Fallout 3

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Created by

k0rbo

Uploaded by

k0rbo

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10 comments

  1. k0rbo
    k0rbo
    • supporter
    • 2 kudos
    Sticky
    Look around the tree near the merchants in Canterbury Commons for the unique laser rifle.

    Check on the left side of the road nearby Megaton for the Outcast Camp.

    Keep an eye out for upgraded Deathclaws.

    1. k0rbo
      k0rbo
      • supporter
      • 2 kudos
      ***********If you're having issues with this mod, I advise going into GECK and deleting any weapons that the Wastehound Elites have and updating them with a different weapon.
  2. ThiefBrute
    ThiefBrute
    • member
    • 1 kudos
    The missing mesh is for the "scavangerrifle" I presume, the path for that model is wrong anyway (bsa-path).
    It says something (dont have it in front of me right now, so out of memory): weapons/3gassaultrifle.nif...the correct path is like: weapons/2handautomatic/3gassaultrifle.nif....

    Change it using geck, fo3edit etc
    1. Marconiex
      Marconiex
      • supporter
      • 21 kudos
      Yeah.. that worked!
  3. sieboldii2
    sieboldii2
    • member
    • 54 kudos
    Came upon a group fighting an eyebot. One of the elites appeared to have a missing mesh during the fight. Upon death, the missing mesh disappeared.
    1. k0rbo
      k0rbo
      • supporter
      • 2 kudos
      This is odd, I used strictly vanilla content when making this mod. If you could PM me more information on this I can look into it for myself.
    2. bida2
      bida2
      • member
      • 1 kudos
      Same problem with one of the elites I believe.

      http://imgur.com/tGpP31q
    3. k0rbo
      k0rbo
      • supporter
      • 2 kudos
      I appreciate the image. I have no clue what is happening, I used vanilla only content when making this, it may however be another mod you have that is conflicting with something or another.
    4. bida2
      bida2
      • member
      • 1 kudos
      fallout3.esm
      Masterlist Information: $Revision$, $Date$, $LastChangedBy$

      anchorage.esm

      thepitt.esm

      brokensteel.esm

      pointlookout.esm

      zeta.esm

      CRAFT.esm

      CALIBR.esm

      FO3 Wanderers Edition - Main File.esm

      Mart's Mutant Mod.esm

      FO3 Wanderers Edition - Alternate Travel.esp

      DarNifiedUIF3.esp
      * The current load order of this mod does not match the current template

      FO3 Wanderers Edition - Main File.esp
      * The current load order of this mod does not match the current template

      Mart's Mutant Mod.esp

      WeaponModKits.esp
      * The current load order of this mod does not match the current template

      WeaponModKits - FWE Master Release.esp
      * The current load order of this mod does not match the current template

      FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp
      * The current load order of this mod does not match the current template

      FO3 Wanderers Edition - DLC Broken Steel.esp
      * The current load order of this mod does not match the current template

      FO3 Wanderers Edition - DLC Anchorage.esp
      * The current load order of this mod does not match the current template

      FO3 Wanderers Edition - DLC Point Lookout.esp
      * The current load order of this mod does not match the current template

      FO3 Wanderers Edition - DLC The Pitt.esp
      * The current load order of this mod does not match the current template

      FO3 Wanderers Edition - DLC Mothership Zeta.esp
      * The current load order of this mod does not match the current template

      FO3 Wanderers Edition - Optional VATS Realtime.esp
      * The current load order of this mod does not match the current template

      FO3 Wanderers Edition - Optional Restore Tracers.esp
      * The current load order of this mod does not match the current template

      FO3 Wanderers Edition - Optional Restore Tracers (automatics only).esp
      * The current load order of this mod does not match the current template

      WeaponModKits - BrokenSteel.esp
      * The current load order of this mod does not match the current template

      WeaponModKits - OperationAnchorage.esp
      * The current load order of this mod does not match the current template

