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kschang77

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Everything posted by kschang77

  1. But it *is* skill point based... Your chances of success, that is. Or perhaps I don't understand the question.
  2. There is a mod that changes the stimpaks to 2 seconds instead of 5 seconds as the default FWE https://www.nexusmods.com/fallout3/mods/18596
  3. Read the sticky thread on how to post your load order.
  4. Not that I am aware of, unless you use console commands to reset your karma periodically.
  5. Link no longer available. You may want to start over.
  6. I assigned the perks manually via the console. This revamping levelling thing doesn't really add much to the playing, IMHO, except as a convenience feature, i.e. add them when YOU want to and not a moment too soon. That's kinda... meh. I think I'm a bit overpowered for my game any way. I'm already level 20, and I guessed I did too many sidequests, as I'm only at Jefferson Memorial (first time, not the grand sacrifice scene yet) on the main questline. Hahaha.
  7. That sounds like a memory corruption issue. Any possibility you can reduce your load order a little further? Also, there's a separate tech support topic.
  8. CB's ironsights are broken for all the energy weapons. They are "okay" for the ballistic weapons. The repair costs for the stuff are crazy. I tried to repair a set of power armor (I stripped off a dead Outcast, probably on a patrol route) and it's more caps than I've ever earned (4000+!) at that point. And Moira wasn't even very good in repairing that. I had to go into global tweaks and lower the multiplier to 1.5 (it was on 2.0) (ah, love WyreFlash for that little tidbit in tweaking the global variables) Had to download a few "increase vendor caps" mod to give them more caps to even let that work. OTOH, armor prices do go up quite a bit. Power Amor and good armor like Ranger or Talon armor can cost as much as the guns, like 1500+ or for power armor, 2000+ if they are in decent condition like 70-80%. It's the cheap armor like raider armor, that costs like 30-50 each. I think it's price curve is just too steep. The weak weapons are just so weak, and strong weapons so strong, that it seems to favor automatics. Here's one example... I was leading Reily's Rangers out of the lobby. I'm trying to save all of them, which means I need to kill all the muties fast, or else some of the rangers will die. On run #1 I used A3-21's plasma, a powerful weapon, and I've used it do deliver PLENTY of headshots on muties. Yet somehow, I lost 2 out of 3 rangers during the fast battle. On run #2, I chose Xunglong, the unique Chinese assault rifle, still going for headshots when I can, but this time I've loaded up with jet and psycho. Yet this time, I basically killed like 5-6 muties by myself, and the rangers are barely scratched. According to the DMG display, my plasma rifle was doing about 85 DMG, while my Xunglung was doing about 150+ DMG. (My Pancor shotgun according to the stats, can do 800+ damage... but at closer range.
  9. Not sure what changed, but revamped leveling just stopped working. Revamped leveling basically lets you hold off on assigning skills points, perks, and SPECIAL points until you're ready for them. It had worked for several levels, but in the past day or two, it just stopped working... but ONLY for perks. It works fine for skills and SPECIAL points. If I try to assign a perk, it simply freezes, and the only way to unlock is end task on Fallout 3. Music seems to continue. The perk screen never pops up. The way it's working is it pops up the skill allocation screen, you hit done, and then you allocate perks. I never got this popup. Game is stable otherwise. I am tempted to just go into the console and assign the perks manually, but I'd appreciate people's opinions, if any, that people may have seen this before. I *do* have Dree's Perks loaded, the Paradox Merged version. Not sure if it's conflicting with some existing perks. Everything had worked until maybe yesterday. I was able to assign perks every level, but I haven't been able to for the past two levels. If you don't get any ideas in 48 hours, I'll just assign the perks manually via the console.
  10. I have played two separate FO3 playthrus in the past 3 weeks. Once with FWE/PB/EVE/MMM and I was doing mergedpath with FO3. It was crash city. In fact, I wasn unable to finish the Liberty Prime mission, as it's CTD immediately upon reaching the bridge. I've tried EVERYTHING, nothing helped. I started over, removing MMM AND FWE, and instead, chose Custom Beginnings (a mod that's up to 1.8, not on Nexus) and It's VERY stable. I've added all the bug patches and even incorporated grenade and sprint hotkeys, so it's about as close as FWE except all the damage changes and difficulty changes. For grins, I also changed to "PracticeMakesPerfect" skill leveling instead of allocating points per level. It's a VERY different game, even though it felt very much the same. FWIW, I *did* clean the master DLCs following GamerPoet's videos. (I kept copies, of course). and I crash maybe once every 3-4 hours, and only upon fast travel.
  11. There's a hard-locked door I can't get through. Should I just come back later when I'm better at it?
  12. Really, blackened goes AFTER the merged patches? Interesting. My setup is mostly stable now (it only freezes when I do a fast travel, and not always, maybe 5% of the time, and only after long play sessions) but I am looking into a freezup with one of the mods called revamped leveling.
