Did a search at the nexus and didnt find anything... but did anyone ever fix it so that you could target limbs in melee/unarmed? That was one of my least favorite "features"
I picked up this game a couple days ago, and my office is closed for the xmas-new year's break I have been playing it for hours and am loving it. The scoped magnum is just the most ridiculously awesome thing.
I've never modded a game before in my life, but am really interested in this MCE thing so I can snipe properly. Am I doing this right?
Do I have to launch like this every time? Or can I drop that file somewhere in the C: fallout installation and it will always load?
I tried testing it out on a couple of near and far mole rats with a sniper rifle but I feel like I'm getting the same result with it on or off.
You'll want all of your esm's up in the top of the load order, and esp's below them.
If and when you install a major mod like FWE (Fallout Wanderers Edition), FOOK (Fallout Overhaul Kit), or MMM (Marts Mutant Mod), in the readme there will usually be a few lines about where to put it in your load order.
If you use a metric fuckton of mods like me, the load order really matters when trying to prevent crashes.
Jaramr on
0
mojojoeoA block off the park, living the dream.Registered Userregular
edited December 2009
I just reinstalled and tossed on MMM and fook2. As well as the dance club and high seas caravansary and a metric ton of others.
And low something new and wonderful(awe-full) happened!
It is night which means bands of ferals ghouls roam the wastes. No problem for me I thought; I'm in the sewer headed to GNR! I take care of a room of about 20 ferals. No problem, I got this by the balls! I go down the corridor and am on the ramp down to the upper level of a train station. 30ish ghouls and some of them are ramblers (super ghouls from MMM). I get out the Molotovs- time for fire to fix all my problems. I line up the shot and then it happens. Two raiders who are panicked run past me from behind me. WTF doesn't quite sum it up. Where did they come from? Further... why are they running past me at 30ish ghouls? I turn and see the reason- and in a flash before my death it had all become clear. In the night those two raiders ran into a band of feral ghouls. From the numbers, maybe two groups. I don't know how many raiders died before these two feared; I bet lots. God only knows how far the raiders ran, but they happened to run right past me in that sewer at that moment. A tidal wave of ghouls washed over me- I didn't even have time to swap weapons.
Mods make this game so much more. Its great pre mods- but its just more with...
mojojoeo on
Chief Wiggum: "Ladies, please. All our founding fathers, astronauts, and World Series heroes have been either drunk or on cocaine."
Welp, I was looking for an excuse to get around to a purge and restart, and that's as good as any.
Quick question, though: are there any MMM/FOOK2-friendly mods that try and do a good job of a zombie uprising (IE tons and tons of ghouls, most dungeons having their critter spawn lists modded for ghouls, so on, maybe change their speed and animation and shit)?
So fallout is getting pretty empty. Is there respawns or something? I can only keep my sanity for so long before I try shooting civilians.
On the pc if you use MMM you can set what respawns. (watses/ inside / story places / not )
mojojoeo on
Chief Wiggum: "Ladies, please. All our founding fathers, astronauts, and World Series heroes have been either drunk or on cocaine."
0
TrippyJingMoses supposes his toeses are roses.But Moses supposes erroneously.Registered Userregular
edited December 2009
MMM + Combat Enhanced is kicking my ass. Frickin' Talon mercs. I've also got FWE going, but I have the triage and primary needs bits turned off. I'm not that hardcore yet.
On the upside, the .223 pistol! I have missed you so!
So fallout is getting pretty empty. Is there respawns or something? I can only keep my sanity for so long before I try shooting civilians.
I would suggest using fast travel a lot more. If you're getting bored by the empty terrain, just skip it. Most of the random encounters in the wilderness are trivial anyway.
If you're looking for areas that respawn so you can farm ammo, weapons, or experience, the best place I've found is at the Capital building on the east side of the mall. The Talon Company Mercs and Super Mutants will respawn there every game month or so. Maybe less. I haven't actually timed it. The Deathclaws at Old Olney respawn too.
So I've been playing for awhile without a hitch and then yesterday I took a bunch of chems in order to survive a raid on a merc base, which I can only assume is the cause of my vision making the world extremely green tinted and bright (so much so that I can also see in the dark?). Any way to reset vision effects? I know it's not the HUD because everything else is the right color.
So I've been playing for awhile without a hitch and then yesterday I took a bunch of chems in order to survive a raid on a merc base, which I can only assume is the cause of my vision making the world extremely green tinted and bright (so much so that I can also see in the dark?). Any way to reset vision effects? I know it's not the HUD because everything else is the right color.
Did a search at the nexus and didnt find anything... but did anyone ever fix it so that you could target limbs in melee/unarmed? That was one of my least favorite "features"
KKprofit on
0
augustwhere you come from is goneRegistered Userregular
edited December 2009
If it ain't at the nexus it probably doesn't exits.
How does one use the console to spawn items from the DLC?
I'm trying to console spawn a Gauss rifle to test a small mod I'm working on, but it refuses to work.
