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Everything posted by Billy1969
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ok, to fix the bittercup problem do as follows: 1) open the console and target the first bittercup which number starts with ff type disable and hit enter 2) do the same thing for the other bittercup with number ff these two have now disappeared from your game. 3) if you are still using the bittercup companion mod, remove everything from the original bittercup through her inventory leaving her naked and then fire her. travel to big town and enter the commons house once you're inside open the console and type the following commands, followed by enter each time (very important! do not close the console until you have done all commands): prid 00027f12 moveto player disable enable kill resurrect Now close the console, the original Bittercup is now fully restored wearing her standard equipment and her AI has been reset, if you use the bittercup companion mod you can now recruit her again and give back the things you removed from her (leaving her equipment would have removed and deleted it from the game by entering the above commands) Now save your game to make the restoration become definitive.
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open the console and target each one of the bittercup npc's, each time their base reference number should appear on your screen, write them down and post them here
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Steam and Bethesda remove paid modding from Skyrim Workshop
Billy1969 replied to Dark0ne's topic in Site Updates
A big concern I had about the paid mod introduction is that it would be detrimental for the future development of big mods like FWE for fallout for example. (I cannot comment on Skyrim as I tried it but didn't like the game, imo very dull compared to it's predecessors so I stopped playing it) Unless you're a one man team and create everything yourself it seems to be a logistical nightmare to compensate every team member (one does the scripts, someone else the meshes, another one the textures and so on), how can you possibly manage that if the mod revenues are going into one bank account, you will have to trust the owner of the account 100% and the number of copies sold will have to be transparent, once money is involved we're in a whole new level of play. Then of course there's the mods relying on other mods or resources from other creators, I can see grief, mistrust, authors of mods be their free or not absolutely refusing their assets to be used in other work etc... it could cut the creativity out of the community as I could conceive we would see a lot of one man made small mods but the big team work ones disappear, and with all due respect for the single mans work in the end it's those big mods that make the difference and are the most worthy paying for. Of course I could be too pessimistic and I have no crystal ball to predict what would really happen but I'm interested in what others thinks about this. -
Crashing when going out to the Wasteland
Billy1969 replied to PoYoMaRiOdayum's topic in Fallout 3's Mod Troubleshooting
MTC Wasteland Travellers + Mart's Mutant Mod together are a bad idea, they generate way too many spawns, especially around springvale and megaton which makes the game CTD, also if you're not already you should use the 4GB patch for fallout3, look for it here on the nexus edit : I just noticed you are using wasteland guards also, even more spawns added to MMM and wasteland travellers, so even more likely to CTD. personally I just use MMM and that's because it's such a great mod, but the few times I occasionally still CTD, yep it's MMM having too much spawns fighting in one zone blasting each other with EVE plasma and laser effects, so I have a love/hate relationship with MMM lol. In your bashed patch when you create it, in the tweak settings, make sure you choose number of active actors at 40 (MMM default) and max number of actors in combat somewhere between 10 and 30, you'll have to test several values until you find the one that is the most stable for your setup -
Ok, so your "awesome perk pack" mod has got one or more errors in it's perks that cause zero weapon damage (or nearly) when you take them ingame. This error is caused when you or the author merged several perk mods into one with the FO3plugin tool (I had it happen with merging all UPP perk packs into one with it), all perks with floating variables such as perks that influence weapon damage or rad resist for example have their variables reset to 0.00000 during the merge, it's a bug in that program. It sounds more complicated than it is but here's an example: Say I merged several perk mods into one and the bug happened (but fallout loads fine, the error doesn't prevent it from running) and I level up, now I choose one of the new perks "Uber small weapons damage" that grants me 25% more damage on small weapons. Now what the correct perk, non merged would do is as follows: it changes the variable of the small guns damage from 1.00000 to 1.250000 so ingame it gives you the 25% increase in small guns damage. However the faulty merged perk would change the 1.00000 variable for small guns which is the normal damage to 0.000000 !!!!! So once you have the perk you guessed it all your small guns damage is now equal to ZERO. The solution is to change the variables back to their intended value with FO3Edit, save the mod and load it again, now your damage will be correct and include the bonus. The zero damage bug can also be caused by two other causes (even if all your perks are correct) involving the level and skill unlocker mods, but I'll not elaborate here, I will likely when I have enough time make a seperate post for it. EDIT: can you please give me a link to the awesome perk pack? I'd like to analyze it in FO3Edit, so I can see what needs to be corrected for it to work as intended EDIT2: your load order seems ok now, I don't use WMK or Ironsights though so not 100% sure
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As a matter of fact, it was a perk mod, no idea wich one tough, i'll try disabling them on at the time, and it makes sense, not only i got a WMK in game when this happend, but i did also get a lvl up and a perk from a mod...now i need to know from wich mod and wich perk, thanx dude :D Are you familiar with FO3Edit? If you remember the perk name when you levelled up you can locate it in that program by checking the perks in your plugins (mods) with it and locate the exact mod that contains it, If the zero damage error comes indeed from a perk you will have to use FO3Edit anyway to correct the faulty perk.
