and get 55 caps more (all he had) i will then get the option to have him heal me. 4) All the weapons i have tried so far (10mm Pistol, assault rifle, laser pistol, m14 assault rifle, hunting rifle and browning automatic rifle) except for one, the wattz 1000k pistol, have working ironsights. The wattz 1000k pistol is held too far up, so that i only see the back of it. This is kind of fixed if i use the "EVE - RH Ironsights Patch" (from the old version of either the EVE PI or RH PI i can't remember which one at the moment), as it is not too far up, but i can still only see the back of it, and not the aim sights. Screenshot: http://i.imgur.com/9ac4At2.jpg Load Order: [X] Fallout3.esm [X] Anchorage.esm [X] ThePitt.esm [X] BrokenSteel.esm [X] PointLookout.esm [X] Zeta.esm [X] Inventory Access.esm [X] aHUD.esm [X] iHUD.esm [X] CRAFT.esm [X] CALIBR.esm [X] Project Beauty.esm [X] Advanced Recon Tech.esm [X] EVE.esm [X] FO3 Wanderers Edition - Main File.esm [X] Mart's Mutant Mod.esm [X] RH_IRONSIGHTS.esm [X] EVE - RH Ironsights Patch.esp [X] FO3 Wanderers Edition - Alternate Travel.esp [X] DarNifiedUIF3.esp [X] Project Beauty- Broken Steel.esp [X] Project Beauty- Point Lookout.esp [X] CASM.esp [X] UPP - Experience Perks.esp [X] UPP - Quest Perks.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 - Followers Enhanced (BrokenSteel).esp [X] FO3 Wanderers Edition - Optional Restore Tracers.esp [X] WeaponModKits.esp [X] WeaponModKits - FWE Master Release.esp [X] WeaponModKits - OperationAnchorage.esp [X] WeaponModKits - ThePitt.esp [X] WeaponModKits - BrokenSteel.esp [X] WeaponModKits - PointLookout.esp [X] WeaponModKits - Zeta.esp [X] Weapon - Some Katanas.esp [X] WMKAA12Shotgun.esp [X] Advanced Recon Gear.esp [X] Advanced Recon Tech.esp [X] Advanced Recon Tech FWE.esp [X] Armored Duster.esp [X] Dark Justice Duster.esp [X] NAPA.esp [X] Powered Power Armor.esp [X] PPA - Operation Anchorage.esp [X] PPA - Broken Steel.esp [X] PPA - The Pitt.esp [X] PPA - Mothership Zeta.esp [X] PPA - FWE.esp [X] RH_EVE_Bridge.esp [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 - Master Menu Module.esp [X] 1PipboyPDA.esp [X] Action_Boy_hacking.esp [X] PPA - Readius.esp [X] F3ProjectRealityMkI.esp [X] AutomaticKarmaPerk.esp [X] RH_WMK_Bridge.esp [X] RH_FWE_Bridge.esp [X] Merge Patch.esp [X] Fallout Remastered.esp [X] Fallout Remastered - Project Beauty.esp [X] Fallout Remastered - MMM + EVE (PI Merge).esp [X] Fallout Remastered - FWE + RHI.esp [X] Blackened FWE + MMM + EVE + Project Beauty.esp The merge patch was created without including Fallout Remastered and the Blackened patch. The AutomaticKarmaPerk is a mod gopher made in a video that gives you the Lawbringer and Contract Killer perk when you reach a certain karma level. I'm not one hundred percent sure which of the remastered compatibility patches i ought to use, would it be better to just use one compatibility patch for each mod i need one for, or is this fine?
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