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Operation Anchorage - Weaponless Enemies


maddog2201

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So I've been playing Fallout 3 with Fook2 v1 for a while now, I did update it but I rolled it back because I didn't like the ENB it installed, it's been running flawlessly, but now I've gone to the Operation Anchorage DLC and none of the generic enemies have weapons. At all. The specials such as the Dragoons and all those have weapons, but general infantry are required to run up to me and fist fight me.

I had a quick look in the geck and all their weapons are set in their inventory as a weapons "NPCWithAmmo" or something to that effect, but they still don't have guns equipped. Being the simulation I can't just look at their inventory either. I have a feeling it's something to do with Fooks DIK that's doing it because I can't get ammo for the Chinese assault rifle either after I've picked it up.

Load order/mods:

fallout3.esm
Anchorage.esm
ThePitt.esm
BrokenSteel.esm
PointLookout.esm
Zeta.esm
CALIBR.esm
FOOK2 - Main.esm
FOOK2 - [WANK] World And Neighbourhood Kit.esm
FOOK2 - [DIK] DLC Improvement Kit.esm
RH_IRONSIGHTS.esm
Mart's Mutant Mod.esm
DarkNight.esp
GNR Enhanced.esp
RH_IronSights_RemoveReticule.esp
CASM.esp
Sprint Mod.esp
FOOK2 - Main.esp
FOOK2 - [EVE] Energy Visuals Enhanced.esp
Mart's Mutant Mod.esp
FOOK2 - [DIK] DLC Improvement Kit.esp
RH_IronSights_Pitt_NewRifleSights.esp
RH_IronSights_Basic_AnchoragePlugin.esp
FOOK2 - Mothership Zeta.esp
UndergroundHideout.esp
RH_IronSights_Basic_ZetaPlugin.esp
RH_IronSights_Basic_VanillaPlugin.esp
RH_IronSights_Basic_PointLookoutPlugin.esp
RH_IronSights_Basic_PittPlugin.esp
RH_IronSights_Basic_BrokenSteelPlugin.esp
MyFOOK2 - Black & White Tranquility Lane.esp
Mart's Mutant Mod - DLC Anchorage.esp
Mart's Mutant Mod - DLC The Pitt.esp
Mart's Mutant Mod - FOOK2.esp
MyFOOK2 - No Rape Victims.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 - Natural Selection.esp
Mart's Mutant Mod - Tougher Traders.esp
Mart's Mutant Mod - Zones Respawn.esp
Mart's Mutant Mod - FOOK2 - DIK.esp
RH_IronSights_PL_NewItems.esp
Mart's Mutant Mod - Master Menu Module.esp
Ks_DynamicSneak.esp
Overpass1.7.esp

Some things are out of place in this list compared to NMM.

I think the problem is the mod doesn't know that 5.56 exists, because even though I have a weapon that needs it it doesn't actually allow me to pick it up from the ammo refills throughout levels.

I'm hoping someone can help me with this because I'm starting to get frustrated. It's too damn easy.

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