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Everything posted by JUNKdeLUXE
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I was wondering if there were some recommendation on how to take your first few steps inside this behemoth. The Puce Moose quest mods recommends that I put them early, but what about out quests?!? What I'm specifically looking for is questlines or areas to explore to get a good beginner basis of weapons and armor, so I'm not completely naked exploring the rest of the game. Thanks in advance.
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Giving it a shot again...
JUNKdeLUXE replied to JUNKdeLUXE's topic in Fallout 3 - Clear & Present Danger
Just listing the questions that still doesn't have an answer yet, in case you have overseen them: 1. Quote The Wasteland Patch Collection Author: DeadmanoVersion: v1.4Notes: This mod includes a set of patches to improve mod compatibility; many of these patches address compatibility among mods in this guide. For example, one of the patches restores some subrecords from UPDATED Unofficial Fallout 3 Patch andFWE - FO3 Wanderers Edition that are not included in Descriptive Icons for Fallout 3. If multiple patches are installed from this mod it is recommend that Merge Plugins xEdit Script is used to combine the patches in the mod to reduce plugin count.Since the patches are loaded after the bashed patch to prevnt problems with Wrye Bash, any FormID list or Leveled List subrecords from other mods not included in lists contained in the patches will need to be manually inserted into these lists with xEdit or they won't be used. Pne example of this is that the Zealotlees ACR won't be in the list of weapons available to Supermutants. The TWPC patches add all the plugins needed by a patch to the list of master plugins for a patch even though some of these are not actually master plugins. This was done to help users remember which plugins are needed for use of the patch even through some aren't actually master files. This has unfortunately caused a lot of confusion among users of the patches. These show up in MO when you right click the plugin in the right pane of MO. Some of them like diff.esp are not actually masters so the game itself ignores this addition. Since they are not actually masters the game itself will ignore this addition. If desired, open a TWPC plugin in xEdit, right click and use the Clean Masters command it will remove these falsely-labeled master plugins that are not actually masters. There is no need to try to add these additions elsewhere with Wrye Flash or xEdit. These falsely-labeled master plugins can safely be eliminated (if desired) when merging plugins with Wrye Flash or in the plugins included when using the Merge Plugins xEdit Script. Red emphasis mine.. Okay.. I'd love to do that... how? :) 2. Quote If not installing the 20th Century Weapons mod does one need the "Weapons patch for 20th Century Weapons" ?!? It's written as if it's needed no matter what. 3. Quote This mod includes a compatibility file called: K9BreedsPatchMMM.esp For compatibilty with Mart's Mutant Mod. This extra esp file is not installed though as the fomod (I'm guessing) checks for installed mods at this time MMM hasn't been installed yet. Is this file needed? 4. Quote Red emphasis mine You mention that "Xepha's Dynamic Weather - Weather Machine (Quest Added).esp" should be moved to Optional ESP's twice. Did you mean "Xepha's Dynamic Weather - Weather Machine (Vendor Added).esp" instead in one of these mentions (the file is not mentioned anywhere else and thus is still in activated ESPs). I think that was all :) It's been a journey, that for sure. But hopefully I've helped show you where the guide could use some updating and I've had some suggestions of my own. I know I might have been a bit harsh and quite possibly a pain in the ass, but when you feel passionate about something, it tends to show. -
Giving it a shot again...
JUNKdeLUXE replied to JUNKdeLUXE's topic in Fallout 3 - Clear & Present Danger
Wonderful! Thank you â˜ºï¸ I needed some reassurance that the work I've done actually is correct. I don't "care" about 100% compatibility, but I do care that the game won't crash endlessly when I finally start putting some hours into it. -
Giving it a shot again...
JUNKdeLUXE replied to JUNKdeLUXE's topic in Fallout 3 - Clear & Present Danger
Okay, now you have me genuinely confused (and quite frankly I'm a bit irritated now). I have no idea how to complete my current install of Clear and Present Danger. You say that the tags are important but you don't tell me which ones I need to use.. for YOUR guide. Secondly you mentioned that: So if I'm reading between the lines, you are saying "DON'T USE THE SCRIPT UNLESS YOU KNOW WHAT TO DO". I would REALLY have loved that information BEFORE i wasted 4 hours yesterday doing exactly that, documenting my findings along the way in this very thread. If something is not recommended, either have a warning about it, or don't include it in a guide that's supposed to tell you how to install your compilation. It still doesn't help me though. I've done the rest of your - otherwise amazing - guide to the best of my abilities. I've posted all the problem areas along the way. Some you've answered, but there are still some you havn't. I'm guessing you havn't seen them yet. But now I'm at the end of this long journey and now I can't complete it because you don't have the information for me to do so. If the guide require us to do our own research, trial and error in certain places where the install guide is greyish, then again.. I would have LOVED this information BEFORE I wasted a month. So... What do I do now. What are YOUR recommendations (on Bash Tags and the unanswered question in this thread) on how to complete YOUR guide? ps. Yes, I know I sound harsh, but that's because I can't get answers. -
Giving it a shot again...
