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bryman1970

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Everything posted by bryman1970

  1. You and your staff have a great site going here. I don' t know what I'd do if it wasn't available. Excellent job at taking care of this issue and thank you all for your countless hours of hard work.
  2. Been a fan of KR for years (even though I've never fully completed all of the mod quests). I'm going to try the new beta version. Looking forward to it being finished. Thanks for your contributions.
  3. Late response, but Drullo's solution did the trick. Only thing is I had to re-explore the area to put the markers back on the map (the names of the areas would still show up when I put my cursor over it). Thanks for the tip, Drullo.
  4. I just tried that. It just took the gridmarks off of the world map. It's still a mess. ;D
  5. So I recently decided to use the Update Map option in Wrye Mash. Unfortunately, this seems to have messed it up. I tried removing and reinstalling the expanded map option in the Morrowind Code Patch. This didn't wortk either. Now my map is partly unreadable and looks like crap. If it makes any difference, I have my entire MW folder backed up from BEFORE this happened. I don't know if there's a file I can replace the current one with that might fix the issue. Does anyone know how to repair this? http://i50.tinypic.com/2utn91u.jpg
  6. Post moved to correct forum.
  7. There is (or was) a building near the Vivec silt strider that seems to have disappeared. I clicked on one of the floating windows and typed ORI in the console and it told me the window (and other floating stuff) originated from the Illuminated Windows for Indy Bank mod. I'm using this along with the Indy Bank and Illuminated Windows mod. I don't know if this was a project not completed by the Indy Bank mod or if there's some sort of conflict between the mods i'm using. Here is my mod list: Masters for 9400000.ess: 001 Morrowind.esm 002 Tribunal.esm 003 Bloodmoon.esm 004 Texture Fix 2.0.esm 005 Bloodmoon Landscape Overhaul 1.0.esm 006 abotWaterLife.esm 007 Morrowind Advanced.esm 008 Morrowind Patch 1.6.5 Beta (BTB Edit).esm 009 GDR_MasterFile.esm 010 Book Rotate.esm 011 H.E.L.L.U.V.A._Merchant_Containers.esm (Version 1.0) 012 MCA.esm 013 TR_Data.esm 014 TR_Mainland.esm (Version 1.3) 015 Texture Fix -TR -2.0.esm 016 MW_Adv_PHW.esp 017 Better Bodies.esp 018 Nymeria's Monthly Respawn.esp 019 Nymeria's Faster Walk.esp 020 The Neverhalls.esp 021 Passive_Healthy_Wildlife.esp 022 Creatures.esp 023 MNC_Ald-ruhn_ v1.1_EV.esp 024 DN_1st_Person_Helm1.1.esp 025 MNC_Ebonheart_v1.0_EV.esp 026 Better Clothes Complete (BTB Edit).esp 027 DM_DB Armor Replacer-ExpDDBA (BTB Edit).esp 028 NoM_Creatures Loot PHW.esp 029 Real_wildlife_2b Complete.esp 030 sm_ForgottenHalls.esp 031 A_flock_of_seagulls.esp 032 LOCH_Felsaad_Revamped.esp 033 The_Swords_of_Morrowind.esp 034 New Argonian Bodies - Mature.esp 035 abotTakeMyPlace.esp 036 New Khajiit Bodies - Mature.esp 037 Syc_HerbalismforPurists_BM.esp 038 Thirsk Expanded.esp 039 Syc_HerbalismforPurists_TB.esp 040 InventoryHelpers.esp 041 Syc_HerbalismforPurists (Pearl Bug Edit).esp (Version 1.2) 042 EcoAdjCrime (Tresspass Edit).esp 043 EcoAdjMerchantSkills (Disposition Edit).esp 044 BTB - Alchemy.esp 045 abotWhereAreAllBirdsGoing.esp 046 Vality's Bitter Coast Addon (Texture Fix Edit).esp 047 BTB - Character.esp 048 Westly's Master Headpack X.esp 049 BTB - Equipment.esp 050 BTB - Spells.esp 051 Service Requirements (BTB Edit).esp 052 Talrivian's State-Based HP Mod v.2.2.esp 053 MW_Adv_Required (BTB Edit).esp 054 H.E.L.L.U.V.A. Complete Weapons.esp 055 DN-GDRv1_NOM (BTB Edit).esp (Version 1) 056 Balmora Council Club.esp 057 Siege at Firemoth.esp 058 Quieter_UI_Sounds.esp 059 ASE Complete (BTB Edit).esp 060 Vivec Outdoor Mall_v2.esp 061 Illuminated Windows v1.2.esp 062 BTB - Settings.esp 063 Protective Guards.esp 064 Dura gra-Bol's House Extended.ESP 065 Starfires NPC Additions ver-1.11.esp 066 Area Effect Projectiles (PAR Edit).esp 067 JAC_Jasmine.esp 068 Pursuit Enhanced.esp 069 Book Rotate - Tribunal v5.3.esp 070 Book Jackets - Morrowind - BookRotate.esp 071 Book Jackets - Tribunal - BookRotate.esp 072 Book Rotate - Bloodmoon v5.3.esp 073 Illuminated Windows for Indy Bank.esp 074 New Gnaar Mok.ESP 075 Book Jackets - Bloodmoon - BookRotate.esp 076 Better Music System (BTB Edit).esp 077 WeatheredSigns.esp 078 Hold it - replacer.esp 