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About VGI

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Ok, someone deleted my entry (or for some reason, I can't find it anymore), so I am making a new one. I did some serious bug reporting in the span of SEVERAL DAYS during my last post which I will now try to do now using my own time and effort. Now, if I am doing something wrong posting this, please tell me via private message or whatever just let me know. I don't know if posting this post in another place in the forum is wrong but if it is then let me know one way or another. I have spent far too much time and effort reporting this already, and just like 99.999% of you guys, I do have a job to get to and several responsibilities in real life for which I must be accountable to and bug-reporting ISN'T one of them. I'm doing this because I WANT TO even though doing it can get me in trouble. This mod is bugged, at least for the likes of me. It does not work despite me installing FOSE just for it. I tried installing this mod using NMM and FOMM, both had identical results. The following is the sequence of events as best I can remember it. i. Last saved game - already equipped with power armor. 1. Installed the 2 mod (Advanced Recon Thermal NightVision and Detect Traps) using NMM. No FOSE yet. 2. Could not activate mod functionalities via Hotkeys, because FOSE ain't installed yet (I was like, "Duh.") 3. Turned FOSE functionalities OFF via <Adv. Recon Settings> which prompted the mod to add NV, Thermal, and TAC activators to PipBoy. 4. Turned NV on via activator. No effect. 5. Turned TAC on via activator. No effect. 6. Turned Thermal on via activator. Effect lasts for 1 second, and that's it. except for your arms which remains in thermal colors (bright gold yellow), everything is default. You cannot turn Thermal functions ever again after using it once. 7. Thermal colored arms reset to default if you leave a location. ii. Installed FOSE, still load game with power armor and power helmet on. 1. Tried hotkeys, no effect. 2. Tried changing hotkeys. "N" for Night Vision and "M" for Thermal. No effect. 3. FOSE Installation useless. iii. Deactivated and deleted mods via NMM, reinstalled via FOMM, FOSE still installed. 1. It did not matter that I installed it via FOMM this time around because it had the same exact results as above. iv. Used BOSS to rearrange load order properly. 1. Results exactly identical. v. Deactivated mods via FOMM, redownloaded and activated mods via NMM again, but used BOSS to arrange load order properly. FOSE still installed. 1. Results exactly identical. vi. Tried one more time, this time I unequipped the power helmet of my character. Lo and behold he's not wearing anything in or on his head, but I could still use Thermal Imaging via its PipBoy activator...I'm like, "Huh?" 1. Results still exactly identical, despite character not using a power helmet. So, bugged, right? I really wanted to private message this to Gopher, the mod author. But for some reason, the forum tells me he cannot receive private messages. PS: My mod list is RIDICULOUSLY short. Gopher's mods are the most complicated mods in my list.
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Problems with OBGE - Faulty installation instructions.
VGI replied to VGI's topic in Oblivion's Mod troubleshooting
Eh, Wyre Bash Installers tab NOT ENABLED by default. That was the problem. -
How did you install OBGE?
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Installation instructions using Wyre Bash to install OBGE is as follows: What's with these instructions? Nothing happens when I put OBGE into the Oblivion Mods\Bash Installers\folder. Nothing! When I click on the installers tab, it is EMPTY. ......and this is the reason why I stopped playing TES4. Heck I never really played the game, more like tried to make all these mods and such to work. I hope I get a lot of useful responses to this thread.
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Its been a really long while since I played Oblivion. Last time I played, everything worked well. No crashes, though I had mesh-problems with characters having two eye-pupils. That did it for me and I decided to give myself a break from Oblivion. Now, I decide to take up where I left off. Using NMM now too. But a lot of things have changed concerning my PC since I last played, so even with NMM, I am having crashes now. And yes, I used other mod-installation software (was it called OBMM and such?) before I stopped playing. Am actually thinking of playing vanilla. Question 1: When Oblivion was given those excellent reviews, it was vanilla-Oblivion, right? If so, then I may just play vanilla this time around. Here is my load order and I used BOSS to sort it just now (still crashes) and OBMM: I truly hope I can play again, with all the mods I've used before... That being said, darn it cuz I know that a lot of these mods have been updated.
