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Koniving

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Posts posted by Koniving

  1. My Skyrim.ini

     

     

    [General]
    sLanguage=ENGLISH
    uExterior Cell Buffer=36
    [Display]
    fShadowLODMaxStartFade=1000.0
    fSpecularLODMaxStartFade=2000.0
    fLightLODMaxStartFade=3500.0
    iShadowMapResolutionPrimary=2048
    bAllowScreenshot=1
    [Audio]
    fMusicDuckingSeconds=6.0
    fMusicUnDuckingSeconds=8.0
    fMenuModeFadeOutTime=3.0
    fMenuModeFadeInTime=1.0
    [Grass]
    bAllowCreateGrass=1
    bAllowLoadGrass=1
    bShadowsOnGrass=1
    bDrawShaderGrass=1
    bGrassPointLighting=1
    [GeneralWarnings]
    SGeneralMasterMismatchWarning=One or more plugins could not find the correct versions of the master files they depend on. Errors may occur during load or game play. Check the "Warnings.txt" file for more information.
    [Archive]
    sResourceArchiveList=Skyrim - Misc.bsa, Skyrim - Shaders.bsa, Skyrim - Textures.bsa, Skyrim - Interface.bsa, Skyrim - Animations.bsa, Skyrim - Meshes.bsa, Skyrim - Sounds.bsa
    sResourceArchiveList2=Skyrim - Voices.bsa, Skyrim - VoicesExtra.bsa
    [Combat]
    fMagnetismStrafeHeadingMult=0.0
    fMagnetismLookingMult=0.0
    [Papyrus]
    fPostLoadUpdateTimeMS=500.0
    bEnableLogging=0
    bEnableTrace=0
    bLoadDebugInformation=0
    [Water]
    bReflectLODObjects=1
    bReflectLODLand=1
    bReflectSky=1
    bReflectLODTrees=1

     

     

    My SkyrimPrefs.ini

     

     