079 Hold it - SF npc addon.esp 080 H.E.L.L.U.V.A. Handy Holdables.esp 081 ProperLadies_1.1_HoldItCompat.esp 082 W_Balmora Candle Shop IV.esp 083 Mir_Vistas_SN.ESP 084 MCR_Lighthouse for Khuul Expanded.esp 085 Hold it - MCA addon.esp 086 mel_teleportPlugin_1_3.esp 087 Frostmoth Docks.ESP 088 MCA Names 6.1.ESP 089 Indy Bank (SW Comp. Patch).ESP 090 New Better Caldera (Trancemaster Edit).esp 091 Clean Atmospheric Balmora.ESP 092 Improved_No_Glow_v1-MW_Trib_Blood.esp 093 Khuul Expanded.esp 094 frostmoth_repaired_v0_31.esp 095 Suran Waterfront V-5.1.esp 096 New_Skaal_Village.esp 097 Beasts of Vvardenfell 1.1.esp (Version 1.1) 098 NOM 3.0.esp (Version 3.03) 099 Hold it - NoM addon.ESP 100 Creatures Merged Objects Fix.esp 101 KN_Keening_Clothiers.esp 102 KN01_KeeningCity.esp 103 Merged_Objects.esp 104 Mashed Lists.esp Amd here's a screenshot: http://i46.tinypic.com/vx10fn.jpg Has anyone had this happen to them? Is it just an unfinished part of a mod? I suppose I could just disable these floating items but i'd like to see if I can solve the problem without doing that.
  8. I'm at the point in the main quest where i've been sent to Old Olney to retrieve the Tesla Coil with the optional quest of controlling the Deathclaw at the Enclave base nearby. There's a broken highway ramp above the base and i've killed off all of the Enclave. I was on my way to Old Olney and attempted to save (after saving several times as I fought the Enclave) when I got a CTD. It seems every time I try to save, I get a CTD. I tried fast traveling to a few places and save my game, but it would just crash again. I also tried going into the Old Olney underground and got the same thing. I even reverted back to different saves, including BEFORE I even got close to Old Olney or the Enclave base. Now my game crashes whenever I try to save it (and also no matter where I try to save). I have my Autosave options off. There was a fix for the Unofficial Patch - Broken Steel.esp which stopped some crashes. I followed that and that didn't seem to help either. Anyone know what's going on? It's hard to play the game without being able to save. Here's my load order: Active Mod Files:
  9. I moved the UC .esm's under the last of the DLC mods. Would disabling the FO patches bring back the bugs they were made to fix? Edit: It seems like moving the UC .esm's fixed the problem. I'm currently in the Foggy Bottom Station exploring (and getting my ass kicked in the process). Thanks again.
  10. I've tried to enter Foggy Bottom Station a handful of times and I always get a CTD. The general area of Georgetown seems fairly unstable as it is, with the occasional CTD. I don't know if my load order has anything to do with it, but for the most part, i'm going by what BOSS suggests. Here's my load order: Active Mod Files: I'm using a few interior mods, and to my knowledge, at least one of them adds new interiors to the Georgetown area. Perhaps thiese are part of the problem, but i'm hoping there's a way around it. Does anyone know if these crashes are normal with Fallout in general and maybe know of a way to fix it?
  11. That seemed to do the trick. Npw I have to go back in and edit some of the .ini for a fdew mods i've installed. Thanks for the help.
  12. So I decided to try out Darnified UI. I backed up my entire game folder as well as my Fallout.ini. For some reason, the arrow didn't appear on startup. I tried this a few times. At one point, the arrow appeared and then the game immediately crashed to the desktop. Frustrated with DUI, I removed it first through FOMM then I reverted back to the old game files and old Fallout.ini. Now as soon as the arrow appears, I get a CTD. I'm not sure why this is happening. I used my backup files (so there should be no remnants of DUI) and even rebuilt my Bashed Patch a few times. Here's my current load order: Active Mod Files: When I intially installed Undiscovered Capital, it placed the 3 .esm files directly under the Fallout .esm. BOSS suggests I should place them directly under the AWOP mod. I've been using this load order and everything was working fine up until now. I don't know if the placement of those 3 mods really matters or is causing this. Regardless, my game is unplayable at the moment, which is extremely frustrating. Anyone know what the cause might be? Edit: I'm also using the latest versiopn of FOSE with a shortcut on my desktop. This has been working without fail previous to DUI's installation also.