  13. I'm not playing with MMM at this time. Too complicated and those monsters don't always add much, though I like the way they moved some of the monsters around to be more of a menagerie, but really, iguanas all over the place? Argh. (Remember, Blackened patches are available, patch MMM to RC62, etc. etc. )
  14. I am using a mod called "practice makes perfect". It does away with the entire "allocate skill points to skills" thing and instead, adopts a "you gain skills by doing" mechanism, and it works. Want more skills with small guns? Shoot more! (though spread them out with scoped vs non-scoped, one-hand vs. two hand, rifle vs. shotgun, etc.) Need more lockpicking? pick more locks! Need more speech? Talk more! And so on. You can also find random friendly NPCs who can train you (as if you read a skill book for 1 pt) for caps, including some shop owners, scavengers, and so on. I am using a mod called "revamped leveling", which lets you delay the picking of skill points, perks, and SPECIAL gains until you are ready for them, not right after a major combat situation or whatever. (Though right now I'm having a little problem as I can't pick my level perk, it freezes the game, consider this "may be problematic".
  15. Okay, not more missing texture from the casing at least. Every once in a long while I get a missing texture on a wounded merc or raider, but that's probably due to memory corruption, i.e. reminding me I've been playing too long. :D
  16. Bro, calm down. We are all noobs once. That attitude ain't gonna help with your ulcers. :) Although, Cross / OP, I already pointed out you're NOT using the Paradox Ignition mergers , and as M48 pointed out, you're not using the Blackened Patch either. Reposting the same thing is not going to get you a different answer. We already said, you should be using the Paradox Ignition mergers for EVE, RH_Ironsights, and MMM, then pick the right Blackened combo patch to apply as well.
  17. There's conflicting advice between BOSS and LOOT. I personally would not sort with EITHER utility. I use LOOT to check for major faux pas like out of order but generally, the order doesn't matter *that much* unless you have mods that both modify the same things, THEN you need decide which one's load first (and be overridden) by the ones that load later. And you don't know which ones until you learn FO3 edit to see what they actually change. LOOT's *real* utilty, IMHO, is to spot ESMs and such with internal inconsistencies that need to be "cleaned" with FO3edit, and that's definitely an advanced topic. I also have to point out that as 120+ plugins, you may be getting close to the total plug-in limit. Hypothetically the limit is 255, but in actual practice, it's MUCH lower than that. Here's a guy on this forum back in 2010 that said he crashes when he loaded 156 plug-ins. https://forums.nexusmods.com/index.php?/topic/219713-how-many-mods-can-fallout-handle/ I do note that you are NOT using the Paradox Ignition merged version of the major mods, like RH_Ironsights and Dree_perks, as well as MMM.
  18. I seem to be missing a TON of files. WTF? How the game continues to run boggles my mind. What I am going to do is make a copy of my existing setup (13 GB!) then Steam verify integrity and redownload the files. I'll then copy my setup back OVER the virgin install. That *should* fix any missing files. (I think).
  19. I downloaded the Vault Boy high-quality icons mod and activated it, as well as the alternate xml file to support DarNifiedUI. Made a copy of the original, and put this one in its place. https://old.nexusmods.com/fallout3/mods/22808/? https://old.nexusmods.com/fallout3/ajax/downloadfile?id=1000014132 The updated Pipboy icons are "too big". Only 1/4 (the upper left portion) was showing. What do I have to edit to make this work? (UIO is installed, but this is not a HUD issue, but a PipBoy issue)
  20. It wasn't the muzzle flash. It was the CASING! Not sure how it happened, but one of the mods (CustomBeginnings) changed the casing of the sniper rifle from the default 762mmCasing.nif to to 308casing.nif which doesn't exist! But strangely, 762mmcasing.nif doesn't exist either! WTF? I know it's supposed to be in there! It took a couple different readings of FO3 edit to pick that up ARGH!!!! Somehow when I uninstalled something earlier (probably WMK) it took out ORIGINAL game assets. That's NMM for ya. :-P For now I'm just going to make a copy of the 556natocasing.nif to the respective file names. I suspect I'll get them back when I install WMK, but I don't want to complicate things right now.