    [General]
    fBrightLightColorB=1.0000
    fBrightLightColorG=1.0000
    fBrightLightColorR=1.0000
    iStoryManagerLoggingEvent=-1
    bEnableStoryManagerLogging=0
    [imagespace]
    bDoDepthOfField=1
    iRadialBlurLevel=2
    [Display]
    iBlurDeferredShadowMask=3
    fInteriorShadowDistance=3000.0000
    fShadowDistance=8000.0000
    iShadowMapResolutionSecondary=1024
    iShadowMapResolutionPrimary=2048
    iShadowSplitCount=2
    iMaxAnisotropy=16
    fLeafAnimDampenDistEnd=4600.0000
    fLeafAnimDampenDistStart=3600.0000
    fTreesMidLODSwitchDist=10000000.0000
    fGamma=1.0000
    iShadowFilter=3
    fDecalLOD2=1500.0000
    fDecalLOD1=1000.0000
    fSpecularLODStartFade=2000.0000
    fShadowLODStartFade=200.0000
    fLightLODStartFade=3500.0000
    iTexMipMapMinimum=0
    iTexMipMapSkip=0
    bTransparencyMultisampling=0
    iWaterMultiSamples=0
    iMultiSample=16
    iShadowMode=3
    bTreesReceiveShadows=1
    bDrawLandShadows=1
    bShadowsOnGrass=1
    bDrawShadows=1
    bFull Screen=1
    iSize H=1200
    iSize W=1600
    fMeshLODFadePercentDefault=1.2000
    fMeshLODFadeBoundDefault=256.0000
    fMeshLODLevel2FadeTreeDistance=2048.0000
    fMeshLODLevel1FadeTreeDistance=2844.0000
    fMeshLODLevel2FadeDist=10000000.0000
    fMeshLODLevel1FadeDist=10000000.0000
    iScreenShotIndex=72
    bShadowMaskZPrepass=0
    bMainZPrepass=0
    iMaxSkinDecalsPerFrame=25
    iMaxDecalsPerFrame=100
    sD3DDevice="ENB"
    bFXAAEnabled=0
    iShadowMapResolution=4096
    fShadowBiasScale=0.1500
    iShadowMaskQuarter=4
    iAdapter=0
    iPresentInterval=1
    bFloatPointRenderTarget=1
    bShadowsOnGrass=1
    bDeferredShadows=1
    [Grass]
    b30GrassVS=0
    fGrassStartFadeDistance=7000.0000
    fGrassMaxStartFadeDistance=7000.0000
    fGrassMinStartFadeDistance=0.0000
    [Water]
    iWaterReflectHeight=512
    iWaterReflectWidth=512
    bUseWaterDisplacements=1
    bUseWaterRefractions=1
    bUseWaterReflections=1
    bUseWaterDepth=1
    [MAIN]
    bGamepadEnable=0
    bCrosshairEnabled=0
    fHUDOpacity=0.7500
    bSaveOnPause=1
    bSaveOnTravel=0
    bSaveOnWait=0
    bSaveOnRest=0
    fSkyCellRefFadeDistance=150000.0000
    [GamePlay]
    bShowFloatingQuestMarkers=1
    bShowQuestMarkers=1
    iDifficulty=2
    [interface]
    bDialogueSubtitles=1
    bGeneralSubtitles=1
    fMouseCursorSpeed=1.0000
    bShowCompass=1
    [Controls]
    fGamepadHeadingSensitivity=1.0000
    fMouseHeadingSensitivity=0.0420
    bAlwaysRunByDefault=1
    bInvertYValues=0
    bGamePadRumble=0
    bMouseAcceleration=1
    bUseKinect=0
    [Particles]
    iMaxDesired=750
    [saveGame]
    fAutosaveEveryXMins=15.0000
    [AudioMenu]
    fAudioMasterVolume=1.0000
    fVal7=1.0000
    uID7=0
    fVal6=1.0000
    uID6=0
    fVal5=1.0000
    uID5=0
    fVal4=1.0000
    uID4=0
    fVal3=1.0000
    uID3=94881
    fVal2=0.4000
    uID2=466532
    fVal1=1.0000
    uID1=554685
    fVal0=0.8000
    uID0=1007612
    [Clouds]
    fCloudLevel2Distance=262144.0000
    fCloudLevel1Distance=32768.0000
    fCloudLevel0Distance=16384.0000
    fCloudNearFadeDistance=9000.0000
    [TerrainManager]
    fTreeLoadDistance=75000.0000
    fBlockMaximumDistance=250000.0000
    fBlockLevel1Distance=70000.0000
    fBlockLevel0Distance=35000.0000
    fSplitDistanceMult=1.5000
    bShowLODInEditor=0
    [NavMesh]
    fObstacleAlpha=0.5000
    fCoverSideHighAlpha=0.8000
    fCoverSideLowAlpha=0.6500
    fEdgeFullAlpha=1.0000
    fEdgeHighAlpha=0.7500
    fEdgeLowAlpha=0.5000
    fTriangleFullAlpha=0.7000
    fTriangleHighAlpha=0.3500
    fTriangleLowAlpha=0.2000
    fLedgeBoxHalfHeight=25.0000
    fEdgeDistFromVert=10.0000
    fEdgeThickness=10.0000
    fPointSize=2.5000
    [Trees]
    bRenderSkinnedTrees=1
    uiMaxSkinnedTreesToRender=20
    [Decals]
    uMaxDecals=1000
    bDecals=1
    bSkinnedDecals=1
    uMaxSkinDecals=100
    uMaxSkinDecalsPerActor=60
    [LOD]
    fLODFadeOutMultObjects=15.0000
    fLODFadeOutMultItems=15.0000
    fLODFadeOutMultActors=15.0000
    fLODFadeOutMultSkyCell=1.0000
    [Launcher]
    bEnableFileSelection=1
    bShowAllResolutions=1
    uLastAspectRatio=1
    [blurShaderHDR]
    bDoHighDynamicRange=1
    [blurShader]
    bUseBlurShader=0

    It doesn't seem to matter what I do, ENB on or off, ultra or high settings, I cannot get shadows to appear on grass. Grass always appears to be full bright during the day, and almost solid black at night even under the light of a torch.
  2. Update:

     

    Wasn't related to a mod. I found this on a different enb page.

