d1d2d3d4 Posted March 9, 2013 Share Posted March 9, 2013 Hi allRecently 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 Link to comment Share on other sites More sharing options...
Dweedle Posted March 9, 2013 Share Posted March 9, 2013 Load order please. Link to comment Share on other sites More sharing options...
d1d2d3d4 Posted March 9, 2013 Author Share Posted March 9, 2013 HiApologies, new to this. My load order is as follows: Fallout3.esmAnchorage.esmThePitt.esmBrokenSteel.esmPointLookout.esmZeta.esmCRAFT.esmCALIBR.esmFO3 Wanderers Edition - Main File.esmMart's Mutant Mod.esmFO3 Wanderers Edition - Alternate Travel.espT3T_BetterMegatonStorage.espAlton, IL.esmMothership Crew.esmtubrrCompound.esmVault 101 Revisited.esmUndiscoveredCapital.esmTheInstitute.esmArefuExpandedByAzar.esmFNNsys.esmAWorldOfPainFO3.esmSeducingWomen.esmiHUD.esmaHUD.esmFO3 Wanderers Edition - DLC Anchorage.espFO3 Wanderers Edition - DLC Broken Steel.espFO3 Wanderers Edition - DLC Mothership Zeta.espFO3 Wanderers Edition - DLC Point Lookout.espFO3 Wanderers Edition - DLC The Pitt.espFO3 Wanderers Edition - Main File.espWeaponModKits.espWeaponModKits - FWE Master Release.espWeaponModKits - BrokenSteel.espWeaponModKits - OperationAnchorage.espWeaponModKits - PointLookout.espWeaponModKits - ThePitt.espWeaponModKits - Zeta.espMart's Mutant Mod.espMart's Mutant Mod - FWE Master Release + DLCs.espMart's Mutant Mod - DLC Anchorage.espMart's Mutant Mod - DLC Point Lookout.espMart's Mutant Mod - DLC The Pitt.espMart's Mutant Mod - DLC Broken Steel.espMart's Mutant Mod - DLC Zeta.espMart's Mutant Mod - Master Menu Module.espF3ProjectRealityMkI.espFreePlayAfterMQ_V05.espRaiderMercenaryExpanded.esptubRRCompound.espv1_OutcastFIstrongerDefence).espEIP.espNotSoFast.espAQFH_C_103.espIntoTheDeepWoods.espFasterMorePowerfulMines.espHeirApparent.espAQFH2.espArefuExpandedByAzar-Radio.espSavage Wasteland - Fewer Gun Wielding Maniacs.espactionpointratelightning.espBetter_Brahmin_Loot.espFNNsys - FWE.espStealth Kills Enabled - Pitt Compatibility.espStealth Kills Enabled.espnoscopewobble.espStop Insulting Me Outcasts.espLawbringer Boutnies Ver1.1.espOutcastRewards.espExistence2.0.espCONELRAD 640-1240.espPowerArmorTraining.espGalaxyNewsRadioFix.espFast VATS 2.espmegalight.espRealistic Interior Lighting - BS.espRealistic Interior Lighting - OA.espRealistic Interior Lighting - PL.espRealistic Interior Lighting.espEcho_BatteryCharger.espMore2Megaton.espYearlingsGlasses.espSeducedDLC03.espDarNifiedUIF3.esp Thanks Link to comment Share on other sites More sharing options...
M48A5 Posted March 9, 2013 Share Posted March 9, 2013 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. Link to comment Share on other sites More sharing options...
d1d2d3d4 Posted March 9, 2013 Author Share Posted March 9, 2013 Many thanks for the advice-It's a while since I last played FO3 so am a bit out of touch. Link to comment Share on other sites More sharing options...
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