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Kick K-9 to the curb


GlassDeviant

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So I installed Fallout 3 and some mods I haven't tried before, including some packs that are a bunch of mods together and now I have this stupid cybernetic dog that won't get the hell out of my life. I don't know where he came from or how to get rid of him. There's no setting in any of the mod pack control panels that I can find. Anyone have any idea?

 

 

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There's nothing in my load order to indicate where this mongrel came from.

 

GameMode=Fallout3

Fallout3.esm=1
Anchorage.esm=1
ThePitt.esm=1
BrokenSteel.esm=1
PointLookout.esm=1
Zeta.esm=1
Unofficial Fallout 3 Patch.esm=1
CALIBR.esm=1
Project Beauty.esm=1
FOOK2 - Main.ESM=1
FOOK2 - [DIK] DLC Improvement Kit.ESM=1
Mart's Mutant Mod.esm=1
FACE2.esm=1
Unofficial Fallout 3 Patch - Operation Anchorage.esp=1
Unofficial Fallout 3 Patch - The Pitt.esp=1
Unofficial Fallout 3 Patch - Broken Steel.esp=1
Unofficial Fallout 3 Patch - Point Lookout.esp=1
Unofficial Fallout 3 Patch - Mothership Zeta.esp=1
RangerHelmet.esp=1
Project Beauty- Broken Steel.esp=1
Project Beauty- Point Lookout.esp=1
Overhead3PCamera.esp=1
GalaxyNewsRadio100[M].esp=1
GalaxyNewsRadio80[M].esp=1
GalaxyNewsRadio60[M].esp=1
GalaxyNewsRadio40[M].esp=1
GalaxyNewsRadio20[M].esp=1
MME Universal Whiz Perk.esp=1
RangerT HQ.esp=1
FOOK2 - Main.esp=1
FOOK2 - [DIK] DLC Improvement Kit.esp=1
FOOK2 - Main [Hotfix].esp=1
FOOK2 - DIK [Hotfix].esp=1
FOOK2 - Main Level Up Fix 1.3.esp=1
FOOK2 - DIK Level Up Fix 1.3.esp=1
WeaponModKits.esp=1
WeaponModKits - FOOK.esp=1
WeaponModKits - OperationAnchorage.esp=1
WeaponModKits - ThePitt.esp=1
WeaponModKits - BrokenSteel.esp=1
WeaponModKits - PointLookout.esp=1
WeaponModKits - Zeta.esp=1
WMKAA12Shotgun.esp=1
BABEreconarmor.esp=1
K2_GirlieGirlVaultBabe.esp=1
Mart's Mutant Mod.esp=1
Mart's Mutant Mod - DLC Anchorage.esp=1
Mart's Mutant Mod - DLC The Pitt.esp=1
Mart's Mutant Mod - DLC Broken Steel.esp=1
Mart's Mutant Mod - DLC Point Lookout.esp=1
Mart's Mutant Mod - DLC Zeta.esp=1
Mart's Mutant Mod - Zones Respawn.esp=1
Mart's Mutant Mod - Tougher Traders.esp=1
Mart's Mutant Mod - Natural Selection.esp=1
Mart's Mutant Mod - Master Menu Module.esp=1
Mart's Mutant Mod - FOOK2.esp=1
Mart's Mutant Mod - FOOK2 - DIK.esp=1
MercenaryExpanded[M&W].esp=1
RaiderMercenaryExpanded.esp=1
RaiderExpanded[M&W].esp=1
RaiderMercenaryExpanded[M&W].esp=1
Josef Greys Kozaburo Hair Style for Fallout 3.esp=1
AgathaRadio40.esp=1
AgathaRadio50.esp=1
AgathaRadio10.esp=1
AgathaRadio20.esp=1
AgathaRadio30.esp=1
BA_PAUI.esp=1
Bittercup is a babe.esp=1
Crimson And Clover Over and Over.esp=1
EnclaveRadio30.esp=1
EnclaveRadio40.esp=1
EnclaveRadio50.esp=1
EnclaveRadio10.esp=1
EnclaveRadio20.esp=1
ReillysRangerHelmetReward.esp=1
tkHairPackF3.esp=1
CP - FACE2 NPCS [FOOK2].esp=1
CP - FACE2 NPCS [FOOK2] BrokenSteel addon.esp=1
CP - FACE2 NPCS [FOOK2+DIK].esp=1
CP - FACE2 [Eyelashes] MMM Raider Eyelashes.esp=1
FACE2 -4- NPCS.esp=1
FACE2 -3- NO Naruto Eyes.esp=1
FACE2 -2- [DLC Point Lookout] NO Eyelashes.esp=1
FACE2 -2- [DLC Point Lookout] Eyelashes.esp=1
FACE2 -2- [DLC PL+Riven's Eyescapes] Eyelashes.esp=1
FACE2 -1- [Riven's Eyescapes] NO Eyelashes.esp=1
FACE2 -1- [Riven's Eyescapes] Eyelashes.esp=1
FACE2 -1- Basic Eyelashes.esp=1
Merged Patch 2010-05-05 0933.esp=0
cleo_AdamantiumLimbs.esp=1
cleo_adamantiumX.esp=1
improved_adamantium.esp=1
Energy skill Gatling Laser.esp=1
regeneration_perk.esp=1
Skill_Points_Increase.esp=1
Wired Reflexes.esp=1
Commando Perk.esp=1
Gunslinger.esp=1
Sniper Perk.esp=1

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Could try going to console mode, clicking on the dog and seeing what ID number it is. That might help you find the mod. At the very least, with that number you could then use console commands to remove the thing completely.

Edited by 7thsealord
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That could lead to save file corruption, as the save file will contain references to items that have been removed. I'm already having enough problems with that in Skyrim. If I could go back in time and teach Beth programmers that sticking piles of crap in save files with no way to safely clean them out is a terrible idea, I would do so.

 

Anyway I tracked it down to FOOK2, so hopefully someone on the mod team will have an idea of how I can get rid of this properly so that I can start a clean game without the mutt ever existing or being referenced in the code. I would hate to have to turf FOOK2 entirely just because of a stupid companion that is only a small part of the mod(/collection).

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Just leave K-9 to hunt molerats.

 

You should not have those level up freeze fixes with FOOK2 1.2 Open Beta. Only one of each of those radio plugins is necessary. Those MMM and FOOK2 compatibility patches are not for MMM 6.x. Those FACE and FOOK2 compatibility patches are for some version pre-FOOK2 1.0 RC even. And looking at the date on your merged patch...you should wipe everything clean and start over.

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