     

    Smooth focusing bug - some people reported that DoF gets corrupted on their PCs - image is always blured. This issue is usually caused by not proper focusing texture preparation, due to the construction of ENB itself. To 'cure' such situation comment line containing definition of flag USE_SMOOTH_DOF in 'enbeffectprepass.fx' file (about line 233.).

     

    Fixed it. So if you have a blur issue with an enb, this might be a fix..

  3. I have a permafuzz problem with my enb. It occurred today after installing 3 mods.

     

    DragonKiller Cart

    An outfit mod (These wouldn't cause it).

    SM Essential Player

     

    At first I was thinking perhaps the fuzz was because of TR Basic Needs. Haven't slept since creating the character, level 7, and god knows how many days its been with all the fast travelling. So I slept for 12 hours. Well rested. Still blurry. Ate, drank, made sure to avoid booze.

     

    Nothing. Still fuzzy, everywhere, all the time. Only time it seems to stop is when something phases through the camera.

     

    So I uninstalled those mods.

     

    Still fuzzy. Switched players. Worked fine at first with a different character. One load screen later, perma-fuzz.

     

    Only other thing I can think of is I defragmented all my drives. Trying to reinstall the enb now, see if maybe a setting was messed up. Otherwise, can someone help me? It looks like my camera needs glasses at all ranges!

  4. I'm not so sure if this was a steam update. Mine didn't update. I did however, just use boss right before it started happening. It claimed that somehow Skyrim, Dawnguard, and Hearthfires all contained dirty edits (which it never said that before), that they needed cleaning, and numerous suggestions of using TES5EDIT and something about tags "BASH, RELEV" or something of the sort. I didn't use them, because the last time I did I couldn't start a perfectly functional game.

     

    Next thing I know, I have 3 different wettriggerscript warnings and cluster of corrupt saves.

     

    The plugins happens to revised loadlist that Boss was suggesting, which is very different from the still-open Nexus Mod Manager list.

     

    O.o; It's supposed to be .ini, but somehow got changed to .txt.

     

    Verifying your game cache works, but it will ruin certain mods or break them.

     

    I reverted back to a backup and wasn't able to fix it, but trying the plugins file fix has worked. Thank you. Now I just wish that was seen before I deleted a couple of saves that would instant-crash as a result of this bug.

  5. Got something similar but I'm thinking it's something else. Happens regardless of what I wear, and I'm a level one character, fresh spawn, and currently naked as a "it's not what I'm wearing so what is going on" type thing. If the camera zooms away from my body, my skin gets black patches until fully enveloped. If I zoom in, I'm normal again. I have cbbe and a muscle skin; which worked fine up until a few minutes ago. I only changed the load order -- which should NOT change texture data.

     

    Graphics set to Ultra. Maxed on everything.

  6. Anyone at all able to help me find this? It's driving me nuts. I need to find this. I want to set this custom race to allow for hairs and it's not accepting hairs and the only thing I can find on how to fix it is to set the race up to accept all head parts but beast, or something about valid races... and I can't find them. I can't find them. I need to find them. Where do I find them?
  7. Trying to fix a buggy mod in which the head options are not present or otherwise incompatible with Apachii hair mod.

     

    For some reason I cannot find a way to set the option "AllHeadPartsButBeast" or any options of the sort. Where do I find it? Where do I put it? I just want the race to have hair.

     

    Can't find it on tutorial pages. I'm on the Race menu with the ID, General, Body, text, and thousands of other data things that won't let me just set one simple option.

     

    Thought maybe it would be on facedata. But no.

     

    Can't find it. Need to find it. Please be very specific as to the where, the how, etc.

  8. I think the title essentially covers it all.

     

    I mention this because every hagraven I ever met is well, a hag. Aren't they ever younger? And no males? Even if it's not necessarily still a hagraven, I think the potential for something that has talons for hands and feet well, has potential. Can anyone say "harpy"? In general harpies have been appealing and whether winged or not isn't a big concern. I'm certainly not expecting anything that walks upright or necessarily uses other weapons. But I think it would be neat if there was a bit more variety in that department. Something a bit younger (not just smaller), a little faster, maybe not as strong in the spell department (lack of experience) but a bit more physically capable (younger = physically capable).

