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Everything posted by fap6000
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Help On Modding Fallout 3 Weapons & Armour
fap6000 replied to Zues_Shot's topic in Fallout 3's Discussion
Nevermind -
Having trouble with a pair of body mods.
fap6000 replied to Lionism's topic in Fallout 3's Mod Troubleshooting
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"There's more where that came from" Problem
fap6000 replied to DonaldTask's topic in Fallout 3's Mod Troubleshooting
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Having trouble with a pair of body mods.
fap6000 replied to Lionism's topic in Fallout 3's Mod Troubleshooting
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Question about using Premade FOMod Pack
fap6000 replied to Panzer4's topic in Fallout 3's Mod Troubleshooting
Nevermind, I'm not welcome here... -
Please help me before i go insane
fap6000 replied to vajra72826's topic in Fallout 3's Mod Troubleshooting
I'll just remove everything I ever did. -
Question about using Premade FOMod Pack
fap6000 replied to Panzer4's topic in Fallout 3's Mod Troubleshooting
Nevermind, I'm not welcome here... -
Having trouble with a pair of body mods.
fap6000 replied to Lionism's topic in Fallout 3's Mod Troubleshooting
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Please help me before i go insane
fap6000 replied to vajra72826's topic in Fallout 3's Mod Troubleshooting
Fine... Nevermind, I'm not welcome here... -
Could we survive in the wastyland? I thought that's what we were doing. I wouldn't call it that, because most people just load a save game when they die. While I don't actually get very much done as far as getting even close to halfway finishing the main quest. Anytime the charicter dies I pretty much start over. If it's a really good charicter I might envoke the 3 death rule to get a bit more play out of it. More recently I started to up the risk each time I died. Starting with a MMM spawn rate of 3-5 (median 4) which quickly turned into 6-8 (median 7) Imagine that spawn of 3 Talon mercs magicly turning into 18-21 meanies, geez it's almost instant death. Along the way this changed combat very much so. You pretty much have to seek cover an real quick, each action has to be made fast or you're dead. Which with no risk would be fine, but if you have to start over each time you die, it's very scary/rewarding, that ever present risk of total loss. Wouldn't be fun without it now. However as the risk increased, it's now suicide going out into the wasteland, and the idea of going downtown certian death. This lead me to Animated prositution. I thought it would be a nice idea at the time. There was so much combat an getting killed only to start over. So that turned into making a charicter that was pretty much a hooker. Not so much by choice, this all started with looking for dad in Megaton, then needing 100 caps to get information that turned into 300 caps which turned into not being able to reach the downtown area just yet. Which turned into being one of Mort's hookers, not so much walking the streets though. Using the RR vaults tunnel system to reach Rivet city and Tenpenny. Eventually it was a near daily patrol. Sweep the saloon, get drinks for customers, sexual favors for money. Give the money to Mort. Go to the tunnels, shower. Rivet city, get money, shower, give money to mort, then go back out. lulz maybe 10,000 caps a day, but Mort gets all of it. Also anytime I get out of pocket like forget to give him the money. He'll beat meh up thanks to groovatron an the Pitt animations. This went on for a time then Mort sold me to P.Falls, I forgot to give him the money an so I got beat real bad an thrown out the back door of the saloon. Spent some time in the slave pins. Took a list of all the potential buyers out of folks that might want a pretty hooker or someone with a pipboy, then drew a name out of a hat. Bam I got sold back to Megaton, the owners of the 2nd saloon wanted to get into Trickin. Went back an Mort didn't even seem too angry I was back, even let me back into the old saloon if I wanted to drink. Standing out front I thought everything was okay, but turns out Mort had paid Jericho to keep me from eatting into his poon profits. And by "keep me" I mean beat the crap out of me an throw me over the rail of that top platform, then force Andy stall to sell me back to P.Falls. It was bad, the fall broke both legs, one arm, busted head. Couldn't turn tricks no more, ended up back in the slave pins. Couldn't really pull a name out of a hat, seems like Pitt raiders would be the only folks interested in a cheap slave. Ended up in the Pitt. Scabing it up. Idk it's not so bad compared to being a hooker. There was so many many nasty things you have to put up with, but both situations were pretty depressing. It almost makes the privious charicters getting killed on suicide missions seem kind of like a nice day. And so I go back to scabbing it up. Which pretty much is just do the pitt work animations from 8-12 eat slop, lay down, and go back to work until the RI-PN says I need to sleep. I started to reskin the player in a new custom race for being beat up looking, but it was just more easy to go with dirty pitt looking. Can't work if you are all beat up. Can't play if you are making a new skin. So I picked the middle of the road. Level up a bit, an go kill some trogs if I don't get killed myself. She's pretty, but this charicter has been sooooooo depressing, death would be the only good thing that could happen right now. http://i123.photobucket.com/albums/o294/eiffU/scabing.jpg
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I need some help with my first mod.