JUNKdeLUXE replied to JUNKdeLUXE's topic in Fallout 3 - Clear & Present Danger
and if there are no general rules to bash tagging (which seems pretty important from the research I did into this field) how do you expect anyone can install your guide correctly? -
Giving it a shot again...
JUNKdeLUXE replied to JUNKdeLUXE's topic in Fallout 3 - Clear & Present Danger
so it's roll the dice and hope you choose the right bash tags? No wonder people are having problems with Fallout 3 then :( Is there any kind of general rule that can be applied? or is it endless trial and errors with playing the game and starting over when running in to problems? By general rules, I mean for Clear and Present Danger.. I don't care about any other mods outside of this. I just want THIS to work. -
I certainly didn't feel like it :) It's the worst thing I've ever been through, that's for sure.. but yes, others might have had it worse, not had the same backup etc. Lets just agree that it's not very pleasant and I wouldn't wish it upon my worst enemy :)
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How sick does one have to be to check your inbox and reply: "not dead, don't touch my mod" if given a 2-3 months grace period? I've had a very serious depression for 3 years, but I'd still be able reply to a mail... sigh.. how sick does one have to be NOT to check... edit I miss you already :P hmm.. multiple posts after each other adds the posts together... Never seen that before.
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Query about "Impact" Mod - creating manual patch
JUNKdeLUXE replied to drav666's topic in Fallout 3 - Clear & Present Danger
A manual patch might be extremely easy to make and only take 0.5 seconds, but I wouldn't know what to do, where to look or feel confident that what I've done would be correct. Would it be possible to add a quick example in the guide, on how to do this? baah.. adding to my previous post (as edit has now been disabled). The manual patch note in this mod, made me steer away from it, and as it was optional I skipped it... Sadly :( -
These mods are now back on the Nexus.
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Giving it a shot again...
JUNKdeLUXE replied to JUNKdeLUXE's topic in Fallout 3 - Clear & Present Danger
Add Bash Tags There is a big difference between the 2 suggested methods (manual and script) of adding Bash Tags to the various plugins. Not knowing anything about Bash Tags and what effect they have in game, I'll try to list the differences between what LOOT tells you to add and what the xEdit script "Generate Tags for Wrye Bash" adds automatically. The big difference in these 2 methods could potentially have a big impact on your game (I guess?). Which of the 2 methods are correct? are both correct? With this "research" I hope to uniform the result no matter which of these 2 methods you use. Please have in mind, I have ONLY tested those plugins that LOOT mentions should have Bash Tags added. This potentially means that xEdit could have added or removed Bash Tags from all the other plugins not mentioned in the LOOT output!!!! BRAHMIN DAIRY PRODUCTS.ESP1 bad tag removed: {{BASH:Relev}} LOOT suggests that Relev and Invent should be added. The plugin already has both tags, but the script removes Relev. DELAYZETA.ESPLOOT suggests that the tag Script should be added. Nothing added. GNR ENHANCED.ESPLOOT suggests that the tag Script should be added. Nothing added. SCHEMATICS2.ESP2 tags added to file header: {{BASH:Graphics,Names}} LOOT suggests that Graphics and NoMerge should be added. Names not suggested. NoMerge not added. MILLENIA_AK47_REPLACER.ESP2 tags added to file header: {{BASH:Graphics,Names}} LOOT suggests that Graphics, Names and Stats should be added. Stats not