I can spawn items from basic F3 just fine, but i can't spawn any baseids from Anchorage.
yes I have the DLC loaded
If it's anything like the Elder Scrolls games, item ids added by DLCs change by load order. According to the wiki, the gauss rifle's id is "xx00c07d", where xx is the load number for Anchorage.
korodullin on
- The Four Horsemen of the Apocalypse (2017, colorized)
0
mojojoeoA block off the park, living the dream.Registered Userregular
MMM + FWE is the hardest Fallout I've played. You don't get as many skillpoints, books aren't as useful, some of the perks have been re-worked to need more points, some skills aren't as useful as a tag skill (you get two points per skill point with a tagged skill). Mobs are harder to kill until you are high level, and there never seems to be enough ammo.
stigweard on
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TrippyJingMoses supposes his toeses are roses.But Moses supposes erroneously.Registered Userregular
MMM + FWE is the hardest Fallout I've played. You don't get as many skillpoints, books aren't as useful, some of the perks have been re-worked to need more points, some skills aren't as useful as a tag skill (you get two points per skill point with a tagged skill). Mobs are harder to kill until you are high level, and there never seems to be enough ammo.
Now add Combat Enhanced. Instead of just outnumbering the fuck out of you, they fight smarter too.
MMM + FWE is the hardest Fallout I've played. You don't get as many skillpoints, books aren't as useful, some of the perks have been re-worked to need more points, some skills aren't as useful as a tag skill (you get two points per skill point with a tagged skill). Mobs are harder to kill until you are high level, and there never seems to be enough ammo.
Now add Combat Enhanced. Instead of just outnumbering the fuck out of you, they fight smarter too.
CEP is built in without adding the ridiculous vats changes that make you godlike and ignore the percentages completely.
stigweard on
0
TrippyJingMoses supposes his toeses are roses.But Moses supposes erroneously.Registered Userregular
MMM + FWE is the hardest Fallout I've played. You don't get as many skillpoints, books aren't as useful, some of the perks have been re-worked to need more points, some skills aren't as useful as a tag skill (you get two points per skill point with a tagged skill). Mobs are harder to kill until you are high level, and there never seems to be enough ammo.
Now add Combat Enhanced. Instead of just outnumbering the fuck out of you, they fight smarter too.
CEP is built in without adding the ridiculous vats changes that make you godlike and ignore the percentages completely.
As far as I'm aware, it's not incorporated into FWE...I've got all three running right now, and my VATS is rather craptacular. At the very least, they're no better...nay, worse...than vanilla. I find myself using the bullet-time more now, as that gives me a better chance at headshots.
MMM + FWE is the hardest Fallout I've played. You don't get as many skillpoints, books aren't as useful, some of the perks have been re-worked to need more points, some skills aren't as useful as a tag skill (you get two points per skill point with a tagged skill). Mobs are harder to kill until you are high level, and there never seems to be enough ammo.
Now add Combat Enhanced. Instead of just outnumbering the fuck out of you, they fight smarter too.
CEP is built in without adding the ridiculous vats changes that make you godlike and ignore the percentages completely.
As far as I'm aware, it's not incorporated into FWE...I've got all three running right now, and my VATS is rather craptacular. At the very least, they're no better...nay, worse...than vanilla. I find myself using the bullet-time more now, as that gives me a better chance at headshots.
I was checking my load order in the fwe thread in the beth forums and I was told by one of the creators of fwe to not use it with the latest version.
stigweard on
0
TrippyJingMoses supposes his toeses are roses.But Moses supposes erroneously.Registered Userregular
MMM + FWE is the hardest Fallout I've played. You don't get as many skillpoints, books aren't as useful, some of the perks have been re-worked to need more points, some skills aren't as useful as a tag skill (you get two points per skill point with a tagged skill). Mobs are harder to kill until you are high level, and there never seems to be enough ammo.
Now add Combat Enhanced. Instead of just outnumbering the fuck out of you, they fight smarter too.
CEP is built in without adding the ridiculous vats changes that make you godlike and ignore the percentages completely.
As far as I'm aware, it's not incorporated into FWE...I've got all three running right now, and my VATS is rather craptacular. At the very least, they're no better...nay, worse...than vanilla. I find myself using the bullet-time more now, as that gives me a better chance at headshots.
I was checking my load order in the fwe thread in the beth forums and I was told by one of the creators of fwe to not use it with the latest version.
Yeah, I just checked the nexus. The last update was two days ago, so I'm still using the previous version. Well, time to go download it, I guess.
I shied away from fose until a couple of weeks back. It is really worth it for some of the mods like sprinting, slow mo, custom buttons, ui, and on and on. The .223 in the video is an extra mod that gives it explosive rounds.
Posts
just scored zeta with this dealio.
I picked up this game a couple days ago, and my office is closed for the xmas-new year's break I have been playing it for hours and am loving it. The scoped magnum is just the most ridiculously awesome thing.
I've never modded a game before in my life, but am really interested in this MCE thing so I can snipe properly. Am I doing this right?
