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Everything posted by Aanikron
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Well I'm glad I asked, because at first I was just going to go with the advice offered in the FO3Edit training manual and do a general master-update of my whole load order. Now I guess I won't be doing it at all, since I really don't know what I'm doing much anyway. :biggrin: Thanks you two.
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The FO3Edit training manual makes it sound like master-update is always a good idea to reduce conflicts and generally improve stability. However I have gotten the impression from various forum posts that some mods may not like being master-updated. Which kinds of mods should and which shouldn't be master-updated before playing?
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Dynamic Weather?
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What you can do is contact Purr4Me and she will forward you to the main author of Remastered.
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Quest mods that integrate 'seamlessly' into the game
Aanikron replied to Aanikron's topic in Fallout 3's Discussion
Thanks for the suggestions. If anyone has more to add please feel free. -
My load order is really screwed up please help me.
Aanikron replied to MrBlue577's topic in Fallout 3's Mod Troubleshooting
You need to install BOSS: http://fallout3.nexusmods.com/mods/10193 And, of course, Fallout Mod Manager if you don't have it. Then just let BOSS sort your mods for you. You can do that through the menu in FOMM. -
LE Remove mod added map markers for undiscovered locations
Aanikron replied to Aanikron's topic in Skyrim's Mod Ideas
Thank you, Shadowjin. For lack of a mod that does this, I suppose it's pretty easy to do it yourself when starting a new game. -
Quest mods that integrate 'seamlessly' into the game
Aanikron replied to Aanikron's topic in Fallout 3's Discussion
Really, no mods that fit the description? -
LE Remove mod added map markers for undiscovered locations
Aanikron replied to Aanikron's topic in Skyrim's Mod Ideas
Use tmm 0? How do you mean? And would this only remove them from being immediately visible? I don't want to remove them altogether, I just want to discover them on my own rather than have them on my map from the beginning. -
LE Remove mod added map markers for undiscovered locations
Aanikron posted a topic in Skyrim's Mod Ideas
I'm looking for a mod that removes all undiscovered map markers from the map, including ones added by mods. Basically I want to find any and every place on my own and only then get a map marker for it. Is is possible to make such a mod? -
Mod Organizer?
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I second this request, and would like to know what the Hat and Coat is from, because the combo Hat+Mask+Coat is 150% awesome. Thanks, The Nonsense Factory http://fallout3.nexusmods.com/Mods/17642 Thanks! Do you have a link to the mask as well? Afraid I don't know that one.
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I would dearly love a Fallout 3 equivalent of this Skyrim mod. Something that changes most quests, both vanilla and modded actually, so that they're not forced on you without actively choosing to pursue them. I hate getting swamped with a myriad quests in the beginning of a game, a trend which seems rampant in RPGs nowadays. I want to be able to explore the game on my own and decide to a greater extent if and when I want to pursue a quest.
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I second this request, and would like to know what the Hat and Coat is from, because the combo Hat+Mask+Coat is 150% awesome. Thanks, The Nonsense Factory http://fallout3.nexusmods.com/Mods/17642
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There are a lot of quest mods out there, some big, some small. I would like some suggestions on quest mods that fit into the game's atmosphere and lore. Preferably they should feel integrated enough that they could be mistaken for vanilla quests. No crappy voice acting on crackly microphones, no poor grammar or lots of typos, no over-powered items or other unbalanced quest rewards. And at least no more than a minimum of bugs. Above all, they should be lore-friendly and fit with the post-apocalyptic theme. Are there any mods that you think live up to such demands?
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Crash on startup vs. crash on closing the game
Aanikron replied to Aanikron's topic in Fallout 3's Mod Troubleshooting
Thanks for the replies people. An update: I solved all the crash on start-up issues with the . So that's good. But the crashes on shutting game down remain. Perhaps I'll just have to accept them. Those are actually masters, they're just named esp. To my understanding, the different file endings don't actually matter as long as the master flag is set. These were auto-sorted by BOSS to the place where I have them, anyway. So is there any way to find out why the crash on exit happens? Because it always happens, even when I just start the game to the main menu and then close it down. As for memory overflow, I do have the 4GB RAM fix. System RAM is 16 GB but I think it can only access 4 GB anyway. Still, that should not be the issue. And it's not a question of changing anything between save games since as I said, this happens no matter what once I have certain mods installed. -
I would like to request of anyone with experience working in the G.E.C.K. a fairly simple mod. I simply want all map markers, including ones added by mods, to be invisible until actually physically discovered by the player. This would include both settlements, quest locations, npc locations, etc. All kinds. For immersion purposes I just want to find things on my own (haven't played Fallout 3 for 4 years so I don't remember much of where anything is). The thing is I'm playing with a lot of quest mods which add a ton of new markers for various locations, and I would really prefer these too to come as a surprise when I actually visit an area. How does my Pipboy know where everything is anyway? It never made any sense from a realism standpoint. Plus it's just more fun to find places on your own and only then get a map marker added to the map. There exists a mod that does part of what I want: No GPS. However, it only works on vanilla content and only removes quest markers. Plus I'm not sure it even works properly. Sooo, anyone interesting in taking up this mod request?
