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Identical locker contents


sputax

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When i open a locker i always get the same thing. Blamco cheese and purified water. This has never happened before so im guessing its a mod but i have no idea how to work out which or solve the problem. Can anyone help?

 

This is my load order:

 

Fallout3.esm

Anchorage.esm

ThePitt.esm

BrokenSteel.esm

PointLookout.esm

Zeta.esm

CRAFT.esm

CALIBR.esm

Unofficial Fallout 3 Patch.esm

FO3 Wanderers Edition - Main File.esm

Project Beauty HD version.esm

Mart's Mutant Mod.esm

CrossModData.esm

Animy_prostitution.esm

SeducingWomen.esm

NecronomiconExMortis 5.6.esm

The Librarian.esm

Waysted_Resource_Pack.esm

APReanimated.esp

SeducedDLC03.esp

CRAFT - Activation Perk.esp

DarNifiedUIF3.esp

Unofficial Fallout 3 Patch - Operation Anchorage.esp

Unofficial Fallout 3 Patch - The Pitt.esp

Unofficial Fallout 3 Patch - Broken Steel.esp

Unofficial Fallout 3 Patch - Point Lookout.esp

Unofficial Fallout 3 Patch - Mothership Zeta.esp

Megaton House and Theme Overhaul.esp

Existence2.0.esp

Carter_Fallout_Shelter.esp

TunnelOutpost.esp

sunglassescollection.esp

YearlingsGlasses.esp

ShadySands.esp

MMM_RtSS_Mod.esp

Mole Rat Maze.esp

Meet the Devs.ESP

A Trail of Crumbs.esp

AReasonedArgument.esp

IntoTheDeepWoods.esp

NotSoFast.esp

AQFH_C_103.esp

01AtM - Firefly Ranch.esp

SW Fix.esp

Werewolf Quest.esp

telescope_quest_fdt.esp

Treasure Hunt!.esp

Treasure Maps_A Fist Full of Caps.esp

Treasure Maps_Bobblehead Edition.esp

Treasure Maps_Underground.esp

MS11fix.esp

Devoured in Darkness.esp

Jury Street.esp

CC.esp

TheFoundation.esp

TheFoundation_SinCity.esp

FD_Sincity_arena.esp

Named Wasteland.esp

Rat Trap v1.01.esp

SOL.esp

MegatonContracts.esp

TerminalQuest.esp

SuddenDepthCharge.esp

Sanctum.esp

HeirApparent.esp

Deathclaw Mod.esp

Underworld Underground.esp

Submarine Wreck.esp

LadyDeadlock_BeerAddsCap.esp

Fellout-Full.esp

Fellout-BrokenSteel.esp

Fellout-PointLookout.esp

Fellout-Zeta.esp

Fellout-pipboylight.esp

FO3 Wanderers Edition - Main File.esp

FO3 Wanderers Edition - DLC Anchorage.esp

FO3 Wanderers Edition - DLC The Pitt.esp

FO3 Wanderers Edition - DLC Broken Steel.esp

FO3 Wanderers Edition - DLC Point Lookout.esp

FO3 Wanderers Edition - DLC Mothership Zeta.esp

FO3 Wanderers Edition - UFP Support.esp

FO3 Wanderers Edition - Alternate Travel.esp

FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp

FO3 Wanderers Edition - Optional VATS Halftime.esp

FO3 Wanderers Edition - Optional Worn Weapons.esp

FO3 Wanderers Edition - Optional Restore Tracers (automatics only).esp

FO3 Wanderers Edition - Project Beauty (Followers Enhanced).esp

Project Beauty- Broken Steel.esp

Project Beauty- Point Lookout.esp

RobCo Certified.esp

Wasteland Whisperer.esp

EVE.esp

EVE Operation Anchorage.esp

EVE Anchorage - FWE DLC Anchorage.esp

EVE - FWE Master Release (Follower Enhanced).esp

Mart's Mutant Mod.esp

Mart's Mutant Mod - DLC Anchorage.esp

Mart's Mutant Mod - DLC The Pitt.esp

Mart's Mutant Mod - DLC Broken Steel.esp

Mart's Mutant Mod - DLC Point Lookout.esp

Mart's Mutant Mod - DLC Zeta.esp

Mart's Mutant Mod - FWE Master Release.esp

Mart's Mutant Mod - FWE with EVE.esp

Mart's Mutant Mod - Project Beauty (HD Addition).esp

Mart's Mutant Mod - Project Beauty + FWE.esp

SeducingWomen_-_override.esp

GalaxyNewsRadio100[M].esp

KBATRadio.esp

RadioBlues.esp

CONELRAD 640-1240.esp

RobotRadio.esp

SniperZooming.esp

CASM.esp

Choose your own hairstyle (load this last on FOMM).esp

My Merged Patch.esp

 

