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TheRagingBeast

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  1. I just used LOOT to sort my mods, I figured it would be correct. And those aren't unused plugins they are just merged in my bashed patch so it looks like that when I copy/pase load order. Should I use BOSS instead?
  2. EDIT: fixed the issue by running FO3LODGen I'm getting this strange effect in the distance. In game the purple-blueish shapes and the trees are rapidly flickering. 0 0 Fallout3.esm 1 1 Anchorage.esm 2 2 ThePitt.esm 3 3 StreetLights.esm 4 4 BrokenSteel.esm 5 5 PointLookout.esm 6 6 Zeta.esm 7 7 Unofficial Fallout 3 Patch.esm 8 8 CALIBR.esm 9 9 CRAFT.esm 10 a FO3 Wanderers Edition - Main File.esm 11 b FO3 Wanderers Edition - Main File.esp 12 c CivisRomanus Unofficial Fallout 3 Fixes.esp Fo3HirezdLincolnRepeater.esp 13 d 6IXES Clutter Texture Pack.esp 14 e TallerDC.esp 15 f WeaponModKits.esp 16 10 WeaponModKits - FWE Master Release.esp 17 11 FO3 Wanderers Edition - DLC Broken Steel.esp 18 12 FO3 Wanderers Edition - DLC Point Lookout.esp 19 13 dD - Enhanced Blood Main.esp 20 14 Realistic Interior Lighting.esp Realistic Interior Lighting - OA.esp 21 15 100% Force Lock Chance.esp 22 16 Realistic Interior Lighting - PL.esp Hi-Res Weapons & Ammo Textures - The Pitt.esp Hi-Res Weapons & Ammo Textures.esp 23 17 BoSPatrols.esp 24 18 FO3 Wanderers Edition - DLC Anchorage.esp 25 19 FO3 Wanderers Edition - DLC The Pitt.esp 26 1a FO3 Wanderers Edition - DLC Mothership Zeta.esp 27 1b UUF3P - FWE Patch.esp 28 1c WeaponModKits - BrokenSteel.esp 29 1d WeaponModKits - OperationAnchorage.esp 30 1e WeaponModKits - ThePitt.esp 31 1f WeaponModKits - Zeta.esp 32 20 Realistic Interior Lighting - BS.esp 33 21 WinterizedT51bDX.esp 34 22 Tribal_DX.esp 35 23 WeaponModKits - PointLookout.esp 36 24 UndergroundHideout.esp 37 25 UH-FWE-WMK-DLC.esp 38 26 DarNifiedUIF3.esp Bornagain Outcast T-45d Texture Patch.esp Bornagain Reillys Rangers Helmet Texture Patch.esp 39 27 F3ProjectRealityMkI.esp 40 28 Wider street Lights.esp 41 29 Bornagain Zeta Combat Armor Texture Patch.esp 42 2a Fo3HirezdFlamer.esp 43 2b Fo3HirezdMinigun.esp teslaPA -retextured.esp 44 2c GlowingGhouls-DeathGlow.esp 45 2d Bashed Patch, 0.esp This is a new game, everything is freshly installed and downloaded. I'm running GOTY edition on Steam, with Windows 7. Using Wrye Flash to mod. Not seen in the load order are a decent amount of textures (NMCs max resolution pack being the main one) and these https://www.nexusmods.com/fallout3/mods/21888 https://www.nexusmods.com/fallout3/mods/23795. In my FOSE plugins folder I have:-New Vegas anticrash-Enhanced Camera-Fallout Stutter Remover-Command Extender https://www.nexusmods.com/fallout3/mods/23682-IStewieAI's Tweaks https://www.nexusmods.com/fallout3/mods/23561 Any help is greatly appreciated
  3. I've tried this with Vortex and manually now, neither work. I extracted the content of DaRn UI 132.zip to my Data folder, changed the SFonts in my Oblivion.ini and when I load up the game the fonts seem to have changed but none of the UI. I then tried installing the .zip with Vortex and get the same result. This is a fresh install of Oblivion on steam. I have the latest version of OBSE. Am I missing something? 0 0 Oblivion.esm 1 1 bookplacing.esm 2 2 Unofficial Oblivion Patch.esp 3 3 Oblivion Citadel Door Fix.esp 4 4 UOP Vampire Aging & Face Fix.esp 5 5 DLCShiveringIsles.esp 6 6 Unofficial Shivering Isles Patch.esp 7 7 DLCHorseArmor.esp 8 8 DLCHorseArmor - Unofficial Patch.esp 9 9 DLCOrrery.esp 10 a DLCOrrery - Unofficial Patch.esp 11 b DLCVileLair.esp 12 c DLCVileLair - Unofficial Patch.esp 13 d DLCMehrunesRazor.esp 14 e DLCMehrunesRazor - Unofficial Patch.esp 15 f DLCSpellTomes.esp 16 10 DLCSpellTomes - Unofficial Patch.esp 17 11 DLCThievesDen.esp 18 12 DLCThievesDen - Unofficial Patch.esp DLCThievesDen - Unofficial Patch - SSSB.esp 19 13 DLCBattlehornCastle.esp 20 14 DLCBattlehornCastle - Unofficial Patch.esp 21 15 DLCFrostcrag.esp 22 16 DLCFrostcrag - Unofficial Patch.esp 23 17 Knights.esp 24 18 Knights - Unofficial Patch.esp 25 19 Book Jackets DLC.esp 26 1a Book Placement v2.esp 27 1b Book Jackets Oblivion - BP.esp Book Jackets Oblivion.esp 28 1c BookCollisionTest.esp 29 1d GrimbotsSpellTomes.esp 30 1e Enhanced Grabbing.esp 31 1f MoveQuestItems - OBSE.esp EDIT: Also using Qarls Texture Pack III for NMM (on Vortex) and the textures don't appear to have changed in game. Using Vortex's in house archive invalidation function.
  4. I've made a mod for Rosethorn Hall. To avoid potential game-breaking issues by deleting NPCs I constructed a new house from scratch NEXT TO the original Rosethorn Hall. So the main floor is in the vanilla main floor cell, the basement is in the vanilla basement cell, etc. I just didn't want to delete anything before ensuring I'd be able to manually override ownership/ the whole quest process of obtaining Rosethorn Hall. I should add I also created an additional room connected to an existing cell in vanilla (Skooma Den). So the Rosethorn Hall top floor cell connects to the Skooma Den which I'd also like to be player-owned. So I'm wondering how I can make the house/cell player owned, essentially like I bought it and completed the quest. I tried 'setstage HouseSkingrad 30' to complete the quest but I was still trespassing when inside and the doors to the outside were locked- though I figured that was just because I need to add the key with player.additem. Also for every container in the house, I went to the 'ownership' tab in the CS and set it to 'player'. Is this all that's required to make sure the containers will never refresh and lose any items that are placed in them? Thanks in advance for any help!
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