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Just a thought I have, try disabling your perk mods and check if your damage is back to normal then, if yes I'll elaborate as I encountered that bug myself and found solutions to fix it.
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if nothing else works try this: blow yourself up ingame (with the fatman or something similar), your game will reload automatically, then try to save again, it should work. If not, then I'm affraid you have a corrupted savegame and need to reload a prior one that doesn't crash on save.
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FO3Edit Merged Patch could not be resolved
Billy1969 replied to cealon's topic in Fallout 3's Mod Troubleshooting
No idea what's causing it but [010E17AA] < Error: Could not be resolved refers to a record in Anchorage.esm in your load order, that means the Anchorage DLC, maybe try to reinstall that one.- 7 replies
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- merged patch
- fo3edit
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Here it is : http://www.nexusmods.com/fallout3/mods/1313/? it's the zap-away mod, very effective!
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There's a mod named the zap-gun or something similar that gives you a weapon that when shot at bodies evaporates them and makes them dissapear. Sorry I don't remember the mods name because I merge all my weapon mods in one file lol
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Looking for a texture name
Billy1969 replied to Billy1969's topic in Fallout 3's Mod Troubleshooting
Well, I found out the texture is the original one shipping with fallout 3, I thought it would be overwritten by NMC high res pack but no, it's still the original one. I also found a workaround, before entering jefferson memorial I switch off my enb ingame with Shift+F12, I enter and yes, the wall texture is there everything normal. I then hit Shift+F12 again to enable the ENB again and while I was expecting the walls to go transparent again, well no, they remain visible lol. Best part is that I saved just before entering jefferson memorial, I reloaded my game outside, left the ENB on this time and entered and yes the walls were still there! So the bug happens the first time when fallout loads the zone, once it is in memory everything is fine. Exiting Fallout and reloading then however brings back the transparency bug when leaving the enb active before entering, what a mess lol. And yes your screenshot is spot on, the zone you marked is exactly the one going transparent. -
Hi, I'm looking for the name of the texture in the jefferson memorial hallway directly when you enter. I have tweaked my own ENB for months and all is how I like it but this wall texture unfortunately turns partially transparant with it activated, since it also appears in a bunch of mods (for example the lobby in the Talon base from the Alien Resurrection mod) it's annoying to be able to see through the walls. Instead of ruining my perfect ENB preset and spend a lot of time looking for the cause, I want to locate the texture and edit it directly, this would be easier for me, so if anyone knows the location and name of that texture I would be much obliged.
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SOS! Taft tunnel workaround badly needed!
Billy1969 replied to Shidentora's topic in Fallout 3's Mod Ideas
I had Apocalypse Armory mod do that to me if I masterupdated it with FO3Edit, leaving it not masterupdated got me through, but I had to adjust my load order as once the AA .esp's were not masterupdated they had to go lower in it, a real hair puller this one. -
Having CTD's but no idea why!
Billy1969 replied to SunnyDelight's topic in Fallout 3's Mod Troubleshooting
Fook and FWE won't run together, ever without causing CTD's and other errors, it won't even if the pope and the president tell you they will, it's one or the other. -
The Brianna companion has two versions, one as vampire and the other as cannibal, I use the vampire one though, she can teach the player how to gain additional health from bloodpacks in that version, so I guess she has benefits in her cannibal version also
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That is the proof you have a corrupted savegame, you need to reload the most recent savegame you have that isn't corrupted and doesn't freeze on level up. To locate it, you load a savegame, open the console and type player.advlevel this will open the level up menu, fill in your skill points and then choose your perk, if it doesn't freeze this time you're good and can continue play from there, if not take the previous savegame and try again until it works. Delete all the savegames that froze, they're now unuseable. To prevent and reduce the savegame corruption to a minimum you need to disable all autosaves and quicksaves and hardsave each time in a different savegame slot yourself ingame, yes I know it breaks immersion, but that's the price to pay for a savegame corruption free game. If you really can't stand it you can use CASM or similar mod that saves for you during configurable time intervals. While they reduce savegame corruption to a minimum, it can still happen with them (I experienced it) so only failsafe method is hard save yourself in the menu, each time in a new slot. I've tried 14 different saves and already use casm. Same thing for all. I had to go back close to 60 saves once, the good news is at least the first save between the last level up and the new level up should work.
