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Enemies not taking damage?


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I'm encountering a problem on FO3, I'm at Project purity and for some reason the Enclave soldiers can't take damage at all, I tried shooting them and throwing nadas at them..nothing they seem impervious to damage. Any idea what could cause this?

 

Edit: Well not even the kill command is working. Any ideas anyone?

Edited by rockygohard18
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Hey thank you for the responce mate not a lot of people have but here it is Guns and fun and Fo3 are my merged patches

 

GameMode=Fallout3
Fallout3.esm=1
Anchorage.esm=1
ThePitt.esm=1
StreetLights.esm=1
BrokenSteel.esm=1
PointLookout.esm=1
Zeta.esm=1
Unofficial Fallout 3 Patch.esm=1
Inventory Access.esm=1
iHUD.esm=1
CRAFT.esm=1
CALIBR.esm=1
xCALIBR.esm=1
AWorldOfPainFO3.esm=1
Advanced Recon Tech.esm=1
EVE.esm=1
FO3 Wanderers Edition - Main File.esm=1
20th Century Weapons.esm=1
Mart's Mutant Mod.esm=1
DCInteriors_ComboEdition.esm=1
RH_IRONSIGHTS.esm=1
Detect Traps.esm=1
FO3 Wanderers Edition - Alternate Travel.esp=1
FCOMaster.esm=1
IMCN.esm=1
Ambient Temperature.esm=1
aHUD.esm=1
DarNifiedUIF3.esp=1
CASM.esp=1
Flora Overhaul.esp=1
RH_IronSights_Basic_VanillaPlugin.esp=1
RH_IronSights_Basic_AnchoragePlugin.esp=1
RH_IronSights_Basic_PittPlugin.esp=1
RH_IronSights_Basic_BrokenSteelPlugin.esp=1
RH_IronSights_Basic_PointLookoutPlugin.esp=1
RH_IronSights_Basic_ZetaPlugin.esp=1
RH_IronSights_Pitt_NewRifleSights.esp=1
RH_IronSights_RemoveReticule.esp=1
RH_IronSights_PL_NewItems.esp=1
RH_IronSights_Vanilla_NewWeapons.esp=1
GNR Enhanced.esp=1
Detect Traps - The Traponator 4000.esp=1
Detect Traps - Perk.esp=1
Detect Traps - DLC.esp=1
MrSlackPants-NightVisionGogglesShades.esp=1
MrSlackPants-NightVisionGogglesNoModel.esp=0
Classic Fallout Weapons BETA.esp=1
MiniHideout.esp=1
FO3 Wanderers Edition - Main File.esp=1
FO3 Wanderers Edition - DLC Anchorage.esp=1
FO3 Wanderers Edition - DLC The Pitt.esp=1
FO3 Wanderers Edition - DLC Broken Steel.esp=1
FO3 Wanderers Edition - DLC Point Lookout.esp=1
FO3 Wanderers Edition - DLC Mothership Zeta.esp=1
FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp=1
FO3 Wanderers Edition - Optional Restore Tracers.esp=1
FO3 Wanderers Edition - Optional VATS Halftime.esp=1
FO3 Wanderers Edition - Optional Restore Tracers (automatics only).esp=1
FO3 Wanderers Edition - Project Beauty.esp=1
FO3 Wanderers Edition - Project Beauty (Followers Enhanced).esp=1
RH_FWE_Bridge.esp=1
WeaponModKits.esp=1
WeaponModKits - FWE Master Release.esp=1
WeaponModKits - OperationAnchorage.esp=1
WeaponModKits - ThePitt.esp=1
WeaponModKits - BrokenSteel.esp=1
WeaponModKits - PointLookout.esp=1
WeaponModKits - Zeta.esp=1
Advanced Recon Armor.esp=1
Advanced Recon Gear.esp=1
Advanced Recon Tech.esp=1
Advanced Recon Tech - Detect Traps.esp=1
Advanced Recon Range Finder.esp=1
Dragonskin Tactical Outfit.esp=1
DragonskinBonusPack.esp=1
RH_EVE_Bridge.esp=1
Mart's Mutant Mod.esp=1
Mart's Mutant Mod - DLC Anchorage.esp=1
Mart's Mutant Mod - DLC The Pitt.esp=1
Mart's Mutant Mod - DLC Broken Steel.esp=1
Mart's Mutant Mod - DLC Point Lookout.esp=1
Mart's Mutant Mod - DLC Zeta.esp=1
Mart's Mutant Mod - Zones Respawn.esp=1
Mart's Mutant Mod - Tougher Traders.esp=1
Mart's Mutant Mod - Natural Selection.esp=1
