Fallout 3
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Zumbs and claustromaniac

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claustromaniac

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46 comments

  1. claustromaniac
    claustromaniac
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    v2 is up! Check out the changelog to find out what was changed and added, and make sure to take a look at the special instructions in the mod's description to upgrade from v1.

    If you have any suggestions, requests, complaints, compliments and/or insults to share, make sure to post them here, otherwise I'll never know. Unfortunately, I can't read minds...yet.
  2. Starbound721
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    This is a really essential mod but and im sorry to ask, I have a request if possible and willing. Could you possibly bring a version of this to FNV TTW version? Im loving TTW and I have made a really fun HC install with a number of difficuly increasing mods... and my NPCs are mostly  dead when in the wilderness, it would be nice to have them only be killable by the PC. In any case great mod and thank you!
    1. Nibenon76
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      Try to use Fallout Essential NPCs, it's a modified version of this mod and is better IMHO.
    2. Starbound721
      Starbound721
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      Thank you for the tip, appreciate it
  3. epicragedhdh
    epicragedhdh
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    I like this mod but so far I've had the problem that the American War Correspondent in Operation Anchorage is unconscious. All the time. For weeks since exiting the simulation. pridding and zapping him (xx00cd61) fixed it.
    1. claustromaniac
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      The American War Correspondent is already essential in vanilla Anchorage. I doubt that has to do with this mod.
    2. 59804
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      epicragedhdh: I'm having this problem too and it's driving me crazy but even after looking at the fallout wiki's page on console commands, I can't figure out what to do. Can you explain further? It may not really be related to this mod but I haven't found anywhere else anyone having this problem so please help me.
    3. MOJskyrim
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      I think i have an explanation: Some of the NPCs in OP:A such as the war correspondent are set as essential by default (even without any mods). My guess is that these essentials are "killed" when you exit the simulation. But for some reason, maybe an overlook, the war correspondent keeps trying to stay alive as an essential even when you exit the simulation, the script never stops. That went unnoticed for pretty much anyone playing the game and even people that made fixes (such as the Unofficial Patch devs) because the game doesn't really tell you... unless you have a mod that makes it tell you, such as FER.

      So the solution should be:

      -Open the console with the tilde key, and type in (without quotes) "prid 0100cd61" and press enter. This should select the American war correspondent reference id, it'll show on top of the screen.
      -Then type in "zap" and press enter.

      That will delete his reference id and should stop the unconscious messages. Assuming you've already exited the simulation and you won't see him again, that should fix it.
    4. Nibenon76
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      Thanks for the clear explanation! Maybe we should remove all references of the American War Correspondent in xEdit? At least that would be a temporary solution until the mod author fixes this bug. I've found 2 references of the American War Correspondent in FO3 Essentials Revamped.esm (All DLCs version):
      Form ID list -> 067795C7 - clmFERAnchorageVanillaL -> Form IDs -> LNAM - Form ID #4 and
      Script -> 067795CA - clmFERFullAnchorageTokenScript -> References -> SCRO - Global Reference #7
  4. Inglix
    Inglix
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    Probably not many people trying to play Fallout 3 anymore, but I came across a minor issue while using this mod and figured I'd post it here in case anyone is looking for a solution. If you decide to blow up Megaton, make sure you restore the essential flags to vanilla before activating the remote detonator. Until I did that my game would crash to desktop every time during the explosion. You can reapply them as soon as the explosion animation is finished.
  5. MOJskyrim
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    Very nice. Cleverly done.
  6. chimpoforevah
    chimpoforevah
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    Hey, I'm getting a script error when attempting to install the latest version with NMM. I remade the archive and manually installed it but just thought I'd let you know.
  7. sRavenfyre
    sRavenfyre
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    Great mod, thank you.

    I have found two issues, one though rather hilarious, both related to Lucky Harith
    1) Lucky is walking around the Wasteland with one leg. He's walking as if he still has both legs. Here's a screenshot (click).
    2) Probably related to number 1, he's never with his supply Brahmin, though it definitely isn't dead. I've encountered it multiple times in the wasteland wandering alone without Lucky. And later installed a mod which allows me to track the caravans, but the mod tracks his Brahmin, not Lucky himself. Meaning he is not following his programmed schedule.

    This is the only mod I had installed that touches the trade caravans when I saw this.
  8. mamelukturbo
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    I was wondering, I noticed I have Kill, Loot, Search options. What's the difference to Loot and Search? Or is it from some other mod of mine? It's of no issue to me since I rarely kill essential npc's I mostly use this mod to protect them from my FWE pimped up increased MMM spawns, but was curious.

    Oh, and happy new year!
    1. claustromaniac
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      Happy new year to you too

      The Search option is definitely not from this mod. One of your other mods must have added a perk to your character that gives that option.

      BTW very nice picture. I love that series.
    2. mamelukturbo
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      C.G.B. Spender my favourite character from the show On the topic of the Search I *think* it's related to FWE companion module since I realized I pretty much only see it when I missclick on downed follower (I have Brisa, Moira and dogmeat).
    3. 1KingArthur1
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      Search comes up for me as well but, I do not have FWE installed
  9. Carinth01
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    When I got to the part in the game when you retrieve the GECK and get ambushed by the enclave while leaving the vault, the game would crash just after the cut-scene when your items get removed. It seems the item that's placed in your inventory, when it gets placed in the locker, it crashed that point in the game.
    1. claustromaniac
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      Yup, you're absolutely right. But that was fixed in the 2.3 update. Thanks for reporting though
  10. Paperpomf
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    Sorry but i bring you more problems... so making every npc essential is just bad: i cant get charon because i cant kill greta, i cant help hearkness because zimmer is essential and finally lesko from the quest those needs to die and but he is immortal too. And my character is a good guy and i plan to destroy paradise falls and probably every npc there is essential too.

    i think maybe making an option to only make essential followers and caravans or something like that.
    1. claustromaniac
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      Lo de matar a Greta y a Zimmer puedes resolverlo con la consola usando el comando SetEssential. No estoy consciente de en qué punto es necesario matar a Lesko, pero tambien puedes resolverlo de esa manera.

      Para matar a Greta: Setessential 000156f3 0
      Para matar a Zimmer: Setessential 000156b9 0
      Para matar a Lesko: Setessential 000307c8 0

      En cuanto a Paradise Falls, el unico NPC escencial de ahi es Clover.

      Si dejaras el plugin activo podrías matarlos a todos sin problemas, sin necesidad de usar comandos de consola, pero igual tu idea de poner opciones para marcar selectivamente ciertos grupos de NPCs como escenciales es algo que ya había considerado, y aún lo considero.

      Gracias por tus comentarios.
    2. Paperpomf
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      Si de hecho es lo que he estado haciendo, restaurar y reaplicar las flags, gracias por la ayuda.
  11. Paperpomf
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    I installed the mod, started a new game and the item "FO3 Essentials Revamped" never gets added to my inventory. So no problem i just added with the console. Now that everyone is essential i unistalled the mod and the setting fEssentialDeathTime reverted back to vanilla (10), i fixed this adding the setting in my personal .esp. Other than that the essential flag on everyone seems to work fine. Thanks.
    1. claustromaniac
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      Hmm. Strange.

      I must've messed up again lol. Well, I was going to make an update to fix a little problem anyway.

      Thanks for reporting this

      EDIT: Fixed, except for the fEssentialDeathTime reverting back to default. That's intended behaviour. There's hardly any benefit in making a separate plugin to modify that value considering the way this mod works. Alternatively, you can simply use the SetGS console command to change it and save the plugin slot for something more useful.