fap6000 replied to newg's topic in Fallout 3's Mod Troubleshooting
Nevermind -
A challenge to any FO3 fix experts!!!
fap6000 replied to Bazerk83's topic in Fallout 3's Mod Troubleshooting
Nevermind, I'm not welcome here... -
A challenge to any FO3 fix experts!!!
fap6000 replied to Bazerk83's topic in Fallout 3's Mod Troubleshooting
Nevermind, I'm not welcome here... -
Next-to-Player NPC AI off by default on Map Load
fap6000 replied to i2501's topic in Fallout 3's Mod Troubleshooting
"In so many words" might help you come up with some ideas & plans. http://fallout3nexus.com/downloads/file.php?id=13100 From now on I'll never merge until I have no choice. Then starting with merging tiny mods, or stuff like the MMM globals. You know very little actual content, also never merging any mod that deals with DLC. A lot of the time it screws up you merge patch, causing errors. But geez I got like 157 mods or something, an a bunch of stuff is things I added to make it run smooth. There's always room to make it fit if you learn enough about how to work with this kind of thing. When I used to play an have followers, they almost always get stuck, or bugged out. This kind of sounds like the problem that you had. I know that if you use Groovatron to restrain them, then un-restrain, the NPC's Ai will pick a package to add the NPC to. Basicly a reset for them, but it's not a full reset. Like for example when NPC gets killed an you didn't want that to happen the commands to reset are, PRID, KILL, RESURRECT, DISABLE, ENABLE this puts the NPC back to the state it was in before you ever met them. The Groovatron restrain is more like, Hey this NPC needs a package, so it picks one. The problem you had could have even been coruption locked into the save game somehow. It's always best when you notice a problem in fallout to deal with it right then. First duplicate it then duplicate it in a new game start, if possible. You know systematic rule out of possible causes, which is further aided by only installing one mod or a few at a time in-between test games, as to narrow the field. -
I don't agree. Container loot and loot lists is very easy to work with once you get your process down. Once you found the locker with identical loot, in 5 seconds you could switch that to the longest random leveled loot list you found. Also if you used a Override to fix it, you could use any loot list from any of the mods you already have. If you didn't want to come up with your own brand new one. But it's probably a conflict between lists, further, one that merge patch didn't pick up on, as it's only a semi-automated process. If merging it causes a direct conflict, it gets ignored, thus leaving it to the end user to go back an fix those holes in the list. Usually this is because of the load order. There's a mod inbetween the parts of the list which doesn't have the item. Merge patch is nothing more than a huge override. So you have whatever load order you came up with, then your merge patch loading after all off it (using all the mods as masters) which gives it the ablity to use anything, however the mod in the middle which does not have this ability produces a hole, an thus merge patch ignores that part of the list because it would cause a conflict. Most of this can be fixed from viewing the merge patch after it's created looking for holes, and then filling them in. We can't tell you which mods you need to use or drop. That's your department. First you'll have to learn how to fix the mods. Once you figure out that part, the order doesn't mater anymore, short of providing an more easy way to fix something. From there the key factor is which mods you should use or not, would be how difficult they are to fix. If the mod is too hard to fix I just drop it. Some mods are so messy an so hard to fix, that it can take 40 hours just to fix that one mod. That being said you can build a list of over 100 fully working mods in the same 40 hours. You could read "in so many words" guide which might help you to come up with your plan or methods. http://fallout3nexus.com/downloads/file.php?id=13100
