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tiltingmsh

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  1. I finished the last quest, sent Sarah Lyons in activate the purifier, and after the slideshow I get credits...no Broken Steel. Can anybody help, please? I'm playing the GOTY version, with mods. The expanded level cap to 30, etc all worked during my game. Here are the mods I'm running: Fallout3.esm Anchorage.esm ThePitt.esm BrokenSteel.esm PointLookout.esm Zeta.esm Unofficial Fallout 3 Patch.esm CRAFT.esm CALIBR.esm FO3 Wanderers Edition - Main File.esm Enhanced Weather - Rain and Snow.esm Xepha's Dynamic Weather.esm DarNifiedUIF3.esp rmSaveManager.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 GNR Enhanced.esp MilitaryTraining.esp RecieveTenpennySuite.esp Scoped HR Buff.esp Refurbishes [ALL].esp Refurbish [OA] - FWE.esp AutoGates.esp megalight.esp UUF3P - FWE Patch.esp Xepha's Darkened Interiors.esp Xepha's Darkened Interiors - OA.esp Xepha's Darkened Interiors - BS.esp Xepha's Darkened Interiors - PL.esp Realistic Megaton Shack Final - Update 6.esp Xepha's Dynamic Weather - Main.esp Xepha's Dynamic Weather - Main + DLC Merged.esp Xepha's Dynamic Weather - Rain.esp Xepha's Dynamic Weather - Sandstorms.esp Xepha's Dynamic Weather - Night Eye Edition Merged (NEE+OA+Rain).esp Xepha's Dynamic Weather - Dynamic Sneak Bonus.esp Xepha's Dynamic Weather - Weather Machine (Start Game Added).esp MergedPatch.esp If anybody has advice, it's appreciated.
  2. Interesting stuff, as always. Thnx for taking the time to explain stuff to me, once again :smile:
  3. Would the 20 times leveling have something to do with FWE changing the leveling pace? I have it set to give less XP so the character levels slower, so once FWE was disabled maybe all the XP it was holding back became available again. Just a guess and prob irrelevant but just curious, anyways. I understand what you are saying though. I'm hoping my game doesn't start breaking down before I have a chance to finish up with it. I'm still so confused about the plugin.txt. Irritates me that it ended up wrong. I was so, so careful about my load order. Oh well.
  4. Oh, and I read the GNR readme...not too sure what it is you are referring to? Sorry
  5. I will remove the RKR mod, was an oversight, for some reason I thought you still needed it to work with FWE. Thnx guys. I remember Doc Hoff was stuck outside Agatha's. Others stuck at Canterbury? I can hunt for them again if you need. I got frustrated and just kept playing, so I've forgotten where they all were now. So Kitty, is my load order OK? I know the plugin.txt lists them wrong but FOMM lists them in correct order, as i set them up. Any idea how that happened? I used BOSS to sort as well, and played around with LOOT at first but it was giving me crazy load orders so I didn't use it. Should I change the plugin.txt to correct order to match FOMM or would that wreck things? I was so careful about my load order too when I set it up in FOMM, drives me crazy that something might have gone wrong with it. Other than the caravans stopping, I haven't had many issues with my game. The occasional random CTD but they are rare. Only other bug I noticed was when I took Dogmeat with me and exited Megaton, he wouldn't exit the city with me. He'd follow to the door but when the game loaded outside he wasn't there, if I went back in he was waiting by the exit still. I had to wait for 4 hours outside for him to appear. Was odd, but I go solo anyways most of the time so I didn't care that much. Appreciate you taking time to investigate for me, Kitty. At least it's nothing game-breaking, anyways. And it's always interesting to watch you delve deep inside the game and poke around. I wish I had half the skills you do. lol :smile:
  6. [X] MilitaryTraining.esp http://www.nexusmods.com/fallout3/mods/17573/? [X] RecieveTenpennySuite.esp http://www.nexusmods.com/fallout3/mods/922/? [X] Scoped HR Buff.esp http://www.nexusmods.com/fallout3/mods/18915/? [X] Refurbishes [ALL].esp <---this is built into one of my own files but for you I need the real deal [X] Refurbish [OA] - FWE.esp http://www.nexusmods.com/fallout3/mods/8416/? [X] megalight.esp http://www.nexusmods.com/fallout3/mods/7875/? [X] Realistic Megaton Shack Final - Update 6.esp http://www.nexusmods.com/fallout3/mods/18677/? [X] rmSaveManager.esp http://www.nexusmods.com/fallout3/mods/19119/?
  7. http://www.2shared.com/file/iD9vdgkG/QuickSave_5.html Ok try that
  8. http://www.filedropper.com/quicksave5 Here's latest save file. Was too big to upload here, hopefully this works.