Total active plugins: 115

Total plugins: 116

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Well you're lucky that mess even works at all. The perfect build of fallout 3 modded would have mods which all add custom new content. What we normally have though is 100 mods that all change the same thing while adding a certian amount of new stuff. Which you end up with a mix an match hodge podge of edits to the vanilla game, with the mods overwriting each other top to bottom. It's pretty much always a mess unless you build it otherwise.

 

Let's deal with the issue though. First thing you would need to figure out what locker this is. You could load up GECK with fallout3.esm loaded, find the locker you saw the issue in, load that in the render window. Click the locker then you can find out the name of it. Close GECK. Then load the whole load order up with FO3edit, go to the fallout3.esm at the top open it up, then open containers, find the locker, click it, then view how many mods are changing it.

 

Loot basicly comes from either the actual manual placement of items inside containers, or it's generated with a loot list. So you might see items in the container, or you might just see a refrence to a list, which means you need to go look at the list and see how many mods are changing that list. It works something like you add 50 items to a list, then either it's based of charicter level or spawn chance, which decides what gets put in the container in-game. Something like that.

 

Merge Patch mostly deals with the merging of this type of list data, it picks up on other things, and it could be argued that BashGary patch does a better job, but bah if you ask me they are both the same thing. I've been using Merge Patch for so long I'm too lazy to learn another way. Anyhow, the basic idea of both would take every container or list, an merge them so that everything gets put in there, then in cases where it would cause a direct conflict, it's ignored, leaving it up to the user to deal with those manually. It's really easy to create one, but you can go back an look at all the entries an make sure that anything you would want is in there too. I reckon ask someone about merge patch or read the "in so many words" guide, or you could just download bash gary (or was it gary bash) an that should tell you how to do the same thing.

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Thank you for replying. I thought i'd put in every mod that looked cool and then probably never mess with it again. I learned (just) how to create a merged patch and did so but that didnt solve the problem. Looks like i'll now have to learn about geck. One last questions, what would you lose from the list?
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if you look very closely you'll notice that not every locker has the blamo and water in it

 

known mods that don't cause this

 

craft

calibr

fwe

project beauty

fellout

 

 

probable mods causing

MMM

Robco

AQFH

 

 

based on similar mods and same "symptom"

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I don't agree. Container loot and loot lists is very easy to work with once you get your process down. Once you found the locker with identical loot, in 5 seconds you could switch that to the longest random leveled loot list you found. Also if you used a Override to fix it, you could use any loot list from any of the mods you already have. If you didn't want to come up with your own brand new one. But it's probably a conflict between lists, further, one that merge patch didn't pick up on, as it's only a semi-automated process. If merging it causes a direct conflict, it gets ignored, thus leaving it to the end user to go back an fix those holes in the list. Usually this is because of the load order. There's a mod inbetween the parts of the list which doesn't have the item. Merge patch is nothing more than a huge override. So you have whatever load order you came up with, then your merge patch loading after all off it (using all the mods as masters) which gives it the ablity to use anything, however the mod in the middle which does not have this ability produces a hole, an thus merge patch ignores that part of the list because it would cause a conflict. Most of this can be fixed from viewing the merge patch after it's created looking for holes, and then filling them in.

 

We can't tell you which mods you need to use or drop. That's your department. First you'll have to learn how to fix the mods. Once you figure out that part, the order doesn't mater anymore, short of providing an more easy way to fix something. From there the key factor is which mods you should use or not, would be how difficult they are to fix. If the mod is too hard to fix I just drop it. Some mods are so messy an so hard to fix, that it can take 40 hours just to fix that one mod. That being said you can build a list of over 100 fully working mods in the same 40 hours. You could read "in so many words" guide which might help you to come up with your plan or methods. http://fallout3nexus.com/downloads/file.php?id=13100

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