  13. Can you point me in the direction of some reliable level uncappers? Level 30 seems like it might come way too quickly.
  14. I've read in some places that the game ends after the main quest is finished unless you have Broken Steel installed. From what i've seen, people say you can reload a saved game and finish the quests. Others say there's an alternate ending added by Broken Steel that lets you simply go back into the wilderness. This last option sounds like a much better way to do it. The thought of reloading a saved game kind of ruins the continuity of my character. Does anyone know what the case is and if I can naturally continue the game after the main quest?
  15. There seem to be a few choices in making the landscape a bit greener. Greenworld, Greenerworld, Their World and the Greener Grass files in Fellout (and possibly others). I'd like to get some opinions on which one to use. Which runs better, looks better, etc. I don't mind a green, fairly plush look. Seeing as it IS 200 years or so after the war, personally i'd expect some plant life in the wasteland. I don't have any problems about these types of mods not being lore friendly or ruining the original concept of Fallout as others might think. Obviously, different people will like or dislike different selections for whatever reason. Anyone?
  16. I do. I just haven't used it to start a game. But thanks for the reply.
  17. I have a desktop shortcut leading to my fose_loader.exe which I use to start my game. Does FOMM recognize the fact i'm using FOSE and can I launch it through there instead?
  18. Ok. I never figured out how to remove the orange boxes. There was one point after I installed over 120 different mods that I started running into a VERY consistent CTD problem when I headed in a certain direction. I decided to painfully start a brand new game with a fresh install. Here is my current and very basic load order: Active Mod Files: Even with this simple mod list, I ran into an issue. I chose FWE's alternate start mode and saved the game as soon as I could. Note the Alternate Travel mod is where BOSS suggests it should be and the game started up fine contrary to the last time. For curiosity's sake, I moved it below the FO3 Wanderers Edition - DLC Mothership Zeta.esp. At this point my saved game was purple. Everything looked good. I saved the game again immediately after loading. Looking at Wrye Flash again, the last save was orange. So I assumed the above listed load order was the way to go. I switched them back and loaded the purple save. Once it loaded, I moved around a bit and saved again. Now the last save is purple, and the current one is back to orange. Even on the list of mods to the right, it shows the purple list with all blue boxes. The last orange save shows the same load order on the right, but there's some .esm's and .esp's that are orange (from the Anchorage.esm down to the FO3 Wanderers Edition - Alternate Travel.esp) . I don't understand what the problem is here. Is there a compatibility problem somewhere? Am I missing something here? Maybe there's some FWE options that aren't working out for some reason? Edit: The FWE mod found on Nexus has a recommened load order on it's Description page. This load order also includes some other main mods such as MMM, WMK and a few others. Although mine doesn't include all these other mods yet (or might not ever), I thought i'd give that load order a shot. This also produced an orange save box, and the list to the right showed orange boxes next to the FO3 Wanderers Edition - Main File.esm down to the FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp.
  19. If this does what I think it does, i'd like to start using this option. Can anyone give me the rundown on what tracking a mod means and how to do it? And does it work ths way for any Nexus site? (Oblivion, Morrowind, Fallout, Skyrim)
  20. Ok. I'll download the FWE-MMM patch for now. None of the mods have orange boxes. All of my saves do so far. When I click on the save and look at the list to the right, many of the mods there DO have orange boxes. The rest are blue. As far as the other mods, I haven't found any patches listed on the mod page itself. I missed Blackened. I could be missing other compilation patches elsewhere. Edit: Still getting orange boxes next to my saves. I've never had this much of a problem with any sort of Wrye utility before. Edit: I moved the Alternate Travel mod to it's suggested place using BOSS. Contrary to what I was told before, the mod DOES start up fine. I was hoping that would solve the orange save box problem, but no. I still have them. Hopefully someone with some knowledge and patience will help me through this.
  21. I'm not sure what's gong on here. I've been using BOSS to arrange my load order. Everything is in the right order so far aside from the Alternate Travel.esp which places it at the beginning of the FO3WE .esp's. My game was crashing until I placed that mod at the end of those as suggested. All of my saved games have had orange boxes next to them and i'm not exactly sure why. Here's my load order as it is now: Active Mod Files: Here's BOSS' suggested load order: Note: The AWOP.esp is unrecognized so i've manually placed it. The game has been running ok so far even with the orange boxes. Anyone know what's up?
  22. Refurbish. That's the word I was looking for. Thanks BlackRampage.
  23. I'm starting a new game and I always add quest delayers to help in the immersion aspect of the game. I know there's one for Broken Steel and Mothership Zeta but I can't remember how to find them. Anyone know where I can locate these and have any ideas on any other quest delayers out there? Who knows. I may come across some other mods to use that have these as an option. Thanks in advance for any help.
  24. That's very possible, M48A5, but i'm not sure if this is due to that. Then again, one never knows with Bethesda games.
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