     

    Most important to mention though, is I tend to hate replacers. >.>; They take things out to put other things in. I want to see more things added in. ^_^;

  9. Xilante

     

    Thank you for replying! I hope that isn't true. How would someone create all new monsters? Or do things like add backflip jumps (since there was only one animation for jump forward, jump backward, jump left, and jump right... which are the all same animation)?

     

    And mentioned at the beginning, I'm an animator by trade. O.o; Of course I'd be making my own! The AI package, well it seems I'll be learning that part.

  10. I've recently installed a few new mods: A drivable cart mod, a "temptress" race mod, and updated "Live Another Life" (by removing, and then installing) "Alternate Start: Live Another Life."

     

    Since I did all three at the same time, I thought perhaps I had a racial conflict with the temptress mod. I since removed it, and all files associated with it. But the problem is still there. None of the custom races have hair (except the "fat" versions of the chsbc bodies and the Snow Elves.)

     

    Below is a mostly complete mod list, however it only includes the ones with esm/esp/bsa. There are a few things, such as body mods and clothing replacers that are not listed. None of which I believe would have an affect on hair selectors. I'm at a bit of a loss here. I even have racial compatibility and its scripts as a last resort when removing the temptress race mod. My main concern is I can't customize the hairs on my FF races. I only installed the three above mentioned mods last night, and I had everything working just fine before. It's either the Dovahcart mod or the Live another life mod, I think.

     

    What can I do?

     

     

     

    The info from BOSS:

     

    −Summary

     

    Your masterlist has been updated to revision 4654 (Jun 23, 2012).

     

    Recognised plugins: 55 Warning messages: 0

    Unrecognised plugins: 14 Error messages: 0

    Ghosted plugins: 0 Total number of messages: 3

    Total number of plugins: 69

    Plugins sorted by user rules are counted as recognised plugins.

     

    −Recognised And Re-ordered Plugins

     

    Skyrim.esm Active

    Update.esm Active

    Imp's More Complex Needs.esm Active

    SkyMoMod.esm Active

    Succubus.esm

    CMNewCompanions.esm Active

    RaceCompatibility.esm Active

    HighResTexturePack01.esp Active

    HighResTexturePack02.esp Active

    Chesko_Frostfall.esp Active

    SoS - The Dungeons.esp Active

    SoS - The Wilds.esp Active

    83Willows_101BUGS_V4_HighRes.esp Active

    Bash Tag suggestion(s): {{BASH: Delev, Relev}}

    Birdsofskyrim.esp Active

    dD - Enhanced Blood Main.esp Active

    Dr_Bandolier.esp Active

    Portable Campsite.esp Active

    SkyMoMod_lists.esp Active

    Bash Tag suggestion(s): {{BASH: Delev, Relev}}

    UniqueRadiantAndPartyClothes.esp Active

    xgfPferdeKarren-en.esp Active

    CrowdedCities.esp

    Darklilith.esp Active

    Dynasty Armour Compilation.esp Active

    Northborn Fur Hoods.esp Active

    Field Mage Outfit.esp Active

    nightshade_armor.esp Active

    R18Pn - Torumekian Armor.esp Active

    R18Pn - Argent Iron Armor.esp Active

    R18Pn - Astaroth Suit.esp Active

    Remodeled Armor.esp Active

    UNP Simply Clothes.esp Active

    VanguardArmor.esp Active

    LaFemmeLycana.esp Active

    NonEssentialChilds.esp Active

    SMEssentialPlayer.esp Active

    IMCN - Overrides.esp Active

    Succubus.esp

    dovahkiinrelax.esp Active

    SummonSuccubus.esp

    FallOut3Hairs.esp Active

    Oblivion hair.esp Active

    Oblivion hair2.esp Active

    TheEyesofBeauty.esp Active

    wyldtat1.esp Active

    wyldtat3.esp Active

    wyldtat2.esp Active

    FFRace.esp Active

    race+.esp Active

    Gabby Companion.esp Active

    UFO - Ultimate Follower Overhaul.esp Active

    Note: For safe install need dismiss all your followers, save, delete all included mods, load, save and install UFO. For safe uninstall or update see special instructions on mod page.