Do I have to launch like this every time? Or can I drop that file somewhere in the C: fallout installation and it will always load?
I tried testing it out on a couple of near and far mole rats with a sniper rifle but I feel like I'm getting the same result with it on or off.
If and when you install a major mod like FWE (Fallout Wanderers Edition), FOOK (Fallout Overhaul Kit), or MMM (Marts Mutant Mod), in the readme there will usually be a few lines about where to put it in your load order.
If you use a metric fuckton of mods like me, the load order really matters when trying to prevent crashes.
And low something new and wonderful(awe-full) happened!
It is night which means bands of ferals ghouls roam the wastes. No problem for me I thought; I'm in the sewer headed to GNR! I take care of a room of about 20 ferals. No problem, I got this by the balls! I go down the corridor and am on the ramp down to the upper level of a train station. 30ish ghouls and some of them are ramblers (super ghouls from MMM). I get out the Molotovs- time for fire to fix all my problems. I line up the shot and then it happens. Two raiders who are panicked run past me from behind me. WTF doesn't quite sum it up. Where did they come from? Further... why are they running past me at 30ish ghouls? I turn and see the reason- and in a flash before my death it had all become clear. In the night those two raiders ran into a band of feral ghouls. From the numbers, maybe two groups. I don't know how many raiders died before these two feared; I bet lots. God only knows how far the raiders ran, but they happened to run right past me in that sewer at that moment. A tidal wave of ghouls washed over me- I didn't even have time to swap weapons.
Mods make this game so much more. Its great pre mods- but its just more with...
Quick question, though: are there any MMM/FOOK2-friendly mods that try and do a good job of a zombie uprising (IE tons and tons of ghouls, most dungeons having their critter spawn lists modded for ghouls, so on, maybe change their speed and animation and shit)?
Damnit. My Settlers mod tower of babylon is gone
Well bad news good news there - my old save data made fallout crash to hell. I had to delete it and start fresh.
On the pc if you use MMM you can set what respawns. (watses/ inside / story places / not )
On the upside, the .223 pistol! I have missed you so!
I will never play another game iwth MMM.
because the point of games is to have fun, not punish myself
It was very fun!
You will not survive the reaping.
thats what I played, i always forget about rampage.
There wasnt enough ammo in the whole of the wastes.
Fatman so generous usage, so much that I would make rounds to all the merchants, wait 3 days, and repeat to stock up on fatman ammo
I would suggest using fast travel a lot more. If you're getting bored by the empty terrain, just skip it. Most of the random encounters in the wilderness are trivial anyway.
If you're looking for areas that respawn so you can farm ammo, weapons, or experience, the best place I've found is at the Capital building on the east side of the mall. The Talon Company Mercs and Super Mutants will respawn there every game month or so. Maybe less. I haven't actually timed it. The Deathclaws at Old Olney respawn too.
Is... is your Pip-Boy light on?
I'm trying to console spawn a Gauss rifle to test a small mod I'm working on, but it refuses to work.
I can spawn items from basic F3 just fine, but i can't spawn any baseids from Anchorage.
yes I have the DLC loaded
Is your pip boy light on?
If it's anything like the Elder Scrolls games, item ids added by DLCs change by load order. According to the wiki, the gauss rifle's id is "xx00c07d", where xx is the load number for Anchorage.
- The Four Horsemen of the Apocalypse (2017, colorized)
The one glaring omission to that is Darnified ui
http://www.bethsoft.com/bgsforums/index.php?showtopic=984736
One of the best and not on the nexus.
I am pretty sure its 3. The uninstall instructions for some of the mods Ive used require you to respawn the cells at points- 3 day waits.
Now add Combat Enhanced. Instead of just outnumbering the fuck out of you, they fight smarter too.
Using FOMM's autosort thing results in this order:
Since I have no idea... any thoughts by anyone who knows better, or who might somehow coincidentally be running the same mods I am?
CEP is built in without adding the ridiculous vats changes that make you godlike and ignore the percentages completely.
As far as I'm aware, it's not incorporated into FWE...I've got all three running right now, and my VATS is rather craptacular. At the very least, they're no better...nay, worse...than vanilla. I find myself using the bullet-time more now, as that gives me a better chance at headshots.
http://www.fallout3nexus.com/downloads/file.php?id=10610
edit
Well that sucks, after I uploaded it I see that there is more than one mod that already does this.
I was checking my load order in the fwe thread in the beth forums and I was told by one of the creators of fwe to not use it with the latest version.
Yeah, I just checked the nexus. The last update was two days ago, so I'm still using the previous version. Well, time to go download it, I guess.
- The Four Horsemen of the Apocalypse (2017, colorized)
http://www.youtube.com/watch?v=a7b0mjp1wRA&fmt=22
There are a few other mods in there, including the 223 with explosive rounds, but the base of the action is all fwe.
Oh, Wanderers requires the script extender. There goes that idea.
- The Four Horsemen of the Apocalypse (2017, colorized)