Deleted22670204User Posted May 6, 2015 Share Posted May 6, 2015 Yeah I got the problem that NPCs don´t seem to use modded/mod-added weapons when they have them in their inventory, instead they attack with fists.However, if one NPC kills another and takes his inventory(BOS killing super mutant), he will use the weapon he just picked up.I remember having this problem a long time ago but I don´t remember the solution. :ermm: Can someone help? Here is my load order.Personally, I think it´s a bit weird, but I used LOOT to sort it so I guess it should be fine...? Fallout3.esmAnchorage.esmThePitt.esmStreetLights.esmBrokenSteel.esmPointLookout.esmZeta.esmUnofficial Fallout 3 Patch.esmCRAFT.esmCALIBR.esmFO3 Wanderers Edition - Main File.esmDCInteriors_ComboEdition.esmMart's Mutant Mod.esmProject Beauty.esmEVE.esmAWorldOfPainFO3.esmFO3 Wanderers Edition - Alternate Travel.espCubeExperimental (EN).esmRH_IRONSIGHTS.esmRealistic Interior Lighting - OA.espMart's Mutant Mod - DC Interiors.espDarNifiedUIF3.espFellout-Anchorage.espFO3 Wanderers Edition - Main File.espFO3 Wanderers Edition - DLC Broken Steel.espMart's Mutant Mod.espFellout-pipboylight.espFO3 Wanderers Edition - DLC Point Lookout.espRealistic Interior Lighting.espGNR Enhanced.espBlackened FWE + MMM + EVE + Project Beauty.espMart's Mutant Mod - DLC Point Lookout.espFO3 Wanderers Edition - Followers Enhanced (BrokenSteel).espProject Beauty- Broken Steel.espFO3 Wanderers Edition - DLC Anchorage.espMart's Mutant Mod - Natural Selection.espFO3 Wanderers Edition - DLC The Pitt.espBlackened RH + FWE + EVE.espMart's Mutant Mod - DLC The Pitt.espMart's Mutant Mod - DLC Broken Steel.espMart's Mutant Mod - Tougher Traders.espFellout-BrokenSteel.espWeaponModKits.espMart's Mutant Mod - Master Menu Module.espMart's Mutant Mod - Project Beauty.espRH_IronSights_RemoveReticule.espMart's Mutant Mod - Zones Respawn.espMart's Mutant Mod - DLC Anchorage.espFO3 Wanderers Edition - DLC Mothership Zeta.espFellout-Zeta.espRealistic Interior Lighting - BS.espRealistic Interior Lighting - PL.espRH_IronSights_Basic_AnchoragePlugin.espRH_IronSights_Pitt_NewRifleSights.espWeaponModKits - BrokenSteel.espWeaponModKits - OperationAnchorage.espWeaponModKits - ThePitt.espWMS_with_Rain_and_Snow.espMart's Mutant Mod - DLC Zeta.espRH_IronSights_Basic_ZetaPlugin.espExistence2.0.espFellout-PointLookout.espRH_IronSights_Basic_VanillaPlugin.espRH_IronSights_Basic_PointLookoutPlugin.espRH_IronSights_Basic_PittPlugin.espRH_IronSights_Basic_BrokenSteelPlugin.espWeaponModKits - Zeta.espWeaponModKits - PointLookout.espRH_IronSights_PL_NewItems.espCONELRAD 640-1240.espProject Beauty- Point Lookout.espTotal active plugins: 71Total plugins: 78 Link to comment Share on other sites More sharing options...
M48A5 Posted May 6, 2015 Share Posted May 6, 2015 Other than your load order being a mess from using LOOT, you need to make sure your companions have ammunition for the weapon they are carrying. If they don't have ammo, they can't use the weapon. The weapon must be maintained or they will drop it and use whatever is available. Be it melee or unarmed. Your plugins need to be grouped together and in the case of multiple plugins for the same mod, they need to be in the same order as the vanilla game. There are some exceptions such as StreetLights and .esp files that have an .esm header. FWE has a sample load order available on the description page. Or to make life easier, use BOSS to sort your load order. http://boss-developers.github.io/ Link to comment Share on other sites More sharing options...