    CMNewCompanions.esp Active

    MyOwnRubee.esp Active

    Alternate Start - Live Another Life.esp Active

    Height Adjusted Races with True Giants.esp Active

    Gri_BeastFeet.esp Active

    −Unrecognised Plugins

     

    Reorder these by hand using your favourite mod ordering utility.

     

    Dragonis.esp Active

    CombatBrutalityMods.esp Active

    NordFemalePresets.esp Active

    TifaV3.ff7.byHimmelsky.esp Active

    RZW_ChubbyRaces.esp Active

    Shuftharz.esp Active

    Sharks.esp Active

    sungod.esp Active

    Falmer.esp Active

    Ancient Skyforge Armor.esp Active

    BFPU Orcish Armor.esp Active

    Veteran Nord Plate.esp Active

    SuccubusCBBE3GiftByNausicaa.esp Active

    Wilderness War Parties.esp Active

  11. Bump?

     

    What I mean to say is, I'm working on creating a follower character but rather than the stock stuff, or some of the more awesome looking but otherwise fairly plain (acts the same, fights the same, etc.) followers, I want to make one that will be unique in how he or she moves. For example, if a male and the player sleeps somewhere, the follower might be seen shaving with a razor blade in order to keep his prestinely clean face. Or uses a one handed sword that everyone else uses, but in a different way (for example taking an Imperial Sword and then fencing and stabbing with it rather than barbarically swinging). Things of that nature.

     

    I'm looking to create suave, personality-full characters that don't just talk uniquely, but fight, act, and simply exist in a unique way. I think it'd be a welcome change.

     

    So, is it possible to change the stock humanoid npc animations for just one specific non-player character using the creation kit? There doesn't seem to be a tutorial on it.

  12. Koniving here.

     

    I've noticed a lot of follower-related topics are open and shut cases that get lost in the sauce. Such as "How do I make a follower?" Bam, tutorial video link, wiki link, topic disappears. "Can I make a follower without Lydia's voice?" Bam, link, tutorial, and the topic gets lost amongst millions of others.

     

    Since I plan to ask questions of my own, and figure many others will as well, I decided to throw this topic up there for everyone who has a question (or an answer) about the production of followers.

     

     

    Hopefully this topic will last, and not get lost.

     

    All that said, I'd like to start out with this statement (as to why I'm here, producing this and getting into modding NPC's beyond merely face-replacing things like Fallout 3's Amy mod's horrible bodyguards) and then follow up with my beginning question.

     

    In "G.E.C.K.", it was possible to assign specific animations for 'actions' for npcs of every sort (monster, human, etc.) I'm new to this creation kit, learning the ropes, and it's already got me scratching my head. I'm trying to figure this thing out to make my own followers. I have not been happy with many of the ones I find, since so many use the most basic stock voices [Lydia's even-toned one especially] when there are so many voices out there. I mean seriously, khajitt followers with Lydia's voice? Argonian followers with Lydia's voice? An elven MALE with Lydia's voice?

     

    And so as I'm doing this, I got to thinking... By trade I'm an animator first and foremost. I'm certain that if someone were to create a new monster from scratch, they could assign animations. There's mods that replace animations for all humanoid characters. (My question to start this off with) So, is it possible to specifically select, or mish-mash, or completely recreate One (1) specific character or npc's animations? Say a follower with unique animations?

  13. Hello. Would like to point out first that this is not a first time modifying Fallout 3.

     

    1 ) Do not own the Steam version.

    2 ) Custom install path (D:\Games\Fallout Series\Fallout3

    3 ) No known game-character appearance changing modifications aside from Project Beauty

    4 ) Installed all texture packs for the female body replacer manually.

    5 ) Use Archive invalidation invalidated (and tried the other invalidator too)

    6 ) Crash only occurs when taking worn armor from dead female characters.

    7 ) Use FO3Edit to troubleshoot conflicts with program order.

