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I saw some people were having issues with the Darn UI in the last thread. The manual installation can be tricky and it's highly recommended to use the FOMM version instead of the plain zip version. If you download the DarnUI FOMOD version from the first post, note that the file you download will be a zip file. You need to extract the dui_f3a10.fomod file from within that zip. Then use FOMM to install dui_f3a10.fomod. Do not use FOMM to install dui_f3a10.zip. edit: Link to Naky's FO3 torrent: http://alluvion.org/download.php?in...d8ea08fe90ac853 Naky posted:It uncompresses to a little over 5GB, by the way. CAPTAIN SHIT fucked around with this message at Aug 14, 2009 around 06:36 |
| # ¿ Aug 14, 2009 06:29 |
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| # ¿ May 24, 2013 12:23 |
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Lansdowne posted:Overall, these recommended mods are awesome, but I have been having some sporadic problems. I think that FWE doesn't actually modify ammo to have weight. There's a script that runs every few seconds that checks your ammo total and then recalculates how much it all weighs. When I drop all my nukes my weight total doesn't change. If I I close the pipboy, wait a few seconds, and reopen it, the displayed weight is then accurate.
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| # ¿ Jan 27, 2010 22:51 |
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Lassitude posted:No crash message or anything. Things'll be going just fine and then abruptly it freezes completely. The game seems to run more stably in windowed mode. At least it does for me. You can use http://fallout3nexus.com/downloads/file.php?id=45 to make it run full-screen. It still freezes sometimes for me, but alt-tab still works and I can force kill it.
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| # ¿ Feb 15, 2010 06:40 |
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Blarfo posted:I've been reading this thread up and down and can't figure out why I'm still crashing. if you're using FWE and the Unofficial patch there's a special compatibility version you need to use. I think though that you're not supposed to use the patch with FWE or other large mods.
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| # ¿ May 5, 2010 20:43 |
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Pound_Coin posted:holy crap do silencers ever nerf the crap out of guns in FWE + WMK, unsilenced, 10mm is doing 32, silenced? 9. double check your load order. The FOIP description page on fo3nexus has a guide to how things need to be laid out. http://fallout3nexus.com/downloads/file.php?id=4968 and scroll down about halfway to see the guide. If your WMK and FWE versions of the FOIP patches are in the wrong order, adding a kit to a gun will give you vanilla damage values versus FWE's tweaked values. Silencers do drop damage off a bit but by maybe 1/4 the value at most. You can check that if things are correct by putting an extended clip on a weapon. If the damage before the clip is added is more than after, you need to re-order your ESPs.
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| # ¿ May 13, 2010 00:39 |
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This Is Not An Exit posted:Any idea why I can't even get to the main menu? If it's crashing before getting to the main menu, one of the esp files late in the list is trying to load data from an esp higher in the list and that higher esp is missing OR one of the esps is directly conflicting with another esp. I'm not sure what the exactly problem is in your case but I do know that the FWE - followers enhanced and the FWE - followers enhanced (broken steel) are not supposed to be loaded together. Pick one depending on whether you have the broken steel DLC or not. Also if you're using FWE don't use the unofficial patch. After that check the FOIP load order I linked above and then after that start disabling/enabling mods til you can get to the menu.
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| # ¿ May 13, 2010 03:48 |
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For the people reporting intermittent, random crashes - have you made a merged patch? I was getting weird random CTD's every 20-30 minutes until I made a merged patch, and after that it runs great for a couple hours at a stretch.
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| # ¿ Jun 17, 2010 07:41 |
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Mr. Crow posted:Anyway all that to give background to the maybe problem, maybe not, I want some opinions on is that should I have the turrets remove the inventories of the NPCs they kill? I can't decide if it's unbalanced or not; the initial investments are high, the level 1s are relatively easy but they get increasingly harder, to the point where its not possible without cheating to have all level 4s, so I don't know if that balances out the free loot thing. And if I do go the turrets remove inventories route I don't think I can differentiate between whether or not the player hits them and keep their inventories. Probably best to just leave the inventories then. Complex scripting runs the risk of breaking other mods. Very, very few subway NPCs have actually valuable loot. I'm thinking you're gonna get the player a few hundred free caps at most, unless they try farming using the turret -- in which case, they should be rewarded for being clever. How do the turrets work? Are they in static positions? Player placed? I play with FWE with ghoul rampage and ghoul raise on, and it's usually fun but something that makes the subways easier to use sounds awesome.
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| # ¿ Aug 8, 2010 07:25 |
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| # ¿ May 24, 2013 12:23 |
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Hyosho posted:Posting this here because it's way more active than the generic thread and I suspect I might need a mod anyway: http://www.fallout3nexus.com/downloads/file.php?id=45
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| # ¿ Aug 28, 2010 02:37 |





I'm only using the mods that were recommended in the original post. I've tried the load order listed in the posts and have tried letting it auto-sort them via BOSS-F. The game still just loves to crash every 5-10 minutes.