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Everything posted by bearishparrot
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Would love to see this support as well
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Help! Nevada Skies Problems!
bearishparrot replied to bearishparrot's topic in Fallout New Vegas's Mod Troubleshooting
Bump: Anyone??? -
Help ! Pipboy Readius ruined my game !
bearishparrot replied to Khan93's topic in Fallout New Vegas's Mod Troubleshooting
Have you tried activating the mod, then typing player.equipitem 15038 in the console? This should make it show up, then try deactivating the mod. I know if you deactivate the mod when the readius doesn't show, your normal pipboy doesn't show up. Hope this helps :) -
Help! Nevada Skies Problems!
bearishparrot posted a topic in Fallout New Vegas's Mod Troubleshooting
First, thanks for taking the time to read this. Here's the deal, I've installed and reinstalled Nevada Skies, done everything in the readme, and nothing in the game world changes. I have the thermograph in my inventory and get the 'installed correctly' message, but even if I change moods using that I see no difference. Most of the time all I see is a blank blue sky. Attached is a picture. I need help, I can't stand this boring sky any longer. Please help! Load Order: http://i201.photobucket.com/albums/aa281/bEarishpArrot/ScreenShot0.jpg -
BoE and possesed heads
bearishparrot replied to bearishparrot's topic in Fallout 3's Mod Troubleshooting
Hahaha "need someone to brighten your day?"... HOLY SH..... Whaaa..... -
MODs won't work at all
bearishparrot replied to Mourninstar's topic in Fallout 3's Mod Troubleshooting
It would help if you post your load order -
Recently installed Book of Earache and started off on my first quest to kill some mirelurks. I left megaton, and since I'm an evil jerk I decided Micky had to die for begging for water. I brought out my new shotgun, but when I shot him, there was no muzzle flash, and the shot impact landed nowhere near him. In fact, he then said "help me" as his head started to do some kind of weird exorcist stuff, it really freaked me out. Any ideas what could cause this? Could it be a conflict with Project Beauty? WHAT THE HELL IS GOIN ON? http://i201.photobucket.com/albums/aa281/bEarishpArrot/ScreenShot4.jpg http://i201.photobucket.com/albums/aa281/bEarishpArrot/ScreenShot5.jpg My Load Order:
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Need a way to fetch base IDs
bearishparrot replied to bearishparrot's topic in Fallout 3's Discussion
But will I be able to get IDs from my inventory in my save game? Or will I have to write down all completed quests and then write a .bat file to upload through the console? -
I was recently stricken with the freeze on level up bug... which after extensive searching is pretty much a game killa. I'm starting a new save now, but what I was wondering is if there was any way to fetch the ID's for the stuff in my inventory? Namely so I can just use additem and catch up as quickly as possible. Also, how to I fetch the base ID's for quests? Thanks -bear
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Alright, so I just finished the Reilly's Rangers quest and got enough XP to bump myself up to level eleven. When the menu comes up I can allocate skill points and choose a perk just fine, but then as soon as I click "Done" Fallout poops its pants and freezes up, and I have to use the task manager to quit out. One thing to note is that I am using FWE and am able to increase my skill points past 100. This is the first time I have leveled up with any skill starting over 100, as sneak and small guns were ~110 after I added points for level ten. I recently updated FWE and MMM to there latest releases. I have tried using multiple files that allow you to increase skills past 100, uninstalling the DLCs (including broken steel), enabling and disabling Unique Perks Packs, replacing the levelup_menu.xml file, choosing different perks, removing the Unofficial Patches, etc... so far nothing seems to help. There is a bunch of these types of posts already on here (level up freeze) but no answers, except for the fook2 freeze patch, and I don't even use fook2. Please, can we fix this problem somehow? I would really appreciate any help, as this totally breaks my save game. Thanks! My load order:
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FOIP CTDs - unplayable
bearishparrot replied to SuperV1234's topic in Fallout 3's Mod Troubleshooting
Load order looks good, but fellout is included in FWE already. Try getting rid of that. EDIT: Looks like I was wrong about fellout... oops :blush: @ Daterxies: Since the 1.1 patch came out, dual core support has been broken. I had the same problem, but this fixed it: Open up the fallout.ini file in: My Documents\My Games\Fallout3 Find the line: bUseThreadedAI=0 change it to: bUseThreadedAI=1 Add another line after it and insert: iNumHWThreads=2 This will limit the game to 2 cores and prevent the engine bug from causing the game to freeze. Hope it helps :thumbsup: -
OK, first things first... make sure you have winzip: CLICK Click HERE to watch the install video I made you. Make it big so you can see what folders I'm clicking on. Open the C: drive. If you don't have a folder called "Program Files (x86)" on your C: drive then go into the folder labeled "Program Files". Open the "Bethesda Softworks" folder. With the file open in winzip, drag the "data" folder from winzip and drop it on top of the folder named "Fallout". Click "Yes" if it asks you to merge the folders. Now open FOMM, and click the check mark next to "a6MosinNagantRifle". Done!
