In the description it says about creating a Merged Patch in FO3Edit if you are also running Mart's Mutant Mod. Loading Mantis.esp after Mart's Mutant Mod.esp in your load order will indeed replace regular Mirelurks (and possibly the Hunter variant but I'm not 100%) with Venomlurks; however, loading Mantis.esp before Mart's Mutant Mod.esp will still give Mirelurk Hunters, but also regular Mirelurks, alongside Venomlurks from the mod.
Just thought I'd make this post in case anybody in future is in the same situation; this is a workaround without the need for a Merged Patch (which admittedly is very quick end easy to make).
stuck in anomaly nine - went to the ship - killed the ants. Search in Fairfax professional suits - can't find a bulb for that projector. Any help ? EDIT: Finished that cola-quest and Miss Orlov. Got that bulb - repaired that projector - but stuck again. Now hunting that bugs or what to do ? Anybody help me ?
Warning: This mod has 1 NPC equipped with the vanilla-unused item MS03SurgicalMask item, (FormID 0003E591), which FOOK2 repurposes as a scripted token used for its Refurbished DLC module (to eliminate right-out-of-the-vault DLC start and notifications; it needs to be used on a vanilla fallout.esm item).
This leads to semi-constant crashes when using the two mods together.
The solution is to remove that item from the 1 NPC template' inventory (and optionally replace it with the xx01B519 item from FOOK2.esm, which is a clone of the mask without the scripting). Doing so completely removes the related crashes.
I may release a plugin that does so myself in the future, but if anybody else uses FOOK2 and reads this, it's very easy to do so yourself: use FO3Edit to find the 0003E591 entry, click the Referenced By tab, and in any case where it is on an NPC or placed in the world by a non-FOOK2 mod, replace it with the FOOK2 mask whose FormID I mentioned before (the intial xx being FOOK2.esm's load index).
Loved the mod except for some textures issues (I tried to fix it by intalling the uptade, but nothing...) but I enjoyed it anyway. I absolutely love the new radio station, do you have a list of all the songs used by any chance? I'd love a new playlist. <3
Where is the Nuka-Cola themed diner you need to find to progress in the jello sidequest for the new flavors of Cola. There doesn't seem to be any hint in the notes about where it could be or on the terminal in the place where you redeem the code. The only hint I see is that it's near a school maybe? I looked around Springvale and the Roosevelt Academy and came up empty.
Never mind, found it. Staring me in the face. You'd assume the employee was going to set themselves up away from where they worked.
So now I need the reset code for the terminal in the offices. Can't figure how to get that. If the hint isn't in their diary entry on their computer then I don't know where else to look.
Ok found that too. It's buried way back in this sub forum but if it helps anyone:
"if you look at the network number when bringing up the prize machine, then toss out any 0's and 1's, the code is some combination of what's left. Which was a grim slog to figure out, let me tell you... "
So yeh, pretty obscure not sure how we were supposed to figure that one.
I will try that, anyway. I was stuck trying to figure out what the heck was wrong, everything is so crafty hidden, or so damn obvious, damn puce, he is like 10 perception maxed. That Sherlock Holmes wannabe, I suppose it's good training, I've been getting sharp after being humilitated several times playing his quest mods
Kudos to you Thripston, good you figured that puzzle
"10 perception maxed" - that is THE BEST moniker for Ole Moosehead I have EVER heard! KUDOS just for making me laugh and for your insight into that talented thaumaturge
Oh, if only you knew where you'd be today... Fully converting the mods to the new TTW standards. Navmeshing, roombounds, model fixes, texture fixes, terrain fixes, script fixes, even polishing up some unfinished features (Or making them from scratch where it feels they should be), and creating your own mods... I've come a long way since then. I didn't even realize I made a comment, or that I discovered TTW so long ago!
Heck, the only real reason I'm browsing the comments is to see if anyone has any hints about the chemistry password puzzle. I've been trying various methods of getting three digits from the board, but to no avail.
Is that still going? Because I really wish it was still going. Having Moose's F3 mods converted to TTW would be the awesomest thing since re-animating Sweet Revenge or coming up with the concept of TTW in the first place.
It's basically done, but I've heard no word back from Puce about this, and I'm concerned about distributing every single one of his mods in one place like that.
He doesn't seem to care. The players, on the other hand, do care, so I'd suggest releasing the conversions anyway. After all, you could always remove them if he starts complaining.
1118 comments
Just thought I'd make this post in case anybody in future is in the same situation; this is a workaround without the need for a Merged Patch (which admittedly is very quick end easy to make).
Search in Fairfax professional suits - can't find a bulb for that projector.
Any help ?
EDIT:
Finished that cola-quest and Miss Orlov.
Got that bulb - repaired that projector - but stuck again. Now hunting that bugs or what to do ?
Anybody help me ?
This leads to semi-constant crashes when using the two mods together.
The solution is to remove that item from the 1 NPC template' inventory (and optionally replace it with the xx01B519 item from FOOK2.esm, which is a clone of the mask without the scripting). Doing so completely removes the related crashes.
I may release a plugin that does so myself in the future, but if anybody else uses FOOK2 and reads this, it's very easy to do so yourself: use FO3Edit to find the 0003E591 entry, click the Referenced By tab, and in any case where it is on an NPC or placed in the world by a non-FOOK2 mod, replace it with the FOOK2 mask whose FormID I mentioned before (the intial xx being FOOK2.esm's load index).
So now I need the reset code for the terminal in the offices. Can't figure how to get that. If the hint isn't in their diary entry on their computer then I don't know where else to look.
"if you look at the network number when bringing up the prize machine, then toss out any 0's and 1's, the code is some combination of what's left. Which was a grim slog to figure out, let me tell you... "
So yeh, pretty obscure not sure how we were supposed to figure that one.
Kudos to you Thripston, good you figured that puzzle
"10 perception maxed" - that is THE BEST moniker for Ole Moosehead I have EVER heard!
KUDOS just for making me laugh and for your insight into that talented thaumaturge
https://youtube.com/playlist?list=PLywUlYBrpVO7xF5YW-b0MJAtn_fRkrFZi
Fully converting the mods to the new TTW standards. Navmeshing, roombounds, model fixes, texture fixes, terrain fixes, script fixes, even polishing up some unfinished features (Or making them from scratch where it feels they should be), and creating your own mods...
I've come a long way since then. I didn't even realize I made a comment, or that I discovered TTW so long ago!
Heck, the only real reason I'm browsing the comments is to see if anyone has any hints about the chemistry password puzzle. I've been trying various methods of getting three digits from the board, but to no avail.