Mart's Mutant Mod - Master Menu Module.esp=1
PPA - Operation Anchorage.esp=1
PPA - Broken Steel.esp=1
PPA - The Pitt.esp=1
PPA - Mothership Zeta.esp=1
PPA - FWE.esp=1
Nanomatic!.esp=1
HKMG2277.esp=1
Stg2077X.esp=1
HKMP40.esp=1
20th Century Weapons -Plus- Reborn FWE-WMK-Calibr14_V1_70RC_18668.esp=1
20th Century v5 ALIVE (SuperMutant).esp=1
20th Century Weapons -Plus- Reborn V1_70RC-18668-ALIVE(SuperMutant).esp=1
20th Century v5 ALIVE (Chinese Ghoul).esp=1
20th Century Weapons -Plus- Reborn v1_70RC-18668-ALIVE(Chinese Ghoul).esp=1
20th Century v5 ALIVE (TEST Container).esp=1
20th Century Weapons -Plus- Reborn v1_70RC-18668-ALIVE (TEST Container).esp=1
20th_Century_Weapons -Plus- Reborn_v1_70RC-18668_Ironsights_v1_1.esp=1
xCALIBR_ammo_Override_v1_01_for_20th Century Weapons -Plus- Reborn FWE-WMK-Calibr14_V1_70RC_18668.esp=1
20th Century v5 ALIVE (Vendor).esp=1
20th Century v5 ALIVE (Containers).esp=1
20th Century v5 ALIVE (NPC_Settler).esp=1
20th Century v5 ALIVE (Vault 101).esp=1
20th Century v5 ALIVE (RivetCity).esp=1
20th Century v5 ALIVE (Raider).esp=1
20th Century v5 ALIVE (Slaver).esp=1
20th Century v5 ALIVE (Talon_Regulator).esp=1
20th Century v5 ALIVE (Brotherhood_Outcast).esp=1
xCALIBRammo_FWE.esp=0
Powered Power Armor.esp=1
Realistic Interior Lighting.esp=1
Realistic Interior Lighting - BS.esp=1
Realistic Interior Lighting - OA.esp=1
Realistic Interior Lighting - PL.esp=1
Ambient Temperature - OA.esp=1
Ambient Temperature HUD.esp=1
PPA - Ambient Temperature.esp=1
Advanced Recon Armor-Stealth With Drawn Weapon.esp=1
JIP Selective-Fire.esp=1
RH_WMK_Bridge.esp=1
F3ProjectRealityMkI.esp=1
PureWater-VeryCleanLittleRad-.esp=1
Imp's More Complex Needs.esp=1
IMCN - FWE Compatibility and Ingestibles.esp=1
IMCN - MMM Meats, Bloods, and Eyeballs.esp=1
PPA - IMCN.esp=1
FO3.esp=1
Dree Perks.esp=1
Dree Perks Broken Steel.esp=1
Dree Perks Mothership Zeta.esp=1
Dree Perks Point Lookout.esp=1
Dree Perks Pitts.esp=1
Guns and fun merged patch 2.esp=1
No Scopeless Zooming - PPA Edition.esp=1
HelmPOV.esp=1
DYNAVISION - Dynamic Lens Effect.esp=1
PureWater-NoRad-.esp=0
PureWater-LittleRad-.esp=0
PureWater-VeryClearNoRad-.esp=0
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what is used to sort that stuff with? ok, lets start with the facts .#1. weapons, not working, or not killing. so ,what mods contain weapons, and what alters them?

 

WMK is a vanilla over ride .and you are over riding it. so that needs to go under all weapons for 1.

 

now chose your poison. what kind of weapons are you using that do not kill? specif.

 

Example,. in fallout Tactics, and setting set on extreme, no damage from conventional weapons will occur, but the alien blaster utterly destroys wall of them. so i know what it means by not damaging anything.

 

there are other load order issues here too. but I got lost 3/4 of the way down. It made me dizzy.

 

"it is Guns and fun and Fo3" yeah, I see that.

before messing up the mess, check all weapons on a single saved game of your choosing, move out / back up all saved games and remove from the folder 1rst. have only that one in there to test weapons.

 

pick a spot to die at. confront creature and start rapidly choosing weapons. find what works and what does not work, so we can narrow it down.

 

they can't all be bad.

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