added. PLASMARIFLEAWESOMEFIEDWMK.ESP2 tags added to file header: {{BASH:Graphics,Stats}} LOOT suggests that Sound and Stats should be added. Graphics not suggested. Sound not added. BORNAGAIN OUTCAST V3.ESP5 tags added to file header: {{BASH:Actors.Stats,Delev,Invent,Names,Stats}} LOOT suggests that Graphics, Names and Relev should be added. Actors.Stats, Delev, Invent not suggested. Graphics and Relev not added. PPA - FWE Tougher NPC Power Armor.espxEdit error: Error in unit 'BashTagsDetector' on line 1708 : Type mismatch. LOOT suggests that Relev should be added. Nothing added. WINTERIZEDT51BDX.ESP1 tag added to file header: {{BASH:Graphics}} LOOT suggests that Graphics and Scripts should be added. Scripts not added. TRIBAL_DX.ESP1 tag added to file header: {{BASH:Invent}} LOOT suggests that Deflst and Graphics should be added. Invent not suggested. Deflst and Graphics not added. T3_LEATHER ARMORS.ESPLOOT suggests that Graphics should be added. Nothing added. RagdollOverhaulFo3.espLOOT suggests that Actors.Skeleton should be added. Nothing added. FERALGHOULTEST.ESP2 tags added to file header: {{BASH:Delev,Relev}} LOOT suggests that Relev should be added. Delev not suggested. MART'S MUTANT MOD - DC INTERIORS.ESP7 tags added to file header: {{BASH:Actors.ACBS,Actors.AIData,Actors.DeathItem,Graphics,Names,Scripts,Sound}} LOOT suggests that Relations should be added. Actors.ACBS, Actors.AIData, Actors.DeathItem, Graphics, Names, Scripts, Sounds not suggested. Relations not added. DELAYSTEEL.ESPLOOT suggests that Scripts should be added. Nothing added. THE MANTIS IMPERATIVE - NASTY ZETA NO SCALING.ESP2 tags added to file header: {{BASH:Actors.Stats,Relev}} LOOT suggests that Relev should be added. Actors.Stats not suggested. CONFESSOR CROMWELL HAS A BREAK_EV.ESP1 tag added to file header: {{BASH:Actors.AIPackages}} LOOT suggests that Actors.AIPackages and Graphics should be added. Graphics not added. YearlingBooks.espLOOT suggests that Scripts should be added. Nothing added. PPA - FWE.ESP2 tags added to file header: {{BASH:Delev,Stats}} LOOT suggests that Delev should be added. Stats not suggested. POWERED POWER ARMOR.ESP4 tags added to file header: {{BASH:Actors.AIData,C.Light,Graphics,NpcFaces}} LOOT suggests that Actors.AIData and Stats should be added. C.Light, Graphics and NpcFaces not suggested. Stats not added. DRAGONSKIN TACTICAL OUTFIT.ESP1 tag added to file header: {{BASH:Actors.AIData}} LOOT suggests that Graphics and Stats should be added. Actors.AIData not suggested. Graphics and Stats not added. BBBACKPACKS-V1-1.ESP1 tag added to file header: {{BASH:Names}} LOOT suggests that Stats should be added. Names not suggested. Stats not added. CALIBRV14 AMMUNITION SCHEMATICS FOR FWE-WMK-CRAFT-V1_3-18639.ESP3 tags added to file header: {{BASH:Names,Scripts,Stats}} LOOT suggests that Scripts and Stats should be added. Names not suggested. PLWEIGHTADJUST.ESP4 tags added to file header: {{BASH:Invent,Names,Scripts,Stats}} LOOT suggests that Invent, Scripts and Stats should be added. Names not suggested. DIFF WMK.ESP1 tag added to file header: {{BASH:Stats}} LOOT suggests that Graphics should be added. Stats not suggested. Graphics already added. TUBRRCOMPOUND.ESP7 tags added to file header: {{BASH:Actors.AIPackages,Actors.Stats,Factions,Graphics,Invent,NPC.Class,Relations}} LOOT suggests that Actors.AIPackages, Actors.Stats, Inven and Scripts should be added. <<== Typo error in red mark Factions, Graphics, NPC.Class and Relations not suggested. Scripts not added. HEIRAPPARENT.ESP1 bad tag removed: {{BASH:Scripts}} 3 tags added to file header: {{BASH:C.Music,C.Water,Names}} LOOT suggests that Scripts be added. C.Music, C.Water and Names not suggested. Scripts removed even though suggested by LOOT. THE MANTIS IMPERATIVE - JELLO.ESP1 