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Nexus Mods Profile

  1. Okay, this is going to sound kind of ridiculous but I have the Vault X-15 mod along with several others and I have finally managed to collect one of every item in the game (mods included) and stored them in their respective containers in the armory. It only took me about 3 weeks. Is there anyway I can make some kind of mod or something where I can import everything I've put into the armory into a new game when I start over? Edit: Okay, sorry for bothering you guys all the time but I'm trying to add the FOOK2 weapons to containers to an another house mod that I have but the GECK lists the house mod as a Master File so I'm unable to add FOOK2 weapons to the containers in the house. Is there any way around it?
  2. Is there a compatibility patch for Breeze's FO3 Males 1.6 and Project Beauty HD (latest version)? I searched the Nexus but all I could find is a patch for 1.3 and Project Beauty.
  3. It would be pretty cool to have a realistic tactical weapon holding system. Like if you were to have multiple knives, pistols, assault rifles/shotguns and sniper rifles/heavy weapons in your inventory whichever one was assigned a number slot would automatically be equipped on the player simultaneously. Like my loadout (FOOK2), I carry Merc Battle Knife Type 2, HK Mk 23, LR-300 (M4 style rifle) and Reservist Rifle (Remington 700). So the knife would show up on the left side (or wherever you would like to have your melee weapon in real life I would prefer the right boot), the pistol in a thigh holster, the assault rifle on a tactical 1 point or 3 point sling across the chest and the sniper rifle would be attached to a pack you wear or on your back. I know that's a lot to ask for and I really don't expect anyone to do it especially since New Vegas is coming out next month but I know someone already did it with the pistol here: http://www.fallout3nexus.com/downloads/file.php?id=8593 but as soon as you switch to a different weapon the pistol magically vanishes out of the holster. I guess it would be kinda like this mod: http://www.fallout3nexus.com/downloads/file.php?id=7531 but the only problem with that mod is that it only works with vanilla weapons.
  4. I just recently uninstalled and then reinstalled FO3 in order to clear out a bunch of useless data from old mods that I do not play anymore and now whenever I try to launch FO3 it CTD on startup. So I tried to make a general merged patch and a master update but FOMM and FO3Edit are both acting weird. Maybe one of you guys can give me a hand. Here's my loadout: Fallout3.esm Anchorage.esm ThePitt.esm BrokenSteel.esm PointLookout.esm Zeta.esm Unofficial Fallout 3 Patch.esm CALIBR.ESM FOOK2 - Main.ESM FOOK2 - [DIK] DLC Improvement Kit.ESM Mart's Mutant Mod.esm DCInteriors_ComboEdition.esm RH_IRONSIGHTS.esm merc_2.esp Unofficial Fallout 3 Patch - Operation Anchorage.esp Unofficial Fallout 3 Patch - The Pitt.esp Unofficial Fallout 3 Patch - Point Lookout.esp Unofficial Fallout 3 Patch - Mothership Zeta.esp Stun knife.esp DarNifiedUIF3.esp CASM.esp DK_BulletTime.esp Auto Aim Fix v1.1.esp RH_IronSights_Basic_VanillaPlugin.esp RH_IronSights_Basic_AnchoragePlugin.esp RH_IronSights_Basic_PittPlugin.esp RH_IronSights_Basic_BrokenSteelPlugin.esp RH_IronSights_Basic_PointLookoutPlugin.esp Feng Shui.esp Merc2-Fook2.esp bzArmour-nude.esp Greenerworld.esp PureWater-VeryClearNoRad-.esp FOOK2 - Main.esp FOOK2 - [DIK] DLC Improvement Kit.esp FOOK2 Main [Hotfix].esp FOOK2 DIK [Hotfix].esp Tailor Maid.esp Tailor Maid Anchorage.esp Tailor Maid PITT.esp Tailor Maid Brokensteel.esp Tailor Maid ZETA.esp PT-x15VaultHome.esp Tailor Maid Black Retex.esp WeaponModKits.esp WeaponModKits - FOOK.esp WeaponModKits - OperationAnchorage.esp merc_2_pl.esp merc_2_bs.esp merc_2_pitt.esp WMK-RH IronSights.esp WeaponModKits - ThePitt.esp WeaponModKits - BrokenSteel.esp WeaponModKits - PointLookout.esp WeaponModKits - Zeta.esp WMKAA12Shotgun.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 - Increased Spawns.esp Mart's Mutant Mod - Zones Respawn.esp Mart's Mutant Mod - Tougher Traders.esp Mart's Mutant Mod - Hunting & Looting.esp Mart's Mutant Mod - Natural Selection.esp RH_IronSights_Basic_ZetaPlugin.esp Mart's Mutant Mod - FOOK2 - DIK.esp 1PipboyPDA.esp CombatEnhanced-Package v02.esp GT_No_Gore.esp GT_No_Bloody_Mess_Gore.esp Increased Damage.esp Realistic Death Physics.esp SteinerCombatGear.esp RH_IronSights_Pitt_NewRifleSights.esp RH_IronSights_PL_HatAndShotgun.esp RH_IronSights_RemoveReticule.esp FOOK2 - RH_IronSights.esp DUIF3Extras.esp Merc2-CorpseFly.esp Total active plugins: 82 Total plugins: 106
  5. Depends on what you like. I've played with both and I use followers in neither. If you like having 1000's of different weapons and armors to fully customize your combat abilities and look good while you do it go with FOOK 2. If you like "surviving" The Wasteland and you believe it is a harsh, unforgiving mistress then go with FWE. I personally play with FOOK2 more often because I always go with the Cyborg perk and if you're a cyborg (think Terminator) then food, sleep and constant combat shouldn't really bother you that much.
  6. Are there any really good FOOK2/WMK Ironsight mods? I have RH Ironsights but it only works properly on 1/3 of the FOOK2 weapons. Is there anything else out there that's a little better or am I missing a plug in or something?
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