UnholyForager Posted August 27, 2009 Share Posted August 27, 2009 I'm kind of new to this too, but as far as I can tell, these are unrelated problems. I think the problem the other guy was having was that the plugins.txt was listing all the mods he had previously, and then deleted, thus causing an error since they werent there anymore. FO3MasterUpdate just flags all currently acive esp files as master files, since for some reason, I think in patch 1.6, this became necessary to avoid ctd issues on startup and loading. Link to comment Share on other sites More sharing options...
lostmisery Posted August 27, 2009 Author Share Posted August 27, 2009 ok well thats good to know. I"ll have to look into it more and prob update since i'm still on 1.5 and do experience ctd's, but that could also explain why others are too. so just give me a little time and i'll figure out whats going on Link to comment Share on other sites More sharing options...
cpruitt78 Posted August 28, 2009 Share Posted August 28, 2009 Hello, Problem is this i like a lot of ppl am running F.O.O.K.2 now and none of my weapons are sorting at all!! I am running several mods, well a lot actually and all of my weapons are now FOOK 2 weapons. Also I have gathered the schematics from bunker 72 and they are not working do I need another mod or something? Last but not least I think I found the armory but therre is no sign for it. Here is my load order the x's are the mods i'm actually running plus a couple character texture tweaks [X] Fallout3.esm[X] StreetLights.esm[X] Unofficial Fallout 3 Patch.esm[X] COMM.esm[X] CALIBR.esm[X] Anchorage.esm[X] ThePitt.esm[X] BrokenSteel.esm[X] PointLookout.esm[X] Zeta.esm[X] FOOK2 - Main.esm[X] Enhanced Weather - Rain and Snow.esm[X] FOOK2 - [DIK] DLC Improvement Kit.esm[X] FOOK2 - [*censored*] World And Neighbourhood Kit.esm[X] FACE.esm[X] Project Beauty.esm[X] SeducingWomen.esm[X] Unofficial Fallout 3 Patch - Operation Anchorage.esp[X] Unofficial Fallout 3 Patch - The Pitt.esp[X] Enhanced Weather - Rain and Snow in Fallout.esp[X] Enhanced Weather - Weather Sounds in Interiors.esp[X] Enhanced Weather - Sneak Bonus during Storms.esp[X] DarNifiedUIF3.esp[X] DUIF3Extras.esp[X] StripClub.esp[X] Mysteriouswoman_underwearncoat.esp[X] BodyJewelry.esp[X] SexyMantisArmor.esp[X] Wasteland_Seductress.esp[X] Persona_and_Secret.esp[X] FO3Western.esp[X] Lookout Outfits.esp[X] Point lookout new uniques.esp[X] FalsSexyT3Conversions.esp[X] FOOK2 - *censored* Map Markers.esp[X] FOOK2 - [EVE] Energy Visuals Enhanced.esp[X] FOOK2 - Main.esp[X] FOOK2 - [DIK] DLC Improvement Kit.esp[X] FOOK2 - Mothership Zeta.esp[X] chasecoat.esp[X] Add your own hairstyle to Fallout 3 characters.esp[X] Project Beauty.esp[X] Project Beauty- Broken Steel.esp[X] Project Beauty- Point Lookout.esp[X] FOIP - FACE NPCS [FOOK2].esp[X] FOIP - FACE NPCS [broken Steel].esp[X] WastelandMastery.esp[X] SeducedDLC03.esp[X] FACE Eyelashes.esp[X] YearlingsGlasses.esp[X] ShadySands.esp[X] JHBCloverPlus.esp[X] Type3Accessories.esp[X] Type3Clothes.esp[ ] Unofficial Fallout 3 Patch - Point Lookout.esp[ ] Unofficial Fallout 3 Patch - Broken Steel.esp[ ] Unofficial Fallout 3 Patch - Mothership Zeta.esp[X] LightweightFoodSanitizer.esp[X] LighterFissionBattery.esp[X] We Jazz.esp[X] ScopedOlPainless.esp[ ] ScopedOlPainlessAutoAim.esp[X] 1PipboyPDA.esp[X] richvendors.esp[X] 7_HolsterForHandGuns.esp[X] IPip.esp[X] Merged.esp[X] StreetLights.esp[X] Megaton House and Theme Overhaul.esp[X] Bunker72 v3.esm[X] B72v3-02.esp[X] B72v3_MHOO.esp[ ] B72v3 Clutterfree.esp  Hope this helps Link to comment Share on other sites More sharing options...
