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Posts
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Joined
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Last visited
Everything posted by Nootau
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I am for some reason, unable to see when my karma is increased or decreased, mostly. When I so something that credits a Karma change, give water to beggars for example, it shows only a green right angle in the top left hand of my screen but the actual 'good karma/bad karma' message is completely missing. Any ideas what's wrong? Load Order
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*bows* Thanks!
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I tried to look for 50 caliber sniper rifle and found two which simply used the Sniper Rifle texture (one even used the standard .308 rounds). Is there a mod pack that uses such a heavy sniper rifle?
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Sorry for the late response, I was going to start fiddling around but see if it could aim like a pistol(arm extended), though when looking in first person it would be looking down a leveled fist. Right now I am trying to find a easy way to look through all the aiming, firing and reloading animations to see what kind of combinations would work best.
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I think I found the true issue. Iron sights's patch with WMK is overriding the damage values.. Though if i switch the order, the aiming down the sights are messed up on some of the weapons. I am testing manually changing the ones i use to the RH-IS's settings for now.
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When I add a weapon mod to a weapon, even if it is just a extended magazine or a scope, the weapon's damage drops dramatically. I have the FOIP patch for the two mods but it doesn't seem to change anything. I have tried to place WMK at the top of the load order to allow its numbers to be over written but it didn't seem to change anything. <Load Order>
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Going into FO3Edit allowed me to delete the flamer pistol, it forced him to revert to a 10mm pistol! Thanks for the help.
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I uninstalled RH, the 3 bridges and the update, added in the 'RH_IRONSIGHTS.esm' from the 'DLCs + RemoveReticule' folder, added the bridges then the update but, the weapon is still on the NPC when i boot up FO3 from FOSE. Did I miss a step?
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Any idea how to fix it or remove it from my game?
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< Solution Found > I found a NPC that has the tag that a mesh was missing or broken. When I killed them I found an item called a flamer pistol. When I removed it their mesh warning was gone and around me when I wielded the weapon. The only mod that should add weapons in my load order is FWE, which does not have a flamer pistol. Any ideas how this NPC got one? Directly blow is my load order, below that are screenshots of the mystery gun... LoadOrder Images
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Well this is a little odd. The order of what I have it set in NMM is different than what it show when I export my load order. EVE is supposed to be before MMM and RH suit is normally together right before MMM. Is what NMM telling me the correct load order or is the export the correct load order? GameMode=Fallout3 Fallout3.esmAnchorage.esmThePitt.esmBrokenSteel.esmPointLookout.esmZeta.esmCRAFT.esmCALIBR.esmProject Beauty.esmEVE.esmFO3 Wanderers Edition - Main File.esmFO3 Wanderers Edition - Alternate Travel.espMart's Mutant Mod.esmRH_IRONSIGHTS.esmProject Beauty- Point Lookout.espProject Beauty- Broken Steel.espFO3 Wanderers Edition - Main File.espFO3 Wanderers Edition - DLC Anchorage.espFO3 Wanderers Edition - DLC The Pitt.espFO3 Wanderers Edition - DLC Broken Steel.espFO3 Wanderers Edition - DLC Point Lookout.espFO3 Wanderers Edition - DLC Mothership Zeta.espFO3 Wanderers Edition - Optional VATS Realtime.espFO3 Wanderers Edition - Optional Restore Tracers (automatics only).espFO3 Wanderers Edition - Optional Restore Tracers.espFO3 Wanderers Edition - Project Beauty.espWeaponModKits.espWeaponModKits - FWE Master Release.espWeaponModKits - OperationAnchorage.espWeaponModKits - ThePitt.espWeaponModKits - BrokenSteel.espWeaponModKits - PointLookout.espWeaponModKits - Zeta.espRH_WMK_Bridge.espMart's Mutant Mod.espMart's Mutant Mod - DLC Anchorage.espMart's Mutant Mod - DLC The Pitt.espMart's Mutant Mod - DLC Broken Steel.espMart's Mutant Mod - DLC Point Lookout.espMart's Mutant Mod - DLC Zeta.espMart's Mutant Mod - Master Menu Module.espMart's Mutant Mod - Project Beauty.espMart's Mutant Mod - FWE Master Release + Project Beauty.espEVE.espEVE Operation Anchorage.espRH_EVE_Bridge.espEVE Anchorage - FWE DLC Anchorage.espEVE - FWE Master Release.espEVE - FWE Master Release (pulse fix).espEVE - FWE with WeaponModKits.espRH_FWE_Bridge.espRH_IronSights_RemoveReticule.esp
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I have it and the EVE bridge installed, but it doesn't seem to make a difference.
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While most of the small guns work perfectly with RH Iron-sights, I am having an issue with energy weapons like the 'Wattz 1000 Laser Pistol'. The weapon seems to be held too high and i cannot see where I am aiming, also the reticule does not disappear. These issues do not appear with weapons like the 10 mm sub-machine gun. Does anyone else have this issue or know of a fix?
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I have been looking into a few different concepts for trying to find new things to add to the Fallout series that wouldn't be too out of place. Looking at the design of Heavy weapons ad well as the different designs of power armor, they remind me a bit about Planet Side's MAX units. This in turn made me think about FO:NV's 'Ballistic fist', which is basically a Power Armor's gauntlet with a integrated shotgun. My idea, rather than request something from one game to another, is to create integrated one handed small arm weapons into Power Armor gauntlets. The story reason for these weapons would be, experimental weapons which allow the wearer to always be armed even if their primary weapon, normally a rifle(laser or ballistic) is in turn disarmed or destroyed, or simply as suppressing fire for close range targets. How do others feel about this idea?