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Bazerk83

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  1. Yeah I've just re-done my install and removed what needed to be removed as per those FCOM instructions above. Thanks mate!
  2. Thank you for the suggestion. I tried it. The BCF isn't being picked up by Wrye Bash. I tried renaming the archive to end in BCF.7z and it still didn't pick it up when trying to apply it to FCOM. It should be pretty straight forward to apply a BCF so this mod seems pretty useless. Also: Those two links send me to the same thing.
  3. Hi guys, I've tried googling an answer to my problem and I've been reading through FCOM and Fran and relearning a lot about BAIN's and Wrye Bash but I just can't find the answer I need. I'm having a problem with FCOM (1.0) and Fran's Creatures and Items (V5B1) mod. FCOM_FranItemRelevelerALL.esp The above plugin is now telling me I am missing the master OUTPUT_Francesco's leveled creatures-items mod.esm My question is, do I install this master and if so where do I find it? Do I ignore it? Do I rename something? Like I said I've tried to find the solution myself but have hit a brick wall. Can anyone help? Thanks.
  4. NEVERMIND! I used 7zip. It worked. ....stupid WinRAR.
  5. Hey guys I've been trying to install MMM 3.8 using Wrye Bash and I'm pretty sure I know what I'm doing with regards to BAIN and the installers and have the readme for reference but I have been having an absolute NIGHTMARE with the bsa archive (MMM38BSA.7z). I initially downloaded it via TES Alliance and couldn't extract the bsa so I used Opera to download it. It downloaded in around 10 mins without stopping yet STILL I couldn't extract the bsa. I get this message 'MMM38BSA.7z: Unknown method in Mart's Monster Mod.bsa' The problem is, even though I can use the BAIN Installer to install the bsa, I need to rename the BSA to FCOM_Convergence_Mart's Monster Mod.bsa (instructed by readme) to make it compatible with FCOM. I can't rename the bsa through Wyre Bash when installing the package archive. Can anyone help? Why is this 7z not extracting the bsa?
  6. Nevermind. I've fixed it. If anyone else should have this problem. The cure for me was simply unticking the Broken Steel - Unofficial Patch and loading the game up. Travel through the presedential metro to The White House and you can then load it back up.
  7. THANKYOU SO MUCH!!!! I just came across this same exact glitch today and was driving myself crazy trying to get around it. One simple click and I'm clear and free!!! Thank you again. Unticking the broken steel UFO3P was the cure for me too.
  8. Hey guys, Ok, so having now gone through almost all of the quests and side quests in this game I've come to the most infuriating dead end with the Broken Steel quest line that runs on after the Main Quest (and cutscene) is completed. The quest is 'Who Dares Wins' which involves travelling to The White House Plaza and from there, into Utility and on into the Presedential Metro. However, I'm completely frustrated with the problems I'm having. The most glaring problem is, I get to The White House Plaza just fine, I easily locate the manhole sewer cover that provides access to the location called 'Utility'. Here's where it gets infuriating. I enter Utility and become completely and utterly stuck, literally. My first obvious attempt at a solution was to reload the save. Same result. I then tried waiting 24 hours. Same result. I then tried the tcl (noclip) command in console, didn't work, I'm still stuck. How am I stuck you ask? Well when entering 'Utility' a ladder leads down to the ground which is normally where you'd be standing. For some ridculous reason there is a burnt out wasteland car floating halfway up the damned ladder that never drops and when I enter Utility it puts me smack bang in the middle of the damned car, like I am ACTUALLY inside the car. The noise of the car moving around is horrendous to the ears, 3rd person camera goes nuts and there is literally no way out. Like I said, I've tried tcl command, I've tried moving the car by firing my missile launcher. I even tried to use the other end of 'Utility' by floating over The White House with tcl. When I enter the other end, it's the same eaxct thing! How the hell can this