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Alright quick question, every now and again I'll find an NPC who isn't wearing any armor/clothing at all. One example was Moira Brown, another is the person you talk to in Tenpenny tower to start the Roy Phillips quest. Also, sometimes guards there will spawn without weapons. I've been experiencing this here and there, and was wondering what was causing it. Here's my load order: Thanks for the time
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What would be awesome is if you could fire those using the dart gun, or maybe the rock-it launcher...
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Each mod might not add extra damage, but it is definitely worth it when you trick out your favorite gun. Exert from antistar's description: Weapon Modification Kits - or 'Weapon Mod Kits' - allow you to use standard Workbenches to modify your favourite firearms with a range of handy attachments: - Auto-Fire Mechanism (AF): Adds full-auto firing capability to most guns that do not have it otherwise (also increases weapon spread by around 50% and reduces weapon to 65% of its default accuracy in VATS). - Extended Magazine/Clip (EC): Doubles magazine/clip capacity. - Laser Sight (LS): Increases accuracy (reduces weapon spread by around 33% and increases weapon accuracy in VATS by 25%). - Scope (SC): Can use scope to sight targets, increases range by 30%. - Silencer (SI): Makes weapon silent, reduces damage and projectile speed (by around 10% each). In addition, the loving attention bestowed upon your weapon during modification results in durability improvements. Each successive mod applied to a weapon increases its durability by 25% (of its base durability). So yeah, I personally love this mod, wouldn't play without it. Make sure you apply the correct FOIP patch, too :smile: Check out some of the pictures on that page if you're not convinced.
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No, that's exactly it. FWE has custom models for the uniques. They aren't prepared for WMK. Luckily, antistar was nice enough to create a tutorial on how to prepare weapons for WMK. I've decided that my silenced, scoped, crazy capacity Chinese dragoon assault rifle rips open enough mutie booty as is... maybe a modded version of the uniques would just be a little over powered. Thanks tho guys!
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I know you don't want to split it... but what if you have winzip make it two or three different files? That way you just download part one and two or whatever, then when the user extracts it from the first zip, the next parts are automatically extracted as well, leaving one complete fomod file to work with. Or... maybe zip a zipped zip? Sorry but that's all I got :confused:
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Some of the ones I use: Fallout 3 Wanderer's Edition: FWE Weapon Mod Kits: WMK Energy Visuals Enhanced: EVE Mart's Monster Mutant Mod ;) MMM And of course FOIP to make them work together: FOIP FWE is a major overhaul, it's great if you want something interesting and unique compared to your last play-through. Also check out DarN's UI. Enhanced weather is nice as well, plus it works great with fellout: Enhanced Weather
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Flashlight or Rifle Mounted Light
bearishparrot replied to Sifesboran's topic in Fallout 3's Mod Ideas
I've actually thought about that, maybe make it part of WMK if antistar is down. Sometimes just turning into a big glowing light by turning on my pip-boy just doesn't seem as tactical. -
Raiders are generally not very sociable people. Having tea with a super mutant would just be awkward.
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Yup, was afraid of that... looks like it time to crack open the G.E.C.K.
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:biggrin:
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I recently installed Fallout 3 again, and as far as replay value goes check these out: Fallout 3 Wanderer's Edition: FWE Weapon Mod Kits: WMK Energy Visuals Enhanced: EVE Mart's Monster Mutant Mod ;) MMM And of course FOIP to make them work together: FOIP FWE is a major overhaul, it's great if you want something interesting and unique compared to your last play-through. Enjoy!