bad tag removed: {{BASH:Relev}} 2 tags added to file header: {{BASH:Delev,Names}} LOOT suggests that Invent and Relev should be added. Delev and Names not suggested. Relev removed even though suggested by LOOT Invent already added. BLACKENED FWE + MMM + EVE + PROJECT BEAUTY.ESP22 tags added to file header: {{BASH:Actors.ACBS,Actors.AIData,Actors.AIPackages,Actors.CombatStyle,Actors.DeathItem,Actors.Stats,Body-Size-M,Delev,Destructible,Eyes,Factions,Graphics,Hair,Invent,Names,NPC.Class,NPC.Race,NpcFaces,Relations,Scripts,Sound,Stats}} LOOT suggests that Actors.Stats, C.Light, C.Music, C.Name, C.Owner, C.Water, Factions, Invent, Names, Relev and Scripts should be added. Actors.ACBS, Actors.AIData, Actors.AIPackages, Actors.CombatStyle, Actors.DeathItem, Body-Size-M, Delev, Destructible, Eyes, Graphics, Hair, NPC.Class, NPC.Race, NpcFaecs, Relations, Sound and Stats not suggested. C.Light, C.Music, C.Owner, C.Water and Relev not added. WEAPONMODKITS - ZETA.ESP2 tags added to file header: {{BASH:Graphics,Stats}} LOOT suggests that Stats should be added. Graphics not suggested. WEAPONMODKITS - FWE MASTER RELEASE.ESP5 tags added to file header: {{BASH:Delev,Graphics,Names,Relev,Stats}} LOOT suggests that Deflst, Names, Relev and Stats should be added. Delev and Graphics not suggested. Deflst not added. RH_WMK_BRIDGE.ESP3 tags added to file header: {{BASH:Graphics,Names,Stats}} LOOT suggests that Delev and Relev should be added. Graphics, Names and Stats not suggested. Delev and Relev not added. WEAPONMODKITS.ESP6 tags added to file header: {{BASH:Actors.AIData,Delev,Graphics,Names,Relev,Stats}} LOOT suggests that Actors.AIData, Delev, Invent, Names and Relev should be added. Graphics and Stats not suggested. Invent not added. UUF3P - FWE Patch.espxEdit error: Error in unit 'BashTagsDetector' on line 1708 : Type mismatch. LOOT suggests that Actors.ACBS, Actors.AIData, Actors.Stats, Deflst, Delev, Destructible, Factions, Graphics, Invent, Names, Relations, Relev, Scripts and Stats should be added. Nothing added. FO3 WANDERERS EDITION - DLC THE PITT.ESP5 tags added to file header: {{BASH:Actors.Stats,Delev,Graphics,Names,Stats}} LOOT suggests that Names should be added. Actors.Stats, Delev, Graphics and Stats not suggested. FO3 WANDERERS EDITION - DLC ANCHORAGE.ESP4 tags added to file header: {{BASH:Graphics,Names,Scripts,Stats} LOOT suggests that Deflst, Graphics and Stats should be added. Names and Scripts not suggested. Deflst not added. FO3 WANDERERS EDITION - DLC POINT LOOKOUT.ESP5 tags added to file header: {{BASH:Delev,Graphics,Invent,Relev,Stats}} LOOT suggests that Delev and Relev should be added. Graphics, Invent and Stats not suggested. FO3 WANDERERS EDITION - MAIN FILE.ESP6 tags added to file header: {{BASH:Actors.Stats,Delev,Graphics,Names,Relev,Stats}} LOOT suggests that Actors.ACBS, Actors.AIData, Actors.AIPackages, Actors.CombatStyle, Actors.Stats, Deflst, Delev, Destructible, Graphics, Invent, Names, Relev, Scripts and Stats should be added. Actors.ACBS, Actors.AIData, Actors.AIPackages, Actors.CombatStyle, Deflst, Destructible, Invent and Scripts not added. THE MANTIS IMPERATIVE - MANTIS.ESP1 bad tag removed: {{BASH:Relev}} 1 tag added to file header: {{BASH:Names}} LOOT suggests that Relev should be added. Names not suggested. Relev removed even though suggested by LOOT. REALISTIC INTERIOR LIGHTING.ESP6 tags added to file header: {{BASH:C.Climate,C.ImageSpace,C.Light,C.Music,C.Owner,C.RecordFlags}} LOOT suggests that C.Light should be added. C.Climate, C.ImageSpace, C.Music, C.Owner and C.RecordFlags not suggested. XEPHA'S DYNAMIC WEATHER.ESM1 tag added to file header: {{BASH:C.ImageSpace}} LOOT suggests that C.Climate and Sound should be added. C.ImageSpace not suggested. C.Climate and Sound not