    8 ) Have tried 3 fresh installs redoing the process for them all.

     

    FOMM version 0.13.21

    Fallout 3 version 1.7

     

    Fallout3.esm

    Anchorage.esm

    ThePitt.esm

    BrokenSteel.esm

    PointLookout.esm

    Zeta.esm

    CALIBR.esm

    CFWR.esm

    Project Beauty.esm

    HairPack.esm

    EVE.esm

    RRCompanionVault.esm

    RR5MoreFemales.esm

    RR5MoreMales.esm

    RRGuards.esm

    Nos' RR Companions.esm

    Mart's Mutant Mod.esm

    arianacompanion.esm

    AmyWong.esm

    Sharing and Caring Companions.esm

    StreetLights.esm

    Cats Paw.esp

    DarkNights-Darker.esp

    NPC Height Randomizer Less Variance.esp

    Rocket_Lombaxrace_beta.esp

    megalight.esp

    EVE.esp

    PCIdles.esp

    RRWastelandPosters.esp

    RR Companions 250 Follow Distance.esp

    Vault 89 (player home) V1-35.esp

    Location 2 (Fort Constantine).esp

    Confessor Cromwell has a Break_EV.esp

    Mart's Mutant Mod.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 The Pitt.esp

    Mart's Mutant Mod - DLC Zeta.esp

    Mart's Mutant Mod - Master Menu Module.esp

    Mart's Mutant Mod - Natural Selection.esp

    Mart's Mutant Mod - Tougher Traders.esp

    Mart's Mutant Mod - Zones Respawn.esp

    Mart's Mutant Mod - IguanaFix.esp

    Mart's Mutant Mod - Project Beauty.esp

    bzArmour.esp

    bzBodySuits.esp

    bzFatigues.esp

    JillBSAA.esp

    Amy.esp

    CALIBRxMerchant.esp

    AmyWong - FOSE.esp

    AmyWong - DLCs.esp

    AmyWong - CALIBR 1.3.esp

    Personal_Vault_revisited.esp

    SCC 187GURLZ.esp

    Realistic Interior Lighting.esp

    Realistic Interior Lighting - BS.esp

    Realistic Interior Lighting - OA.esp

    Realistic Interior Lighting - PL.esp

    richvendors.esp

    Radiation Glow and Mutation 1 eng.esp

    gretal.esp

    hansel.esp

    CFWR_EVE_LoadLast.esp

    AmyWong - Load Order Fix.esp

    Project Beauty- Broken Steel.esp

    Project Beauty- Point Lookout.esp

    sc_slaves_stick_around_original_mezz_chance.esp

    sc_buying_slaves.esp

     

    Total active plugins: 71

    Total plugins: 79

     

     

    Not listed in my active plugins list but equipped in both the package manager and in my texture / mesh files is the Type 3 F body replacer ( http://www.fallout3nexus.com/downloads/file.php?id=16043 ).

     

    While these originally worked with a Fook 2 and Companion Core setup, I found myself unhappy with the haphazard patchwork constantly needed to prevent random unpredictable problems such as misplaced NPCs (and all the guns look prestine and brand new...) This plus I had a need to transfer the game away from a tiny hard drive onto a much bigger terabyte HD.

     

    In the past I had the variations of the Type 3 replacer. Then after changing Fallout 3 (with full uninstall, install in new location, adding mods from scratch) with Project Beauty, I tried the type 3. Problems only with women. Then tried exnem body replacer. Problems only with removing armor. With that failure I tried went looking around for something to be worth my trouble and came across the a larger breast Type 3 that possessed a more natural look rather than the "omg I have implants" shinanigans I usually see.

     

    Disabling, removing the body replacer reduces crashes from taking female armor from corpses to a 3 out of 5 chance. Having any body replacer gives me a 5 out of 5 chance. FO3 Edit cannot find any problems, and I have tried both known archive invalidators.

     

    I'm at a loss.

     

    (edited to remove evil smiley on number 8.)

  14. Thanks Grizzly. That might explain the bugs I had noticed with the playthings tidbit; which worked..but there were mesh-missing exclamation points everywhere. Thought it was an interested adventure but buggy as hell. Although no crashes, just lots of missing meshes.

