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Skotte

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Everything posted by Skotte

  1. I'm a southpaw & yes games that allow more than one binding per action is a blessing to me. I use the mouse on the left-side though I'm used to it's buttons being set-up right-handed
  2. I've heard that Win 7 uses the same method as Vista so "C:\Users\<UserName>\Documents\My Games\Fallout3" would be a likely location to check
  3. Obsidian is only working on this particular Fallout. And it's not an an expansion. Actually Broken Steel isn't considered an expansion either, it was a DLC. Fallout 3 didn't get an expansion
  4. FOMM is made to work with FOSE. After installing FOSE, FOMM's launch button will say "launch FOSE" instead of "launch Fallout" Have fun EDIT: Welcome to the Nexus
  5. I wont worry about the bugs, going off of my experience with NWN 2 Obsidian had pretty good patch support there instead of having patches mostly for prepping for the DLC like beth did with FO3. And I'm sure Bethesda & maybe even Emergent is available to help if Obsidian has trouble understanding anything about the Gamebryo engine. ATM, I'm looking forward to getting New Vegas but I will wait abit to see about the DRM included (if any).
  6. yeah, this is an excellent place for gamers, modders & mod-users. Welcome to the Nexus :bunny:
  7. I'm guessing that is happening because both mods are .ESP files but if "mod A" were an .ESM file "mod B" would be able to reference it.
  8. that would work if the .ESP files were allowed to "work" together like that. but effectively you have to have the container in either an .ESM file or be in the same .ESP file as the item.
  9. Kendo 2, one thing about your super soldiers, they should make people think about what is it to "be human".
  10. IMHO Beth doesn't need to go online & subscription base their games since there is this ... http://www.zenimaxonline.com/index.html
  11. that would be a TC, and it makes sense, so it can be optimized for what you want. Good luck with your project
  12. um did you check the readme? from the description
  13. When I had the birth lock-up problem, what worked for me was to adjust the settings in Options>Advanced... of the default launcher. in my case the launcher would set it too low (no matter what the detail setting was) for it to run, though I don't know if it will help your one year old.
  14. When that happens to my char I put on a full-body outfit & remove it (generally a "Vault 101 security uniform" works for me) this resets the texture shade, this might work for for you as well
  15. Could you explain what's wrong & a loadorder might help as well It's something they broke in one of the patches. It's nothing to do with your game. However, it can be fixed. You need to make the companion warp to a new cell and then back to where they were shortly after their 3D loads. I did it on my Marilyn and Sanchita companions. It seems to work pretty well. It's a homer simpson sort of fix same sort of thing they did for the Double face bug in oblivion I think. I was just trying to figure out was happening in the_dissent's game but if the problem is the classic "weapon floats by arm" bug another way to temporarily "fix it" is to access the companions inventory then exit it (this resets the NPC so the weapon is either properly drawn or holstered)
  16. Rads huh? So you want the Fallout 3 section? That's where the radioactive materials are kept :P Welcome to the Nexus :bunny:
  17. Could you explain what's wrong & a loadorder might help as well
  18. I haven't tried it yet but there's mod for that >All Access Pass Mothership Zeta<
  19. then you might consider fomod-izing the mods you download with FOMM's "Package manager" (which is what I do) this may be helpful to you http://zumbs.wordpress.com/2009/11/08/fomm...-for-dummies-1/
  20. In the readme of FOSE v1.2 b2 it says Which I take as saying if you got the original pre-patch version & didn't let it patch FOSE would not work with (the version you would get now should be patched) While the no-menu might be from a mod, it's unlikely that it was intended. IMHO your Fallout3 is more likely having issues from the sheer number of mods used as you are very close to the absolute mod limit (FF = 254 mods) that Fallout3 can handle at one time
  21. I guess you could try >Remove NPCs from Compass< Be careful, it was last updated October 2008. may or may not work with a current Fallout3
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