I have "upgraded" to Blackened a few weeks ago after the first comment was posted and I had to make zero alterations to my mod. I've also installed UFOP at the same time. No troubles there, either.
The problem might come from the fact that the Blackened mod has no files for WMK. Those are the only files on my load order that must come from FOIP, since there are no other such files for it.
So to make your load order work after getting Blackened, install the FOIP files for WMK only, and you should be good to go (There's a new load order guide with Blackened).
OR, you can skip WMK entirely, since I've put files for download for those who don't use it.
I have to say real great mod and thanks for it because i'm a big time FWE fan and the hideout home mod is the only home mod i use but i do see just one small problem before i installed your mod i was able to move pretty quick around the hideout but now i just move much slower when i go inside the hideout with your mod installed and i've uninstalled it just to test out what i'm talking about and i'm for sure it's your mod but none the less i still love it and will keep using it and i'm endorsing it
The script for the Lab is missing many of the drugs and chems in the detox part. For example a Rad-X withdrawel effect will not be removed. I therefore replace the attached script in FO3Edit with the original FWE lab script. This also sets back the "create compound" part to FWE, but that´s OK for me as I never use that function anyway.
Nevertheless, one of the best mods in existence and a must for all FWE and non-FWE playthroughs.
No, I edited the Activator. In FO3Edit do this: locate Activator XX02f194 ("My Lab" ) in the Underground Hideout mod (XX = number of this mod in your load order). copy it as override into your merged patch or other own mod (or edit the original UH ressource) replace the attached script XX0b081f with this entry: YY053a67 (YY = number of FWE esm in your load order)
So nothing from this mod actually works for me, even when just the base of it cause my game to not load the menu. I'll give my load order if it helps get this working because I'd really like to have the expanded display hall and armory.
Just because its a manual download doesnt mean you cant use it with a mod manager. Ive only used Mod Organizer but Im pretty sure the others do it to. In Mod Organizer you hit the top left most button and it opens a window to show it where the mod is you downloaded manually that you want it to install. Find it and hit open or ok and it installs it just like any other downloaded with manager mod. Ive had underground hideout and this mod and Ive only crashed once, my 1st time in the hideout going to sit on the chair in "jacuzzi". I used to crash like crazy until I got below 147 plugins. Fallout 3 starts acting weird after 147. I use merge plugins and have merged a ton of them and I hardly ever crash(being like once every six hours is hardly crashing to me). i actually quit the game to stop playing instead of crashing and closing mod organizer and opening the one for skyrim, lol. Also the wasteland patch collection helps, all his patches but they sure add up your load order number cuz he says not to bash them or merge them. Also I uncheck all the patches, blackened, this patch, wasteland patches, merged patch, bashed patch, couple others sort with loot the enable all the patches to go at the very end otherwise loot like to throw them all over the place. Baddacers, thats hasnt been sorted by loot has it, thats like a boss load order from 2013. streetlights.esm always is in between the dlc's, im not sure why but not just mine but many load orders pics ive seen have it that way. Could be why your crashing, your load order is wrong cuz i have underground hideout near the bottom and you have it up top. Also your not using the Merged Versions of MMM and WMK (paradox) and blackened, not even foip, or the bridges, i dont see any patches actually besides this one. I have this one right after UH since but with yours before FWE , WMK thats wouldnt be a good idea.
Disabling AmyWong FWE 5x.esp and uninstalling the UH-FWE-WMK-Patch helped. One of both active and the game is crashing.
Beside this: Great Mod!
The Amy Wong mod giving trouble is wierd, but modding Fallout is not an exact science, and the mod might have things near Rivet City that clash with this mod. Have you tried using the UH-FWE-WMK-Patch without "UH-FWE Weapons and Workbench patch.esp" activated? I have no idea what that does.
Either way, the UH-FWE-WMK-Patch deals mostly with item sorters, so the hideout is perfectly usable without it.