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So here we are again. An FO3 player (me) asking the community (you guys) for help. OS: Win7 Premium 64. When I started playing FO3 a few months ago after finishing Hard Reset, I never had this bug. But now when I turn on the radio, and any song be it Enclave or Galaxy Radio, so long as it isn't the radio's DJ, stutters. Mind you I never had this before, but now I do. As always, I did the research (googled solutions) and here is what I found: 1.) There are solutions asking you to change some parameters in your fallout ini file, specifically to increase the value of: iAudioCacheSize iMaxSizeForCachedSound and even iRadioUpdateInterval Did that. None worked. So it isn't a fallout.ini solution for me. Dang. That was the simplest solution, wished it worked. 2.) The next set of solutions is to install a mod that fixes the issue. I like this solution because it is also simple. But installing mods can introduce new problems like further game instability. 3.) The next solution is to install certain things like codecs and programs that deal with codecs. Most Win7 64 users found this tedious solution worked for them. 4.) The last solution is to make .wav versions of all the songs of all the radios (even custom songs and songs introduced by radio mods) and putting it in its appropriate folder/s. Usually associated with a radio stutter fixing mod. Which solution should I try? I'm leaning towards the mod-solution. There are only 4 I found in the Nexus: http://fallout3.nexusmods.com/mods/17983 - latest but has worst comments among the radio stutter fixing mods. And no endorsements. http://fallout3.nexusmods.com/mods/15472 http://fallout3.nexusmods.com/mods/9719 http://fallout3.nexusmods.com/mods/7876
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Wiping out Slavers in Paradise Falls except for Pronto. Is it even pos
VGI replied to VGI's topic in Fallout 3's Spoilers
Mind to tell me what the parts of this console command and what they actually say? I know that "156a4" and "0001b2a4 1" are ids, but ids of what (like, what faction if they are faction ids, etc.)? -
So I went to Rivet City to check out the merchandise. Went straight in from the bridge into the Market. And from there I wanted to go to the Clinic. Going through the Mid-deck, door is locked. Tried Upper deck, locked as well. They are both locked, average level, and red. That never happened before. Note that you can still enter the decks of Rivet City and the Market, but you have to go out through the stairwell. No longer can you go straight through the Mid-deck or Upper deck and into the Market and vice-versa. So, do I just pick these doors? They are in red. Why the heck are they locked anyway? NOTE #1: I have finished the Quest: Replicated Man. So, any ideas on why da heck are these doors locked? NOTE #2: I have applied the Unofficial Patch manual fix by presna:
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Wiping out Slavers in Paradise Falls except for Pronto. Is it even pos
VGI replied to VGI's topic in Fallout 3's Spoilers
No, they would prefer that you´d be more patient. Bumping is frowned upon (and against the rules) because otherwise entire threads would become nothing but bumps, bumps and more bumps because everyone wants their topic to stay at the top. Also, see this topic (chapter 2): All Newbies Read This Before Posting On a more personal note: It's also annoying as hell. As for your original question: I don't think there's a way to ensure that pronto will remain non-hostile when cleaning house in Paradise Falls. You could try and remove him from the slaver faction yourself with either the GECK or Fo3Edit though. Thank you for emphasizing on the rules. Much appreciated. I hate breaking rules without knowing. As for my original question, yes, I know I'd have to use such tools as GECK or FO3Edit, what I need actually are the actual console commands. -
POSSIBLE SPOILER! I am positive about this: I have never attacked any Outcast Brotherhood member. So why da heck are they hostile now? Does it have anything to do with me having the Lawbringer Perk? I'd like to make them neutral again through the console command. SPOILER UPDATE: The Brotherhood Outcast in Operation: Anchorage Outpost are still friendly to you. But any and all Brotherhood Outcast in the Wastes, including all in Fort Independence, are hostile. WHY!?!?!?! What did I do? Is this some effect of the Unofficial Patch? UPDATE#2: Possible solutions: http://asia.gamespot.com/fallout-3/forum/why-are-the-brotherhood-outcasts-all-hostile-50497907/ Try these console commands: player.removefromfaction 00033089 ; (removal from Outcast enemy faction) clearfactionplayerenemyflag 0001d3ff ; (clear Outcast crimes) clearfactionplayerenemyflag 00030520 ; (clear OutcastGeneric crimes) setally 0001b2a4 0001d3ff 0 0 ; (sets player faction and Outcast friendly) setally 0001b2a4 00030520 0 0 ; (sets player faction and OutcastGeneric friendly) Thank you Sir traveltheory.
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Wiping out Slavers in Paradise Falls except for Pronto. Is it even pos
VGI replied to VGI's topic in Fallout 3's Spoilers
Why would they not like people bumping threads? Would they prefer if I repost instead? I hope a moderator would answer this as I do not wish to be banned for something like bumping threads. In any case, thank you for responding. Would you know that mod you are referring to? -
Wiping out Slavers in Paradise Falls except for Pronto. Is it even pos
VGI replied to VGI's topic in Fallout 3's Spoilers
Bump. UPDATE: Sorry for the bump. I now know better. -
Pronto is the merchant in Paradise Falls. He's the slavers' merchant, and as such is affiliated with them. If you go wipe out Paradise Falls of all the Slavers, Pronto will turn hostile. But I've learned by researching about the quest "Strictly Business" that it is possible to remove an NPC from its affiliated faction. I tried the console commands "RemoveFromFaction 2f561" on Pronto and it didn't work. It seems to only work on Red of Big Town and Flak of Rivet City, when you want them to interact with you again after enslaving them and then releasing them. I tried the console command "RemoveFromAllFactions" on Pronto but again it did not work. How do I stop this guy from becoming hostile to the player's character when I cleanse Paradise Falls of Slaver filth?
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Thank you sir. Seriously, I appreciate it. On a another note, I'd blame the root coding practices of Bethesda. And not just their coding practices but their entire corporate attitude towards their consumers. FO3 isn't just the only game they made and released that made the critics say, "Obvious Beta". The Bethesda people don't seem to know how to add value to their company so long as they rake in the money. (Or are they trying to "punish" Microsoft for coming out with new OSes that don't support their products? I don't know, but there are unpatched FO3 bugs that can be experienced in WinXP, the "supported" OS of FO3.) Imagine my surprise when I was googling for a solution to this map glitch when I read things like, "FO3 official patches don't fix nearly half as much bugs as can be experienced within the game." I was actually thinking of getting Skyrim (its in my mental wish-list), then I saw a list of Skyrim bugs as long as the list of bugs in other Bethesda games - the TES franchise, Fallout New Vegas, you name it. And so that convinced me, Bethesda is a terrible game studio that always releases obvious beta versions of their products. Until something big happens within Bethesda (like a change in management thru hostile-take over), I'm not getting another Bethesda game. :sad: