Roach75 Posted May 16, 2013 Share Posted May 16, 2013 Hi, all has been going reasonably well until I picked up the Xuanlong and found it was an ordinary Chinese Assault Rifle. So I did some moving around with RH Iron Sights and got the proper FWE unique Xuanlong, but then there was no more weapon sway with any of the conventional type weapons, energy weapons still had it. So changed it round some more and then certain pistols and weapons sights were to high, the Tommy Gun and M60 were in my face so afer a final try resulting in the assault rifles having no iron sight at all I've finally given up am seeking help to resolve the issue Fallout 3 GOTY DVD version, followed Gophers mod tutorial and added RH Iron Sights Load order: GameMode=Fallout3Fallout3.esm=1Anchorage.esm=1ThePitt.esm=1BrokenSteel.esm=1PointLookout.esm=1Zeta.esm=1CRAFT.esm=1CALIBR.esm=1Project Beauty.esm=1FO3 Wanderers Edition - Main File.esm=1FO3 Wanderers Edition - Alternate Travel.esp=1EVE.esm=1Mart's Mutant Mod.esm=1ImaginatorFO3.esp=1CINEMATECH.esm=1iHUD.esm=1aHUD.esm=1RH_IRONSIGHTS.esm=1DarNifiedUIF3.esp=1Project Beauty- Broken Steel.esp=1Project Beauty- Point Lookout.esp=1FO3 Wanderers Edition - Main File.esp=1FO3 Wanderers Edition - DLC Anchorage.esp=1FO3 Wanderers Edition - DLC The Pitt.esp=1FO3 Wanderers Edition - DLC Broken Steel.esp=1FO3 Wanderers Edition - DLC Point Lookout.esp=1FO3 Wanderers Edition - DLC Mothership Zeta.esp=1FO3 Wanderers Edition - Optional Restore Tracers (automatics only).esp=1FO3 Wanderers Edition - Optional Restore Tracers.esp=0FO3 Wanderers Edition - Project Beauty.esp=1FO3 Wanderers Edition - Project Beauty (Followers Enhanced).esp=0RH_FWE_Bridge.esp=1WeaponModKits.esp=1WeaponModKits - FWE Master Release.esp=1WeaponModKits - BrokenSteel.esp=1WeaponModKits - OperationAnchorage.esp=1WeaponModKits - PointLookout.esp=1WeaponModKits - ThePitt.esp=1WeaponModKits - Zeta.esp=1RH_WMK_Bridge.esp=1EVE.esp=1EVE Operation Anchorage.esp=1EVE - FWE Master Release.esp=1EVE - FWE Master Release (Follower Enhanced).esp=0EVE - FWE Master Release (pulse fix).esp=1EVE - FWE with WeaponModKits.esp=1EVE Anchorage - FWE DLC Anchorage.esp=1RH_EVE_Bridge.esp=1Mart's Mutant Mod.esp=1Mart's Mutant Mod - DLC Anchorage.esp=1Mart's Mutant Mod - DLC The Pitt.esp=1Mart's Mutant Mod - DLC Broken Steel.esp=1Mart's Mutant Mod - DLC Point Lookout.esp=1Mart's Mutant Mod - DLC Zeta.esp=1Mart's Mutant Mod - Natural Selection.esp=0Mart's Mutant Mod - Tougher Traders.esp=0Mart's Mutant Mod - Zones Respawn.esp=0Mart's Mutant Mod - FWE Master Release.esp=0Mart's Mutant Mod - FWE Master Release + DLCs.esp=1Mart's Mutant Mod - FWE Master Release + Project Beauty.esp=1Mart's Mutant Mod - Project Beauty.esp=1Mart's Mutant Mod - Master Menu Module.esp=1RH_IronSights_Basic_VanillaPlugin.esp=1RH_IronSights_Basic_PittPlugin.esp=1RH_IronSights_Basic_BrokenSteelPlugin.esp=1RH_IronSights_Basic_PointLookoutPlugin.esp=1RH_IronSights_Basic_AnchoragePlugin.esp=1RH_IronSights_Basic_ZetaPlugin.esp=1RH_IronSights_Pitt_NewRifleSights.esp=1RH_IronSights_PL_NewItems.esp=1RH_IronSights_RemoveReticule.esp=1F3ProjectRealityMkI.esp=1DYNAVISION - Dynamic Lens Effect.esp=1Directors Chair - Fallout 3.esp=1 Link to comment Share on other sites More sharing options...
M48A5 Posted May 16, 2013 Share Posted May 16, 2013 If the Imaginator is not an .esm with a .esp extension, it is in the wrong place. Use only one of the Restore tracers, not both. Your compatibility patches should be loaded after the last mod they patch. Meaning all of the RH patches should be loaded after the last RH_IronSights mod. Link to comment Share on other sites More sharing options...
