Fallout 3
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  1. NEXTENTION
    NEXTENTION
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    Does the sticks disappear after quitting the game ? i wanted to be able to use them to light certain areas of the town permanently.
  2. BlademasterX
    BlademasterX
    • member
    • 4 kudos
    Fit for my Cyberpunk style, great benefits. Now i can provoke enemy and wait before they go away and...BOOM ! Feels like playing Manhunt game.

    Anyway i can turn-on the light without Pip-Boy light and enemy doesn't detect me, especially in the Dunwich Building

    Endorsed !
  3. ghussak
    ghussak
    • member
    • 7 kudos
    works great thx!
    good having to equip as weapon, as the pipboy is already hands free.

    do not break sneaking, while pipboy does (with arwen mod)

    I just thought a few changes:
    - lower the glow radius
    - after using it set a life time like 10 or 30 min, or alternatively, degrade its quality on each use like by 10%, in a way that it will break some time.
    - (asking too much now heh) allow it to be shot to put it out, or we could charge it with microfusion cells and when shot would be a flashbang heavily lowering mobs perception for some time and stunning.
  4. WastelandLoner
    WastelandLoner
    • premium
    • 87 kudos
    I love these, works perfectly for me. I can't believe it took me so long to find this mod, endorsed.
  5. GreyCamcAm
    GreyCamcAm
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    I like this mod, except that I need to equip them as a weapon to use them. It should be a hotkey so you can quickly throw it and then switch back to you weapon. If you can already do this, can someone please tell me how?
    1. wheniwasyoung
      wheniwasyoung
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      you'd need something like project NV to do this (a grenade hotkey)
  6. jmthehuman
    jmthehuman
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    Hey,
    I would love to use this mod but every time i select one on the pip boy when i exit it crashes?
    any ideas? i think it will be conflicting with another one
    kinda new to it all but glow sticks would be rad for exploring!

    [X] Fallout3.esm
    [X] Anchorage.esm
    [X] ThePitt.esm
    [X] BrokenSteel.esm
    [X] PointLookout.esm
    [X] Zeta.esm
    [X] CALIBR.esm
    [X] Glow Sticks.esp
    [ ] SShop.esm
    [X] Mart's Mutant Mod.esm
    [X] DCInteriors_ComboEdition.esm
    [X] StreetLights.esm
    [X] RH_IRONSIGHTS.esm
    [X] EVE.esm
    [ ] CALIBRxMerchant.esp
    [X] FreePlayAfterMQ_V05.esp
    [ ] VendorCapsIncreased15X.esp
    [ ] VendorCapsIncreased1000X.esp
    [ ] VendorCapsIncreased100X.esp
    [X] VendorCapsIncreased50X.esp
    [ ] VendorCapsIncreased20X.esp
    [ ] VendorCapsIncreased10X.esp
    [ ] VendorCapsIncreased9X.esp
    [ ] VendorCapsIncreased8X.esp
    [ ] VendorCapsIncreased7X.esp
    [ ] VendorCapsIncreased6X.esp
    [ ] VendorCapsIncreased5X.esp
    [ ] VendorCapsIncreased3X.esp
    [ ] VendorCapsIncreased2X.esp
    [ ] VendorCapsIncreased4X.esp
    [X] MiniHideout.esp
    [ ] SShopItems.esp
    [X] HZ_M92SE.esp
    [X] ZL-ACR.esp
    [X] ZL-SVD.esp
    [ ] ZL-SVD-CALIBR.esp
    [X] Mart's Mutant Mod.esp
    [X] Mart's Mutant Mod - DLC Anchorage.esp
    [X] Mart's Mutant Mod - DLC The Pitt.esp
    [X] Mart's Mutant Mod - DLC Broken Steel.esp
    [X] Mart's Mutant Mod - DLC Point Lookout.esp
    [X] Mart's Mutant Mod - DLC Zeta.esp
    [ ] Mart's Mutant Mod - Zones Respawn.esp
    [X] Mart's Mutant Mod - Tougher Traders.esp
    [ ] Mart's Mutant Mod - Natural Selection.esp
    [X] Mart's Mutant Mod - Master Menu Module.esp
    [X] AntiArmorRifle.esp
    [X] Tactical Flamer - 4PAK.esp
    [X] BetterGamePerformance.esp
    [X] BozarAntiMaterialRifle.esp
    [X] NAPA.esp
    [X] AAR525.esp
    [X] dD - Enhanced Blood Main.esp
    [X] FG42.esp
    [ ] HK Defender.esp
    [X] FN_SCAR.esp
    [X] Slam M4 Pack.esp
    [X] SNIPER_KIT.esp
    [X] UndergroundHideout.esp
    [ ] Survivalist Bunker.esp
    [ ] Vacant Personal Vault.esp
    [X] GunOil.esp
    [X] Fellout-Full.esp
    [X] Fellout-BrokenSteel.esp
    [X] Fellout-Anchorage.esp
    [X] Fellout-pipboylight.esp
    [X] Fellout-Zeta.esp
    [X] Fellout-PointLookout.esp
    [X] RH_IronSights_Basic_AnchoragePlugin.esp
    [X] RH_IronSights_Basic_PittPlugin.esp
    [X] RH_IronSights_Pitt_NewRifleSights.esp
    [X] RH_IronSights_PL_NewItems.esp
    [X] RH_IronSights_RemoveReticule.esp
    [X] RH_IronSights_Basic_ZetaPlugin.esp
    [X] RH_IronSights_Basic_BrokenSteelPlugin.esp
    [X] RH_IronSights_Basic_PointLookoutPlugin.esp
    [X] RH_IronSights_Basic_VanillaPlugin.esp
    [X] WeaponModKits.esp
    [X] WeaponModKits - BrokenSteel.esp
    [X] WeaponModKits - Zeta.esp
    [X] WeaponModKits - OperationAnchorage.esp
    [X] WeaponModKits - PointLookout.esp
    [X] WeaponModKits - ThePitt.esp
    [X] BlackWolf Backpack.esp
    [X] BlackWolf Backpack - Blank's Container Patch.esp
    [X] BlackWolf Backpack - Vendor Script Replenish.esp
    [X] RH_WMK_Bridge.esp
    [X] RH_EVE_Bridge.esp
    [X] JackoMilitaryEquipment1.esp
    1. Boondoxed
      Boondoxed
      • member
      • 7 kudos
      Streetlights.esm needs to go before BrokenSteel.esm, move the GlowSticks.esp below your esm's. You don't need the FreePlayAfterMQ_V05.esp because you have Broken Steel.

      I'm not familiar with some of the other mods, but GlowSticks shouldn't conflict with other mods as they are added through scripting, give Boss a go at putting your mods in order (http://boss-developers.github.io/) & if still no luck check with F03Edit to see if there is a conflict.

      Hope that is of some help.
    2. jmthehuman
      jmthehuman
      • member
      • 0 kudos
      Hey
      thanks for the speedy reply! i was worried as the last post was 2012 no one would notice!
      i have used boss before but forgot to this time, tried using it again and its ordered some stuff but still hasnt fix the glowstick problem unfortunately. Ive check out some tutorials on FO3E and its not listing any errors or showing that any other mod is overriding but im still getting crashes?
      i tried, using NMM to disable all my other mods and just keep glow sticks on and it still crashed when equipping them from the pipboy. its like the animation or mesh is missing or something?
      not sure what else to do?

      new load order below, boss moved glowstick there, and i have tried with it just below the ESM and where boss puts it but both crash

      [X] Fallout3.esm
      [X] Anchorage.esm
      [X] ThePitt.esm
      [X] StreetLights.esm
      [X] BrokenSteel.esm
      [X] PointLookout.esm
      [X] Zeta.esm
      [X] SShop.esm
      [X] CALIBR.esm
      [X] EVE.esm
      [X] Mart's Mutant Mod.esm
      [X] DCInteriors_ComboEdition.esm
      [X] RH_IRONSIGHTS.esm
      [X] BetterGamePerformance.esp
      [X] CALIBRxMerchant.esp
      [X] RH_IronSights_Basic_VanillaPlugin.esp
      [X] RH_IronSights_Basic_AnchoragePlugin.esp
      [X] RH_IronSights_Basic_PittPlugin.esp
      [X] RH_IronSights_Basic_BrokenSteelPlugin.esp
      [X] RH_IronSights_Basic_PointLookoutPlugin.esp
      [X] RH_IronSights_Basic_ZetaPlugin.esp
      [X] RH_IronSights_Pitt_NewRifleSights.esp
      [X] RH_IronSights_RemoveReticule.esp
      [X] RH_IronSights_PL_NewItems.esp
      [X] Glow Sticks.esp
      [X] BlackWolf Backpack.esp
      [X] BlackWolf Backpack - Vendor Script Replenish.esp
      [X] BlackWolf Backpack - Blank's Container Patch.esp
      [X] richvendors.esp
      [X] MiniHideout.esp
      [X] SShopItems.esp
      [X] UndergroundHideout.esp
      [X] WeaponModKits.esp
      [X] WeaponModKits - OperationAnchorage.esp
      [X] WeaponModKits - ThePitt.esp
      [X] WeaponModKits - BrokenSteel.esp
      [X] WeaponModKits - PointLookout.esp
      [X] WeaponModKits - Zeta.esp
      [X] HZ_M92SE.esp
      [X] ZL-ACR.esp
      [X] ZL-SVD.esp
      [X] ZL-SVD-CALIBR.esp
      [X] NAPA.esp
      [X] RH_EVE_Bridge.esp
      [X] Mart's Mutant Mod.esp
      [X] Mart's Mutant Mod - DLC Anchorage.esp
      [X] Mart's Mutant Mod - DLC The Pitt.esp
      [X] Mart's Mutant Mod - DLC Broken Steel.esp
      [X] Mart's Mutant Mod - DLC Point Lookout.esp
      [X] Mart's Mutant Mod - DLC Zeta.esp
      [ ] Mart's Mutant Mod - Zones Respawn.esp
      [X] Mart's Mutant Mod - Tougher Traders.esp
      [ ] Mart's Mutant Mod - Natural Selection.esp
      [X] Mart's Mutant Mod - Master Menu Module.esp
      [X] dD - Enhanced Blood Main.esp
      [X] Fellout-pipboylight.esp
      [X] Fellout-Full.esp
      [X] Fellout-Anchorage.esp
      [X] Fellout-BrokenSteel.esp
      [X] Fellout-PointLookout.esp
      [X] Fellout-Zeta.esp
      [X] AntiArmorRifle.esp
      [X] Tactical Flamer - 4PAK.esp
      [X] BozarAntiMaterialRifle.esp
      [X] AAR525.esp
