Shotokanguy Posted March 6, 2013 Share Posted March 6, 2013 About a year and a half ago, I'd say, I bought Fallout 3 and gave modding a try. I gave up on it for a while after getting a lot of mods working and finding still more that I wanted to use, and feeling kind of overwhelmed. Since that time, those very helpful tutorial videos by Gopher and the Nexus Mod Manage have come out, and the process went much smoother this time. I've been able to quickly start up a game and play around for a few minutes to test things without any trouble. However, some things clearly aren't working perfectly. I can install mods and sort out load orders and make merged patches, but finding out what is causing a problem and fixing it is beyond me at this point, so if someone could give me some help, here is what's going wrong: 1. It looks like I didn't do something right with EVE/RH Ironsights compatibility. I used FWE's alternate start as an Outcast and aimed with the laser rifle you start with. Instead of looking over the top of the weapon, the butt of the rifle was completely blocking my view. 2. I think something is wrong with Fallout Reanimated, because I can see NPCs and my own character when in third person...spazzing out while firing guns. For example, when they fire, they will bend over 90 degrees and look at the ground for a split second. If the weapon is bolt action or something, they then bend back over the other way and look straight up. A character with an automatic weapon looks like they are possessed by a demon when they're aiming at me. 3. I didn't install every mod Gopher did in those tutorials. I only have Immersive HUD, and I'm not sure if I did something wrong or I just didn't mess with the settings, but my HUD would not come up even when I was taking damage and firing my weapon, until I went into VATS. Even if I need to mess with the settings, I can't imagine that's how it's supposed to work on default. Chances are I'll still end up with more questions, but still, thanks for the help you people are willing to give. It really means something that you put in all this work just so people can enjoy their games more. Link to comment Share on other sites More sharing options...
shadowfx78 Posted March 7, 2013 Share Posted March 7, 2013 per number 2 that is caused by rh ironsights but i dont remember how to fix it. Link to comment Share on other sites More sharing options...
prensa Posted March 7, 2013 Share Posted March 7, 2013 Shotokanguy - Hello! The animation issues you describe are typically caused one mod overwriting the animations of another. Many weapons mods add their own animations & because Fallout 3 only has certain slots available they all use the same meaning they are easily replaced by one & other. In this case you're RH Ironsights is probably clashing with Fallout 3 Re-Animated. There's a patch to make those two work together on the RH Ironsights page: http://fallout3.nexusmods.com/mods/6938 It's in Files under "Optional Files" & is called: RH_IronSights - FO3RA Bridge You also mention you're using FWE, make sure you've got the RH IronSights/FWE patch, also on that file page: RH IronSights - FWE Bridge "I gave up on it for a while after getting a lot of mods working and finding still more that I wanted to use, and feeling kind of overwhelmed." I find It's best to add just a few mods at a time & play with them for a while rather than add in a whole heap all at once. Adding in just a few at a time means you get more of an idea of what they are doing & if anything isn't working right it's easier to identify. It's also a lot easier to keep a handle on your load order this way. I've seen people grab everything & pile it all on at once & it normally leads to trouble & confusion. :) Hope this helps! Prensa Link to comment Share on other sites More sharing options...
Shotokanguy Posted March 8, 2013 Author Share Posted March 8, 2013 I popped those two patches in and made a new merged patch and it's not happening anymore. I'm not sure if it's 100% right now, but it looks okay. I noticed there was a patch for RH Ironsights and EVE too. Wouldn't I need that one as well to fix my first problem? Link to comment Share on other sites More sharing options...
prensa Posted March 8, 2013 Share Posted March 8, 2013 Shotokanguy - Hello! "I popped those two patches in and made a new merged patch and it's not happening anymore. I'm not sure if it's 100% right now, but it looks okay." Glad that helped. :) "I noticed there was a patch for RH Ironsights and EVE too. Wouldn't I need that one as well to fix my first problem?" Oh yes, I see there's a patch there for EVE & Ironsights, grab that too. I don't use either so I'm not up on all the patches. :) Prensa Link to comment Share on other sites More sharing options...
