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FadingCeiling

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  1. If your mod load order is the same as in the first page then I haven't a clue what could be wrong because I don't see anything weird about the load order which would override the WMK settings. Final guess from me is incorrect/corrupted installation of the mods.
  2. Manually checking that the files are in the correct places. The WMK mod has 3 folders (meshes, sounds, textures) as well as the .esp file in it's archive. Check that all those folders and the FILES inside those folders are in correct places (Ie. Fallout 3\Data\ and so on).
  3. Archive Invalidation applied? Manually check that all the mod files are installed would be the second thing I'd do.
  4. Each "battle" song has to have an equivalent in the "finale" folder? Like an ending track when battle is over? Please tell me more. I find this fascinating.
  5. You are missing: CRAFT - Activation Perk.esp (mandatory I believe) FO3 Wanderers Edition - Followers Enhanced.esp (Choose BS OR Non-BS Version) (This would be a good one to have, not mandatory though I think) Refer to the FWE download page on nexus (there's a compatibility and load order sections there) for additional information. Edit: DarNifiedUIF3.esp This should be above the FO3 Wanderers Editon - Main File.esp. Just below the CRAFT - Activation Perk.esp that you are missing. Also I do believe you should be using a merged patch.
  6. Okey now I can say that there's something overwriting something that it shouldn't be because the 14mm pistol should be modable with EC, LS and AF kits. Could you please post your load order here so we could take a look at it and maybe see what is causing this? Ps. If you're using FWE 4.x then I'd like to remind that FWE 5.0 is out. :]
  7. I am not 100% sure about this but I think it is intented. I'm using FWE and WMK as well and unique weapons are not modable. You could ask the WMK and FWE uploaded file threads about this but FWE 5.0 is just around the corner and if this is a bug it is most likely being addressed in FWE 5.0.
  8. :stupid: The reasons why you are having so many problems and that kind of regular crashes is that your fallout 3 cd might be upside down in your tray. Double check that it's not so. Other than that dunno what could cause it.
  9. Thorazine Dart Gun does that already. You might want to take a look at it's stats/effects as a some sort of vague guideline I guess. Sorry don't remember much else.
  10. Total mess tbh. At a quick glance you have.. [ ] Project Beauty HD version.esm Inactive But.. [X] Project Beauty.esp [X] Project Beauty- Broken Steel.esp [X] Project Beauty- Point Lookout.esp Active. Edit: [ ] Mart's Mutant Mod - FWE with EVE.esp [ ] Mart's Mutant Mod - CFW.esp Both inactive yet you have EVE and CFW active (Which isn't required as they'rei n FWE). Also [X] Mez's Merged Patch - FWE-WMK-MMM.esp if I remember right that's supposed to be pretty much like the last thing you load. Did you even bother reading the readme's, load order suggestions and compatibility notes on the mods before you installed them Or actually some of the FAQs and walkthroughs about general mod installation and use with Fallout 3? Seriously..
  11. All .esm's are supposed to be loaded before any .esp's. FWE should be before MMM. Not 100% but I think it's best practice to put WMK before MMM as well. Also from FWE readme.
  12. I would say same as vanilla if you wish to modify an existing setting. If you change the formID I think that's kinda like creating a whole "new" entry where you would then have to edit everything that used the "old" vanilla setting to point to the "new" entry. IF YOU KNOW MORE THAN ME AND KNOW THAT I'M WRONG CORRECT ME ASAP OR NO CHRISTMAS PRESSIES FOR YOU THIS YEAR! */rant*
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