  21. a) it's a steam install on my alternate drive, so no, it's not in Program Files. b) As I said before, the game's running fine. In fact, it ran fine for HOURS without even a hiccup or a CTD. c) I'll move Fellout to near the end. It's not conflicting with anything any way. d) Seems cleaning ESM is a really controversial topic around here. Hehehe. e) I only use LOOT to check for potential conflicts, old versions, and such. I don't actually use it to sort my load order. f) Yes, INI has been fully updated, checked with Both BethINI and FO3 Configator, then NOTEPAD for good measure g) I'll double check the data folder again. Is there a way to compare what's in the sniper rifle's data folder with yours, so I can see what's missing? There is a sniperrifle.nif in the data/meshes/weapons/2handrifle folder. Looks fine. Texture is there in dta/textures/weaons/2handrifle too (sniperrifle.dds). So it's neither the texture nor the mesh. EDIT: It was definitely one of the texture packs I installed recently that screwed up the textures for the muzzle flash effect, as I thought. I finally figured out the problem... I was a dummy reading FO3EDIT. The AssaultRifleMuzzleFlash.NIF is missing from the meshes/effects/muzzleflashes folder. WTF? The quick fix is to download this mod, which provided some replacement muzzle flashes. https://www.nexusmods.com/fallout3/mods/11223?tab=files
  22. Well, the technical info would be Hardware: Dell XPS 17 (laptop) with NVIDIA GeForce 445M (i7 first gen w/ 14 GB of RAM) not overclocked, 3.5GB of VRAM, with SSD/HD, both have several hundred GB's free OS: Windows 10 Home 64-bit with latest patches (legal, not pirated) Game: FO3 1.7 w/ latest FOSE, including ENBoost, NVAC, SutterRemover, etc. It's 4GB Enabled Other Utilities: I am following the STEP guide for setup and I have NMM / MO installed, as well as WyreFlash, LOOT, etc. Just did GamerPoet's ESM cleaning on the official DLC ESMs. LOOT log shows no conflicts, but there's load order: 0 0 Fallout3.esm 1 1 Anchorage.esm 2 2 ThePitt.esm 3 3 BrokenSteel.esm 4 4 PointLookout.esm 5 5 Zeta.esm 6 6 Unofficial Fallout 3 Patch.esm 7 7 CRAFT.esm 8 8 CALIBR.esm 9 9 Project Beauty.esm 10 a Advanced Recon Tech.esm 11 b DCInteriors_ComboEdition.esm 12 c EVE.esm 13 d CustomBeginning.esp 14 e DarNifiedUIF3.esp Project Beauty- Broken Steel.esp Project Beauty- Point Lookout.esp 15 f CASM.esp 16 10 JIP Selective-Fire.esp 17 11 Advanced Recon Tech.esp 18 12 Fellout-Full.esp 19 13 DCStreet - BS.esp 20 14 Realistic Interior Lighting.esp FO3NoTint.esp 21 15 Advanced Recon Gear.esp 22 16 Advanced Recon Armor.esp Advanced Recon Armor-Easier Stealth.esp 23 17 TinCanCRAFTing.esp 24 18 CRAFT - Activation Perk.esp 25 19 Sprint- and Grenade-O-Matic.esp 26 1a PracticeMakesPerfect.esp 27 1b Stealthboy Recon Armor - CRAFT.esp 28 1c Revamped Leveling.esp Blackened EVE + Project Beauty.esp 29 1d Rivet City Realignment.esp 30 1e Another Interior Mod.esp Megaton Walkway - old.esp 31 1f Megaton Walkway.esp 32 20 Dogmeat Leather Armor - no crafting.esp 33 21 CustomBeginningGOTY.esp 34 22 MoreMapMarkers.esp 35 23 Dree Perks.esp 36 24 CALIBRxMerchant.esp Quieter Mole Rats.esp rmExtendedHotkeys.esp 37 25 GNR Enhanced.esp 38 26 MegatonHouseExtraStorage.esp rmSorter.esp 39 27 Vendors More Caps - Lore Friendly.esp 40 28 CouncilSeatFix.esp 41 29 EVE Grenade Explosion.esp 42 2a safe_regulator_hq.esp 43 2b Purity Crash Fix.esp 44 2c MTCBigTownRobotFix.esp HZSmoothLight - FO3.esp VendorCapsIncreased10X.esp 45 2d LeatherBackpack - eng.esp 46 2e dD - Enhanced Blood Main.esp 47 2f PAL - MERGED.esp 48 30 Bashed Patch, 0.esp (The other entires have either been merged into the Bashed Patch or disabled)
  23. Is it possible to simply record events like where did the player go and optionally, what did the player do? Location Only (Date) (Time) (Playername) moved from (WorldSpace) to (WorldSpace) (Date) (Time) (Playername) discovered (unknown location) (Date) (Time) (Playername) arrived at (known location) EX: 2074-JUL-21 17:34 Chuck moved from Vault 101 to Capital Wasteland 2074-JUL-21 18:12 Chuck discovered Springvale 2074-JUL-21 18:21 Chuck discovered Megaton 2074-JUL-21 18:28 Chuck moved into range of Springvale 2074-JUL-21 18:32 Chuck discovered Springvale School2074-JUL-21 18:38 Chuck moved into range of Springvale 2074-JUL-21 18:43 Chuck moved into range of Megaton 2074-JUL-21 18:24 Chuck moved from Capital Wasteland to Megaton Just by reading this log it's pretty obvious what happened to Chuck... He came out of the vault, found Springvale, found Megaton, decided to explore a bit more, found the school, never entered it, ran for Megaton as fast as he could, then entered Megaton. OPTIONAL (if possible) (Date) (Time) (Playername) shopped at (Merchant) (Date) (Time) (Playername) conversed with (whoever) (Date) (Time) (Playername) killed (whoever) I guess we don't really need to know how many shots fired, grenades thrown, chems shot up, or food consumed. I wouldn't want to log those. :)
  24. Custom Beginnings mod does this. However, the version here on NexusMod is out of date. Check the forum posts for that mod for a link to the latest version which is 1.8. I'm using it, so it works. It's VERY similar to the alternate start in FWE. Or you can just run FWE and pick the alternate start, where you are an adult with your chosen career and starting equipment, albeit, level 1 adult.
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