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Next-to-Player NPC AI off by default on Map Load
fap6000 replied to i2501's topic in Fallout 3's Mod Troubleshooting
I don't think you understand what you are talking about. The main quest or legacy is all you can really finish I.E. you wanting to beat the game. That being said just that main legacy quest is like 14 to 28 hours or more even, then the same amount of time for side quests, on top of this a near endless amount of time exploring, which we haven't even added mods in yet. You could get a few ideas on the big picture by reading into it on the offical fallout 3 site, particularly the Vault tab which has many diaries on not just production but gameplay as well. A almost never ending amount of game play for sure. From there, geez look at that cluster poop of a mess you have for a load order. Fallout 3 is like 3,000 to 4,000 Mb in vanilla, by far one of the largest games ever made. You just dumpped a whole lot on top of that, I'd guess another 10,000 Mb if not 15,000 Mb. So just the fact that it works at all is a huge plus in your book, much less on a laptop. If you ask me what you have doesn't even look like a real load order, so at best the quality will always be limited by that fact. Hence your rather odd Ai issue. In over 20 different fallout modded builds I've never even encountered a situation where the Ai was turned off. But if you were looking for an answer why it's probably that messy load order. FOOK2, FWE, RTS yah no doubt great stuff, but is it worth the trouble it takes to fix it. Not for me so I don't use that crap. Should I feel strong enough to fix it then maybe yah I would, but I'd rather spend 4-8 hours playing the actual game (you know rather than working on the data from someone's messy crappy mod) The other mods seem benign at least, but that being said it would still take you a while to fix them. The key issue you should probably deal with is your install/build habits. For example I pretty much never install more than a few mods at a time. Which I already know the best way would be one at a time. Anytime you install more than one you get into trouble. Anyhow once one is installed, it gets merged patched, master updated, then a long test game. Then when any issue pops up I'm looking at the last mod I installed rather than a huge list of mods for the cause of the problem. Sure I know, it's pretty hard rules to follow. But even following the basic idea with a few mods at a time is better than trying to get a diagnosis out of a list of 100 mods. I'm not sure there's anything else I can say. You could look into "in so many words" guide, or the various other guides. http://fallout3nexus.com/downloads/file.php?id=13100 What I use right now is pretty much what I came up with after 20 different builds or so. It's over your 90 mod max mark, which I thought was around 150, just the fact that some mods don't like being merged (actually causing issues) should lead folks to be weary, as in providing a post merge test game to rule out problems. This load order is pretty fun, but more and more I just want to play a vanilla game, which would be your actual fallout 3 if you really wanted to finish it that would be the easy way to go about it. Fallout3.esm ThePitt.esm Anchorage.esm BrokenSteel.esm PointLookout.esm Zeta.esm Unofficial Fallout 3 Patch.esm CALIBR.esm xCALIBR.esm 20th Century Weapons.esm ARSENAL MOD.esm Mart's Mutant Mod.esm EnclaveCommander-OA-Pitt-Steel.esm DCInteriors_ComboEdition.esm StreetLights.esm Enhanced Weather - Rain and Snow.esm RI_Core.esm Project Beauty.esm Sharing and Caring Companions.esm Lings.esm LingsFinerThings.esm LingsDLC.esm EnhancedChildren.esm Shojo Race.esm RRCompanionVault.esm Nos' Cosmetic Resource.esm Herculine's RR Scouts.esm UF3P DLC Merged.esp EVE.esp EVE Operation Anchorage.esp F3UmpaAnimation.esp The Groovatron.esp The Groovatron_DLC_Anch_Addon.esp The Groovatron_DLC_Pitt_Addon.esp The Groovatron_DLC_PL_Addon.esp UPP - Original Perks.esp UPP - Pack 1.esp UPP - Pack 2.esp UPP - Beverage Perks.esp UPP - Quest Perks.esp UPP - Experience Perks.esp GalaxyNewsRadio100[M].esp CALIBRxMerchant.esp