Hljodmerki Posted May 6, 2010 Share Posted May 6, 2010 Herro there, hopefully someone can help out a newcomer at his wits' end. So I downloaded the Dragonskin Tactical Outfit mod about a week ago, loved it to pieces, best thing since sliced bread, yada yada...only when I went to repair it after a firefight, the game refused to recognize that I had just done so. The condition increased, the scrap metal that I had used disappeared, but the actual DR of the armor only registered as having been restored when I unequipped and re-equipped the armor. Annoying, but hell, I figured I'd just use console commands to repair it from now on. Yeah, no dice, same problem...until I re-equipped the armor, the game didn't believe that I had repaired it. I've since reinstalled FO3, all the DLCs, and the mod itself, as well as trying a completely different armor mod--nothing seems to change anything. For some reason, my game refuses to recognize the repair of custom armors until I've re-equipped them, which is a tad annoying to say the least. Does anyone have ANY clue why this is happening? Please? Running GOTY version of FO3, incidentally, with load order as follows:Fallout3.esmAnchorage.esmBrokenSteel.esmThePitt.esmPointLookout.esmZeta.esmDragonskin Tactical Outfit.esm Pretty bloody small load order, so I'm reasonably sure there're no conflicts...unless there's some horrible malfunction in the GOTY edition I should be aware of? Anyway, any help would be much appreciated. Link to comment Share on other sites More sharing options...
Hljodmerki Posted May 6, 2010 Author Share Posted May 6, 2010 A brief update: I've had erratic success getting the game to recognize repairs when running the tactical weapons mod as well, with DTO last in the load order...however, I've noticed something interesting. Every time I go to repair my DTO (the actual outfit, mind), where it should denote how much a repair will restore DR, it instead states a DAM rating. Example, 32DR -->repair with scrap metal --> 48 DAM. Obviously this intrigues me...could that have anything to do with it? The game somehow believes that I'm improving its damage rating (despite being armor), rather than its DR? Again, any help would be much appreciated. Link to comment Share on other sites More sharing options...
Fonger Posted May 6, 2010 Share Posted May 6, 2010 you only have one mod and this doesn't happen in GOTY so you KNOW where the problem lies. Link to comment Share on other sites More sharing options...
Hljodmerki Posted May 6, 2010 Author Share Posted May 6, 2010 Well, yes, I'd be inclined to think so too, except that like I said, I tested this particular bug with another mod, namely the one that adds a Steiner's mercenaries vendor to Rivet City (I'm unsure of the exact name, sorry), and received the same results...my game refused to acknowledge repairs made to the mod armors until I re-equipped them. It's worth noting that with both DTO and the Steiner's mod, there are balaclava-type objects present which act as helmets alongside actual ones, and what I've discovered in DTO is that if I remove the balaclava, make all necessary repairs, then re-equip it, repairs made to other armor pieces (primarily the body armor) show up in real-time. So I'm thinking there's some kind of conflict with the facemask being separate from the helmet, but both acting as helmet pieces...I'm going to try making the balaclava never need to be repaired in the GECK and see if that fixes things, but any help would still be appreciated. EDIT: I should also note that the other mod I currently have installed, a tactical weapons mod, features weapons that repair just fine, with condition and damage rating appearing properly--no need to re-equip anything there, and that furthermore these items all use custom repair lists that permit using scrap metal as repair material (as does DTO, and that was one of the things I was wondering about as a possible cause of this bug). So whatever's going on here, it seems to be limited to armors for some bloody peculiar reason. Link to comment Share on other sites More sharing options...
Fonger Posted May 6, 2010 Share Posted May 6, 2010 Running GOTY version of FO3, incidentally, with load order as follows:Fallout3.esmAnchorage.esmBrokenSteel.esmThePitt.esmPointLookout.esmZeta.esmDragonskin Tactical Outfit.esmEDIT: I should also note that the other mod I currently have installed, a tactical weapons modSo you are saying that you haven't posted your mod list Post your actual mod list/load order BTW we KNOW this doesn't happen in the vanilla game so it must be caused by some mod no other alternative. Link to comment Share on other sites More sharing options...
Hljodmerki Posted May 7, 2010 Author Share Posted May 7, 2010 Yeah, sorry...that was an old list. Current listing has barely changed, though, and is as follows: Fallout3.esmAnchorage.esmBrokenSteel.esmThePitt.esmPointLookout.esmZeta.esmTactical Weapons by gRs Frederyck.espDragonskin Tactical Outfit.esp Anyhoo, I've been poking around in the GECK, and noticed that the DTO balaclava had strange biped object attachments, namely Head, NoseRing, and MouthObject. I've changed those to the same associations that the Ghoul Mask has (namely Head, EyeGlasses, and critically Mask), and have also altered all of the DTO combat helmets to have the same associations that normal combat helmets have (Hair, Headband, and Hat). So far all this seems to have done is to cause the helmet and the mask to be repaired separately, where previously all DR wear and tear was applied solely to the balaclava, but I haven't had the chance to get into a real firefight and examine the effects of serious degradation...will update as necessary once I've tested that. Also, I know that it doesn't happen in the vanilla game (obviously), but I'm aware that Bethesda GOTY editions have been prone to some strange glitches in past games...just covering all the bases. EDIT: Yeah, the new object associations doesn't change anything...not that I was expecting it to, since hundreds if not thousands of people have downloaded this mod before and as far as I know none of them have had to GECK-edit the biped object associations to get it to function properly. Scratch one more possibility off of the list at least, though. Link to comment Share on other sites More sharing options...
Hljodmerki Posted May 7, 2010 Author Share Posted May 7, 2010 No further technical updates as of this time, although I'm 99% sure it has something to do with the balaclava...I'll be continuing to perform cross-referential test on it vs. the Ghoul Mask, see if I can't get the balaclava as close to the Ghoul Mask as possible, since I'm assuming the closer I can align the two, the more likely that the balaclava will behave like the Ghoul Mask, i.e. a proper mask item that works alongside helmets and armor and doesn't cause bloody annoying bugs. In the meantime, still very much hoping that someone out there might be able to help me...? Link to comment Share on other sites More sharing options...
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