Deleted22670204User Posted May 6, 2015 Author Share Posted May 6, 2015 €: Actually the new loard order might have fixed it, loaded up a game and it seemed fine... I will report back if the problem still exists :blush: No I don´t mean companions, sorry, I mean enemy NPCs like Super Mutants. And they do have working weapons and fitting ammo in their inventory. They simply don´t use them.I dimly remember something like making a bashed patch, could that be it? And back to BOSS it is. :laugh: I only used LOOT because on the BOSS page it says "Using mods for Skyrim, Fallout 3 or Fallout: New Vegas? We recommend using LOOT instead." New load order seems a bit more practical. Fallout3.esmAnchorage.esmThePitt.esmStreetLights.esmBrokenSteel.esmPointLookout.esmZeta.esmUnofficial Fallout 3 Patch.esmCRAFT.esmCALIBR.esmProject Beauty.esmAWorldOfPainFO3.esmtubrrCompound.esmCubeExperimental (EN).esmEVE.esmFO3 Wanderers Edition - Main File.esmMart's Mutant Mod.esmDCInteriors_ComboEdition.esmRH_IRONSIGHTS.esmFO3 Wanderers Edition - Alternate Travel.espDarNifiedUIF3.espProject Beauty- Broken Steel.espProject Beauty- Point Lookout.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.espGNR Enhanced.espCONELRAD 640-1240.espExistence2.0.espNotSoFast.esptubRRCompound.espTreasure Maps_A Fist Full of Caps.espMTC Wasteland Travellers.espMTC Wasteland Travellers (Optional)- Crowded Cities less NPCs.espMTC Wasteland Travellers (Optional)- Crowded Cities.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).espWeaponModKits.espWeaponModKits - OperationAnchorage.espWeaponModKits - ThePitt.espWeaponModKits - BrokenSteel.espWeaponModKits - PointLookout.espWeaponModKits - Zeta.espMart's Mutant Mod.espMart's Mutant Mod - DLC Anchorage.espMart's Mutant Mod - DLC The Pitt.espMart's Mutant Mod - DLC Broken Steel.espMart's Mutant Mod - DLC Point Lookout.espMart's Mutant Mod - DLC Zeta.espMart's Mutant Mod - Zones Respawn.espMart's Mutant Mod - Tougher Traders.espMart's Mutant Mod - Natural Selection.espMart's Mutant Mod - Master Menu Module.espMart's Mutant Mod - Project Beauty.espFellout-pipboylight.espFellout-Anchorage.espFellout-BrokenSteel.espFellout-PointLookout.espFellout-Zeta.espRealistic Interior Lighting.espRealistic Interior Lighting - BS.espRealistic Interior Lighting - OA.espRealistic Interior Lighting - PL.espBlackened FWE + MMM + EVE + Project Beauty.espMart's Mutant Mod - DC Interiors.espBlackened RH + FWE + EVE.espWMS_with_Rain_and_Snow.espFO3 NPCs Travel.espTotal active plugins: 79Total plugins: 86 Link to comment Share on other sites More sharing options...
M48A5 Posted May 6, 2015 Share Posted May 6, 2015 Sometimes newer isn't always better. More so when it applies to an older game. You might be having a problem with MMM since the Blackened patch only works with the Paradox Ignition version of MMM. http://www.nexusmods.com/fallout3/mods/16787/? If you are using that version, you don't need any of the MMM .esp. Link to comment Share on other sites More sharing options...
Deleted22670204User Posted May 6, 2015 Author Share Posted May 6, 2015 Ok thanks, I use the PI version now :-) Link to comment Share on other sites More sharing options...
blove Posted May 8, 2015 Share Posted May 8, 2015 SupermutantWeapons [FLST:0003A15E] needs to be merged. You need a merged or bashed patch anyway for your WMK DLC plugins to work. Link to comment Share on other sites More sharing options...
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