Shotokanguy Posted March 8, 2013 Author Share Posted March 8, 2013 Oh boy...I might still be a ways off from playing the game. So, the EVE + RH Ironsights patch alleviated the problem a bit. Now when I zoom, it's more like the original Fallout 3 zoom...however, when I fire, for just a split second I can see the view looking down the "iron sights" of the laser rifle. Not to mention the game froze when I was trying to kill Protector Casdin. I went and tried it again just to see if there really was a problem and he died with the fancy EVE laser effect, so maybe the game just had a random crash...but yeesh, makes me nervous. Link to comment Share on other sites More sharing options...
Shotokanguy Posted March 9, 2013 Author Share Posted March 9, 2013 Okay...maybe we should start over. I just started up another quick game to test the enhanced blood textures mod (couldn't figure out how to get that one working, even though I managed to do it a year and a half ago...) and decided to just keep running around the wasteland until I died. I ran across a bunch of weapons and enemies, and noticed that multiple weapon models are missing, there are weird things like Super Mutants armed with M1 Garands not firing at me...how am I supposed to know if things are truly working as intended? I'm of half a mind to take your suggestion, prensa, and install mods in small groups at a time, to make sure things go smoothly. But what's the easiest way to clear all of my mods out and get back to the pure vanilla game? I know just unchecking everything in my load order wouldn't do it, because there are things like NMCs texture pack and the blood textures that just go into the data folder... Link to comment Share on other sites More sharing options...
Dweedle Posted March 9, 2013 Share Posted March 9, 2013 (edited) If you'd post your load order then MAYBE we could help. Post load order please, if your merged patch is being made then load order is probably not too bad but likely there is something going on here. Please note also, some weapons simply will NOT work with RH Ironsights, weapons I know that do this are Pulse Rifles, Wattz laser pistols and I think maybe the Watts laser rifle. Here is my own load order with placement of RH Ironsights and patches, my game is working absolutely fine currently with ironsights apart from the few weapons that dont work, but not a huge loss. Just take a gander at the RH Ironsights and Patch placements. Fallout3.esmAnchorage.esmThePitt.esmStreetLights.esmBrokenSteel.esmPointLookout.esmZeta.esmCRAFT.esmCALIBR.esmProject Beauty.esmAWorldOfPainFO3.esmEVE.esmRH_IRONSIGHTS.esmFO3 Wanderers Edition - Main File.esmMart's Mutant Mod.esmDCInteriors_ComboEdition.esmDetect Traps.esmAdvanced Recon Tech.esmIMCN.esmInventory Access.esmCINEMATECH.esmiHUD.esmBetterGamePerformance.espDarNifiedUIF3.espRH_IronSights_Basic_VanillaPlugin.espRH_IronSights_Basic_AnchoragePlugin.espRH_IronSights_Basic_PittPlugin.espRH_IronSights_Pitt_NewRifleSights.espRH_IronSights_Basic_BrokenSteelPlugin.espRH_IronSights_Basic_PointLookoutPlugin.espRH_IronSights_PL_NewItems.espRH_IronSights_Basic_ZetaPlugin.espRH_IronSights_RemoveReticule.espDetect Traps - Perk.espDetect Traps - The Traponator 4000.espDetect Traps - DLC.espAdvanced Recon Gear.espAdvanced Recon Tech.espAdvanced Recon Tech - Detect Traps.espHeights.espProject Beauty- Broken Steel.espProject Beauty- Point Lookout.espDynamicCrosshair.espCASM.espPowered Power Armor.espPPA - Operation Anchorage.espPPA - Broken Steel.espPPA - The Pitt.espPPA - Mothership Zeta.espImp's More Complex Needs.espPPA - IMCN.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 - Optional Restore Tracers.espFO3 Wanderers Edition - Optional VATS Realtime.espRH_FWE_Bridge.espIMCN - FWE Compatibility and Ingestibles.espPPA - FWE.espAdvanced Recon Tech FWE.espWeaponModKits.espWeaponModKits - FWE Master Release.espWeaponModKits - OperationAnchorage.espWeaponModKits - ThePitt.espWeaponModKits - BrokenSteel.espWeaponModKits - PointLookout.espWeaponModKits - Zeta.espHelmPOV.espT3_leather armors.espFO3NeckChains.espstockings.espBBBackpacks-v1-1.espDogmeat Leather Armor - no crafting.espEVE.espEVE Operation Anchorage.espEVE - FWE Master Release.espEVE - FWE Master Release (Follower Enhanced).espEVE - FWE Master Release (pulse fix).espEVE Anchorage - FWE DLC Anchorage.espEVE - FWE with WeaponModKits.espRH_EVE_Bridge.espRH_WMK_Bridge.