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Raiders have pink skin! (others too)


Palandiell

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why is this? Some of the NPCs have weird pink skin not matching their body armors! does this mean I misplaced some file or that I didnt install some file right?HAS ANYBODY HEARD OF THIS???

 

I installed the dimonized file for females but none for men, could this be the problem? if yes, what should I take? just the breeze male?

 

 

edit: so far ONLY raiders have it!

Edited by Palandiell
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  • 10 months later...

why is this? Some of the NPCs have weird pink skin not matching their body armors! does this mean I misplaced some file or that I didnt install some file right?HAS ANYBODY HEARD OF THIS???

 

I installed the dimonized file for females but none for men, could this be the problem? if yes, what should I take? just the breeze male?

 

 

edit: so far ONLY raiders have it!

I have this too, I have not installed DImonized mod, but I have installed:

Fellout

FWE

Weapon Mod Kits

Mini Hideout

Coyote Neural Assistance Power Armor

Enclave Commander

Enhanced Weather

Marts Mutant Mod

 

I also had Pipboy PDA installed, didn't like it because I had no pipboy light with it, so I uninstalled, and my pipboy disappeared! I am using FOMM with FOSE, I completely uninstalled, it was still gone, so I had to go back to a save before I installed the mod to get my pipboy back.

 

Anyway, I am going to disable the mods one by one until I can figure out which one is causing my pink raiders and invisible Super Mutants and Ghouls.

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I am using ArchiveInvalidation, and I got no errors installing the mods using FOMM. I deactivated all the MMM Mods, and the pink skin went away. I re-activated them one at a time, and it never re-appeared, so I am putting it down to a non-reproducible bug. I still have invisible ghouls and Super Mutants, and I have also noticed some (but not all) giant ants are invisible. Still working on isolating this. The fact that un-modified FO3 has bugs in it makes it hard to track down what is caused by a mod, and what is just faulty code from Bethesda, but I never had problems with invisible creatures before mods, except for the occasional one that fell through the ground, and I played FO3 all the way through, so I am going with the theory that one of my mods caused this for now.
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This page:

http://fallout3.nexusmods.com/modules/comments/comments_ajax.php?page=94&tid=97246&fid=3211nnFO3&img_id=0&news_id=0&sort=DESC

Makes it seem as though MMM is responsible for the invisible creatures as well, recommends a manual install. I guess I'll uninstall MMM completely, and see if I can figure out the manual install process. Although the post says the issue is with RC5 version from Aug 2010, and I'm using 6.2 update 3211 downloaded yesterday. I will update after trying this.

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I did not. Can you provide a link to the base mod I need to install first?

 

Also, I looked up a manual install for MMM and couldn't find it, but while searching found info saying loading the mods in a specific order and adding FOIP would help, based on that I now have these mods running in this order. Haven't tried it yet.

Fallout3.esm

Anchorage.esm

ThePitt.esm

BrokenSteel.esm

PointLookout.esm

Zeta.esm

CRAFT.esm

CALIBR.esm

EnclaveCommander-OA-Pitt-Steel,esm

EnclaveCommander-OA-Steel.esm

EnclaveCOmmander-Steel.esm

MiniHideout.esp

NAPA.esp

Fellout-Full.esp

Fellout-pipboylight.esp

Fellout-Anchorage.esp

Fellout-BrokenSteel.esp

Fellout-PointLookout.esp

Fellout-Zeta.esp

FO3 Wanderers Edition - Main File.esm

Mart's Mutant Mod.esm

Enhanced Weather - Rain and Snow.esm

Enhanced Weather - Sneak Bonus during Storms.esp

Enhanced Weather - Weather Sounds in Interiors.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 - Followers Enhanced.esp (Choose BS OR Non-BS Version) (OPTIONAL)

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

FO3 Wanderers Edition - Optional Restore Tracers.esp

FO3 Wanderers Edition - Optional VATS Halftime.esp

FO3 Wanderers Edition - Optional VATS Realtime.esp

FO3 Wanderers Edition - Alternate Travel.esp

WeaponModKits.esp

WeaponModKits - FWE Master Release.esp (FROM FOIP)

WeaponModKits - OperationAnchorage.esp (FROM FOIP)

WeaponModKits - ThePitt.esp (FROM FOIP)

WeaponModKits - BrokenSteel.esp (FROM FOIP)

WeaponModKits - PointLookout.esp (FROM FOIP)

WeaponModKits - Zeta.esp (FROM FOIP)

Mart's Mutant Mod.esp

Mart's Mutant Mod - DLC Broken Steel.esp

Mart's Mutant Mod - DLC Zeta.esp

Mart's Mutant Mod - Tougher Traders.esp

Mart's Mutant Mod - Increased Increased Spawns.esp

Mart's Mutant Mod - Increased Spawns.esp

Mart's Mutant Mod - Zones Respawn.esp

Mart's Mutant Mod - FWE Master Release.esp (FROM FOIP)

Mart's Mutant Mod - FWE Master Release + DLCs.esp (FROM FOIP)

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Well, after adding FOIP (packages - FOIP - Marts Mutant Mod and FWE & FOIP - Weapon Mod Kits and FWE 6-03) FO3 now crashes on start every time. I was really excited because I played FO3 and FO:NV and all add-ons all the way through, and still wanted more, and mods seemed to provide that, but I am starting to get frustrated.
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First off:

Download, install and run BOSS to fix some of the more obvious errors in your load order first. (like the .esp's loading before the .esm's) And pay attention to any warnings/recommendations it gives you.

 

Second:

Also, it's usually a good idea to put lighting mods (like Fellout and Enhanced Weather) at the bottom of your load order.

 

Third:

Mart's Mutant Mod - Tougher Traders.esp

Mart's Mutant Mod - Zones Respawn.esp

These are redundant when you have the FOIP patches for FWE + MMM (they're integrated). Not sure about the increased spawns plugins though.

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