glitch happen on both sides!?!?!? Nevertheless I pressed on. I tried gaining access a longer way around by using a reverse journey. Starting at the Capitol Building. The plan was to go from Capitol building down to the Presdential Metro and cutting out the middle man. NOPE, When I enter the Capitol East doors the game would ALWAYS crash to desktop. I tried fast travelling to somewhere else and back again didn't work. Waited 24 hours, same result. I unloaded everything in my load out except the esms and and all Broken Steel and FWE related esps. This worked, to a point. It would no longer CTD when I entered The Capitol East entrance but can't go anywhere else from their because the only doors that lead on from the room you start in requires a key and can't be opened 'while the power is down'. I can't put the power back up because that's located in Presdential Metro!!! I tried enterting both Utility entrances with almost all mods deactivated and still it does it!!!! So you see, I'm totally at a loss for what to do now :-\ If anyone can help, a console command, a different route, anything! I'd appreciate it so much! Thank you for taking the time to read this. Load order Fallout3.esm Anchorage.esm ThePitt.esm BrokenSteel.esm PointLookout.esm Zeta.esm Unofficial Fallout 3 Patch.esm CRAFT.esm CALIBR.esm xCALIBR.esm Bunker72 v3.esm Mothership Crew.esm EVE.esm Apocalypse Armory.esm FO3 Wanderers Edition - Main File.esm Mart's Mutant Mod.esm CrossModData.esm Animy_prostitution.esm Unofficial Fallout 3 Patch - Operation Anchorage.esp Unofficial Fallout 3 Patch - The Pitt.esp Unofficial Fallout 3 Patch - Broken Steel.esp Unofficial Fallout 3 Patch - Point Lookout.esp Unofficial Fallout 3 Patch - Mothership Zeta.esp EVE - UF3P Patch.esp DarNifiedUIF3.esp CASM.esp Overhead3PCamera.esp UPP - Pack 1.esp UPP - Experience Perks.esp BlackWolf Backpack.esp BlackWolf Backpack - Vendor Script Replenish.esp BlackWolf Backpack - Anchorage Gauss Rifle Fix.esp BlackWolf Backpack - Zeta Drone Cannon Fix.esp bzArmour.esp bzBodySuits.esp B72v3-03.esp B72v3 Clutterfree.esp Megaton House and Theme Overhaul.esp UndergroundHideout.esp Apocalypse Armory.esp Apocalypse Armory - CRAFTing.esp Apocalypse Armory - CALIBR.esp Apocalypse Armory - xCALIBR.esp Apocalypse Armory - DLC Enhancements.esp FO3 Wanderers Edition - Main File.esp FO3 Wanderers Edition - DLC Anchorage.esp FO3 Wanderers Edition - DLC The Pitt.esp FO3 Wanderers Edition - DLC Broken Steel.esp FO3 Wanderers Edition - DLC Point Lookout.esp FO3 Wanderers Edition - DLC Mothership Zeta.esp FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp FO3 Wanderers Edition - Optional Restore Tracers.esp FO3 Wanderers Edition - Optional VATS Halftime.esp FO3 Wanderers Edition - Optional Restore Tracers (automatics only).esp WeaponModKits.esp WeaponModKits - FWE Master Release.esp WeaponModKits - OperationAnchorage.esp WeaponModKits - ThePitt.esp WeaponModKits - BrokenSteel.esp WeaponModKits - PointLookout.esp WeaponModKits - Zeta.esp Dragonskin Tactical Outfit.esp Apocalypse Armory + EVE.esp EVE - FWE Patch.esp Mart's Mutant Mod.esp Mart's Mutant Mod - DLC Anchorage.esp Mart's Mutant Mod - DLC The Pitt.esp Mart's Mutant Mod - DLC Broken Steel.esp Mart's Mutant Mod - DLC Point Lookout.esp Mart's Mutant Mod - DLC Zeta.esp Mart's Mutant Mod - FWE Master Release.esp Mart's Mutant Mod - FWE Master Release + DLCs.esp EVE - MMM Patch.esp Core Robots - The Protectrons.esp KillableChildren.esp KillableChildren - MMM.esp Owned!.esp FO3 Wanderers Edition - More Gore.esp F3ProjectRealityMkI.esp xCALIBRammo_FWE.esp Core Robots - FWE+MMM Patch.esp Clear Cell Buffers (no message).esp Animy_prostitution.esp Merged2.esp Fallout Remastered.esp Fallout Remastered - FWE.esp Fallout Remastered - EVE (Paradox Ignition Merge).esp Fallout Remastered - FWE + EVE (PI Merge).esp Fallout Remastered - MMM + EVE (PI Merge).esp Fallout Remastered - Mart's Mutants Mod.esp Fallout Remastered - FWE + MMM.esp
  9. Oh. Well that's definitely a Homer Simpson 'Doh!' moment! I'm sure I probably read that and had just forgotten, as I went a period of about 5 months before I started playing again. I always read everything on every mod I install. Ah well. Thanks guys, now which corner of the room is for the dumbasses.... I need to take a time out.
