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Everything posted by MalekBrood
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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
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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.
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Issues after Reloading a Save Game
MalekBrood replied to MalekBrood's question in Guide Support & Bug Reports
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 -
Issues after Reloading a Save Game
MalekBrood replied to MalekBrood's question in Guide Support & Bug Reports
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. -
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.
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DC Interiors - Room with a View\Megaton Home Bobblehead Stand
MalekBrood replied to MalekBrood's question in Guide Support & Bug Reports
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. -
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
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@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.
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20th Century Weapons Reborn eXCaliberized with additional patches
MalekBrood replied to MalekBrood's question in Guide Support & Bug Reports
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. -
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.
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20th Century Weapons Reborn eXCaliberized with additional patches
MalekBrood replied to MalekBrood's question in Guide Support & Bug Reports
I hadn't seen that but that's a great help. Many thanks. -
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
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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.
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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.
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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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Just a quick question with regards to FO Remastered/Project Beauty. The guide states that you move the Project Beauty.esm to Optional, however upon running LOOT, there is an error generated by the Blackened FWE - MMM - EVE - Project Beauty plugin saying that the Project Beauty.esm is missing. Can someone clarify what needs to be done here please? For the moment I have re enabled the PB.esm to stop the error being generated in LOOT. Regards.
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Hi Folks, I am almost at the end of the guide and, even though I have never bothered in the past when following the guide (mainly because it seemed too difficult), I have now decided to bite the bullet and attempt to make my own compatibility patch. Which, it seems once I've learnt how to do it can only be a benefit in the long run. My only question is......how the hell do I do this? I have followed the video mentioned in another post, the link to which is here, but I cannot figure out what I am supposed to do, for example.......... From the guide..... To maintain compatibility with RH_IronSights - FOSE use xEdit to add records to a compatibility patch that loads after this mod (this is typically done as part of an overall manually created compatibility patch that loads just before the bashed patch from Wrye Bash): xx000ea7 MP5A4 SMG - DNAM - Flags1 - remove the Don't Use 1st Person IS Animations xx000ea9 MP5K SMG - DNAM - Grip Animation - change back to Handgrip1 instead of DEFAULT xx000eaa MP5SD5 SMG - DNAM - Flags1 - remove the Don't Use 1st Person IS Animations where xx is the plugin vload index for the ZL-MP5 plugin from the Zealotlees MP5 Pack mod. (thanks to DanielCoffey for these changes) I can only assume that the above assumes you already some knowledge about how to make a compatibility patch, but for those of use that haven't a clue can some advice be given please? Regards.
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Finalising my build - query about Bash Tags
MalekBrood replied to drav666's topic in Fallout 3 - Clear & Present Danger
Hey Drav, Funny you should mention this as I was about to post something similar. My rule so far has been been to follow the practices set out in the F&LNV Guide. Like you I have added tags via Wrya Flash as advised by the guide or LOOT, but I have also run the Bash Tags script through xEdit and added those tags where neccessary, also via Wrye Flash and not by adding them directly into the headers. As advised in the F&LNV guide, Relev seems to be a problem tag and where a mod as this tag already and the script advised that it is a bad tag I have left it in place. This way I can see how things go and report back if I notice anything weird happening and advise others on what tags should or shouldn't be added Hopefully my game won't be broken by this once I have created my Bashed Patch, but I will let you know how I get on. Regards. -
ENB Not Launching with 4Gb Loader Fix
MalekBrood replied to MalekBrood's topic in Fear & Loathing in New Vegas
Doh! My bad, so it is. I'm so used to setting up ENBoost for FO3 that i only skimmed that section and didn't notice the last sentence. That will teach me to be more careful in the future. With regards to the second method, i agree completely. Which was why i didn't try that way first. Unless it's something like the FO3 launcher replacer, where the C&PD guide tells you to rename the original exe, then I wouldn't feel comfortable doing it to be honest. Thanks for pointing out this was already in the guide. ☺ -
Hey Everyone. I have recently just finished working through the guide and ENBoost wouldn't launch whenever I started the game. I know the guide mentions that people have had issues with ENBoost and the 4GB Loader, so I tried the Injector version instead of the Wrapper version as the guide suggests and it still didn't work. Things like this really get my OCD up so I did a bit of trawling around and found this solution...... I had this exact problem earlier. What I did was really simple. I copied the d3d9.dll that I had for my ENB and placed that in my exe folder, that came with the 4GB. That easily worked for me This was from https://steamcommunity.com/app/22380/discussions/0/522730700914412568/?ctp=2 I did like the above said and ENB now launches (with the Wrapper version, not tried this fix with the Injector) and FNV runs fine so far. When following the guide the exes folder can be found within the main Fallout New Vegas install folder. However, has someone else mentions later on in the post, the only downside appears to be crashing on game exit but that doesn't appear to be much of an issue. There is another solution mentioned in the post linked above but as the above solution worked for me I haven't yet tested it. Hope this helps anyone else who, like me, have this issue. Happy Wasteland wandering, folks!
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Adjustable HUD - aHUD Problem
MalekBrood replied to MalekBrood's topic in Fallout 3 - Clear & Present Danger
Okay, figured this out. When installing aHUD, I had created the 'darn' folder in the 'prefabs' instead of the 'ahud' folder. That will teach me to try and rush mod at 4am! -
Hi Folks. Seems I have a problem with aHUD. Until yesterday I had a fairly (I am on Win 10!) stable C&PD build going and everything was working fine. However, due to a HDD failure, I had to remod FO3 from scratch. Everything appeared to be fine when testing after completing the Base UI section except that aHUD didn't work. I have tried various clean saves from before and after leaving the vault and it just won't move anything around or remove any brackets. I must stress, in my last build, aHUD working perfectly, just not now. I tried another clean install and again it still won't work and for the life of me I cannot figure it out. The only thing I have done differently this time is to have FNV installed with a seperate MO install and all utilities ready to mod using the Fear and Loathing guide but I don't see how this would stop aHUD from working. Any help in figuring this out would be greatly appreciated and if more info is needed just let me know. Many thanks.
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With regards to FO3 Pack in the guide, there is a new version out now on it's own FO3 Nexus page. It has some patches there for some of the other mods in the guide too, namely Better Booze, Fallout Food Retexture Compilation and Precision Clutter. The link to the page is https://www.nexusmods.com/fallout3/mods/21946/?tab=2&navtag=http%3A%2F%2Fwww.nexusmods.com%2Ffallout3%2Fajax%2Fmodfiles%2F%3Fid%3D21946&pUp=1
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Ok, modding going quite nicely now and I am up to Big Town Overhaul and I would just like a bit of clarification if possible? Where BTO is listed as Optional because of the noted issues with it, does that apply to the 'Optional - Gang Store' file that is listed in the installation instructions too? Or is it just for the main mod only? Thanks in advance.
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Not sure if the edit to my previous post re: fINIp will be seen so thought I would just mention it here too. Please disregard the fINIp guide update regarding the compatibility settings. Since fixing a possibly unrelated issue this solution no longer works for me, I get the error message regardless of which settings I try and have to start the launcher manually as already mentioned in the guide.