      [X] FG42.esp
      [X] HK Defender.esp
      [X] FN_SCAR.esp
      [X] Slam M4 Pack.esp
      [X] SNIPER_KIT.esp
      [X] Survivalist Bunker.esp
      [X] Vacant Personal Vault.esp
      [X] GunOil.esp
      [X] RH_WMK_Bridge.esp
      [X] JackoMilitaryEquipment1.esp
      [X] MegatonMainGateVendor.esp

    3. jmthehuman
      jmthehuman
      • member
      • 0 kudos
      i just checked, and turns out i can drop them directly from the pipboy and carry them... i just cant throw them like a grenade or anything, and when i equip them and leave the pipboy thats when it crashes. have i just been misunderstanding the mod this whole time?
    4. Boondoxed
      Boondoxed
      • member
      • 7 kudos
      In response to post #13189073. #13191783, #13237098, #13237178 are all replies on the same post.
       

      Huh that's weird, if you drop them & pick them up, they go back into your inventory.
      The only way to equip them (That I know of) is through the pipboy, when you first equip them they will attach to your belt, pressing attack will put them into your hand & pressing attack again will throw them.

      The only thing I can think of (& I could be wrong) is there is an issue with RH Ironsights, the glowsticks are listed as a weapon, so I'm thinking maybe the issue is there. I haven't got RH Ironsights in my game at the moment, but I'll throw it in & have a look see, & let you know unless someone else gives some insight.
       
       
      27/03/14 Edit: Checked with Rh Ironsights & all is good, I must have had some bad punga to think the issue might be there.  I'm at a loss at the moment mate, if you can drop them & they work you wouldn't be missing any meshes or textures.  
      The animation the author linked them with is the grenade throw...Maybe remove the mod & then put it back & see what happens, but as I said I'm at a loss at the moment, sorry mate. 
    5. wheniwasyoung
      wheniwasyoung
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      try sorting your load order with loot, if problem still exists open up fo3edit, if it returns a conflict that's likely your issue... if not it's an ini issue most likely (check the reddit for A full list of INI changes everyone should make)
  7. DEATHSHOCK
    DEATHSHOCK
    • premium
    • 5 kudos
    @GreyCamcAm

    I haven't downloaded this yet, but I assume they work like grenades, yes? If so, look up the Grenade Hotkey mod. You will need to make the glow sticks compatible to show up on the HUD, but if you can do it then it would fix your problem.
  8. LordGeneralSturnn
    LordGeneralSturnn
    • BANNED
    • 0 kudos
    While I agree that It would be good for the glow sticks to disappear after a certain time,I would assume that the creator of this mod intends you to use them to mark routes you are clearing/have cleared and to Identify a path for later use in addition to providing a good source of light.Hence the choice of colors,If they were intended for lighting only,I would assume the author would only use one color.Of course input from the author would be welcome in disproving my theory.
    Edit.I just realized that the author stated my theory in the description,so ignore this post.
  9. Thasic
    Thasic
    • premium
    • 38 kudos
    dega, that's very possible and would be a fairly simple script to write. Give it a try....
  10. angelenesdreams
    angelenesdreams
    • member
    • 35 kudos
    I freaking LOVE these. Endorsed!