Roach75 Posted May 16, 2013 Author Share Posted May 16, 2013 (edited) M48A5, on 16 May 2013 - 19:50, said:If the Imaginator is not an .esm with a .esp extension, it is in the wrong place. Use only one of the Restore tracers, not both. Your compatibility patches should be loaded after the last mod they patch. Meaning all of the RH patches should be loaded after the last RH_IronSights mod.Thanks for the rapid response. Only one of the tracer esp is selected, the inmaginator file says ....it's header is marked as an esm. Put the load order back I think to how it was before I noticed the lacking unique Xuanlong and the Xuanlong is now just a regular vanilla Chinese Assault Rifle, however the other issues I mentioned have gone. Here is the new load order, I hope I can fix it with help, that new Xuanlong looked awesome..... P.S will just put those bottom RH patches together GameMode=Fallout3 Fallout3.esm=1Anchorage.esm=1ThePitt.esm=1BrokenSteel.esm=1PointLookout.esm=1Zeta.esm=1CRAFT.esm=1CALIBR.esm=1Project Beauty.esm=1FO3 Wanderers Edition - Main File.esm=1FO3 Wanderers Edition - Alternate Travel.esp=1EVE.esm=1Mart's Mutant Mod.esm=1ImaginatorFO3.esp=1CINEMATECH.esm=1iHUD.esm=1aHUD.esm=1RH_IRONSIGHTS.esm=1DarNifiedUIF3.esp=1Project Beauty- Broken Steel.esp=1Project Beauty- Point Lookout.esp=1FO3 Wanderers Edition - Main File.esp=1FO3 Wanderers Edition - DLC Anchorage.esp=1FO3 Wanderers Edition - DLC The Pitt.esp=1FO3 Wanderers Edition - DLC Broken Steel.esp=1FO3 Wanderers Edition - DLC Point Lookout.esp=1FO3 Wanderers Edition - DLC Mothership Zeta.esp=1FO3 Wanderers Edition - Optional Restore Tracers (automatics only).esp=1FO3 Wanderers Edition - Optional Restore Tracers.esp=0FO3 Wanderers Edition - Project Beauty.esp=1FO3 Wanderers Edition - Project Beauty (Followers Enhanced).esp=0WeaponModKits.esp=1WeaponModKits - FWE Master Release.esp=1WeaponModKits - BrokenSteel.esp=1WeaponModKits - OperationAnchorage.esp=1WeaponModKits - PointLookout.esp=1WeaponModKits - ThePitt.esp=1WeaponModKits - Zeta.esp=1EVE.esp=1EVE Operation Anchorage.esp=1EVE - FWE Master Release.esp=1EVE - FWE Master Release (Follower Enhanced).esp=0EVE - FWE Master Release (pulse fix).esp=1EVE - FWE with WeaponModKits.esp=1EVE Anchorage - FWE DLC Anchorage.esp=1Mart's Mutant Mod.esp=1Mart's Mutant Mod - DLC Anchorage.esp=1Mart's Mutant Mod - DLC The Pitt.esp=1Mart's Mutant Mod - DLC Broken Steel.esp=1Mart's Mutant Mod - DLC Point Lookout.esp=1Mart's Mutant Mod - DLC Zeta.esp=1Mart's Mutant Mod - Natural Selection.esp=0Mart's Mutant Mod - Tougher Traders.esp=0Mart's Mutant Mod - Zones Respawn.esp=0Mart's Mutant Mod - FWE Master Release.esp=0Mart's Mutant Mod - FWE Master Release + DLCs.esp=1Mart's Mutant Mod - FWE Master Release + Project Beauty.esp=1Mart's Mutant Mod - Project Beauty.esp=1Mart's Mutant Mod - Master Menu Module.esp=1RH_IronSights_Basic_VanillaPlugin.esp=1RH_IronSights_Basic_PittPlugin.esp=1RH_IronSights_Basic_BrokenSteelPlugin.esp=1RH_IronSights_Basic_PointLookoutPlugin.esp=1RH_IronSights_Basic_AnchoragePlugin.esp=1RH_IronSights_Basic_ZetaPlugin.esp=1RH_IronSights_Pitt_NewRifleSights.esp=1RH_IronSights_PL_NewItems.esp=1RH_IronSights_RemoveReticule.esp=1RH_FWE_Bridge.esp=1F3ProjectRealityMkI.esp=1RH_WMK_Bridge.esp=1DYNAVISION - Dynamic Lens Effect.esp=1RH_EVE_Bridge.esp=1Directors Chair - Fallout 3.esp=1 Edited May 16, 2013 by Roach75 Link to comment Share on other sites More sharing options...