For what reason does this mod have to be installed manually... that makes modding such a pain. Since you have to hand pick uninstall... BTW also this crashed my game... even removing it from my data folder still causes CTD on start up. Thanks... (((((((
It's manual install because I never used NMM. My load order would never work if I used an automated installer. In any case, maybe you deleted too much stuff. To uninstall the mod, you simply delete the .esp file, but for a full uninstall, you delete all the files: UndergroundHideout.bsa on the data folder and the "ehstuff" folders, both on the meshes and on the textures. That will delete everything relating to the mod.
If you have CTD, maybe you deleted extra stuff from other mods that the game needs. I unistalled my mod a couple times and never had that reaction, not even when I was inside the hideout. Try to see if it's another mod that is doing it.
147 comments
Regarding the issue of FOIP/ Blackened:
I have "upgraded" to Blackened a few weeks ago after the first comment was posted and I had to make zero alterations to my mod. I've also installed UFOP at the same time. No troubles there, either.
The problem might come from the fact that the Blackened mod has no files for WMK. Those are the only files on my load order that must come from FOIP, since there are no other such files for it.
So to make your load order work after getting Blackened, install the FOIP files for WMK only, and you should be good to go (There's a new load order guide with Blackened).
OR, you can skip WMK entirely, since I've put files for download for those who don't use it.
Nevertheless, one of the best mods in existence and a must for all FWE and non-FWE playthroughs.
locate Activator XX02f194 ("My Lab" ) in the Underground Hideout mod (XX = number of this mod in your load order).
copy it as override into your merged patch or other own mod (or edit the original UH ressource)
replace the attached script XX0b081f with this entry: YY053a67 (YY = number of FWE esm in your load order)
Fallout3.esm
Anchorage.esm
ThePitt.esm
BrokenSteel.esm
PointLookout.esm
Zeta.esm
Unofficial Fallout 3 Patch.esm
CRAFT.esm
CALIBR.esm
EVE.esm
StreetLights.esm
RH_IRONSIGHTS.esm
DCInteriors_ComboEdition.esm
FO3 Wanderers Edition - Main File.esm
Mart's Mutant Mod.esm
Enhanced Weather - Rain and Snow.esm
DarNifedUIF3.esp
CASM.esp
UPP - Pack 1.esp
UPP - Pack 2.esp
2Perks Per Level.esp
FO3 Wanderers Edition - Main File.esp
FO3 Wanderers Edition - DLC Anchorage.esp
FO3 Wanderers Edition - DLC The PItt.esp
FO3 Wanderers Edition - DLC Broken Steel.esp
FO3 Wanderers Edition - DLC Point Lookout.esp
FO3 Wanderers Edition - DLC Mothership Zeta.esp
FO3 Wanderers Edition - Optional Restore Tracers.esp
UndergroundHidout.esp
RH_FWE_Bridge.esp
RH_EVE_Bridge.esp
WeaponModKits.esp
WeaponModKits - FWE Master Release.esp
WeaponModKits - OperationAnchorage.esp
WeaponModKits - ThePitt.esp
WeaponModKits- BrokenSteel.esp
WeaponModKits - PointLookout.esp
WeaponModKits - Zeta.esp
UH-FWE-WMK-DLC.esp
Blackened FWE + MMM + EVE.esp
Blacked RH + FWE + EVE.esp
Fellout - Full.esp
Fellout - pipboylight.esp
Fellout - Anchorage.esp
Fellout - Brokensteel.esp
Fellout - PointLookout.esp
Fellout - Zeta.esp
Enhanced Weather - Rain and Snow in Fallout
Enhanced Weather - Weather Sounds in Interior.esp
Enhanced Weather - Sneak Bonus during Storms.esp
Enhanced Weather - REBOOT.esp
Merged Patch.esp
The Amy Wong mod giving trouble is wierd, but modding Fallout is not an exact science, and the mod might have things near Rivet City that clash with this mod. Have you tried using the UH-FWE-WMK-Patch without "UH-FWE Weapons and Workbench patch.esp" activated? I have no idea what that does.
Either way, the UH-FWE-WMK-Patch deals mostly with item sorters, so the hideout is perfectly usable without it.