added. RH_IRONSIGHTS.ESM4 tags added to file header: {{BASH:Graphics,Invent,Names,Stats}} LOOT suggests that Inven should be added. <<== Typo error in red mark Graphics, Names and Stats not suggested. FO3 WANDERERS EDITION - MAIN FILE.ESM16 tags added to file header: {{BASH:Actors.ACBS,Actors.AIData,Actors.AIPackages,Actors.Stats,C.Light,Delev,Destructible,Graphics,Invent,Names,NpcFaces,Relations,Relev,Scripts,Sound,Stats}} LOOT suggests that Actors.ACBS, Actors.Stats, Deflst, Delev, Invent, Names, Relations, Relev and Stats should be added. Actors.AIData, Actors.AIPackages, C.Light, Destructible, Graphics, NpcFaces, Scripts and Sound not suggested. Deflst not added. EVE.ESM8 tags added to file header: {{BASH:Actors.Stats,Delev,Destructible,Graphics,Invent,Scripts,Sound,Stats}} LOOT suggests that Graphics, Invent, Scripts and Sound should be added. Actors.Stats, Delev, Destructible and Stats not suggested. PROJECT BEAUTY.ESM13 tags added to file header: {{BASH:Actors.ACBS,Actors.AIData,Actors.AIPackages,Actors.Stats,Eyes,Factions,Hair,Invent,Names,NPC.Class,NPC.Race,NpcFaces,Voice-F}} LOOT suggests that Body-F, Body-M, Eyes, Hair, NPC.Race, NpcFaces, R.Mouth, R.Teeth, Voice-F and Voice-M should be added. Actors.ACBS, Actors.AIData, Actors.AIPackages, Actors.Stats, Factions, Invent, Names and NPC.Class not suggested. Body-F, Body-M, R.Mouth, R.Teeth and Voice-M not added. AREFUEXPANDEDBYAZAR.ESM6 tags added to file header: {{BASH:Actors.AIData,Actors.AIPackages,Actors.Stats,Factions,Invent,Relations}} LOOT suggests that Factions and Invent should be added. Actors.AIData, Actors.AIPackages, Actors.Stats and Relations not suggested. MART'S MUTANT MOD.ESM19 tags added to file header: {{BASH:Actors.ACBS,Actors.AIData,Actors.AIPackages,Actors.Anims,Actors.CombatStyle,Actors.DeathItem,Actors.Stats,Body-Size-M,Delev,Factions,Graphics,Invent,Names,NPC.Race,Relations,Relev,Scripts,Sound,Stats}} LOOT suggests that Delev, Invent, Names, Relations, Relev and Scripts should be added. Actors.ACBS,Actors.AIData,Actors.AIPackages,Actors.Anims,Actors.CombatStyle,Actors.DeathItem,Actors.Stats,Body-Size-M, Factions, Graphics, NPC.Race, Sound and Stats not suggested. Unofficial Fallout 3 Patch.esmxEdit error: Error in unit 'BashTagsDetector' on line 1708 : Type mismatch. LOOT suggests that C.Music, Deflst, Delev, Factions, Invent, Names, Relations, Relev and Stats should be added. Nothing added. BROKENSTEEL.ESM9 tags added to file header: {{BASH:Actors.ACBS,Actors.AIPackages,Actors.Anims,C.Water,Delev,Factions,Graphics,Relev,Stats}} LOOT suggests Actors.ACBS, Actors.AIPackages, C.Water, Delev, Factions and Stats should be added. Actors.Anims, Graphics and Relev not suggested. Now that I'm doing doing my first batch of adding Bash Tags (via the xEdit script) I'm left with a feeling that something is rotten in Denmark (and I live here :) ) Because there is such great difference in what LOOT suggests and what xEdit suggests. Which of the 2 methods do I follow? do I follow both so I add tags from both sides? What do Bash Tags even do, and what effect will it have on my game if I skip a tag or 2? This step in Clear and Present Danger has been the one filled with most irritation for me, because had I not done the work I've just done, I would have no idea that there were such big differences between the 2 methods. That means that my install will be different from another persons, it will make troubleshooting difficult, some problems happen to some people, but not to others? It's an administrative hell :) Kelmych, I'd love if you could take your time to completely rebuild this step so we're all doing the same thing, and for my install I also need to know if I should trust xEdit or if I should trust LOOT... Thanks in advance. -
Giving it a shot again...
