tobbygabriel Posted July 26, 2014 Share Posted July 26, 2014 Hi, I'm having some issues with my game, the ammunition problem is actually two, for example if my pistol ammo is 1/38, if I shot the last bullet, it goes to 0/0, I can reload the weapon normally and it will go to 8/30 (example), but sometimes when it goes to 0/0 and I press ''R'' to reload, it doesn't. My other ''issue'' is with the item names, my item names on the pipboy, my weapons have letters before the name categorizing them, like ''S 10mm Pistol'' ''M Knife'', items from other categories (aid, apparel) are also changed, but I don't know what mod inserted those letters there. If anyone can help me with those two things I'll be glad. Spoiler with my load order: [X] Fallout3.esm[X] Anchorage.esm[X] ThePitt.esm[X] BrokenSteel.esm[X] PointLookout.esm[X] Zeta.esm[X] Unofficial Fallout 3 Patch.esm[X] CRAFT.esm[X] CALIBR.esm[X] Project Beauty.esm[X] IMCN.esm[X] FO3 Wanderers Edition - Main File.esm[X] FO3 Wanderers Edition - Alternate Travel.esp[X] Mart's Mutant Mod.esm[X] EVE.esm[X] aHUD.esm[X] StreetLights.esm[X] Detect Traps.esm[X] Advanced Recon Tech.esm[X] Ambient Temperature.esm[X] Inventory Access.esm[X] DCInteriors_ComboEdition.esm[X] RH_IRONSIGHTS.esm[X] CINEMATECH.esm[ ] JessiCompanion.esm[ ] VanessaFollower.esm[X] iHUD.esm[X] ImaginatorFO3.esp[X] CASM.esp[X] DarNifiedUIF3.esp[X] Project Beauty- Broken Steel.esp[X] Project Beauty- Point Lookout.esp[ ] ManualReload.esp[X] Advanced Recon Range Finder.esp[X] Advanced Recon Armor.esp[X] Detect Traps - Perk.esp[X] Detect Traps - DLC.esp[X] Advanced Recon Gear.esp[X] Advanced Recon Tech.esp[X] Advanced Recon Tech - Detect Traps.esp[X] Ambient Temperature HUD.esp[X] Ambient Temperature - OA.esp[X] Bornagain Outcast T-45d Texture Patch.esp[X] Imp's More Complex Needs.esp[X] IMCN - 5 DLC Merged.esp[X] IMCN - Ambient Temperature.esp[X] IMCN - FWE Compatibility and Ingestibles.esp[X] IMCN - MMM Meats, Bloods, and Eyeballs.esp[X] Wills Power Armor.esp[X] Wills Power Armor Advanced Recon Patch.esp[X] Wills Power Armor FWE Patch.esp[X] Powered Power Armor.esp[X] PPA - Operation Anchorage.esp[X] PPA - The Pitt.esp[X] PPA - Broken Steel.esp[X] PPA - Mothership Zeta.esp[X] PPA - Ambient Temperature.esp[X] PPA - FWE.esp[X] PPA - IMCN.esp[X] DYNAVISION - Dynamic Lens Effect.esp[X] Directors Chair - Fallout 3.esp[X] Armored Duster.esp[X] Dark Justice Duster.esp[X] Echo_UseBothGloves.esp[X] UPP - Pack 1.esp[X] UPP - Pack 2.esp[X] UPP - Experience Perks.esp[X] UPP - Quest Perks.esp[X] Easier_hacking_5_8.esp[X] BBBackpacks-v1-1.esp[X] Stimpak Counter.esp[X] FO3_WRP.esp[X] FO3 Error Fixes.esp[X] Megaton Walkway.esp[X] GNR Enhanced.esp[X] FO3 Wanderers Edition - Main File.esp[X] FO3 Wanderers Edition - DLC Anchorage.esp[X] FO3 Wanderers Edition - DLC The Pitt.esp[X] FO3 Wanderers Edition - DLC Broken Steel.esp[X] FO3 Wanderers Edition - DLC Point Lookout.esp[X] FO3 Wanderers Edition - DLC Mothership Zeta.esp[X] FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp[X] FO3 Wanderers Edition - Optional VATS Halftime.esp[X] WeaponModKits.esp[X] WeaponModKits - FWE Master Release.esp[X] WeaponModKits - OperationAnchorage.esp[X] WeaponModKits - ThePitt.esp[X] WeaponModKits - BrokenSteel.esp[X] WeaponModKits - PointLookout.esp[X] WeaponModKits - Zeta.esp[X] Mart's Mutant Mod.esp[X] Mart's Mutant Mod - DLC Anchorage.esp[X] Mart's