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That is the proof you have a corrupted savegame, you need to reload the most recent savegame you have that isn't corrupted and doesn't freeze on level up. To locate it, you load a savegame, open the console and type player.advlevel this will open the level up menu, fill in your skill points and then choose your perk, if it doesn't freeze this time you're good and can continue play from there, if not take the previous savegame and try again until it works. Delete all the savegames that froze, they're now unuseable. To prevent and reduce the savegame corruption to a minimum you need to disable all autosaves and quicksaves and hardsave each time in a different savegame slot yourself ingame, yes I know it breaks immersion, but that's the price to pay for a savegame corruption free game. If you really can't stand it you can use CASM or similar mod that saves for you during configurable time intervals. While they reduce savegame corruption to a minimum, it can still happen with them (I experienced it) so only failsafe method is hard save yourself in the menu, each time in a new slot.
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Being born intro is out of sync
Billy1969 replied to khorn06's topic in Fallout 3's Mod Troubleshooting
When you start the game, disable all mods, just keep the fallout 3.esm and all DLC .esm's activated, all the rest needs to be deactivated (yes, even the overhaul mods like FWE). Once Amata wakes you, save your game, leave the game, activate the mods you have. done. -
I'm using a pretty beefy computer. Would I run out of VRAM even if I have a really good computer? ASUS G30AB desktop Intel Core i7-4770K CPU 3.50GHz RAM 16GB 64 bit OS sure, it depends on the ammount your video card has on board, you can use the secret NASA Mars Mission central computer with fifteen CPU's a zillion gigs of Ram it won't matter, if you run it with an integrated Intel Chipset GPU you're still going to run out of VRAM if you use HQ texture replacers like NMC's and such.
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- pink eyes
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Frequent creashes in combat
Billy1969 replied to ArchangelCassiel's topic in Fallout 3's Mod Troubleshooting
Crashing during combat is more than often due to too many active actors with MMM enabled. You can specify the number of active actors in combat you want with Wrye Flash for Fallout 3 in the bashed patch tweaks section. MMM default is at 30 but if you have increased spâwns activated you're going to crash fast. In WF I have it at 25, with MMM running slightly increased spawns only and no iguanas, that keeps it crash free and no even if you own the NASA Mars program system computer to run Fallout 3 on with a zillion Gigs of RAM it won't matter a thing, it's due to the Fallout 3 engine.... While MMM is an essential mod for my playthroughs, it is also the most common cause for the crashes I experienced over the years, if it weren't so good I would have deleted it already eons ago lol -
getting pink (or black) eyes, face, hands or other body parts means you're using HQ textures and you're running out of VRAM and are close to CTD, to counter this I recommend using ENB Boost (even if you don't use an ENB) which frees up more Video Ram during play.
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- pink eyes
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Fallout3 crashing on selecting a new game
Billy1969 replied to Thephedora's topic in Fallout 3's Mod Troubleshooting
Just an idea, maybe you can try this one: http://www.nexusmods.com/fallout3/mods/17209/? -
thanks for clarifying that BlackRampage and Ranx31!
- 22 replies
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- fallout 3
- fast travel
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I know this applies to the data root folder but does it apply to it's sub-folders also? I mean if for example you still have meshes and textures present from an uninstalled mod will they still load in memory or not? I never found a definitive answer for that I think you mean "disabled" not uninstalled. When you uninstall a mod all files should be removed from the data folder. If you disable a mod (uncheck it in the mod manager), the meshes and textures are still in the data file and being that the game program considers them to be loose files, they will be loaded. I have changed many textures in my game simply by installing the texture files in the data folder. The textures are used in the game, even though I do not have an .esp installed. Ok thanks for your reply. I think I get it now, so loose textures and meshes do get loaded, but I have several other sub-folders I made in the data directory containing txt files, doc files, the mopy folder from Wrye Bash an more clutter, plus a huge FO3Edit Backup folder that contains backups made by FO3Edit with files I master updated or edited, these get created automatically by FO3 Edit each time I modify something and that's a lot, do those folders put an extra load on the game itself or are they safe to keep inside the data folder in your opinion?
- 22 replies
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- fallout 3
- fast travel
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