Jump to content

Druuler

Premium Member
  • Posts

    927
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by Druuler

  1. What kkirspel said... Sometimes my helping isn't very helpful :P
  2. I am assuming that you have FOMM (Fallout Mod Manager) installed correctly. There are two ways to install mods into your game: with FOMM and manually. Not all mods are set up to be installed with FOMM. Mods should also have a readme file included that will (usually) give installation instructions. Manual installation tends to be as simple as draging and dropping the mods files into your Fallout 3 data folder. Mods designed to be installed with FOMM are called Fomods. To install these, open FOMM, click on the Package Manager button, then Add Fomod. Navigate to where you saved the mod, highlite it, and click Open. Next, click the Activate button in the Package Manager, but make sure the mod you want is highlited in the Package Manager list window. Some installations may require input from you during installation, most usually don't. Close your Package Manager, and look for the mod in your list. If it is present, it should be successfully installed. If it isn't, its possible the mod is a manual installation. Always unzip a mod and find the readme file for instructions.
  3. A corrupted save game cannot be detected simply by toggling your mods on and off. If a save appears to be corrupted, I would just suggest deleting it completely. The missing content message you get when you load a save is just because one or more mods that were active when the save was made, are no longer active or present. If you have recently updated any mods before you started playing again, check the readme files to see if the author recommended doing a clean save or not. If you don't know how to do that, just ask. You have a large number of mods that I am not familiar with, so I have no idea if any of them are .esm or .esp files. It is important to have all your .esm files loaded before your .esp files. The order in which each of these is placed is also important: files will override the ones above them in load order. I do see you have some FWE plug-ins but not the FWE .esm or .esps. If you do not wish to use FWE, uninstall those plug-ins. They are unneccessary and will affect your game in a small, but negative way. Speaking of FWE, even if you are not interested in using it, I recommend going to the mod's page and clicking on the readme link. That particular readme is a bit out of date, but the section on Load Order will help you arrange your's better. Follow this link for FWE http://www.fallout3nexus.com/downloads/file.php?id=2761 When it comes to using FO3 Edit, I don't use the Master Update function, I make what is called a Merge Patch. A Merge Patch helps your mods run more smoothly together. After you have your load order more or less fixed, run FO3 Edit: it will either complete processing or find an error and stop. If it finds an error, it will tell you so. Correct any errors it finds, then run it again until all errors are fixed. Then right-click in the left hand window and select Create Merge Patch from the drop down menu. Enter a name for this and hit ok. You will know when this is finished. Exit FO3 Edit. The next time you run FOMM, you're Merge Patch plug-in will be at the very bottom of the list. If it isn't checked, check it before you start playing. Also, leave it as the very last entry, unless you have a mod that states otherwise. You should do this everytime you install or uninstall a mod. Updating mods that do not require clean saves should not require this. Before you do, though, uncheck your Merge Patch in FOMM, then delete it from your FO3 data folder.
  4. I'll grab the link and add it to mine, after I've had enough sleep to understand what I'm doing. I'm way to tired to see straight right now...
  5. Well holy frack! For sheer resource content alone this would be a must have mod for us trekkies! I could probably delete a couple of the mods I'm running now because of redundancy. I wish I could offer more than just support on this project, but my modding skills at the moment are at the "tweak it and hope it doesn't break the game" stage. If you will excuse me, I need to go and giggle insanely over this for a little while XD
  6. I must admit, this is a different way to bring us your story.
  7. Leave it to me to say something without checking all my sources first >.< You're correct in that the Tailor Maid main file does not contain screenshots to show the container locations for the original esp, but it does have a location shot for the optional esp. At least my copy does. Either way, I stand corrected.
  8. Each of the Tailor Maid plugins have the screenshots showing where the containers are located, once you uncompress the files. At least my copies do. I realize that doesn't help those that don't have copies of the files to begin with. Unless the Moderators object, I'm willing to share the screenshots with those having trouble finding the locations. Just PM me.
  9. This is true, but I don't think those of use that are willing to share copies can blantantly advertise that fact here on the Nexus.
  10. If the file was set to hidden, we would be getting a message saying that, not being told that it does not exist. It is possible that it was removed while being worked on, but we shall have to wait and see.
  11. I doubt this will make you feel any better about it, but that happened to me on my last play through on Zeta. I've played it two or three times before without any problems, but this last time, no astronaut and no suit. According to the Fallout Wiki, the base id for the Spacesuit is xx0058eb (with xx being your load order for Mothership Zeta). Try using that through the cheat console. I actually had an add-on for my Pip Boy that gave me access to a Spacesuit, but I had obtained that while playing before doing Zeta.
×
×
  • Create New...