Immortal68 Posted July 12, 2015 Share Posted July 12, 2015 Hi everyone, I could use some help in understanding how the Primary Needs added with Fallout 3 Wanderer's Edition work. Sometimes I'm able to satisfy them, some other time it doesn't seem to work at all.Through extensive google search I found out that thirst can apparently be satisfied by drinking from a sink or the like, but weirdly enough not by drinking any kind of bottled water or Nuka Cola. It really makes no sense to me, but at least I have a sure way to decrease it now.Hunger remains a hit and miss for me though. I try to find food that is bound to lower it, but so far this proves a difficult task. Does anyone know of a sure food source or maybe a mechanic in the mod I'm missing that would explain my problem? Or is it just buggy?Sleep works fine. Load Order: GameMode=Fallout3 Fallout3.esm=1Anchorage.esm=1ThePitt.esm=1StreetLights.esm=1BrokenSteel.esm=1PointLookout.esm=1Zeta.esm=1Unofficial Fallout 3 Patch.esm=1CRAFT.esm=1CALIBR.esm=1FO3 Wanderers Edition - Main File.esm=1Mart's Mutant Mod.esm=1Project Beauty.esm=1DCInteriors_ComboEdition.esm=1EVE.esm=1Vault 101 Revisited.esm=1FO3 Wanderers Edition - Alternate Travel.esp=1aHUD.esm=1iHUD.esm=1FO3 Wanderers Edition - Optional VATS Halftime.esp=1FO3 Wanderers Edition - Main File.esp=1FO3 Wanderers Edition - Optional Restore Tracers.esp=1FO3 Wanderers Edition - DLC Broken Steel.esp=1FO3 Wanderers Edition - DLC Point Lookout.esp=1FO3 Wanderers Edition - Optional Restore Tracers (automatics only).esp=1Mart's Mutant Mod - DLC Anchorage.esp=1Mart's Mutant Mod.esp=1Blackened FWE + MMM + EVE + Project Beauty.esp=1Project Beauty- Broken Steel.esp=1Mart's Mutant Mod - DLC Point Lookout.esp=1Project Beauty- Point Lookout.esp=0Mart's Mutant Mod - Project Beauty.esp=1FO3 Wanderers Edition - DLC Anchorage.esp=1FO3 Wanderers Edition - DLC Mothership Zeta.esp=1FO3 Wanderers Edition - DLC The Pitt.esp=1Mart's Mutant Mod - DLC The Pitt.esp=1Mart's Mutant Mod - Zones Respawn.esp=1Mart's Mutant Mod - Natural Selection.esp=1Mart's Mutant Mod - Tougher Traders.esp=1Mart's Mutant Mod - Master Menu Module.esp=1Mart's Mutant Mod - DLC Broken Steel.esp=1Megaton House and Theme Overhaul.esp=1F3ProjectRealityMkI.esp=1URWLENB-002-Interiors.esp=1CrowdedCities_v2_lessNPCs.esp=0CrowdedCities_v2.esp=1Mart's Mutant Mod - DLC Zeta.esp=1Fellout-PointLookout.esp=1CONELRAD 640-1240.esp=1Fellout-Full.esp=1Fellout-Zeta.esp=1Fellout-pipboylight.esp=1Fellout-BrokenSteel.esp=1Fellout-Anchorage.esp=1Flora Overhaul.esp=1WeightRebalance.esp=1CASM.esp=1GNR Enhanced.esp=1dD - Enhanced Blood Main.esp=1T3T_MiscItemIcons.esp=1megalight.esp=1DarNifiedUIF3.esp=1 I hope someone is able to clear things up for me. Link to comment Share on other sites More sharing options...