DK_BulletTime.esp VATS - MCE.esp VatsLongerDistance.esp Precision_AutoAim_6000.esp KaBOOM.esp LessBouncyGrenades.esp ShellRain.esp VendorCapsIncreased50X.esp Unlimited Death Reload Time.esp Modern weapons.esp HZ_Glock.esp FullAutoPistolsV1.0med.esp FullAutoPistolsV20test.esp AzarGypsyOutfits.esp AzarGypsyOutfits_Malika.esp Tailor Maid.esp Tailor Maid Black Retex.esp Tailor Maid PITT.esp Tailor Maid Anchorage.esp Tailor Maid Brokensteel.esp Tailor Maid ZETA.esp TalonExtraArmor-RE-Dub.esp Books02.esp MothershipOmega.esp Banks of the Wasteland.esp Megaton Tweaks 1.28 (no podium).esp Water_Tower_Hideout_byOrophin.esp GG_WaterTowerHideout_v1_22_Alt.esp StreetLights - Wasteland.esp Kaza's NorthwestSeneca.esp WIP_BigTown.esp CanterburyCommonsInteriors.esp CEI - CaesarrulezExcessiveInteriorsEN.esp Republic of Dave Expansion Merged.esp YevicsUrbanTownhome.esp DCInteriors_ComboEdition GD Plug in.esp DCInteriors_DLC_Collectables.esp Not alone in the Wasteland anymore.esp CrowdedCities_v2.esp FalloutFood.esp ShadsCoffaMatic.esp Bottle That Water.esp UsableCigarettes.esp Inebriation-FOSE.esp RI_Base3.esp RI_PNeeds2S.esp RI_FOSE.esp RI_DoctorCost.esp RI_CrippledEffects.esp RI_Alcohol.esp RI_LootTableRI.esp RI_LootTablePN.esp RI_PNAnchorage.esp DarNifiedUIF3.esp RI_PrimaryNeeds_DUI_Plugin.esp Rivens_Eyescapes.esp PlayerOnlyJGRetexture.esp 20th Century V5 ALIVE Merged.esp S.T.A.L.K.E.R. MOD.esp ARSENAL MOD.esp Mart's Mutant Mod.esp Mart's Mutant Mod - Zones Respawn.esp Mart's Mutant Mod - Tougher Traders.esp Mart's Mutant Mod - Natural Selection.esp Mart's Mutant Mod - DLC The Pitt.esp Mart's Mutant Mod - DLC Anchorage.esp Mart's Mutant Mod - DLC Broken Steel.esp Mart's Mutant Mod - DLC Point Lookout.esp Mart's Mutant Mod - DLC Zeta.esp RI_PNMMM.esp MMZombieCemetery-Merged.esp Project Beauty_Plug in Bietch!.esp Project Beauty- Point Lookout.esp Project Beauty- Broken Steel.esp SCC - Talk to Anyone.esp T_R_A_S_C_H.esp SCC 187GURLZ.esp LingsFinerThings.esp RRWastelandPosters.esp RR Companion Vault 20thCW Supply.esp Nos' Vault 1 Remodel.esp RRUmpaDance.esp All RR Companions Merged an Plugged.esp Herculine's RR Scouts DLC in a GD plug in.esp Herculine's Shojo Companions in a GD plug in.esp Polarbear's Companions in a GD plug in.esp TOADS PEOPLE_Merged.esp dD-Larger Blood.esp dD-Reduced Ragdoll Force.esp Hideouts731.esp bzBodySuits.esp bzArmour-nude.esp bzArmour.esp Gambletron2009.esp CrossModData.esp Animy_prostitution.esp Fellout-Full.esp Fellout-BrokenSteel.esp Fellout-PointLookout.esp Fellout-Zeta.esp Fellout-pipboylight.esp Enhanced Weather - Rain and Snow in Fallout.esp Enhanced Weather - Weather Sounds in Interiors.esp sc_slaves_stick_around_original_mezz_chance.esp FullAutoPistolsReapingBuster.esp Override-Drugs.esp Override-Dialog.esp Override-Scripts.esp Override-DLC.esp Override-EVE.esp OverRide_NPC.esp MergePatch.esp Override-QuestStage.esp Total active plugins: 156 Total plugins: 156 -
Once it was installed, did you put the key in? This is done from having "Games for Windows Live" installed. After that patch the game to 1.7, again, yes again, GOTY edition ships out as 1.7 but still has issues from computer to computer which the 1.7 patch can clear up, got it? So patch it again anyway. Install to C:/Bethesda Softworks/Fallout 3 Then like you have read run the .exe in compatibliy mode for windows XP SP3 as Admin. Then since all else has failed, un-install that non-working poop, clean the windows redistry, an then try again. What do you think is causing it? Geez you're in a good mood. haha ahah haha Yah I would be grumpy too if it were me. Well let's start with Fallout 3/Gamebro not lovin Quad core's that much. Linked to freezing screens in certian parts of the game. But heck you have already done everything else. The folks with this problem clear it up by adding a line in the fallout.ini config files which limits the use of CPU cores to 2. As mentioned in the tweekguide near the end of the advanced tweeks section. But This is no good without a control group. So if you ask me it's more like this tweek or any other questionable tweek, gets tested. By that I mean I had a problem while playing fallout 3, I turned the tweek off, then tried to duplicate the problem, an it still happened. Right there I know it's not caused from that tweek. If this doesn't turn out, you might try changing you post up a bit. If it were me I would name the post "Win7 won't launch" Then follow that up with some advanced searches on Nexus forums for Win7 or 64 bit issues...