  10. I do have it yes. However, I've been able to get Mothership started by walking to the area where the signal should take you. Once I got close enough the alien signal appeared. I've now played through the entire quest and through the Mothership Zeta crew addon mod, which is absolutely incredible. Probably the singularly best quest mod and locale revamp I've ever seen. I'm hoping my issues with The Pitt can be solved the same way.
  11. So my fallout 3 runs almost flawlessy in terms of stability and performance. I haven't yet experience any weird glitches or bugs and my only real issue is the random CTD's but often they won't occur for an hour or two and sometimes longer. However, despite using boss, fose and all the other essiential additions that make a modded Fallout 3 run smoothly, For some reason, Mothership Zeta is not loading, neither is The Pitt it seems. Upon leaving Vault 101 I did not recieve any alien radio signal. I'm well into the game now with around 15 hours of gameplay. I've done more than an hours worth of romaing the wastes in real time and recieved nothing. Similarly, I have not recieved the distress call signal from Wernher to start The Pitt Quests. I've reinstalled the DLC's, re-corrected the load out and ran a new FO3edit and Masterupdate but it still does not activate in my saved game. I know I should probably see if it loads in a new game but I really do not want to start from scratch again anyway. So, my point being.... Can anyone offer a different solution to restarting? Are there any console commands that can try to force the signals to be discovered or something similar? Do you think trying to go out to the Quests starting location may just kick the Quests into starting? (because that's my next train of thought to try). Any suggestions are welcome. Thanks guys.
  12. Bizarre. I removed all forms of creative yet again, reinstalled the creative support pack 2.5 and now Fallout 3 runs perfectly. Though now, the creative control panel refuses to switch between entertainment mode and game mode after quitting Fallout 3.
  13. Well, I've exausted every avenue I can think of... I've uninstalled the creative drivers, ran driversweeper, ran a registry cleaner, rebooted and installed the creative support pack 2.5. I checked to see onboard audio is disabled in BIOS, it is. I've ran sfc /scannow I've ran chkdsk I've read through every link that's relevant on google that relates to my problem, most of which just lead to dead ends. So I'm stumped, unless someone can think of something else to try.... I give up. The only other thing that keeps popping up in my research on Google is issues with Steam or people uninstalling it. However, Steam is not in my add.remove programs list. There is no actual Steam directory on my computer that I can find through a manual and auto search HOWEVER. There IS a steam folder inside my recently installed Black Mesa game. Could this really be affecting Fallout 3 and Obvlion? I don't actually have the Steam program itself. I can't see how this would affect those two games. At this point ANY uselful suggestions would be really appreciated. I'm almost at the point of tearing my hair out.
  14. Well that made absolutely no difference to the error at all. Opened event viewer again and got the same exact report. 'The description for Event ID 101 from source Creative Labs SC cannot be found. Either the component that raises this event is not installed on your local computer or the installation is corrupted. You can install or repair the component on the local computer. If the event originated on another computer, the display information had to be saved with the event. The following information was included with the event: 98-163'
  15. Having looked into event logs via event viewer, the error is coming from creative labs source. I have a Creative Labs Sound Blaster X-Fi XtremeGamer Fatal1ty Pro Series card. A while back I experienced some BSOD's and went through the process of upating my drivers. Turned out the bsod's were from my wireless adapter. HOPEFULLY the solution now is returning to my original drivers supplied from the CD. However, I'm fully aware that Creative and their driver support (and their drivers themselves) are complete garbage. SO, I'm going to try the custom SB X-Fi series Support Pack I've discovered instead of creatives official (and terriblly out of date) drivers. Wish me luck.
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