***********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.
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....
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.
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
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?
10 comments
Check on the left side of the road nearby Megaton for the Outcast Camp.
Keep an eye out for upgraded Deathclaws.
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
http://imgur.com/tGpP31q
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.
To modmaker: Why rename original objects instead of creating a new ones?