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Fook2 not detecting dlcs, CALIBR.esm, or FOOK-Main.esm
fap6000 replied to durbin's topic in Fallout 3's Mod Troubleshooting
Some folks cleared up issues with GOTY edition by runing the 1.7 patch on it (even though it's technically 1.7 already) -
You can put stuff on the desktop, I didn't mean to sound like you couldn't use it. Anything you want fast access to put it on the desktop, an then when that stuff piles up get rid of the stuff you don't use. Fallout 3 was built to run on Windows XP SP3 (service pack III) So if you use XP, you'll need to get that among other things. The most accurate way to do this would be to go to the start menu, set program access and defaults. Then the Add programs tab, Then the windows update tab on the right. All this does is launch to the microsoft automatic updates website. Install the active X control, and it will scan your current system an figure out what you need. I'll take all the high priority updates, but it should bring things up to SP3 first. Anyhow it doesn't hurt to look thru this stuff which is done by scaning over it, and click on the + to open an get a discription. Key things to look for would be the update for WMP (windows media player) This brings your systems Audio codecs up to date, thus allowing fallout 3 sounds to work without the need for messy 3rd party software. .Net Framwork (dot net framework) look for the whole package the whole family, something like 1.0, 1.5, 2.0, 2.5, 3.0, 4.0 an so on. I check to see that Internet Explorer gets updated too. You probably got your direct X installed when you installed a video game, but the automatic updates could try to install direct X. You could also manually install direct X from microsoft downloads. Last time I checked the current version had a werid name like Direct X end user runtime. Vista & Win7 I reckon all you need to do is run fallout 3 as a admin, and in compatability mode for Win XP SP3, which is done from right clicking the .Exe. This can get difficult because most player launch FOMM, which launches FOSE, which launches a modified version of the fallout.exe, so there's 3 .exe right there. At the end of the day though it's the fallout.exe that is actually going to be running. So maybe it's that one, idk. The install location comes into play, or at least it used to. Most folks install the game to C:/BethesdaSoftworks/Fallout3 Rather than C:/ProgramFiles/BethesdaSoftworks/Fallout3, This is because windows puts security risks on everything in program files, an on some systems this would cause issues, but it's sort of faded over time. Not even sure we still need to do this, but it's good to keep with the old ways, plus not a bad idea to provide easy access, while also runing the possible 20,0000 Mb of a modded fallout game seperate from the system on the harddrive. Your Game patch is pretty important, anything besides 1.7 is going to have issues in it. Then even the GOTY edition of fallout 3 (which comes with 1.7) has issues of it's own which are cleared up from running the 1.7 patch on it. FOSE is widely used, which you need the version of FOSE that matches your game patch for it to work. A lot of folks swear by un-installing .net framwork, then re-install it. Also Visual C++ fits in here too, many folks say they cleared up crashing issues just from installing Visual C++, same for folks that had it installed, they un-installed it then installed it again an it magicly cleared up the issue. Hope you got into the good habits like, purging the Temp internet files, Windows Prefetch, Recycle Bin. Defragment hard drives. Using a Viral protection software, for spyware, malware, and to clean the windows registry. So what are you using there bud?