M48A5 Posted July 12, 2015 Share Posted July 12, 2015 Go to the FWE description page and scroll down for a sample load order and correct yours. Go to the Fellout description page and look for the sample load order there. I see you have a Blackened patch that is in the wrong location. Compatibility patches must load after the last mod they are patching. Also, go to the Blackened page and read about which version of Mart's Mutant Mod your need. Use only one Optional Restore Tracers, not both. Any mod with multiple plugins should have those plugins arranged in the same order as the vanilla game. Link to comment Share on other sites More sharing options...
Immortal68 Posted July 12, 2015 Author Share Posted July 12, 2015 (edited) M48A5, thank you so much! To be completely honest, I expected either no answer or just something like "x always helps hunger". Thank you for surprising me and taking the time to look through my load order. I honestly just let LOOT do the job and since the game worked I didn't think about looking at it again. I followed your advice and will test if it works like intended. My new load order looks like this: GameMode=Fallout3 Fallout3.esm=1Anchorage.esm=1ThePitt.esm=1BrokenSteel.esm=1PointLookout.esm=1Zeta.esm=1CRAFT.esm=1CALIBR.esm=1Project Beauty.esm=1StreetLights.esm=1Unofficial Fallout 3 Patch.esm=1EVE.esm=1DCInteriors_ComboEdition.esm=1Vault 101 Revisited.esm=1aHUD.esm=1iHUD.esm=1FO3 Wanderers Edition - Main File.esm=1Mart's Mutant Mod.esm=1FO3 Wanderers Edition - Alternate Travel.esp=1DarNifiedUIF3.esp=1Project Beauty- Broken Steel.esp=1Project Beauty- Point Lookout.esp=1CrowdedCities_v2.esp=1CrowdedCities_v2_lessNPCs.esp=0Realistic Interior Lighting.esp=1Realistic Interior Lighting - OA.esp=1Realistic Interior Lighting - BS.esp=1Realistic Interior Lighting - PL.esp=1Fellout-Full.esp=1Fellout-Anchorage.esp=1Fellout-BrokenSteel.esp=1Fellout-PointLookout.esp=1Fellout-Zeta.esp=1Fellout-pipboylight.esp=1Flora Overhaul.esp=1dD - Enhanced Blood Main.esp=1GNR Enhanced.esp=1CONELRAD 640-1240.esp=1CASM.esp=1T3T_MiscItemIcons.esp=1megalight.esp=1Megaton House and Theme Overhaul.esp=1FO3 Wanderers Edition - Main File.esp=1FO3 Wanderers Edition - DLC Anchorage.esp=1FO3 Wanderers Edition - DLC The Pitt.esp=1FO3 Wanderers Edition - DLC Broken Steel.esp=1FO3 Wanderers Edition - DLC Point Lookout.esp=1FO3 Wanderers Edition - DLC Mothership Zeta.esp=1FO3 Wanderers Edition - Optional VATS Halftime.esp=1FO3 Wanderers Edition - Optional Restore Tracers.esp=1FO3 Wanderers Edition - Optional Restore Tracers (automatics only).esp=0Mart's Mutant Mod.esp=1Mart's Mutant Mod - DLC Anchorage.esp=1Mart's Mutant Mod - DLC The Pitt.esp=1Mart's Mutant Mod - DLC Broken Steel.esp=1Mart's Mutant Mod - DLC Point Lookout.esp=1Mart's Mutant Mod - Master Menu Module.esp=1Mart's Mutant Mod - DLC Zeta.esp=1Mart's Mutant Mod - Project Beauty.esp=1Mart's Mutant Mod - Natural Selection.esp=1Mart's Mutant Mod - Tougher Traders.esp=1Mart's Mutant Mod - Zones Respawn.esp=0F3ProjectRealityMkI.esp=1Blackened FWE + MMM + EVE + Project Beauty.esp=1 I added Realistic Interior Lightning. You'll notice that FWE Alternate Travel seems out of place, but that is because NMM says despite the .esp-extension it is a master file and doesn't let me move it below .esp-mods. Thank you, again! edit: Seems to be working great so far. Ate some cram and my hunger was satisfied. I also noticed some more FWE features which were not activated before due to the wrong load order. :) Edited July 12, 2015 by Immortal68 Link to comment Share on other sites More sharing options...