Disabling AmyWong FWE 5x.esp and uninstalling the UH-FWE-WMK-Patch helped.
One of both active and the game is crashing.
Beside this: Great Mod!
Fallout3.esm
Anchorage.esm
ThePitt.esm
PointLookout.esm
Zeta.esm
BrokenSteel.esm
CRAFT.esm
CALIBR.esm
FO3 Wanderers Edition - Main File.esm
DCInteriors_ComboEdition.esm
AWorldOfPainFO3.esm
TheInstitute.esm
Abbreviated Effects.esm
AQFH3.esm
Mart's Mutant Mod.esm
StreetLights.esm
AmyWong.esm
NecronomiconExMortis 5.6.esm
Companion Core.esm
RobCo Certified v2.esm
DarNifiedUIF3.esp
UndergroundHideout.esp
1PipboyPDA.esp
CRAFT - Activation Perk.esp
CALIBR Ammo Schematics - CRAFT.esp
CALIBRxMerchant.esp
Dragonskin Tactical Outfit.esp
DragonskinRanger.esp
Stealthboy Recon Armor - CRAFT.esp
PLweightadjust.esp
The Mantis Imperative - Mantis.esp
The Mantis Imperative - Jello.esp
AQFH_D_103.esp
AQFH2.esp
aqfh3.esp
Colossus Headgear.esp
NAPA.esp
praiseatom.esp
Barter - Insanely High Prices.esp
FO3 Wanderers Edition - Main File.esp
FO3 Wanderers Edition - DLC The Pitt.esp
FO3 Wanderers Edition - DLC Anchorage.esp
FO3 Wanderers Edition - DLC Broken Steel.esp
FO3 Wanderers Edition - DLC Mothership Zeta.esp
FO3 Wanderers Edition - DLC Point Lookout.esp
FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp
FO3 Wanderers Edition - Alternate Travel.esp
FO3 Wanderers Edition - Optional VATS Halftime.esp
FO3 Wanderers Edition - Optional Restore Tracers.esp
WeaponModKits.esp
WeaponModKits - FWE Master Release.esp
WeaponModKits - ThePitt.esp
WeaponModKits - OperationAnchorage.esp
WeaponModKits - BrokenSteel.esp
WeaponModKits - PointLookout.esp
WeaponModKits - Zeta.esp
UH-FWE Weapons and Workbench patch.esp
Mart's Mutant Mod.esp
Mart's Mutant Mod - Natural Selection.esp
Mart's Mutant Mod - Tougher Traders.esp
Mart's Mutant Mod - Master Menu Module.esp
Mart's Mutant Mod - DLC Anchorage.esp
Mart's Mutant Mod - DLC The Pitt.esp
Mart's Mutant Mod - DLC Point Lookout.esp
Mart's Mutant Mod - DLC Zeta.esp
Mart's Mutant Mod - DLC Broken Steel.esp
Mart's Mutant Mod - FWE Master Release + DLCs.esp
Fellout-Full.esp
Fellout-PointLookout.esp
Fellout-Anchorage.esp
Fellout-BrokenSteel.esp
Fellout-Zeta.esp
Fellout-pipboylight.esp
AmyWong - FOSE.esp
AmyWong - DLCs.esp
AmyWong - CALIBR 1.3 (FWE 5).esp
RobCo Certified v2 Zeta Addon.esp
Companion Core DLC Addon.esp
AmyWong - Load Order Fix.esp
zmerge.esp
Total active plugins: 80
Total plugins: 80
It's manual install because I never used NMM. My load order would never work if I used an automated installer. In any case, maybe you deleted too much stuff. To uninstall the mod, you simply delete the .esp file, but for a full uninstall, you delete all the files: UndergroundHideout.bsa on the data folder and the "ehstuff" folders, both on the meshes and on the textures. That will delete everything relating to the mod.
If you have CTD, maybe you deleted extra stuff from other mods that the game needs. I unistalled my mod a couple times and never had that reaction, not even when I was inside the hideout. Try to see if it's another mod that is doing it.