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 - Master Menu Module.espMart's Mutant Mod - Project Beauty.espMart's Mutant Mod - FWE Master Release.espMart's Mutant Mod - FWE Master Release + DLCs.espMart's Mutant Mod - FWE Master Release + Project Beauty.espRH_IronSights DLC Fix for FWE and EVE.espIMCN - MMM Meats, Bloods, and Eyeballs.espClean-Deluxe GOTY.espRealistic Interior Lighting.espRealistic Interior Lighting - BS.espRealistic Interior Lighting - OA.espRealistic Interior Lighting - PL.espF3ProjectRealityMkI.espmergy wergy.esp Total active plugins: 105Total plugins: 105 Edited March 9, 2013 by Dweedle Link to comment Share on other sites More sharing options...
Shotokanguy Posted March 9, 2013 Author Share Posted March 9, 2013 (edited) Heh, I thought about posting my load order in the first post, but for some reason just decided not to. Fallout3.esmAnchorage.esmThePitt.esmBrokenSteel.esmPointLookout.esmZeta.esmiHUD.esmCRAFT.esmCALIBR.esmProject Beauty.esmEVE.esmFO3 Wanderers Edition - Main File.esmMart's Mutant Mod.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.espRH_FWE_Bridge.espRH_EVE_Bridge.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 - Optional Restore Tracers.espFO3 Wanderers Edition - Project Beauty.espWeaponModKits.espWeaponModKits - FWE Master Release.espWeaponModKits - OperationAnchorage.espWeaponModKits - ThePitt.espWeaponModKits - BrokenSteel.espWeaponModKits - PointLookout.espWeaponModKits - Zeta.espEVE.espEVE Operation Anchorage.espEVE - FWE Master Release.espEVE - FWE Master Release (pulse fix).espEVE Anchorage - FWE DLC Anchorage.espEVE - FWE with WeaponModKits.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 - Master Menu Module.espMart's Mutant Mod - Project Beauty.espMart's Mutant Mod - FWE Master Release + DLCs.espMart's Mutant Mod - FWE Master Release + Project Beauty.espF3ProjectRealityMkI.espMergedPatch.esp Oh, and I'm not sure if there really is a problem with iHUD, unless it's too high in my load order. I mean, I can press "I" to bring up the whole HUD manually, so I probably just have to figure out how to tweak the settings. Edited March 9, 2013 by Shotokanguy Link to comment Share on other sites More sharing options...
Dweedle Posted March 9, 2013 Share Posted March 9, 2013 your load order is wrong. please review my load order and fix the errors you have made. iHud should ALWAYS be installed LAST when you are installing modifications that alter the Hud as well. I can tell you have put little thought into your load order, I'm not going to fix your whole load order for you because I don't feel like it is going to help you much by hand holding but I'll give you some basic instruction just to fix RH_Ironsights. Put EVE.ESM above RH_Ironsights.ESM and F03 Wanderers Edition - Main File.ESM and make sure that RH_Ironsights ESM is above F03 Wanderers Edition - Main File.ESM Important steps. RH_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.esp These should be right below Darnified.ESP like in my load order, getting these to load early is important. RH_FWE_Bridge.esp Put that eso below " FO3 Wanderers Edition - Optional Restore Tracers.esp ". This one should be abit of a no brainer since it is a compatibility patch. Same with the EVE Bridge but put it below the EVE esp's. You NEED the WMK bridge for Ironsights as well. First, sort your load order, make sure everything is in the correct place since yours is all over the place, then after following these instructions you should be fine. Link to comment Share on other sites More sharing options...
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