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I never liked FOMOD or package manager, and Have only had to use TES snip when I was creating mods, not using them. FOMM pretty much will give you a interface to move the mods into a useable load order, copy an paste the load order for troubleshooting, toggle archive invalidation, Unpack .BSA, And launch FOSE/Fallout3.exe There just isn't much other use for the program which isn't still in beta. I had to use the package manager for one of the mods, but if I tried I could have got around having to install it that way, which would have been cleaner.
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Auto-aim will correct the difference in angle from the projectile node on the weapon mesh (which are all different) to the Aim recticle thingy in the middle of the screen. You know auto-aim is active when the reticule thingy lights up red or whatever. There are many settings which deal with this, in fact many mods turn off AutoAim altogether, thus breaking a much needed part of the game. This is because in many combat situations you get the opposite effect, you are aimmed at one persons arm in a group of targets, Autoaim is bugged out thinking the active target is the target in the group to the left or right from the current aim, an so you see a tracer freak out at a 30 degree angle. So they set the autoaim to look for targets 180 degrees from the reticule (behind the player) thus disabling it, however this method will disable many weapons because all meshes are different an all projectile nodes are different from the way the weapon is held, thus breaking many weapons in 3rd person view. I get around both problems by using the Autoaim mods which only narrow the cone which auto aim looks at, which on top of that I open the mod with FO3edit an change the settings around a little bit. For example after a few months testing I'm thinking of using a max angle for auto aim of about 24 degrees, which default was 3 degrees in that mod, I think I use 6 degrees currently though. Which all that is done thru combat testing. Also the Autoaim distance is matched to my max VATS distance which I reckon is about 100 yards or so, maybe a bit more than 80 meters, I forget. Just remember that 120 units in the fallout world is about 6 feet. VATS - MCE.esp VatsLongerDistance.esp Precision_AutoAim_6000.esp I use these mods to handle my aim an vats, but they have been modified somewhat to be more useful.
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Blender... Not Finding Python!