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Hehe, just remake the entire game. Sure, let me whip that mod up for you.
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Crash on startup vs. crash on closing the game
Aanikron replied to Aanikron's topic in Fallout 3's Mod Troubleshooting
Still really hoping to get some expert help on this, however I did find something interesting out myself, concerning problem no. 2: apparently, the game crashes on start-up (before the menu) whenever I reach 100 mods, as counted by FMM's 'mod index'. 99 mods = no crash, 100 mods = crash. Has anyone ever seen this problem before? I mean I know for a fact that the game can handle more than 100 mods. I think there is some sort of limit at 256 plugins, I recall reading somewhere. Obviously 100 is very far from 256. -
So, I'm trying to get a lot of mods to work together without causing crashes (who isn't, heh). I've been doing some experimenting with load order, based on BOSS of course. Here's what I've found so far: The following load order works fine in as far as the game crashes neither on startup or when closing it down. [X] Fallout3.esm [X] Anchorage.esm [X] ThePitt.esm [X] BrokenSteel.esm [X] PointLookout.esm [X] Zeta.esm [X] ObjectPlacementFix.esm [X] aHUD.esm [X] iHUD.esm [X] TalonExtraArmor.esm [X] CRAFT.esm [X] CALIBR.esm [X] Project Beauty.esm [X] [DC RANGER ARSENAL v3 MASTER].esm [X] AWorldOfPainFO3.esm [X] UndiscoveredCapital.esm [X] Project Genesis.esm [X] Mothership Crew.esm [X] Advanced Recon Tech.esm [X] Alton, IL.esm [X] FO3 Wanderers Edition - Main File.esm [X] Mart's Mutant Mod.esm [X] Companion Core.esm [X] RobCo Certified v2.esm [X] Wasteland Whisperer v2.esm [X] RHKBrisaAlmodovar.esm [X] Enhanced Weather - Rain and Snow.esm [X] Xepha's Dynamic Weather.esm [X] aMpPlants_2_eng.esm [X] Asset - Brahmin Milk.esm [X] ActionFigures.esm [X] DCInteriors_ComboEdition.esm [X] Detect Traps.esm [X] WMMP_Master.esp [X] RZW_PortableFans.esp [X] Mole Rat Maze.esp [X] Sydney Follower.esp [X] Alpha's Raider Overhaul FO3.esm [X] The Coalition.esm [X] WastelandSettler02Armor.esp [X] FireLightFix.esp [X] Stop Insulting Me Outcasts.esp [X] DarNifiedUIF3.esp [X] Project Beauty- Broken Steel.esp [X] Project Beauty- Point Lookout.esp [X] CASM.esp [X] CRAFT - Clutter Conversions.esp [X] Feng Shui.esp [X] Feng Shui - Keymap Template.esp [X] GNR Enhanced.esp [X] mutantradio.esp [X] CONELRAD 640-1240.esp [X] Existence2.0.esp [X] Detect Traps - The Traponator 4000.esp [X] Detect Traps - Perk.esp [X] Detect Traps - DLC.esp [X] HeirApparent.esp [X] IntoTheDeepWoods.esp [X] NotSoFast.esp [X] PLweightadjust.esp [X] PLFewerItems.esp [X] Shadows and Dust - Southwest DC - Public.esp [X] 1Animated Nightvision goggles.esp [X] Binoculars and Scopes.esp [X] Alpine Heights.esp [X] Megaton Walkway.esp [X] megalight.esp [X] NewMall.esp [X] The Annex.esp [X] UndergroundHideout.esp [X] Billboard Camps.esp [X] Megaton Return.esp [X] GG_WaterTowerHideout_v1_22.esp [X] Fallout Shelter.esp [X] TrentonTowers.esp [X] FO3 Wanderers Edition - Main File.esp [X] FO3 Wanderers Edition - DLC Anchorage.esp [X] FO3 Wanderers Edition - DLC The Pitt.esp [X] FO3 Wanderers Edition - DLC Broken Steel.esp [X] FO3 Wanderers Edition - DLC Point Lookout.esp [X] FO3 Wanderers Edition - DLC Mothership Zeta.esp [X] FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp [X] WeaponModKits.esp [X] WeaponModKits - FWE Master Release.esp [X] WeaponModKits - OperationAnchorage.esp [X] WeaponModKits - ThePitt.esp [X] WeaponModKits - BrokenSteel.esp [X] WeaponModKits - PointLookout.esp [X] WeaponModKits - Zeta.esp [X] WMMP_Install.esp [X] WMMP_AMA [swamp Folk].esp [X] WMMP_AMA [Mutants][FWE5].esp [X] [DC RANGER ARSENAL v3] - ITEM GENERATOR.esp [X] Advanced Recon Armor.esp [X] Advanced Recon Gear.esp [X] Advanced Recon Tech - Detect Traps.esp [X] Advanced Recon Range Finder.esp [X] IDreamOfElectricSheep.esp [X] Armored Duster.esp [X] BornAgain Outcast v3.esp [X] Dark Justice Duster.esp [X] Dogmeat Leather Armor - CRAFT.esp [X] Wasteland Soldier Armor.esp [X] Bornagain Outcast T-45d Texture Patch.esp [X] charon_armor.esp [X] WerneVaultDrifter.esp [X] WerneLooterArmor.esp [X] JHB House Robots Can Repair.esp [X] AfrosNukaCola.esp [X] Mart's Mutant Mod.esp [X] Mart's Mutant Mod - DLC Anchorage.esp [X] Mart's Mutant Mod - DLC The Pitt.esp [X] Mart's Mutant Mod - DLC Broken Steel.esp [X] Mart's Mutant Mod - DLC Point Lookout.esp [X] Mart's Mutant Mod - DLC Zeta.esp [X] Mart's Mutant Mod - Tougher Traders.esp [X] Mart's Mutant Mod - Natural Selection.esp [X] Mart's Mutant Mod - Master Menu Module.esp [X] Mart's Mutant Mod - Project Beauty.esp [X] RHKBrisaAlmodovar - Custom - PB HD.esp [X] Brisa and FWE - Primary Needs Patch.esp [X] Brisa - FWE Skill Books Compatibility.esp [X] outcast_comp.esp [X] Sarah Lyons Companion.esp [X] empty container fix.esp [X] BeardEyebrowFixV1_0.esp [X] X-1_Tales_of_Wonder!.esp [X] Adopt Bryan.esp [X] BillyCreelMaggie_Quest.esp [X] Shadows and Dust - Volume 2.esp [X] Shadows and Dust 2 - Undiscovered Capital Patch.esp [X] Guardin' Gnome-Gnome Hunt.esp [X] Placable Lights v2.2.esp [X] HZSmoothLight - FO3.esp [X] Gifts4Kids.esp [X] ShellRain.esp [X] Enhanced Weather - Radioactive Rain and Snow Plugin.esp [X] Enhanced Weather - Weather Sounds in Interiors.esp [X] Xepha's Darkened Interiors.esp [X] Xepha's Darkened Interiors - OA.esp [X] Xepha's Darkened Interiors - BS.esp [X] Xepha's Darkened Interiors - PL.esp [X] Xepha's Dynamic Weather - Main + DLC Merged.esp [X] Xepha's Dynamic Weather - Rain.esp [X] Xepha's Dynamic Weather - Dynamic Sneak Bonus.esp [X] Xepha's Dynamic Weather - Sandstorms + Armor Damage (FOSE).esp [X] Xepha's Dynamic Weather - Weather Machine (Quest Added).esp With the above, I can launch the game without issue, and I can close the game down without issue. It's a pretty good list. Of course I haven't actually gotten anywhere in the game, so I can't be sure if everything will work as intended then, but for now I'm just trying to get a game going with the mods I want. Utilities used: FMM, BOSS, FOSE. I sorted the above list in FMM using the BOSS auto-sort. Launching the game with FOSE, obviously. Now, if I add any of the following mods to the place in the load order prescribed by BOSS, it will cause the game to crash when shutting it down: "Fallout3 has stopped working". [ ] FollowersRelax.esp [ ] JetPack.esp [ ] The Mantis Imperative - Mantis.esp [ ] The Mantis Imperative - Jello.esp [ ] DTOMRC3.esp [ ] MoreMapMarkers.esp [ ] BusworldV1.05d.esp [ ] CanterburyCommonsInteriors.esp [ ] YevicsUrbanTownhome.esp [ ] BBBackpacks-v1-1.esp [ ] Merged_RC_Sunglasses-Joes_v1.0.esp [ ] Scavenger World - FWE Edition v0.08.esp [ ] Companion Core DLC Addon.esp [ ] Wasteland Whisperer v2 Broken Steel Addon.esp [ ] RobCo Certified v2 Zeta Addon.esp [ ] ImmersiveHealth-LITE.esp [ ] Water Bottles 3000.esp [ ] slaveraider.esp [ ] bittercup_comp.esp [ ] CharonImproved.esp [ ] Follower Amata ULTIMATE.esp [ ] Mystyk's Followers.esp [ ] Sydney Follower - FWE Dialog Fix.esp [ ] I'll Touch What I Want.esp [ ] Savage Wasteland - Fewer Gun Wielding Maniacs.esp [ ] dD - Enhanced Blood Main.esp [ ] RobCo Certified v2 FWE.esp [ ] Sydney Follower - Load Order Fix.esp [ ] Compatibility_Plugin_TalonExtraArmor_FWE_BrokenSteel.esp [ ] Compatibility Plugin00 TalonCo & Marts.esp [ ] tubunarFWE.esp [ ] tubunarCombatFWE.esp [ ] Fallout Remastered.esp [ ] Fallout Remastered - Mothership Crew.esp [ ] Fallout Remastered - Project Beauty.esp [ ] Fallout Remastered - FWE.esp [ ] Fallout Remastered - Mart's Mutants Mod.esp [ ] Fallout Remastered - Xepha's Dynamic Weather.esp [ ] Fallout Remastered - Xepha's Darkened Interiors.esp [ ] AltonAddon.esp [ ] Solar's Water Purifier.esp [ ] Imperfection.esp [ ] Alpha's Raider Overhaul FO3.esp [ ] Alpha's Raider Overhaul - FWE.esp [ ] Alpha's Raider Overhaul - Pitt.esp [ ] Knight Travis BoS Follower.esp [ ] Dread Pack Brahmin Bess.esp [ ] Follower - Willow.esp [ ] Mutagen.esp [ ] NoUndiscoveredCompassMarkers(kalniel).esp [ ] Blackened FWE + MMM + Project Beauty.esp Of course, the game crashing when shutting it down isn't in itself a major issue. I can still launch, play and save, etc, so it's more of an inconvenience and perhaps symptomatic of there being issues. I would like to understand why it crashes, however. Specifically because the first list of mods all work without causing a crash on shutting the game down, but if I add any one of these, it will invariably crash. I should also note that I've tried this with and without a merge patch at the end. So, let's call this problem no. 1. --- Also, a few of the esps on the latter list also cause a crash on start-up, meaning I don't even get to the menu. I'm still trying to determine exactly which ones. I know this kind of crash is usually because of a missing master. Now, my understanding was that loading the whole list up in FO3Edit, it would tell me if that was the case. Right? But I'm not seeing any such warnings in FO3Edit. Why else would it crash on start-up? This would be problem no. 2. Now, I'll admit to being a FO3Edit noob, but I'm stumped. I really need some help from an experienced conflict resolver. :)
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http://fallout3.nexusmods.com/mods/15637
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I am aware that not all mod-makers are native English speakers, but like I said, at least as far as quest and npc mods go, proper grammar and spelling are very important to me. Some people aren't bothered by these things; I am. So personally it is actually a part of the deciding factor, and I will simply avoid mods which give the impression of being full of poor grammar, etc. Thank you for the opinion however, I appreciate it. Btw I might note that I myself am not a native English speaker. :)
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Question: are these quest mods worth playing? I think I read that the AQFH series suffers from poor grammar/spelling. That sort of thing tends to break immersion for me and scream 'MOD'. Can anyone offer an opinion on this and whether they fit into the game?
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Savage Wasteland. Has anyone tried this mod? More specifically, together with FWE and MMM? I've always found it a little non-immersive how there is a bazillion guns and ammo lying around for the taking in the post-nuclear landscape. To me, these things should be fairly rare so as to be all the more rewarding when you do come across them. I'm wanting to try this mod to remedy this situation to some extent, but I'm not sure if it would mess up any of the spawns in FWE and MMM, and if it should be loaded after both of them in order to have any effect. Opinions?
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Well, all I can say is that yes, ENBs tend to have a noticeable impact on performance, generally speaking. However, they are customizable (you can turn off features you don't want yourself by editing a text file). In many cases the author of a specific ENB preset will provide a "performance version" as an option. Try this one and see if you like it and how it affects your framerates: http://fallout3.nexusmods.com/mods/18107. I haven't yet but when I find time to start my new playthrough I'm going to try that one. Looks really good to me. And if you need more specific ENB help, you can also ask directly on the official ENB forum here.