nino791 Posted July 14, 2015 Share Posted July 14, 2015 (edited) 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). You have to change the key for activate the Stealth Boy or change key for triage (look at fwe option ingame), press and hold key for activate invisibility and for remove it, have a recharge time and a energy reserve for use, can see an indicator bar if equipped. 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. EVE is a marvellous mod but make a lot of error, in my game are the most cause of CTD, maybe a merge patch can resolve. Edited July 14, 2015 by nino791 Link to comment Share on other sites More sharing options...
Immortal68 Posted July 14, 2015 Author Share Posted July 14, 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. Hm. Might need to look at some FWE wiki for that. Right now I'm just enjoying the game though. :) 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 Thanks for the explanation! I always thought Fellout was just to remove the green tint and nothing more. I deactivated ProjectReality and lo and behold the game looks waaay better suddenly. I think both mods desaturated the environment and having only one leaves everything much more colourful! Can't believed I missed the Gopher FO3Edit video. I love watching his tutorials and created a merge patch now. Thanks for the help! Don't worry about your English. It's pretty good and the more you use it the better it will get. :) Link to comment Share on other sites More sharing options...
Immortal68 Posted July 29, 2015 Author Share Posted July 29, 2015 (edited) Just to give an update for people who might find this thread through google. I cleared and sorted my load order and it now looks like this: 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=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=1EVE.esm=0DarNifiedUIF3.esp=1Project Beauty- Broken Steel.esp=1Project Beauty- Point Lookout.esp=1GNR Enhanced.esp=1CASM.esp=1Flora Overhaul.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 - Followers Enhanced (BrokenSteel).esp=0FO3 Wanderers Edition - Optional VATS Halftime.esp=0Mart's Mutant Mod - Project Beauty.esp=0Mart's Mutant Mod - Natural Selection.esp=0Mart's Mutant Mod - Tougher Traders.esp=0Mart's Mutant Mod - Zones Respawn.esp=0Realistic Interior Lighting.esp=1Fellout-Full.esp=1Fellout-pipboylight.esp=0Blackened FWE + MMM + Project Beauty.esp=1AAAMergedPatch.esp=1 The merged patch at the end was created with FO3Edit. I uninstalled EVE since it seemed to be responsible for much of the instability of FO3. Right now, the game runs relatively stable, but it still crashes to desktop eventually (after ~1 1/2 hrs of play). What you can't see in the load order is that I'm using FOSE (obviously), Archive Invalidation, Large Address Awareness and for Borderless Fullscreen I use the excellent "Windowed Borderless Gaming" Application. I also enabled multi-core use through fallout's .ini and installed a big texture pack. Edited July 29, 2015 by Immortal68 Link to comment Share on other sites More sharing options...
BlackRampage Posted July 30, 2015 Share Posted July 30, 2015 I uninstalled EVE I which case you should remove its master file (the EVE.esm). Otherwise its data will still be loaded even if you've disabled it. Link to comment Share on other sites More sharing options...
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