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Primary needs gone from DUI


d1d2d3d4

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Hi all

Recently returned to this game using the NMM-makes it very easy. I loaded a bunch of Mods (all the classics) and everything ok. I subsequently put a load more mods on and the DUI HUD does not display the 3 primary needs variables anymore. I am assuming that one of these mods has interferred in some way-any advice on getting it back on the HUD?

Thanks

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Hi

Apologies, new to this. My load order is as follows:

 

 

Fallout3.esm
Anchorage.esm
ThePitt.esm
BrokenSteel.esm
PointLookout.esm
Zeta.esm
CRAFT.esm
CALIBR.esm
FO3 Wanderers Edition - Main File.esm
Mart's Mutant Mod.esm
FO3 Wanderers Edition - Alternate Travel.esp
T3T_BetterMegatonStorage.esp
Alton, IL.esm
Mothership Crew.esm
tubrrCompound.esm
Vault 101 Revisited.esm
UndiscoveredCapital.esm
TheInstitute.esm
ArefuExpandedByAzar.esm
FNNsys.esm
AWorldOfPainFO3.esm
SeducingWomen.esm
iHUD.esm
aHUD.esm
FO3 Wanderers Edition - DLC Anchorage.esp
FO3 Wanderers Edition - DLC Broken Steel.esp
FO3 Wanderers Edition - DLC Mothership Zeta.esp
FO3 Wanderers Edition - DLC Point Lookout.esp
FO3 Wanderers Edition - DLC The Pitt.esp
FO3 Wanderers Edition - Main File.esp
WeaponModKits.esp
WeaponModKits - FWE Master Release.esp
WeaponModKits - BrokenSteel.esp
WeaponModKits - OperationAnchorage.esp
WeaponModKits - PointLookout.esp
WeaponModKits - ThePitt.esp
WeaponModKits - Zeta.esp
Mart's Mutant Mod.esp
Mart's Mutant Mod - FWE Master Release + DLCs.esp
Mart's Mutant Mod - DLC Anchorage.esp
Mart's Mutant Mod - DLC Point Lookout.esp
Mart's Mutant Mod - DLC The Pitt.esp
Mart's Mutant Mod - DLC Broken Steel.esp
Mart's Mutant Mod - DLC Zeta.esp
Mart's Mutant Mod - Master Menu Module.esp
F3ProjectRealityMkI.esp
FreePlayAfterMQ_V05.esp
RaiderMercenaryExpanded.esp
tubRRCompound.esp
v1_OutcastFIstrongerDefence).esp
EIP.esp
NotSoFast.esp
AQFH_C_103.esp
IntoTheDeepWoods.esp
FasterMorePowerfulMines.esp
HeirApparent.esp
AQFH2.esp
ArefuExpandedByAzar-Radio.esp
Savage Wasteland - Fewer Gun Wielding Maniacs.esp
actionpointratelightning.esp
Better_Brahmin_Loot.esp
FNNsys - FWE.esp
Stealth Kills Enabled - Pitt Compatibility.esp
Stealth Kills Enabled.esp
noscopewobble.esp
Stop Insulting Me Outcasts.esp
Lawbringer Boutnies Ver1.1.esp
OutcastRewards.esp
Existence2.0.esp
CONELRAD 640-1240.esp
PowerArmorTraining.esp
GalaxyNewsRadioFix.esp
Fast VATS 2.esp
megalight.esp
Realistic Interior Lighting - BS.esp
Realistic Interior Lighting - OA.esp
Realistic Interior Lighting - PL.esp
Realistic Interior Lighting.esp
Echo_BatteryCharger.esp
More2Megaton.esp
YearlingsGlasses.esp
SeducedDLC03.esp
DarNifiedUIF3.esp
Thanks
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FreePlayAfterMQ_V05.esp - not needed since you have Broken Steel. It will actually break Broken Steel as explained on the mod description page. Arrange your FWE .esp in the same order as the vanilla game. Better yet, get B.O.S.S. to handle your load order. It is a little messed up. With this: Mart's Mutant Mod - FWE Master Release + DLCs.esp, I don't think you need the individual patches.

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