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TrickyDick

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Everything posted by TrickyDick

  1. I just finished the "How little we know" mission, and when I go to the dam and try to talk to Colonel Moore it zooms in like I'm about to go into dialogue but drops out before anything is initialized. The NV Wiki notes this bug, but doesn't have a fix. I'm wondering if anyone has figured it out, apart from reloading a previous save (which I haven't tried yet...I was also thinking "disabling", then "enabling" her through the console might work?).
  2. I was thinking such, as I had the table full of bobbleheads, as per mod description, but also had another set of them in all their original locations. The readme however, said to use both esps... But then again, I had realized that I really don't mind hunting them all down, so I might just dump the mod altogether.
  3. Bump. Perhaps I should specify: Anyone see any problems with this? I still randomly CTD, but I'm wondering if my load order can be tweaked, or if it's just Fallout being Fallout.
  4. I don't know if I'd call that "modding", so much as "cheating for caps"
  5. Also, set a filter for compatibility (Miaxs Tome of FO3Edit shows you how fairly early on). This can help you pinpoint your problem mod(s).
  6. Fallout3.esm Anchorage.esm ThePitt.esm BrokenSteel.esm PointLookout.esm Zeta.esm Unofficial Fallout 3 Patch.esm CALIBR.esm StreetLights.esm FOOK2 - Main.esm FOOK2 - [*censored*] World And Neighbourhood Kit.esm FOOK2 - [DIK] DLC Improvement Kit.esm Mart's Mutant Mod.esm RTS.esm DCInteriors_ComboEdition.esm CEI - CaesarrulezExcessiveInteriorsEN.esp Unofficial Fallout 3 Patch - Operation Anchorage.esp Unofficial Fallout 3 Patch - The Pitt.esp Unofficial Fallout 3 Patch - Broken Steel.esp Unofficial Fallout 3 Patch - Point Lookout.esp Unofficial Fallout 3 Patch - Mothership Zeta.esp StreetLights - Wasteland.esp Fellout-pipboylight.esp GalaxyNewsRadio40[M].esp WAR_radio.esp SniperZooming.esp MiniHideout.esp UndergroundHideout.esp FOOK2 - Main.esp FOOK2 - [EVE] Energy Visuals Enhanced.esp FOOK2 - [DIK] DLC Improvement Kit.esp FOOK2 - Mothership Zeta.esp MyFOOK2 - No Rape Victims.esp MyFOOK2 - Black & White Tranquility Lane.esp WeaponModKits.esp WeaponModKits - OperationAnchorage.esp WeaponModKits - ThePitt.esp WeaponModKits - BrokenSteel.esp WeaponModKits - PointLookout.esp WeaponModKits - Zeta.esp WeaponModKits - FOOK.esp Alternate Start - Roleplayers.esp 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 - Feral Ghoul Rampage.esp Mart's Mutant Mod - Hunting & Looting.esp Mart's Mutant Mod - Increased Spawns.esp Mart's Mutant Mod - Natural Selection.esp Mart's Mutant Mod - Tougher Traders.esp Mart's Mutant Mod - Zones Respawn.esp Mart's Mutant Mod - FOOK2.esp Mart's Mutant Mod - FOOK2 - DIK.esp RTSpatch_RVW.esp CombatEnhanced-Package v02.esp MZAllAccessPass.esp Fellout-Full.esp Fellout-Anchorage.esp Fellout-BrokenSteel.esp Fellout-PointLookout.esp Fellout-Zeta.esp RealPhysicsWithCarExplosions.esp FireLightFix.esp FireLightFix_rus.esp -->Do I even need this with the one above it? Feng Shui.esp NecronomiconExMortis 5.5.esp BobbleheadsFTW_Final.esp BobbleheadsFTW.esp -->Same question as with Firelight fix. I'm thinking about dumping these, anyway... PurgeCellBuffers.esp -Merged Patch-
  7. After a while of thinking I had destruction working, I messed with my load order, and got all sorts of in-depth with FOSE. The next time I loaded up, I happened to get surrounded by Super Mutants in a ruined building while carrying a Fat-Man...I'm sure you can guess the outcome. Anyway, when the smoke cleared, I was pleased to see large chunks of wall that had been tossed by my explosions, but was disappointed to see that when I ran up to them, I was able to kick them around like they were so many milk-crates. So, my question is this: Is this business as usual with "Destruction", or was I perhaps a bit overzealous in my FOSE-modification? I love the idea of the mod, but not enough to be kicking blocks of concrete bigger than me around the wasteland. ...Their "pool-ball" SFX was rather amusing though.
  8. Is "Enhanced Weather" conflicting with "Fellout"? I run one, or the other, with no problems. Edit: No problems, apart from the standard random crashes, that is...
  9. I don't see Fook2 in your order, but you have its level-up fixes? It is my understanding that the level up freeze was associated with the [DIK] part of Fook2. -I had the level-up freeze at L28, turned off anything with [DIK] in it, leveled up just fine, then turned them back on...no issues. I'm assuming you put those mods in due to your level up problem? If that's the case, I am at a loss...maybe it's your load order? If you applied them before it, try turning them off/removing them altogether.
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