M48A5 Posted July 13, 2015 Share Posted July 13, 2015 StreetLights.esm should be between ThePitt and BrokenSteel. You are either using the wrong version of Mart's Mutant Mod or you did not read the instructions on the Paradox Ignition page. Blackened only works with the Paradox Ignition version. Put the Unofficial Fallout 3 patch right after Zeta.esm All the Fellout plugins should be lower in your load order. Just before the Blackened patch would be good. Link to comment Share on other sites More sharing options...
Immortal68 Posted July 13, 2015 Author Share Posted July 13, 2015 Weird, according to Blackened my game shouldn't even have started. It did though. Everything worked fine as far as I knew, but you really seem to know the stuff so I tried following your directions. I also uninstalled some mods I wasn't satisfied with and used Paradox Ignition for Fellout, MMM and Realistic Interior Lightning. My new load order is: GameMode=Fallout3 Fallout3.esm=1Anchorage.esm=1ThePitt.esm=1StreetLights.esm=1BrokenSteel.esm=1PointLookout.esm=1Zeta.esm=1Unofficial Fallout 3 Patch.esm=1CRAFT.esm=1CALIBR.esm=1Project Beauty.esm=1EVE.esm=1DCInteriors_ComboEdition.esm=1Vault 101 Revisited.esm=1aHUD.esm=1iHUD.esm=1FO3 Wanderers Edition - Main File.esm=1Mart's Mutant Mod.esm=1FO3 Wanderers Edition - Alternate Travel.esp=1Impervious Power Armour.esm=1DarNifiedUIF3.esp=1Project Beauty- Broken Steel.esp=1Project Beauty- Point Lookout.esp=1CrowdedCities_v2.esp=1CrowdedCities_v2_lessNPCs.esp=0CASM.esp=1GNR Enhanced.esp=1Flora Overhaul.esp=1Megaton House and Theme Overhaul.esp=1dD - Enhanced Blood Main.esp=0FO3 Wanderers Edition - Main File.esp=1FO3 Wanderers Edition - DLC Anchorage.esp=1FO3 Wanderers Edition - DLC The Pitt.esp=1FO3 Wanderers Edition - DLC Broken Steel.esp=1FO3 Wanderers Edition - DLC Point Lookout.esp=1FO3 Wanderers Edition - DLC Mothership Zeta.esp=1FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp=1FO3 Wanderers Edition - Optional VATS Halftime.esp=1Mart's Mutant Mod - Project Beauty.esp=0Mart's Mutant Mod - Natural Selection.esp=1Mart's Mutant Mod - Tougher Traders.esp=1Mart's Mutant Mod - Zones Respawn.esp=0Realistic Interior Lighting.esp=1F3ProjectRealityMkI.esp=1Fellout-Full.esp=1Fellout-pipboylight.esp=1Blackened FWE + MMM + EVE + Project Beauty.esp=1 I'm trying to see how it works now. Will update what changes I notice. Thanks for the further great help! Link to comment Share on other sites More sharing options...
nino791 Posted July 13, 2015 Share Posted July 13, 2015 hi Immortal68, my little advice for your LO: F3ProjectRealityMkI.esp=1 (no snow) Fellout-Full.esp=1 (can add "Enhanced Weather - Rain and Snow v2 Hotfix" http://www.nexusmods.com/fallout3/mods/6170/? for rain and snow)Fellout-pipboylight.esp=1 take only one weather mod, both are well made, depend of your taste. you make merge patch? dont see it......its essential for avoid many error with multiple mods. Nino791 Link to comment Share on other sites More sharing options...
