Jump to content

THELONEWANDERER2787

Supporter
  • Posts

    2
  • Joined

  • Last visited

Nexus Mods Profile

About THELONEWANDERER2787

Profile Fields

  • Country
    United States

THELONEWANDERER2787's Achievements

Newbie

Newbie (1/14)

  • First Post
  • Week One Done
  • One Month Later
  • One Year In
  • Conversation Starter

Recent Badges

0

Reputation

  1. Okay... I've tried just about everything. No matter what fallout 3 crashes within 5 seconds of startup. I've followed Gophers tutorials, Installed and utilized BOSS, even looked on the FOIP pages for recommended load order, NOPE nothing ;-; I use NMM and use <2gb memory as well as the fake windowed mode. Here's my load order [X] Fallout3.esm[X] Anchorage.esm[X] ThePitt.esm[ ] StreetLights.esm[X] BrokenSteel.esm[X] PointLookout.esm[X] Zeta.esm[X] aHUD.esm[X] iHUD.esm[X] CRAFT.esm[X] CALIBR.esm[X] Project Beauty.esm[ ] Project Genesis.esm[X] FO3 Wanderers Edition - Main File.esm[X] Mart's Mutant Mod.esm[ ] RH_IRONSIGHTS.esm[ ] CMF-Zeta.esm[ ] FO3 Wanderers Edition - Alternate Travel.esp (esm)[X] ImaginatorFO3.esp (esm)[ ] Point Lookout Reborn by Jcro25.esm[ ] UF3P Crane Fix.esp[X] DarNifiedUIF3.esp[X] Project Beauty- Broken Steel.esp[X] Project Beauty- Point Lookout.esp[ ] RH_IronSights_Basic_VanillaPlugin.esp[ ] RH_IronSights_Basic_AnchoragePlugin.esp[ ] RH_IronSights_Basic_PittPlugin.esp[ ] RH_IronSights_Basic_BrokenSteelPlugin.esp[ ] RH_IronSights_Basic_PointLookoutPlugin.esp[ ] RH_IronSights_Basic_ZetaPlugin.esp[ ] RH_IronSights_Pitt_NewRifleSights.esp[ ] RH_IronSights_RemoveReticule.esp[ ] RH_IronSights_PL_NewItems.esp[ ] UndergroundHideout.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[ ] FO3 Wanderers Edition - Optional Restore Tracers.esp[X] FO3 Wanderers Edition - Optional Restore Tracers (automatics only).esp[X] FO3 Wanderers Edition - Project Beauty.esp[ ] FO3 Wanderers Edition - Project Beauty (Followers Enhanced).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[ ] NAPA.esp[ ] StealthCamouflage.esp[ ] CMF-Zeta.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[ ] Mart's Mutant Mod - Master Menu Module.esp[X] Mart's Mutant Mod - Project Beauty.esp[X] Mart's Mutant Mod - FWE Master Release + DLCs.esp[X] Mart's Mutant Mod - FWE Master Release + Project Beauty.esp[X] F3ProjectRealityMkI.esp[X] DYNAVISION - Dynamic Lens Effect.esp[X] Directors Chair - Fallout 3.esp[ ] BetterAnchorageReward.esp[ ] Charon Hire Fix Dialogue.esp[ ] Chinese LMG.esp[ ] Chinese Mama Dolce's Base.esp[ ] Chinese Sniper Rifle - by Hawx.esp[ ] Citadel remake.esp[ ] Citadel Greener World.esp[ ] Citadel redesigned EN.esp[ ] CitadelUnderground.esp[ ] PlayerBase.esp[ ] Dao chinesischer Saebel.esp[ ] New Vegas Items.esp[ ] New Vegas Weapons - No DLC.esp[ ] New Vegas Weapons.esp[ ] chinesepatrolcaps.esp[ ] PristineChineseOfficersSword.esp[ ] SSN715SubmarinePlayerHouse.esp[ ] WerneType79-CALIBR.esp[ ] WerneType79.esp[ ] Type81.esp[ ] Unlocked_Citadel_Armory1.1.esp [x] = active [ ] = unactive In this case I have only the mods Gopher suggested in his series active and it still crashes... Please help!!!!
  2. Hey guys, I've been scratching my head for a long time now at a strange "glitch" I've encountered. :nuke: ****WARNING: SPOILER ALERT!**** :nuke: Upon starting the quest where you are instructed to find Vault 112, which I have done many times, I was curious as to if there were ANY way to disable the simulation altogether. I enter the Overseers office to find him, (Dr. Braun) In a stasis pod along with a safe to the left and an electrical switch titled: Dr. Brauns Stasis mainframe? I've tried activating it using the action button, and nothing happens, also through console >(Click for reference) >Activate, and the lever MOVES, but still no outcome? I know the Dr. himself has NO vocabulary or purpose besides through the simulation and is NOT static like the rest of the NPC's in the vault. So he CAN be awoken but not spoken to. Can anyone help me out on what this lever/switch might do? I'm baffled. :wallbash: :psyduck:
×
×
  • Create New...