lostmisery Posted August 28, 2009 Author Share Posted August 28, 2009 For the schematics you should just need the mats required to make each one, if its still not working past that i'll have to check out why,The Armory is to the left of when you first walk in. But in order to create any of the weapons for the Schematics, you will need to either a) Expand the armory using the systems room terminal on the lower level (do a 180 after using the elevator in the mainframe room and you should see it)b) there is also a Creation unit hidden in the range area if you dont want to expand the armory. These new schematics wont work on the Regular work bench and will only work on 1 of the 2 creation tables in the bunker http://www.fallout3nexus.com/downloads/images/7455-1-1250245743.jpg i'm also not running fook 2. I pretty much just run around with a pistol and flashbangs and hope I dont ever need to pull out something bigger.So I will need to download fook 2 and see if they have changed any of the weapon ids of the Fallout weapons. because it should still work with fook 2 just Not with any of the extra weapons it brings. Also will the sorter work if you have fook 2 not running?and when you say "All my weapons are fook 2" do you mean the ones you use mostly? or just fook 2 weapons are the ones your looking to be sorted  as far as your load order Heres what I would change [X] Fallout3.esm[X] StreetLights.esm[X] Unofficial Fallout 3 Patch.esm[X] COMM.esm[X] CALIBR.esm[X] Anchorage.esm[X] ThePitt.esm[X] BrokenSteel.esm[X] PointLookout.esm[X] Zeta.esm[X] FOOK2 - Main.esm[X] Enhanced Weather - Rain and Snow.esm[X] FOOK2 - [DIK] DLC Improvement Kit.esm[X] FOOK2 - [*censored*] World And Neighbourhood Kit.esm[X] FACE.esm[X] Project Beauty.esm[X] SeducingWomen.esm[X] Bunker72 v3.esm <<<------------------------Move Bunker 72v3.esm up so its the last esm to load before the .esp[X] Unofficial Fallout 3 Patch - Operation Anchorage.esp[X] Unofficial Fallout 3 Patch - The Pitt.esp[X] Enhanced Weather - Rain and Snow in Fallout.esp[X] Enhanced Weather - Weather Sounds in Interiors.esp[X] Enhanced Weather - Sneak Bonus during Storms.esp[X] DarNifiedUIF3.esp[X] DUIF3Extras.esp[X] StripClub.esp[X] Mysteriouswoman_underwearncoat.esp[X] BodyJewelry.esp[X] SexyMantisArmor.esp[X] Wasteland_Seductress.esp[X] Persona_and_Secret.esp[X] FO3Western.esp[X] Lookout Outfits.esp[X] Point lookout new uniques.esp[X] FalsSexyT3Conversions.esp[X] FOOK2 - *censored* Map Markers.esp[X] FOOK2 - [EVE] Energy Visuals Enhanced.esp[X] FOOK2 - Main.esp[X] FOOK2 - [DIK] DLC Improvement Kit.esp[X] FOOK2 - Mothership Zeta.esp[X] chasecoat.esp[X] Add your own hairstyle to Fallout 3 characters.esp[X] Project Beauty.esp[X] Project Beauty- Broken Steel.esp[X] Project Beauty- Point Lookout.esp[X] FOIP - FACE NPCS [FOOK2].esp[X] FOIP - FACE NPCS [broken Steel].esp[X] WastelandMastery.esp[X] SeducedDLC03.esp[X] FACE Eyelashes.esp[X] YearlingsGlasses.esp[X] ShadySands.esp[X] JHBCloverPlus.esp[X] Type3Accessories.esp[X] Type3Clothes.esp[ ] Unofficial Fallout 3 Patch - Point Lookout.esp[ ] Unofficial Fallout 3 Patch - Broken Steel.esp[ ] Unofficial Fallout 3 Patch - Mothership Zeta.esp[X] LightweightFoodSanitizer.esp[X] LighterFissionBattery.esp[X] We Jazz.esp[X] ScopedOlPainless.esp[ ] ScopedOlPainlessAutoAim.esp[X] 1PipboyPDA.esp[X] richvendors.esp[X] 7_HolsterForHandGuns.esp[X] IPip.esp[X] Merged.esp[X] StreetLights.esp[X] Megaton House and Theme Overhaul.esp [X] B72v3-02.esp[X] B72v3_MHOO.esp[ ] B72v3 Clutterfree.esp  so ya I would just move that bunker72 esm up to that spot and thats about it. Link to comment Share on other sites More sharing options...