Mutant Mod - DLC The Pitt.esp[X] Mart's Mutant Mod - DLC Broken Steel.esp[X] Mart's Mutant Mod - DLC Point Lookout.esp[X] Mart's Mutant Mod - DLC Zeta.esp[X] Mart's Mutant Mod - DC Interiors.esp[X] Blackened FWE + MMM + EVE + Project Beauty.esp[X] Advanced Recon Tech FWE.esp[X] RH_FWE_Bridge.esp[X] RH_EVE_Bridge.esp[X] RH_WMK_Bridge.esp[X] JessiCompanion.esp[ ] JIP Companions Command & Control.esp[ ] JIP CC&C - Jessi.esp[X] Fellout-Full.esp[X] Fellout-Anchorage.esp[X] Fellout-BrokenSteel.esp[X] Fellout-pipboylight.esp[X] Fellout-PointLookout.esp[X] Fellout-Zeta.esp[X] Bashed Patch, 0.esp Images: http://i.imgur.com/4fTIwTt.pnghttp://i.imgur.com/PgrZBzx.pnghttp://i.imgur.com/woXZADV.jpg Link to comment Share on other sites More sharing options...
M48A5 Posted July 26, 2014 Share Posted July 26, 2014 (edited) When your ammo goes to 0/0, it means you are out. You cannot reload if you have nothing with which to reload. To find your other concern, disable your mods and make a save. Now, enable them one at a time until the change occurs. The last mod loaded is making the change. If everything is working properly, don't worry about it. Edited July 26, 2014 by M48A5 Link to comment Share on other sites More sharing options...
tobbygabriel Posted July 27, 2014 Author Share Posted July 27, 2014 I meant to say, my pistol is on 1/38 , if I shoot one time it goes to 0/0 , if press to reload it goes to 8/30 , got it? Link to comment Share on other sites More sharing options...
M48A5 Posted July 27, 2014 Share Posted July 27, 2014 I meant to say, my pistol is on 1/38 , if I shoot one time it goes to 0/0 , if press to reload it goes to 8/30 , got it?Then you have another problem. The way ammo is listed is rounds loaded/rounds available. The best way to find what is causing this, would be to disable all your mods, make a save, then load the mods one at a time. After each mod is added, check in the game. Keep doing this until the problem occurs. The last mod loaded is causing the problem. This is standard troubleshooting. If you had check in the game after each mod was added, this would not be necessary. Also, StreetLights.esm should be placed between ThePitt.esm and BrokenSteel.esm. According to the Fellout ReadMe, Fellout-pipboylight.esp should be loaded before Fellout-Full.esp. Link to comment Share on other sites More sharing options...
tobbygabriel Posted July 27, 2014 Author Share Posted July 27, 2014 I meant to say, my pistol is on 1/38 , if I shoot one time it goes to 0/0 , if press to reload it goes to 8/30 , got it?Then you have another problem. The way ammo is listed is rounds loaded/rounds available. The best way to find what is causing this, would be to disable all your mods, make a save, then load the mods one at a time. After each mod is added, check in the game. Keep doing this until the problem occurs. The last mod loaded is causing the problem. This is standard troubleshooting. If you had check in the game after each mod was added, this would not be necessary. Also, StreetLights.esm should be placed between ThePitt.esm and BrokenSteel.esm. According to the Fellout ReadMe, Fellout-pipboylight.esp should be loaded before Fellout-Full.esp. Okay, thanks you kind person, I'll do those things right now =D Link to comment Share on other sites More sharing options...
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