      WeaponModKits - ThePitt.esp
      * The current load order of this mod does not match the current template

      WeaponModKits - Zeta.esp
      * The current load order of this mod does not match the current template

      WeaponModKits - PointLookout.esp
      * The current load order of this mod does not match the current template

      Mart's Mutant Mod - DLC Anchorage.esp

      Mart's Mutant Mod - DLC The Pitt.esp

      Mart's Mutant Mod - FWE Master Release.esp

      Mart's Mutant Mod - DLC Broken Steel.esp
      * The current load order of this mod does not match the current template

      Mart's Mutant Mod - DLC Point Lookout.esp
      * The current load order of this mod does not match the current template

      Mart's Mutant Mod - DLC Zeta.esp
      * The current load order of this mod does not match the current template

      Mart's Mutant Mod - FWE Master Release + DLCs.esp
      * The auto-sorter doesn't recognize this mod. It is probably safe to put it anywhere, depending on how you want the various plugins to override one another.

      Mart's Mutant Mod - Master Menu Module.esp
      * The auto-sorter doesn't recognize this mod. It is probably safe to put it anywhere, depending on how you want the various plugins to override one another.

      Mart's Mutant Mod - Natural Selection.esp
      * The current load order of this mod does not match the current template

      Mart's Mutant Mod - Tougher Traders.esp
      * The current load order of this mod does not match the current template

      Mart's Mutant Mod - Zones Respawn.esp
      * The current load order of this mod does not match the current template

      WastehoundRaiders.esp
      * The auto-sorter doesn't recognize this mod. It is probably safe to put it anywhere, depending on how you want the various plugins to override one another.

      WWM.esp
      * The auto-sorter doesn't recognize this mod. It is probably safe to put it anywhere, depending on how you want the various plugins to override one another.

      merged.esp
      * The auto-sorter doesn't recognize this mod. It is probably safe to put it anywhere, depending on how you want the various plugins to override one another.

      The order that the current template suggests is as follows:
      fallout3.esm
      anchorage.esm
      thepitt.esm
      brokensteel.esm
      pointlookout.esm
      zeta.esm
      craft.esm
      calibr.esm
      fo3 wanderers edition - main file.esm
      mart's mutant mod.esm
      darnifieduif3.esp
      fo3 wanderers edition - main file.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 - dlc the pitt.esp
      fo3 wanderers edition - alternate travel.esp
      fo3 wanderers edition - followers enhanced (brokensteel).esp
      fo3 wanderers edition - optional restore tracers.esp
      fo3 wanderers edition - optional vats realtime.esp
      fo3 wanderers edition - optional restore tracers (automatics only).esp
      weaponmodkits.esp
      weaponmodkits - fwe master release.esp
      weaponmodkits - operationanchorage.esp
      weaponmodkits - thepitt.esp
      weaponmodkits - brokensteel.esp
      weaponmodkits - pointlookout.esp
      weaponmodkits - zeta.esp
      mart's mutant mod.esp
      mart's mutant mod - dlc anchorage.esp
      mart's mutant mod - dlc the pitt.esp
      mart's mutant mod - dlc broken steel.esp
      mart's mutant mod - dlc point lookout.esp
      mart's mutant mod - dlc zeta.esp
      mart's mutant mod - fwe master release + dlcs.esp
      mart's mutant mod - master menu module.esp
      mart's mutant mod - natural selection.esp
      mart's mutant mod - tougher traders.esp
      mart's mutant mod - zones respawn.esp
      mart's mutant mod - fwe master release.esp
      wastehoundraiders.esp
      wwm.esp
      merged.esp

      all the mods I have loaded.
    5. ThiefBrute
      ThiefBrute
      • member
      • 1 kudos
      Wow, so many ESPs per mod. I dont understand people having so many files to keep track of when most of them are mergeble with a simple click using xedit+script.

      To modmaker: Why rename original objects instead of creating a new ones?