cpruitt78 Posted August 28, 2009 Share Posted August 28, 2009 Will move the esm for bunker 72 Also going to add umpa animationsdidn't know there was a 2nd worbench thingy Yes fook 2 changes the names of all the weapons in the game though also comes with CALIBR and also running COMM as you can tell from my load orderFor instance 10mm pistol is now N99 10mm Link to comment Share on other sites More sharing options...
lostmisery Posted August 28, 2009 Author Share Posted August 28, 2009 Will move the esm for bunker 72 Also going to add umpa animationsdidn't know there was a 2nd worbench thingy Yes fook 2 changes the names of all the weapons in the game though also comes with CALIBR and also running COMM as you can tell from my load orderFor instance 10mm pistol is now N99 10mm  ya theres a few extras in each expanded room, some useful others not so much,But with fook it still depends on the Id of the weapons. because theres 2 names for each item ( if that makes sense)  So even if the 10mmpistol is called n99 10mm, it should still have the same id as the 10mm from in game. Unless they went through and deleted All of the weapons from Fallout 3 and replace it with their own. I was leaning towards Fook, as a small patch to allow for sorting of all Fook weapons, but that will take some time, and I still have all the DLC weapons and such to add so i'm not sure when that would happen but i'm also leaning towards Fallout clasic weapons since I would be able to use them with more freedom. Link to comment Share on other sites More sharing options...
cpruitt78 Posted August 28, 2009 Share Posted August 28, 2009 Perhaps all of the weapons would be really cool as i have not seen a mod yet that will do it.. I talked with CG one of the authors of MHO and he said yes it was time consuming (Also said he would not put fook 2 weapons in his item sorter)so I could understand that part. anyways I congradulate you on your fine effort really love the mod FOOK 2 or not..... Kudos Link to comment Share on other sites More sharing options...
lostmisery Posted August 28, 2009 Author Share Posted August 28, 2009 Hey thanks alot, ya just inputting the id codes can take alot of time, and getting the containers set up to look and react as I want takes a little longer.but I do want everything to be sorted so its less work on the player but dont want to commit to saying i'll do fook because I think it would be one of those things I hit up when i'm bored or just watching a movie or something. yet if I ever finish something like that, I think it brings a huge bonus to the mod. but i'll look into what fook 2 has done to see how it effects bunker 72 Link to comment Share on other sites More sharing options...
Holty07 Posted August 29, 2009 Share Posted August 29, 2009 Perhaps you could use a form list to quickly add all the weapons to the sorter list? So basically your script would check is the players item in this form list, if yes then move to here. That way when you go through the FOOK2 one you could simply create a plugin that relies on yours and FOOK2 and then place the FOOK2 weapons onto either that or a new form list. Link to comment Share on other sites More sharing options...
lostmisery Posted August 29, 2009 Author Share Posted August 29, 2009 ya and that would be easy enough to do, and I think I remember seeing fook come with a id code list. but its not really so much taking all your weapons and placing them in 1 container.Every weapon that looks different from another gets a container. and that container needs to be referenced to I think 3 other scripts to get it to work right. Link to comment Share on other sites More sharing options...
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