fap6000 replied to falloutperson416's topic in Fallout 3's Mod Troubleshooting
Un-install every tool that you have installed already, all versions of python, the whole shabang. Then start over downloading an useing the tested version from Nexus downloads, the only way I've found to get blender to work. http://fallout3nexus.com/downloads/file.php?id=30 You also get a Visual C++ 2008 redist in this way which can actually solve some gameplay issues. BURP heck I got Visual C++ 2005 from windows automatic updates, heh. Anyhow, GOT IT? yay..... -
It's going to like it alot less with it on the desktop. You never want any actual data on the desktop. Another way to put this is that you never want any actual data in /Documents and settings/username/desktop. Yah it's just another folder on the harddrive, but in cases where the computer has to enter/re-enter the windows shell, such as when exiting a application or game, or geez at startup even. Whatever is there as far as raw data will probably have to be loaded as well (you know on top of the windows shell/GUI) Take vanilla fallout 3 for example, you just dumpped 3000-4000 Mb in the desktop folder when on some computers a few hundred Mb will cause issues, Once you mod the game it gets larger, for example my fallout 3 build is like 17,000 Mb or something retarded like that. Nowdays I don't keep any data in the desktop at all, just shortcuts to data are there. I have a current projects folder I keep there for fast access but it gets deleted often. The only real install location problems folks ran into with fallout 3 was windows putting security risks on the application from it being installed in Program files (where everything gets risks applied to it) This became less of a problem as time went by. Many folks still give fallout 3 it's own folder on the harddrive. I myself do it just keeping with the old ways when all this started. C:/ProgramFiles/BethesdaSoftworks/Fallout3 became C:/BethesdaSoftworks/Fallout3. Vista an Win7, you know really you shouldn't ever have to do anything more than run it as admin in compatiblity mode for Windows XP SP3 to get the game to run. Further, you shouldn't need 3rd party software to run the game, any codecs or foundation software should be installed when you install the game or thru your windows automatic updates. I updated WMP an got the codecs probably, Got Visual C++ 2005 redis from automatic updates, an found Dot net framwork (the whole family) in auto updates too. I put java an adobe flash player on this computer, just for websites though. That's it nothing fancy, I use the Direct X an grapics card driver that came in the box with the card. The modding part you'll just have to figure out on your own. I certianly can't tell you how to do it, but you must develop your own methods. And sure you'll pick a bunch of cool sounding things that will never work well together. After a while you'll learn more an maybe make better decisions. That's all we can really help you with. First things first though. When you download a mod put that in your Downloads folder you created, C:/Downloads/Fallout/ Which breaks up into sub folders based off what the mod is. C:/Downloads/Fallout3/Weapons/ C:/Downloads/Fallout3/Armor C:/Downloads/Fallout3/NotSureAboutThese C:/Downloads/Fallout3/Overhawls Not a stretch of the imagination by any means, but a way to avoid having to download those mods again because you're an idiot an totally screwed up your fallout 3 build. It also helps when you need to go back an read a "read me" because after you install the mods you have a backup copy of it, which is easy to find because it's all in folders an subfolders.GOT IT? Hope so it was quite helpful fer meh. The only other thing I can tell you starting out, is to compare the stuff you are about to install to what is already installed in the actual fallout 3 data folder, you might want to not use a mod based off what it's going to replace, or open content like meshes an textures, viewing them to see which is better before you install. From here you need to follow a guide, the best one would be your pinned topics here on the Fallout Nexus forums, You know topics pinned to the top of the list. Then you could also try "in so many words" guide which at least would have some of the many many sources of information. http://fallout3nexus.com/downloads/file.php?id=13100
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Anthony Lings Pretty Things not working properly.
fap6000 replied to MadcapSmoky's topic in Fallout 3's Mod Troubleshooting
Well that load order is a mess. Fallout.esm, DLC.esm, then .ESM, then .ESP top to bottom. With what you have, you are basicly going to hope that the auto sort works. I'd rather know fer sure. whatever loads first is going to be overwriten by the things that load later on, you know, in cases where the mods change the same thing. If I had to guess I'd say you have more than one race mod, an one is breaking the other. Merge patch fixes issues like this, or bash gary. Pick one. You're using a heavy amount of mods, time to start thinking about learning how to fix all that to work together. Which might even end in changing your view of what a load order should be. You know the old "keep it simple stupid" KISS rule, use simple stuff to get a simple game. Idk, I kind of just want a vanilla game right now. Lings doesn't really have any problems. With the recent update it's now "stand alone" The only thing I found with a problem was the atomic earings mesh is so complex in the number of verts it drags the frame rate down even with 30 years of technology created to further development in gaming. Anything from that point would be just what the mod is, a merger of just about all the type 3 clothing an EYES/RACE/HAIR mods. Idk stuff like that never turns out great, mergers an overhawls. I use lings, but only because I have to, an it's worked fine, but I've been working with this modded game world for a long time. I wasn't aware that lings even changed faces, even if it did I would have overriden that with Project beauty HD (which isn't as HD as it sounds, it's got high performance) I'm not sure but I think that lings is just a merger of content rather than a vanilla game overhawl. Idk.