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Can't see mushroom cloud from Megaton bomb


Valgaror

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I'm not sure which mod it is, but if I blow up Megaton... nothing shows up. No explosion, no mushroom cloud, it's very disappointing. XD At first I thought it was just the sun at a strange angle obscuring it, but I tried at night, and still nothing would show up.

 

Are there any mods that could cause this problem?

Here's the ones I'm using and the load order:

 

Fallout3.esm

ShadySands.esp

BrokenSteel.esm

PointLookout.esm

Anchorage.esm

ThePitt.esm

CALIBR.esm

Mart's Mutant Mod.esm

FOOK.esm

Phalanx-PerksAndStims.esp

Phalanx-MoiraSupplySupport.esp

Phalanx-DogmeatEnemyTweaks.esp

Camon SS Outifit.esp

Claw - PowerArmorTraining.esp

WHSpaceMarineArmor.esp

death korps.esp

KillableKidsNoExtras.esp

GoreMod.esp

Pre-War Shelter.esp

spaky's chaos marines.esp

IPipExtended 1.1.esp

EnclaveCommander SMv.esp

FOOK.esp

FOOK - No Requirements for Miniguns, Gatlings, 20mm Flak.esp

FOOK - Reduced Armor Boni.esp

FOOK - Free Play After MQ.esp

FOOK - Owned!.esp

Mart's Mutant Mod.esp

Mart's Mutant Mod - Hunting & Looting.esp

Mart's Mutant Mod - Tougher Traders.esp

Mart's Mutant Mod - Natural Selection.esp

Phalanx-MainFollowerModule.esp

Accessorized Helmets.esp

Warhammer40kWeapons-Chainsword.esp

Colossus Headgear.esp

Disguises.esp

BetterNPCRepair.esp

WH40KFactionRandomized.esp

HZ_STG44.esp

Sparkling Eyes.esp

Cybernetic Implants Xangi.esp

RepairIt!.esp

Bonic Eyes.esp

WW2Uniforms.esp

GalaxyNewsRadio100[M].esp

Tailor Maid.esp

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I don't know if this will help but I see a few problems in your load order...

 

Fallout3.esm

ShadySands.esp <-- #1 Should be loaded after all the DLC

BrokenSteel.esm

PointLookout.esm

Anchorage.esm <-- #2 Should be after Fallout3.esm

ThePitt.esm <-- #3 Should be loaded after Anchorage.esm

CALIBR.esm

Mart's Mutant Mod.esm

FOOK.esm

Phalanx-PerksAndStims.esp

Phalanx-MoiraSupplySupport.esp

Phalanx-DogmeatEnemyTweaks.esp

Camon SS Outifit.esp

Claw - PowerArmorTraining.esp

WHSpaceMarineArmor.esp

death korps.esp

KillableKidsNoExtras.esp

GoreMod.esp

Pre-War Shelter.esp

spaky's chaos marines.esp

IPipExtended 1.1.esp

EnclaveCommander SMv.esp

FOOK.esp

FOOK - No Requirements for Miniguns, Gatlings, 20mm Flak.esp

FOOK - Reduced Armor Boni.esp

FOOK - Free Play After MQ.esp <-- #4 Do you need this? You have Broken steel which should make this useless...

FOOK - Owned!.esp

Mart's Mutant Mod.esp

Mart's Mutant Mod - Hunting & Looting.esp

Mart's Mutant Mod - Tougher Traders.esp

Mart's Mutant Mod - Natural Selection.esp

Phalanx-MainFollowerModule.esp

Accessorized Helmets.esp

Warhammer40kWeapons-Chainsword.esp

Colossus Headgear.esp

Disguises.esp

BetterNPCRepair.esp

WH40KFactionRandomized.esp

HZ_STG44.esp

Sparkling Eyes.esp

Cybernetic Implants Xangi.esp

RepairIt!.esp

Bonic Eyes.esp

WW2Uniforms.esp

GalaxyNewsRadio100[M].esp

Tailor Maid.esp <-- #5 not a problem but a question, if your using this why aren't you using the DLC packs for it? Don't you like the items? Just seems strange to me... but hay, that's just me... >.<

 

Also I believe you should use the compatibility patches for MMM and Fook... http://www.fallout3nexus.com/downloads/file.php?id=4968 but I have never used MMM and Fook together so yeah... I am waiting for the full of Fook2 before I go use that again... >.<

 

But as I said... I dunno if this will help but it's worth a try!

Enjoy...

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Well it comes to mind that the big boom you are talking about is a 2D shape

 

so depending on where you are standing when you view it you will either see it or not

 

 

 

Maybe somehow the mesh for it got it's rotation messed up, or you are viewing it at the wrong angle.

 

 

 

Idk go inside geck an find the big boom, I think it's called megaton explosion or something

 

then find out what the file name is, an unpack that from the .bsa with FOMM

 

then acording to the folder path it has, place it inside the data file with the same path

 

 

 

If FOMM just extracts the explosion to the desktop

 

 

Pick two items in the .BSA to unpack, which FOMM will also unpack the Folder, an default folder path

 

along with the two items, delete one, then place the other in the data file.

 

 

 

You can fix some issues by unpacking things an placing them, for example

 

my charicters hands were way too dark, so I found the default textures

 

and placed them in the data file (which there were none there from the mods I have)

 

So there was nothing to replace (which made me think it must have been a glitch)

 

 

If there were textures there that were dark it could be explained but there were not

 

but so long as it fixed it unpacking them from the .BSA I'm happy

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I don't know if this will help but I see a few problems in your load order...

Thanks! It might not fix the problem in this case but it couldn't hurt. =] As for the free play one, and tailor maid, I actually got those before the DLC's and didn't get around to updating or changing them, haha.

 

@mechine: Thanks, that makes sense.. I'll give it a try. :biggrin:

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  • 6 years later...

I'm not sure which mod it is, but if I blow up Megaton... nothing shows up. No explosion, no mushroom cloud, it's very disappointing.

 

Are there any mods that could cause this problem?

I realize that this is years old at this point but while replaying FO3 in preparation for FO4 I came across the same problem and this is the only hit that comes up on Google. So, I'll throw in what the solution was for me: I had a mod called TranquilityHome.esp and after testing all of my mods I determined that to be the culprit. Here's that mod: http://www.nexusmods.com/fallout3/mods/5292/

 

If I had to guess I'd say that it edits some outdoor cell near Megaton's worldspace and that messes it up. So if you have any mod that does similar then that might be the culprit.

Edited by XunAmarox
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