Kelmych Posted September 30, 2014 Author Share Posted September 30, 2014 Thanks for the update. I haven't been using EVE in my testing so I don't catch all of these issues. The guide has been updated with instructions on removing this container. Link to comment Share on other sites More sharing options...
WilliamImm Posted October 1, 2014 Share Posted October 1, 2014 You would also need to remove the Worldspace record placing the container in the plugin too. I think you can just remove the whole block, since I think there's nothing else the patch puts in the worldspace (or cells). Link to comment Share on other sites More sharing options...
Kelmych Posted October 1, 2014 Author Share Posted October 1, 2014 Thanks again. I added the removal of Worldspace to the guide. Link to comment Share on other sites More sharing options...
EssArrBee Posted October 2, 2014 Share Posted October 2, 2014 Hey Kelmych, Queue would like to see your nvac.log from NVAC v7.2. It should produce a log even if the game crashes at startup. Link to comment Share on other sites More sharing options...
Kelmych Posted October 2, 2014 Author Share Posted October 2, 2014 Thanks. I posted the log on the Nexus forum for NVAC. Link to comment Share on other sites More sharing options...
Mikaal Posted October 4, 2014 Share Posted October 4, 2014 There's a new "Merge Plugins xEdit Script" Version 1.7. I tiried to merge plugins and it doesn't seem to work. Link to comment Share on other sites More sharing options...
D1Z4STR Posted October 4, 2014 Share Posted October 4, 2014 (edited) It worked for me when using FO3Edit to merge the 3 .esp's from Advanced Recon Trap Detection per the guides instruction. Did you install Merge Plugins xEdit Script into your FO3Edit folder? Edited October 4, 2014 by D1Z4STR Link to comment Share on other sites More sharing options...
Mikaal Posted October 5, 2014 Share Posted October 5, 2014 It worked for me when using FO3Edit to merge the 3 .esp's from Advanced Recon Trap Detection per the guides instruction. Did you install Merge Plugins xEdit Script into your FO3Edit folder?Yes. Which version do work with? 1.65 or 1.7? Link to comment Share on other sites More sharing options...
D1Z4STR Posted October 5, 2014 Share Posted October 5, 2014 1.7 Link to comment Share on other sites More sharing options...
ktoutlaw80 Posted October 6, 2014 Share Posted October 6, 2014 Thank you Kelmych for this wonderful guide I found something that you may want to add in it's called  FWE Alien Work Bench Fix by masternetra and here's the link https://www.nexusmods.com/fallout3/mods/18234/?tab=2&navtag=http%3A%2F%2Fwww.nexusmods.com%2Ffallout3%2Fajax%2Fmodfiles%2F%3Fid%3D18234&pUp=1 It adds the +20 repair bonus to you when standing near a bench cause it's not in fwe. Link to comment Share on other sites More sharing options...
Kelmych Posted October 6, 2014 Author Share Posted October 6, 2014 Sounds interesting. I'll check it out. Link to comment Share on other sites More sharing options...
bitdman Posted October 6, 2014 Share Posted October 6, 2014 "Error: Failed to calculate the load order. Details: Cyclic interaction detected between plugins "FO3 Wanderers Edition - More Gore.esp" and "FO3 Wanderers Edition - DLC Point Lookout.esp". Back cycle: FO3 Wanderers Edition - DLC Point Lookout.esp, FO3 Wanderers Edition - More Gore.esp" How do I correct this Error in LOOT? Link to comment Share on other sites More sharing options...
Kelmych Posted October 6, 2014 Author Share Posted October 6, 2014 I'm not sure; I'll look into this. I'm using the alpha version of the new version of loot, and I haven't seen this. Link to comment Share on other sites More sharing options...
Mikaal Posted October 7, 2014 Share Posted October 7, 2014 I got a mod suggestion "Gangs of the Wasteland" https://www.nexusmods.com/fallout3/mods/20669/?It works fine with FWE. Link to comment Share on other sites More sharing options...
Kelmych Posted October 8, 2014 Author Share Posted October 8, 2014 I wonder how it compares with Martigen's Mutant Mod, but I didn't see any comments on the Nexus page about any comparisons. I'm curious about diversity of raiders and location of raider spawn points since MMM adds some raider diversity and spawns: . Mostly, and for the moment, this focuses on Raider diversity and includes 100 Raider variants all with new unique faces, hair, etc. Additionally, there are 12 variable tattoos styles which are mixed and matched across 28 different race variations.The result is a much wider scope of Raider appearance you will encouter in the game, and greatly fleshes them out as a faction in the Wasteland. Link to comment Share on other sites More sharing options...
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