telleryev Posted July 19, 2014 Share Posted July 19, 2014 Recently reinstalled FO3 and slapped some mods into it. Been working pretty smoothly, except for a couple things that have been bugging me. 1) Using Ironsighs, I notice that sometimes while aimed the weapon will start slowly moving up or down my screen to the point where its either completely obfuscating my view, or is almost entirely out of sight and it looks like the barrel is coming out of my chest. What is causing this/ how to fix? 2) Before Fellout, I had installed Project Reality until I remembered that I preferred the adjustments Fellout made, so I uninstalled PR. Fellout is supposed to have dark nights, yet at nighttime its almost brighter than in the vanilla game. Now, I did install an ENB recently, however from my experience with New Vegas and Skyrim, they didn't interfere with nighttime darkness mods much if at all. I also tried some separate nighttime darkness mods for FO3, but these did nothing to fix the problem. Whats up? My load order: Fallout3.esmAnchorage.esmThePitt.esmStreetLights.esmBrokenSteel.esmPointLookout.esmZeta.esmUnofficial Fallout 3 Patch.esmHairPack.esmCRAFT.esmCALIBR.esmProject Beauty.esmFO3 Wanderers Edition - Main File.esmDCInteriors_ComboEdition.esmRH_IRONSIGHTS.esmFO3 Wanderers Edition - Alternate Travel.espF03 Redesigned 2014 edition.esmUnofficial Fallout 3 Patch - Operation Anchorage.espUnofficial Fallout 3 Patch - The Pitt.espUnofficial Fallout 3 Patch - Broken Steel.espUnofficial Fallout 3 Patch - Point Lookout.espUnofficial Fallout 3 Patch - Mothership Zeta.espDarNifiedUIF3.espProject Beauty- Broken Steel.espProject Beauty- Point Lookout.esphair_add_npc.espRH_IronSights_Basic_VanillaPlugin.espRH_IronSights_Basic_AnchoragePlugin.espRH_IronSights_Basic_PittPlugin.espRH_IronSights_Basic_BrokenSteelPlugin.espRH_IronSights_Basic_PointLookoutPlugin.espRH_IronSights_Basic_ZetaPlugin.espRH_IronSights_Pitt_NewRifleSights.espRH_IronSights_RemoveReticule.espRH_IronSights_PL_NewItems.espFO3 Wanderers Edition - Main File.espFO3 Wanderers Edition - DLC Anchorage.espFO3 Wanderers Edition - DLC The Pitt.espFO3 Wanderers Edition - DLC Broken Steel.espFO3 Wanderers Edition - DLC Point Lookout.espFO3 Wanderers Edition - DLC Mothership Zeta.espFO3 Wanderers Edition - Followers Enhanced (BrokenSteel).espFO3 Wanderers Edition - Optional Restore Tracers.espFO3 Wanderers Edition - Optional Restore Tracers (automatics only).espFO3 Wanderers Edition - Project Beauty.espFO3 Wanderers Edition - Project Beauty (Followers Enhanced).espRH_FWE_Bridge.espWeaponModKits.espWeaponModKits - FWE Master Release.espWeaponModKits - OperationAnchorage.espWeaponModKits - ThePitt.espWeaponModKits - BrokenSteel.espWeaponModKits - PointLookout.espWeaponModKits - Zeta.espWasteland Soldier Armor.espFellout-pipboylight.espFellout-Full.espFellout-Anchorage.espFellout-BrokenSteel.espFellout-PointLookout.espFellout-Zeta.espRealistic Interior Lighting.espRealistic Interior Lighting - BS.espRealistic Interior Lighting - OA.espRealistic Interior Lighting - PL.espAdjustedWeather_Anchorage.espAdjustedWeather_PointLookout.espAdjustedWeather_Main.espRH_WMK_Bridge.espFlora Overhaul.espMerged.espTotal active plugins: 71Total plugins: 71 Link to comment Share on other sites More sharing options...
Purr4me Posted July 19, 2014 Share Posted July 19, 2014 FWE is overwriting RH. it is all right there in that load order. RH us unless in that order so yeah, your gonna have weird things going on. Link to comment Share on other sites More sharing options...
telleryev Posted July 20, 2014 Author Share Posted July 20, 2014 (edited) Weird, I'd been running BOSS and it kept putting Ironsights above FWE. Guess I'm not sure what of those needs to be where. Edited July 20, 2014 by telleryev Link to comment Share on other sites More sharing options...
Purr4me Posted July 20, 2014 Share Posted July 20, 2014 Some study and some merging processed shows clearly that RH_iron-sights needs to go underneath WMK files all of them. How ever, there si a great deal of data in FWE not even touched By either of the other mods in a complete manner but rather in participial manner thus causing strange events. I can guess this is the source of compatibility bugs. This study was done with foip's data included as you have it here. Also checked against other mods assets too. those don't even scratch whats here. Boss is limited, understand? all it is ...is a static recommendation text or template that is downloaded and used as a map. there is no AI "artificial intelligence" in its functions, it uses a man made map. there seems to be a great deal of misunderstanding of some of these tools and how they are used and what they do. But I can post some shots of the differences if you want?kitty Link to comment Share on other sites More sharing options...
telleryev Posted July 21, 2014 Author Share Posted July 21, 2014 Yeah, putting RH under WMK fixed it, thanks. Still trying to figure out why my nights are so damn bright though. Link to comment Share on other sites More sharing options...
Purr4me Posted July 21, 2014 Share Posted July 21, 2014 (edited) there is a selection I think for fellouts darker nights? I saw soemthing some where, it was in game and on the description page too........I did select the 3rd option in game under the pipboy for something about darker nights. it is LOL pitch black and the pipboy light is useless.http://s26.postimg.org/juez3p18p/dark_nights.jpgKitty Edited July 21, 2014 by Purr4me Link to comment Share on other sites More sharing options...
Purr4me Posted July 21, 2014 Share Posted July 21, 2014 (edited) http://s26.postimg.org/9lr3bm2kp/Example_1.jpg http://s26.postimg.org/75p9xrki1/Example_2.jpg Edited July 21, 2014 by Purr4me Link to comment Share on other sites More sharing options...
telleryev Posted July 21, 2014 Author Share Posted July 21, 2014 Still not getting Fellout to work properly. Dunno what you mean about a Fellout options menu either. Also, apparently some weapons including the .223 pistol work fine without mods, but the second I put a mod on them they inflate to like 2-3x their normal size and become impossible to aim. Link to comment Share on other sites More sharing options...
Purr4me Posted July 21, 2014 Share Posted July 21, 2014 Still not getting Fellout to work properly. Dunno what you mean about a Fellout options menu either. Also, apparently some weapons including the .223 pistol work fine without mods, but the second I put a mod on them they inflate to like 2-3x their normal size and become impossible to aim.Huh? Link to comment Share on other sites More sharing options...
BlackRampage Posted July 21, 2014 Share Posted July 21, 2014 Try putting all your Fellout plugins all the way at the bottom of your load order. Yes, even below your merged patch. Link to comment Share on other sites More sharing options...
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