  9. WTF...I was so tired last night I didn't even look at the load order. That isn't right. I use FOMM and the load order it displays is: Fallout3.esm Anchorage.esm ThePitt.esm BrokenSteel.esm PointLookout.esm Zeta.esm Unofficial Fallout 3 Patch.esm CRAFT.esm CALIBR.esm FO3 Wanderers Edition - Main File.esm Enhanced Weather - Rain and Snow.esm Xepha's Dynamic Weather.esm DarNifiedUIF3.esp rmSaveManager.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 GNR Enhanced.esp MilitaryTraining.esp RecieveTenpennySuite.esp Scoped HR Buff.esp Refurbishes [ALL].esp Refurbish [OA] - FWE.esp AutoGates.esp Responsive Kill Reactions.esp megalight.esp Xepha's Darkened Interiors.esp Xepha's Darkened Interiors - OA.esp Xepha's Darkened Interiors - BS.esp Xepha's Darkened Interiors - PL.esp Realistic Megaton Shack Final - Update 6.esp Xepha's Dynamic Weather - Main.esp Xepha's Dynamic Weather - Main + DLC Merged.esp Xepha's Dynamic Weather - Rain.esp Xepha's Dynamic Weather - Sandstorms.esp Xepha's Dynamic Weather - Night Eye Edition Merged (NEE+OA+Rain).esp Xepha's Dynamic Weather - Dynamic Sneak Bonus.esp Xepha's Dynamic Weather - Weather Machine (Start Game Added).esp Merged Patch.esp Total active plugins: 44 Total plugins: 44 But when I check the plugin.txt located in C:\Users\Mike\AppData\Local\Fallout3 I get the list I posted last night...what am I doing wrong? Don't tell me I've been using FOMM wrong this whole time... :confused:
  10. Hi Kitty :smile: I know it's probably a longshot, but I really appreciate you willing to take a look. Here's my plugin.txt: Anchorage.esm BrokenSteel.esm Fallout3.esm PointLookout.esm ThePitt.esm Zeta.esm Unofficial Fallout 3 Patch.esm CRAFT.esm CALIBR.esm FO3 Wanderers Edition - Main File.esm 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 DarNifiedUIF3.esp rmSaveManager.esp Refurbishes [ALL].esp Refurbish [OA] - FWE.esp RecieveTenpennySuite.esp Scoped HR Buff.esp Xepha's Darkened Interiors.esp Xepha's Darkened Interiors - OA.esp Xepha's Darkened Interiors - BS.esp Xepha's Darkened Interiors - PL.esp megalight.esp Responsive Kill Reactions.esp Realistic Megaton Shack Final - Update 6.esp MilitaryTraining.esp AutoGates.esp Xepha's Dynamic Weather - Weather Machine (Start Game Added).esp Xepha's Dynamic Weather - Sandstorms.esp Xepha's Dynamic Weather - Dynamic Sneak Bonus.esp Xepha's Dynamic Weather - Night Eye Edition Merged (NEE+OA+Rain).esp Xepha's Dynamic Weather - Rain.esp Xepha's Dynamic Weather - Main + DLC Merged.esp Xepha's Dynamic Weather - Main.esp Xepha's Dynamic Weather.esm Enhanced Weather - Rain and Snow.esm GNR Enhanced.esp Merged Patch.esp
  11. So I noticed in my game the caravans have stopped traveling. They are alive, but stopped in front of random settlements along the caravan route (Doc Hoff is permanently stopped in front of Agathas, for example), and no matter how long I wait for, they will not move. They all moved normally to begin with but at around the 100 hour mark or so (at 130 now) I noticed nobody was ever showing up at Megaton. I thought maybe they could be dead, but I have FWE running and the extra guards really toughen them up, and sure enough with some searching I found them all alive but not moving anymore. I have fast travel disabled, I enabled it and tried traveling around a bit then waiting but no luck :sad: I have a few more mods but none that would effect caravans. I can post load order if that helps. Can anybody help? It really bugging me.
  12. Awesome info, thanks a lot for this. I would have never figured that out on my own. I don't want to jinx it but I almost think I can handle this hahaha. So for Ramblers, and the other added creatures that can't be turned off by the MMM configuration, the process to disable them will be the same as what you posted here for the firelurks? And for the wastelanders and their pets, for example, all I need to do is remove the zMMMzNoAttack from them? Is there a list of everybody that is in the zMMMzNoAttack faction? I won't need FO3Edit? I do all of this in GECK? Sorry for the dumb questions, this is my first time using GECK or doing any type of modding. Thanks again!!
  13. So...I like a lot of what MMM does (Mart's Mutant Mod) but there's a couple things I can't stand: 1) Pretty much all of the added monsters. Stuff like Ramblers and the new Super Mutants just don't do it for me, and then there are Firelurks...those are just stupid IMO. 2) The "no attack faction" that MMM uses, to protect scavengers and a bunch of other random NPC's. This is a game killer IMO. One of the things I loved was wandering the wasteland and stumbling across a scavenger battling with a random creature. Made the wasteland feel more alive. With MMM they now wander about freely, safe from harm, which is just ridiculous. I know MMM is fairly configurable and allows you to disable some of the new monsters, but not all of them (like Firelurks). And while the no attack faction is optional on the traders, everybody else that is included in it is mandatory if you want to use the mod. So what I'm asking is, is it possible to alter the mod to remove ALL the added creature, and to remove the no attack faction and restore the NPC's to their original factions, while keeping everything else intact? Everything else the mod does is amazing, especially stuff like Natural Selection, size/stat scaling, and Hunting and Looting, but I'd really prefer vanilla creatures and I can't stand the no attack faction. I've never modded or used GECK, so basically if somebody can tell me it's at least POSSIBLE then I'll try. I'd just prefer to know there's even a point before I start mucking around trying to figure it out lol. Thanks for reading all this. Any advice/info appreciated.
  14. The screenshot is definitely gorgeous...normally I actually prefer the barren, treeless vanilla look but that image makes me reconsider... And I have to admit my ignorance and say I'm still not 100% sure what "invisible walls" are in FO3...I am looking at the mod page now tho to try and understand.
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