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I'm having an issue with Primary Needs


Raistlindantilus

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As the topic and description say, I get the full dose of radiation when filling my empty bottles. I suppose a bit of radiation from contact is realistic; I could ignore this if it weren't such a full/heavy dose of radiation. I'm damn near sick after filling my bottles.

 

I'm using primary needs standalone, not the FWE version. Does anyone else have this problem? Or willing to help me alter the scripted action of filling bottles so that instead of selecting empty bottle then selecting a water source I can do it from sneak mode and fill all bottles at once

 

Theres a hunger thirst sleep and more mod that does this exact thing, I gave it up in lieu of primary needs since PN was so much better but this one flaw is going to get to me.

 

I don't know if its another mod I have conflicting with PN or not, I scoured by load list for anything that looked like it may be a culprit, only one mod seemed reasonable and that was Mr. Slack Pants Radiation mod....I loaded the game with this particular mod disabled and it didn't change anything.\

 

Therefore I feel it reasonable to conclude Primary Needs is inherently causing this problem.

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yeah okay

 

 

 

Primary needs is complex...

 

 

But it's not causing the problem.

 

 

You could probably spend a whole day fixing the conflicts inside primary needs.

 

but it's totally worth it.

 

 

You really need the whole thing, primary needs and real injuries

 

 

 

I use bottle that water with PN an never had a problem.

 

 

I never used mr slack pants rads though or anything of the sort.

 

 

 

Somewhere in my mods the rads are 4X anyway

 

 

 

Mind you this load order was fixed poop tons by me with FO3edit, and even had 4-5 overrides I created.

Which is why the order might be crazy looking.

 

I've always used Primary needs an real injuries, but I switched to the full version after the first try.

I've used it ever since, but I've never got one rad from filling bottles with water.

 

 

I say try bottlethatwatter.esp, or get the full version of PN-RI

Or go thru your load order with FO3edit, and look up the override post in here.

 

 

Fallout3.esm

Anchorage.esm

ThePitt.esm

PointLookout.esm

BrokenSteel.esm

Zeta.esm

CALIBR.esm

FOOK2 - Main.esm

FOOK2 - [*censored*] World And Neighbourhood Kit.esm

FOOK2 - [DIK] DLC Improvement Kit.esm

Enhanced Weather - Rain and Snow.esm

EnclaveCommander-OA-Pitt-Steel.esm

MMZombieCemetery.esm

Mart's Mutant Mod.esm

RI_Core.esm

FOOK2 - Main.esp

FOOK2 - [DIK] DLC Improvement Kit.esp

FOOK2 - Mothership Zeta.esp

FOOK2 - [EVE] Energy Visuals Enhanced.esp

CALIBRxMerchant.esp

Rivens_Eyescapes.esp

Moira.esp

T_R_A_S_C_H.esp

dD-More Gore.esp

dD-Less Blood Time.esp

dD-More Gore-The Pitt.esp

dD-More Gore-PointLookout.esp

dD-More Gore-BrokenSteel.esp

dD-More Gore-Zeta.esp

DK_BulletTime.esp

VATS - MCE.esp

VatsLongerDistance.esp

Precision_AutoAim_6000.esp

Range Finder v1.0.esp

ShellRain.esp

Explosive Entry.esp

UPP - Pack 1.esp

UPP - Pack 2.esp

Cybernetics.esp

Cyber-Enhancements.esp

CyberneticImplants11.esp

GNR 40's Tunes Ultimate Pack 1.esp

Megaton Tweaks 1.28.esp

Water_Tower_Hideout_byOrophin.esp

Megaton Closes.esp

F3UmpaAnimation.esp

The Groovatron.esp

richvendors.esp

Bottle That Water.esp

Inebriation-FOSE.esp

UsableCigarettes.esp

RI_Base3.esp

RI_DoctorCost.esp

RI_CrippledEffects.esp

RI_PNAnchorage.esp

RI_LootTableRI.esp

RI_PNeeds2S.esp

RI_Alcohol.esp

RI_FOSE.esp

RI_LootTablePN.esp

ExtreemeLongDeathCamera.esp

Fellout-Full.esp

Fellout-Anchorage.esp

Fellout-BrokenSteel.esp

Fellout-pipboylight.esp

Enhanced Weather - Rain and Snow in Fallout.esp

Enhanced Weather - Weather Sounds in Interiors.esp

Enhanced Weather - Sneak Bonus during Storms.esp

Ultra Olney.esp

Mart's Mutant Mod.esp

Mart's Mutant Mod - Increased Increased Spawns.esp

Mart's Mutant Mod - Zones Respawn.esp

Mart's Mutant Mod - Natural Selection.esp

Mart's Mutant Mod - Feral Ghoul Rampage.esp

Mart's Mutant Mod - Zombie Cementery.esp

Mart's Mutant Mod - Hunting & Looting.esp

Mart's Mutant Mod - Tougher Traders.esp

Mart's Mutant Mod - DLC Anchorage.esp

Mart's Mutant Mod - DLC The Pitt.esp

Mart's Mutant Mod - DLC Point Lookout.esp

Mart's Mutant Mod - DLC Broken Steel.esp

Mart's Mutant Mod - No Geckos.esp

Mart's Mutant Mod - No Wanamingos.esp

Mart's Mutant Mod - No Floaters.esp

sc_slaves_stick_around_original_mezz_chance.esp

OverRideDLC.esp

OverRideWater.esp

PowerArmor731.esp

FullAutoPistolsV20test.esp

MergePatch.esp

OverrideDialog.esp

OverrideImpact.esp

Sally Fix 2.1.esp

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maybe look at the other end of the equation....

 

what bottle refill mod are you using?

 

 

I had something similar happen when i tried to pull out part of the Refillable Bottles scripts, and put it in a mod I'm working on. Doing this ended up adding an empty bottle to my inventory whenever I activated a sink or other drinking source, and prevented the drinking action from actually "quenching my thirst", no matter what i was drinking from including bottled water in my personal inventory.

 

Obviously, this was a problem with how I bashed the scripts into my new mod, BUT i seem to recall i was using RefillableBottles along with FWE and the integrated RI/PN functions it has, and was getting the same result, even after I reverted my personal mod back to not having the refill scripts. I have since deactivated Refillable Bottles, which solved the issue but I'm having to live without bottle refills for the time being.

 

this is really only tangentially related, but it might offer a clue.

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