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Not seeing bloody mess perk working


RagnarokJ

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At first the perk was working fine and targets limbs were exploding when i hit the head and such after a critical hit, but now i'm noticing that it's no longer doing anything. I removed all my mods to see if it would still work and it's still not functioning. Another attempt i tried was removing the perk, then adding it again and still nothing. Not sure what to do.

 

Edit: forgot to post my load order:

Fallout3.esm
Anchorage.esm
ThePitt.esm
BrokenSteel.esm
PointLookout.esm
Zeta.esm
CALIBR.esm
xCALIBR.esm
Lings.esm
FOOK2 - Main.ESM
FOOK2 - [DIK] DLC Improvement Kit.ESM
EVE.esm
LingsDLC.esm
Mart's Mutant Mod.esm
DCInteriors_ComboEdition.esm
DK_BulletTime.esp
CASM.esp
3EFdrg.esp
xCALIBRammo_override.esp
R.A.C.E. Station.esp
MiniHideout.esp
Megaton House and Theme Overhaul.esp
FOOK2 - Main.esp
FOOK2 - Main [Hotfix].esp
FOOK2 - [DIK] DLC Improvement Kit.esp
FOOK2 - DIK [Hotfix].esp
WeaponModKits.esp
WeaponModKits - OperationAnchorage.esp
WeaponModKits - ThePitt.esp
WeaponModKits - BrokenSteel.esp
WeaponModKits - PointLookout.esp
WeaponModKits - Zeta.esp
WeaponModKits - FOOK.esp
EVE.esp
EVE Operation Anchorage.esp
Pilotable Vertbird by Arlix.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 - Feral Ghoul Rampage.esp
Mart's Mutant Mod - Hunting & Looting.esp
Mart's Mutant Mod - Increased Increased Spawns.esp
Mart's Mutant Mod - Increased Spawns.esp
Mart's Mutant Mod - Natural Selection.esp
Mart's Mutant Mod - Reduced Wasteland Spawns.esp
Mart's Mutant Mod - Tougher Traders.esp
Mart's Mutant Mod - Zones Respawn.esp
Mart's Mutant Mod - Dynamic Player Scaling.esp
Mart's Mutant Mod - Soft Unleveler.esp
Mart's Mutant Mod - Soft Unleveler Hardcore.esp
Mart's Mutant Mod - Master Menu Module.esp
UndergroundHideout.esp
New Vegas Items.esp
Wasteland Travel Caravans.esp
VExHome.esp
SniperAimCorrected.esp
FookWMK.esp<---- (thats a merged patch!)
SlowmotionBulletFlybyInVatsNoConditions.esp

Total active plugins: 61
Total plugins: 61
i removed the wasteland trade caravans mod earliar because it was screwing up my game with incessant crashes, could be the culprit.

Edited by RagnarokJ
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Roll back in the save game, it went corrupt cause modders make messy mods because it's a mix of kids an adults that just want to make something, not game development per se. You need a merge patch or bashed patch on a load order that large. It looks pretty good as a load order though. The Pitt goes before Anch though, whoops... MMM DLC goes after the other MMM. Then the game would be more fun without MMM, just relying on the FOOK stuff that was added. There's a conflict inside data as well as the development of the scenes between your choice to use both FOOK an MMM, it's fine you can do that, but it's not going to line up very precise in either the scenes that you the player is in along with difficultly, as well as data, as in mess of data, as in problems like missing bloody mess perks, an much worse. Try to set in your mind the difference between what makes Fallout 3 a good game, an what modders did to make it a good game. At least from the perspective of learning to mod this game over the last 5-6 years. Most of the data in mod is a messy random created junkpile, much like the wasteland, laughing, wasteland of mods, it's not their fault, they just wanted to make something, but it is very difficult to learn.

 

You know like FO3 +DLC +3Gb +FOOK set up so that you see only what FOOK wanted, but it goes the other way too, like with your long load order, you have FOOK at the beginning, but all the mods after it are going to overwrite FOOK, an that's not good, switch it, but you can't cause it's locked in masters because the mod got to large an got messy an required a master, ALL of the DLC are messy, terrible messes of data, it's fun to look at but we can't even touch it. It's like a stack of cards. You do have FOOK .esp though an what I would do is just move the FOOK .esp all the way to the bottom, it's most important, an largest an loaded last it would overwrite all the stuff before it, thus making FOOK actually work, this is the design reason to use a master plug in set, .esm an .esp The .esp is just incase they want things not to be overwriten, given it's hard to understand, but go ahead an start reading Fallout 3 data. It's fun. Wonderful. Heh try playing Fallout 1 on Windows 7. Heh it makes FO3 an FNV more fun to play because you see how much the vanilla FO3 is just like FO1 it's frightening, completely, but you get right down to the heart of the game an how they wanted us to play it. Urgh it gives me the heeby jeebies, urgh.

Edited by KimberJ
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You are welcome to a backup copy of a load order built for educational purposes exploring raw grit an gore down to the code. It would work much better than your load order. It's just a College level backup in liberal arts. It will ether work or not an should be set in the correct order when you get it. Instructions an it would also be available for you to buy Fallout 1 to see that it's basically the same game as FO3 just not all 3D. It's all just computer code an puppets to us, but we want to use it for education so it's wonderful stuff.

 

PM me if you were interested or required further advice on you FO3 game. Thanks for your support an continue with whatever it is you were doing.

 

§§§ Tater Tots §§§

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I've done some further testing and found that fook is getting in the way of it. In the beginning it's fine, but at some point i'm not seeing the bloody mess effect on the character effects list. If i uninstall fook it comes back. What i'd like is a console command that could force the bloody mess effect onto my effects list, but i'm not seeing one.

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