     

    Seducing women worked without the original mod, but had its own problems where sometimes it locked up and you couldn't start a dialogue again to get out of it.

     

    Never noticed the wasteland player's lovers resource before, so can't say it does anything without the main mod.

     

    Thanks though, will put those in.

     

    Fook 2 was the root of most of my problems however. Rather than deal with the patches and fixes and more bugs, I just removed it. However replacing what it did with the original mods that were thrown into it has had mixed results. Sadly not as much variety in the slavers at Paradise Falls that there used to be. And I missed the Brotherhood Mk 1 and Mk 2 Combat Armors.

  15. Well if you are going to reinstall FOOK2 1.0 RC be sure to use the fixes included in that archive I linked. If you really want to use FOOK2 you should upgrade to FOOK2 1.1 Beta 2.

    I gave the fixes a try. They seemed to have worked, but required me to do a completely fresh restart straight from the vault in order to get Sally away from Megaton (started a game before realizing that despite using the FOMM to load up the fixes, that they're 7zips within 7zips and FOMM didn't unpack the sub 7z's. So when I slept outside of megaton and was greeted by Sally I was like o_O! Not you again!)

     

    A complete restart and it worked..

     

    But to be honest, Fook2's rippled with a plethora of bugs including odd texture mistakes (Raider handmedown armor on males -- put in Breeze's male bodies as was 'required' by Fook2, which had no change in the glitch). Decided to just uninstall and use MMM and Classic Fallout Weapons instead.

     

    Fook2's prestine-looking shiney and perfect weapons kind of ruined the immersion anyway. >.>; After all that time since weapons were mass produced, to find a perfectly brand new and polished gun from a raider (despite the condition being almost non-existent.. the fact remains it looks new!).. was a load of balogna.

     

    Thank you though. The fixes did work.. just aside from the weapon variety, wasn't too fond of the fook2 mod and its flaws.

  16. Try reinstalling the mods using FOMM this time. If this does not work, knowing the natures of Fellout and Project Beauty, turn those two off (one at a time; test, then try turning it back on and turn the other off, test)..

     

    See if that helps. Project Beauty probably would have no effect on evergreen. However, I am very confident that fellout and evergreen likely conflict, as Fellout is known to change textures on the ground as well (particularly and most notably, the rocks). It's possible that Fellout and Evergreen might be having an 'arguement' over what color the rocks should be.

     

    Be sure that Fellout's Greener Grass is turned off. It's a guaranteed conflicter.

     

    (Edit)

     

    Reading the subtitle to the forum topic, and re-noting that you're not seeing the esp.. You do not appear to be crashing.. the mod just isn't doing anything. It's possible that your download of Evergreen is incomplete.

     

    I downloaded both versions of Evergreen 1.7 It does not have an esp. It relies solely on a thing called an Archive Invalidater.

     

    Sadly due to the lack of plugins, you MUST pull out your archive invalidater (I recommend http://www.fallout3nexus.com/downloads/file.php?id=229 this one as it is able to actively hunt for changes made to Fallout 3 that aren't caught by FOMM and the AI invalidated.)

     

    This should fix your problem completely.

     

    Good luck!

  17. Have you considered that you need to hit a spawning trigger for the actors to spawn? Are you simply adding them to the existing encounter lists (and exploring areas that use this encountered list)?

     

    It'll only work if you are actively 'trespassing' in triggerable areas of the wasteland set to activate those encounters. That is except for the random ones..not quite sure how they work.

  18. You should read the incompatabilities on the mods you installed. The "please wait" crash happens when there's a conflict between modifications installed, a jacked up load order, etc. I would suggest going to fallout3nexus and exploring each of the mod's descriptions or readmes. I can tell you right now there's likely going to be a crash with RH ironsights and Fook2 installed without the RH ironsights fook2 plugin... which is unstable at best.

     

    It also appears you have two forms of air support, enclave commander and the TSC air support. There's another likely conflict there.

     

    Hopefully you used FOMM to install your mods; else you may have to uninstall everything, delete the folder and reinstall it all.

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