M48A5 Posted May 16, 2013 Share Posted May 16, 2013 I don't use Mart's Mutant Mod, but I have seen in other threads that with the Master Menu Module there are some of the other patches included. I don't remember which ones you don't need, but I sure you can find the answer with a little research. Maybe trying the Mart's Mutant Mod discussion page. Link to comment Share on other sites More sharing options...
Roach75 Posted May 16, 2013 Author Share Posted May 16, 2013 Thanks, I don't think MMM will affect the weapons though. I'll see If RH IS has a thread, thanks for helping Link to comment Share on other sites More sharing options...
Purr4me Posted May 17, 2013 Share Posted May 17, 2013 I hope I can fix it with help, that new Xuanlong looked awesome.....If you have and know how to use the fo3edit 3.0.15 version and NOT the newer one as it won't do what I need you to do, then there is a fix you can do now to have that weapon. I need to know which mod contains the weapon you like. Then I 'll come back if you respond.Kitty Link to comment Share on other sites More sharing options...
Roach75 Posted May 17, 2013 Author Share Posted May 17, 2013 I hope I can fix it with help, that new Xuanlong looked awesome.....If you have and know how to use the fo3edit 3.0.15 version and NOT the newer one as it won't do what I need you to do, then there is a fix you can do now to have that weapon. I need to know which mod contains the weapon you like. Then I 'll come back if you respond.KittyThanks for the offer, I checked and have the later version of FO3edit. I moved the order around again and have it mostly working including the new Xuanlong still have some guns not working but posted the new load order if your experienced eye wanted a look here:http://forums.nexusmods.com/index.php?/topic/128199-ironsights-and-ammotypes/page-254 Link to comment Share on other sites More sharing options...
Purr4me Posted May 17, 2013 Share Posted May 17, 2013 what is ideal is all but one weapon working completely, since you isolated a single weapon , you can make a patch on your own and redirect it seperatly, it will then load as desired. Link to comment Share on other sites More sharing options...
Roach75 Posted May 17, 2013 Author Share Posted May 17, 2013 what is ideal is all but one weapon working completely, since you isolated a single weapon , you can make a patch on your own and redirect it seperatly, it will then load as desired.My current load has given me the FWE unique Xuanlong, I do not know yet if the other FWE uniques will appear, as I've only got Sydneys Ultra and Eugene, the Ultra is I think the FWE one but I've never been one for heavy guns and Eugene looks the same. If you've any idea how to fix the pistol sights (M9 Beretta, Browning Hi Power, Colt 1911, Sig Sauer, 14mm), all which don't aim down at eye level but at chest height and which fire high that'd be great? Link to comment Share on other sites More sharing options...
Purr4me Posted May 17, 2013 Share Posted May 17, 2013 which *.nif files are being called for those weapons? how do I put this, installorder is what overwrites simalar files, so, you have made a choice of where theesp directives areplaced, you have not made any choices as to which mod extra data loads. That is controlled by install and over writes in that order.The very best way to protect what you have now is to isolate the proceedure before to mess with any thing. you make desktop folders named of course to what your doing. FWE meshes\weapondsRH_IronSights_Basic\weapons.now, you make a storage folder to sort what you have.using this data folder<---here, you drag all your weapon data too, sub folders are mesh and texture both.you open up your last saved game file in fomm's saved game viewer, and click on it, then to export that text to the desktop and save it as you wish so you can reinstall that exact load order later. now, all weapon data is removed from the main data folder. reinstall or deactivate and reinstall FWE. then Go into that folder and find the data for the weapons. here , at theis point you have what is known as that mods data for sure , no doubt. this is a new folder to make , call it known FWE, and move that data, not copy, Move it out to that new folder. now, you do the same thing to RHiS mod, all the same way, you will have 5 folders on the desktop.now you package up these as 7z files each, you custom choices, all 5. you give it your name. you install which ever you think is the right ones and now can go into the game and check the weapons. if you choice is incorrect, you now know which mod made that choice. you deactivate it and activate the next one. this takes only minute to complete when all is ready. 20 minutes and you will know which mod does what, replaces what.you posted a list, both mods may in fact touch those weapons mesh files, the mesh files are directly connected to any texture files and will call only whats in the lines coded into the mesh files. there are 3 choices possible, Vanilla and the 2 mods in question. here, in this, what ever is loaded in ram VIA the bsa's and the lose texture folder will load, only what you choose. No more mistaking which does what. you can really narrow down the exact arrangement and make a solid archive of your own to save as an overwrite so any time later, no more guess work. Very small packages, and it's all your personal choices. it's fool proof. leveling can be effected by the *.nif files and the crazy shooting into the air is the wrong mesh file calling the wrong texture, they are not mated to one another. a miss match. Kitty. Link to comment Share on other sites More sharing options...
Recommended Posts