JUNKdeLUXE replied to JUNKdeLUXE's topic in Fallout 3 - Clear & Present Danger
Red emphasis mine I'm not sure if I would call this regularly. If the date is wrong is should be updated, if it's correct then maybe remove the point about it being updated regularly. -
Giving it a shot again...
JUNKdeLUXE replied to JUNKdeLUXE's topic in Fallout 3 - Clear & Present Danger
Conditional Patches List and Conditional Mods As these options are after the Wasteland Patch Collection, do I keep them below (ie. bigger priority number) then the Wasteland Patch Collection in the left pane? As I understand it, no matter what the Wasteland Patch Collection should always - WITHOUT exceptions - be lowest (ie highest priority) in the right pane? Red emphasis mine Am I to understand this as if I can (read: SHOULD) go back and move these plugins to the optional EPSs? -
Giving it a shot again...
JUNKdeLUXE replied to JUNKdeLUXE's topic in Fallout 3 - Clear & Present Danger
The Wasteland Patch Collection Problem: The FOMOD instructions advice to choose or not choose certain options depending on if you are installing the last option, the STEP option. Problem is that you don't know if you are installing the last option, before you actually get to it. Solution: Have a small text before the FOMOD options explaining what is needed to install the STEP patch so it's easier to decide while going through the options. -
Giving it a shot again...
JUNKdeLUXE replied to JUNKdeLUXE's topic in Fallout 3 - Clear & Present Danger
Red emphasis mine.. Okay.. I'd love to do that... how? :) -
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JUNKdeLUXE replied to JUNKdeLUXE's topic in Fallout 3 - Clear & Present Danger
Oops... I'm required to READ now? The audacity!!! -
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JUNKdeLUXE replied to JUNKdeLUXE's topic in Fallout 3 - Clear & Present Danger
Title needs to spring cleaning :) The version number refers to v 3.0, but the installation instructions refers to the main file. The main file is 2.0 (the optional is 3.0). Which one should be installed?!? -
Not entirely correct.. if enough wish it (and back it up with action) then yes, it WILL change (unless we're talking about laws of nature etc).
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I'd just say this.. if no one ever questioned our way of life, rules, ethics, morals etc. we as a species would never evolve. Is SynthetikHD's views antiquated or is he ahead of his time? is he right or is he wrong? The answers to these are not found in some book of laws and copyright, but they are found within yourselves. If your views on the world don't match up to how the rest of the world regard itself, then strive for change. The first step is debate and discussions. For me.. I'd love it if the Cathedral view was the only way. This doesn't mean only in terms of mods but in terms of way of life. But stuff like money and power plays in to this and thus we are far from achieving this. If giving - instead of taking (power, money etc) - was what all humans yearned for, the world would be a very different place.
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Giving it a shot again...
JUNKdeLUXE replied to JUNKdeLUXE's topic in Fallout 3 - Clear & Present Danger
The link in the title (20th Century Weapons) links to Gamefront which has now closed down and been taken over by The Escapist. Change link or remove link? -
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JUNKdeLUXE replied to JUNKdeLUXE's topic in Fallout 3 - Clear & Present Danger
If not installing the 20th Century Weapons mod does one need the "Weapons patch for 20th Century Weapons" ?!? It's written as if it's needed no matter what. -
Giving it a shot again...
JUNKdeLUXE replied to JUNKdeLUXE's topic in Fallout 3 - Clear & Present Danger
This mod has a "cleaning" tag, but none of the files installed is an ESP or ESM, so nothing to clean. -
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JUNKdeLUXE replied to JUNKdeLUXE's topic in Fallout 3 - Clear & Present Danger
This mod includes a compatibility file called: K9BreedsPatchMMM.esp For compatibilty with Mart's Mutant Mod. This extra esp file is not installed though as the fomod (I'm guessing) checks for installed mods at this time MMM hasn't been installed yet. Is this file needed? -
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JUNKdeLUXE replied to JUNKdeLUXE's topic in Fallout 3 - Clear & Present Danger
It is noted that this mod needs cleaning, but xEdit shows no ITMs or UDRs to be fixed. -
Giving it a shot again...
JUNKdeLUXE replied to JUNKdeLUXE's topic in Fallout 3 - Clear & Present Danger
Red emphasis mine You mention that "Xepha's Dynamic Weather - Weather Machine (Quest Added).esp" should be moved to Optional ESP's twice. Did you mean "Xepha's Dynamic Weather - Weather Machine (Vendor Added).esp" instead in one of these mentions (the file is not mentioned anywhere else and thus is still in activated ESPs).

