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MalekBrood

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About MalekBrood

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  • Birthday 08/17/1973

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    Male
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    Nottingham, UK
  1. I know, it's strange. What's stranger and I'll need to double check this, is that I don't remember having this problem with the original FOSE version used in the guide. I'll try the old version of the ACR mod when I get chance, I can play I can live without the ironsights for the time being, I'm just enjoying having a semi-stable-ish game that I can play
  2. As the title suggest, I don't appear to have iron sights when using the ACR even though the NO FOSE version should have it. I can attach an ACOG or Scope and I can view through these fine but when I have iron sights fitted I just the get the 'vanilla' aim and not the view down the ironsights. Another strange thing I have noticed is that the read me states that I should end up with a Field Strip Kit in the Aid section of the Pip-boy once I have fully assembled the ACR but this hasn't happened either. I have just recently completed modding FO3 so I haven't had any previous ACR versions installed and I have tried reinstalling it just in case I did something wrong the first time but to no avail. Any help or assistance would be much appreciated.
  3. Well strangely enough, now I have moved away from Megaton things are starting to seem a little more robust. No crashes for a good couple of hours even after a few reloads. I do still crash but not as often as before it seems. I do have another issue however, but I will make another post regarding that one. Thanks for your replies, very informative as always
  4. Think I may have solved the missing texture issues after reloading a saved game in and around Megaton....plugins...I had 207 active plugins, and after reading a post similar to mine on the forums, I decided to merge a few plugins (the ones recommended in the guide) and so far so good. I hadn't merged them previously because I've never had to in the past but I guess the guide as grown a bit since I last modded FO3 (got bored after playing FO4 for a while! ). I am, however, still experiencing crashes after reloading a save game. Strangely, I can tell when this is about to happen as I seem to get sudden frame drops and stuttering then it will crash either by freezing on screen or when using doors between areas (exiting or entering Megaton, Super Duper Mart etc.) It seems, at the moment, my only safe bet to reload a save game is to quit the game and reload using the save I want to reload. A bit laborious I know, especially when reloading from dying, but until I've played around a bit more and found a solution, I guess I'll live with it for the time being. Any help from anyone regarding this would be much appreciated.
  5. Got my game modded and everything is looking and working great........or so I thought. I've reached a point with the game where I have had to reload the game a few times (getting killed by a room full of ghouls or getting blown up by an exploding car after forgetting about the sniper in Minefield in never fun ). Anyway, I have noticed that after reloading a save game (never the first one when I start the game), I start to get missing texture exclamation marks and invisible bodies on people when I go back to Megaton or if I reload whilst in Megaton. If I save the game, quit to desktop (usually I have no choice on this, even if I try to quit to main menu the game crashes) then restart the game everything is fine until I have to reload a save game again. I know the FO3 engine is old and buggy but I've modded it a few times now using this guide and I've never had this problem before so I'm a bit confused as to whats happening. So, any help figuring this out would be great. Thanks everyone.
  6. Okay, tried this out last night and the Bobblehead stand works as intended when the LOOT rule is added back in as per the guide when using the DCRAWV-FWE Patch, so i guess the CPD Userlist will need updating to include the missing rule.
  7. Hi Everyone, Hoping someone can help. Finished my mod setup recently and all is great except with the Bobblehead stand in the Megaton home. I know this used to be an issue in the past but I have used the included DCRWAV-FWE Patch and I still cannot use the bobblehead stand in the Megaton home. I just get told that I have no bobbleheads in my inventory when I have. I have noticed that the guide says the CPD LOOT userlist would have a rule about loading DCRWAV before the FWE.esp to maintain the bobblehead stand, but there was nothing in the meta data for DCRWAV when I checked, so I don't know if this still applies when using the DCRAV-FWE patch or not. For the meantime I have removed DCRWAV and the patch from my load order so I can use the bobblehead stand but I really would like to be able to have the DCRWAV one too so any help or advice would be most appreciated. Many thanks
  8. @Hackerpcs, Many thanks for the amended plugin. Been busy of late and only just had time to catch up on modding and came here to follow the Skyrim guide to sort it myself when I saw the update you provided. I'm probably gonna give the guide a go anyway and edit the original myself as I feel it can't hurt for future modding to learn how to do it. Again, many thanks.
  9. I wonder if anyone can help me with this? I am using the 20thCW-less esp provided in the General Support Forums but i am getting an error flag in MO saying that it is missing a master - WeaponModKits - FWE Master Release.esp. However, following the guide, it says... So I'm a bit confused because MO flags a missing master yet the guide says I don't need it due the above mod. Can someone please advise. Regards.
  10. I wonder if anyone can help me with this? I am using the 20thCW-less esp provided above but i am getting an error flag in MO saying that it is missing a master - WeaponModKits - FWE Master Release.esp. However, following the guide, it says... So I'm a bit confused because MO flags a missing master yet the guide says I don't need it due the above mod. Can someone please advise. Regards.
  11. Hi Folks, Just wondering if anyone knows of a way to get hold of 20th Century Weapons Reborn eXCaliberized with additional patches as it seems its under moderator review on nexus, and even though I don't really want to use 20th CWs in my current build I'm struggling to remove the entries from the TWPC patches because xEdit gives me errors because some of the plugins are required from this mod to remove the entries and masters it seems. Can anyone help? Regards
  12. This is great, thanks Drav and Kelmych. Not had much chance to play due to RL being a bit hectic of late but will definitely give this a go over the next couple of days.
  13. I have installed the Performance pack and the corresponding Vending Machine update file and the update comes with an esp that requires FalloutNV.esm to which MO throws up a missing master flag. I have disabled this esp for now and will let you know how I get on.
  14. Thanks Kelmych. I've realised what I had done. I had followed the guide correctly, then for some crazy reason I moved the merged ESM to Optional instead of keeping it in the main folder; hence the error. All sorted now.
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