M48A5 Posted July 13, 2015 Share Posted July 13, 2015 You can disable and uninstall the following Mart's Mutant Mod plugins: Zones Respawn, Tougher Traders and Natural Selection. They part of FWE. Link to comment Share on other sites More sharing options...
Immortal68 Posted July 13, 2015 Author Share Posted July 13, 2015 hi Immortal68, my little advice for your LO: F3ProjectRealityMkI.esp=1 (no snow) Fellout-Full.esp=1 (can add "Enhanced Weather - Rain and Snow v2 Hotfix" http://www.nexusmods.com/fallout3/mods/6170/? for rain and snow)Fellout-pipboylight.esp=1 take only one weather mod, both are well made, depend of your taste. you make merge patch? dont see it......its essential for avoid many error with multiple mods. Nino791 Hi Nino. Could you expand on that Weather Mod part? I'm afraid I don't quite follow. Does Fellout provide something similar to Project Reality? I didn't create a merge patch myself (not sure how I would do that). I followed M48A5's link and used the mergers from Paradox Ignition (http://www.nexusmods.com/fallout3/mods/16787/?). It replaces multiple .esps with a single one. You can disable and uninstall the following Mart's Mutant Mod plugins: Zones Respawn, Tougher Traders and Natural Selection. They part of FWE. Did it just now. Thanks for the info. To give some feedback how well it works so far:I was kind of disappointed at first, since the game seemed to be much more unstable, but going with an advice from MMM's page I went to my house in Megaton and slept for 9 days. After that I had a surprisingly long session (3-4 hours I think?) of playing without the game crashing once. I have to play some more to see if it's persistent, but it's great so far! :) There are two minor bugs that still appear in the game, but they are not that much of a hassle. One is, that the Stealth Boy doesn't provide invisibility right after using it (it seems to start when I use 'x' as the Triage-hotkey...) and the invisibility doesn't seem to be consistent. I hear some sounds and suddenly I'm visible again. I then have to wait half a minute or something to become invis again. This could be some FWE mechanic I'm missing I guess (didn't find anything about it in the mod-description though).The other one is that Energy Weapons sometimes don't fire outside of V.A.T.S. This seems to be solvable by switching weapons. Thanks for all the help! Link to comment Share on other sites More sharing options...
M48A5 Posted July 13, 2015 Share Posted July 13, 2015 I do know that with FWE, you need a power source for the stealth field. Since I don't use it, I don't remember what the power source is. I can't help with the energy weapon problem. I never had anything like that. Link to comment Share on other sites More sharing options...
nino791 Posted July 14, 2015 Share Posted July 14, 2015 Hi,yes both are weather mod, take a look of mods description : - project reality - Over 30 meticulously crafted weather systems each with dynamic variations throughout it's cycle- Weather Cycles (Pleasant, Rainy, Cloudy, Foggy, Windy & Nuclear Winter) which can be enabled/disabled in a cycle- Realistic sky visuals with full multi-layered dynamic clouds- Rain & Snow visuals- Thunderstorms with realistic fork lightning visuals - fellout Fellout changes all that, giving a harsh world more reminiscent of the Sahara Desert or the Mad Max/Road Warrior movies though due to popular demand (and if Enhanced Weather is installed) some areaswill have rain.Fellout also neutralises indoor lighting, removes green fogging and also water has been changed inmost places. This is a l ittle experimental for the time being, but still quite a lot better thanglowy green clouds of fog. have both is useless and maybe can cause CTD in heavy modded game. Merge patch is made with FO3Edit to make mods work together with no error, is a must for play a modded FO3, take a look on this Gopher guide for more info https://www.youtube.com/watch?v=uPK7R71zcwM&list=PL77ECC4B6194E1685&index=15 Paradox team make a very good work to lessen the number of plugin in most "must have" mods for reduce error and CTD but is not a merge patch. Sorry for any grammar error but my english is not so good :wink: Nino791 Link to comment Share on other sites More sharing options...
Recommended Posts