Would it be possible to get this converted to TTW?I thought I had it loaded in an earlier play through,but for some reason,the game will not load with it in the load order.
One is on the mutilated corpse in the Behemoth cage at Evergreen Mills and the other is in the Capitol Building where the Behemoth in there is located. Are you saying that you cannot find either one in those locations? I know that the raiders at Evergreen Mills have a habit of taking the one there if the Behemoth cage is opened, so if you do not kill all of the raiders before opening the cage, one of them might have that one.
There are missing meshes in Germantown police HQ : http://imgur.com/7HMuRoF I'm sure it's this mod because if I desactivate it, and only it, the issue is solved. I reinstalled it. I checked in FO3Edit, some conflicts between FWE and the mod about ammos, solved it. I checked the cell (in FO3Edit), the mod's author deleted some furnitures to put tables with ammo, but restoring them didn't change anything. In the end I don't know how to solve the conflict.
Don't know if I have other issues with the mod, don't have the weapon yet.
The missing meshes in the Germantown Police HQ basement are a well known issue with this mod. They apparently belong to Alexscorpion's Sniper Gear mod, which is no longer available here on the Nexus.
I used FO3Edit to redirect the mesh path to xCALIBR's 9x19 mm ammo box. Took me like 2 or 3 reinstalls over the past couple years before the big red exclamation points bothered me enough to actually do something about 'em.
this is a very beautiful weapon, it must have taken weeks, I wish to ask if there is any possibility of importing this work of art over to Fallout New Vegas? if you could I would greatly appreciate you taking the time to accommodate such a request. I can leave an email at which you can reply to if you so choose.
The gun looks great, but no ammo? common get real. The one at the mill will certainly be picked up by a raider. You will be lucky if he/she doesn't shoot up what little ammo there is. But, the biggest problem with the one at the mill is it crashes the game once in inventory. I can't save, I can't enter any house. Even approaching some houses causes a crash. I can save in the warehouse at the mill. but not leave the building, it crashes the game as soon as I activate the door. For me, the mod breaks the game completely.
- I've had this gun installed since it was released over five years ago and never had a crash due to it. - Have you ever considered using a reload bench to make ammo? It can be done, and arguably is more lore-friendly.
I wonder why it won't work for me? I have most of BlackBlossom's the other guns mods, except the one that has to be stolen, and no problems with my game. After deactivating this mod, my game plays normal, and I can travel anyplace anytime. Thank you for your reply.
After 3 reinstalls and moving the esp to the top of my load order it works! YAY! An advantage to it was there was a good bit more ammo at the mill. The raider that picks it up must have fun blasting away. So clearing the mill, then activating the mod might be a good thing. I now have the ammo problem under control. Just wishing for more enclave vertibirds. Thank you for your reply not so evil evilOssie
Ive had this mod installed since it came out as well. No new mods or changes, then out of no where, if it is equipped CRASH.Every stinking time you fast travel or try to enter a building, or exit it if you unequipped it then entered then equipped and tried to leave.Got so annoying I scrapped it and removed endorsement. The game still plays great with no other issues, only THIS gun.....which really sucks as I use the silenced version as I play silent sniper type.The best gun ever made, and glitched.Oh, well, cant expect folks to make something for free and support it forever I guess....great while it lasted.
If you have had no changes to your load order in the entire time that you have been using this, then there is more to blame than just this mod. What you are describing sound more like a corrupted save file, and there are a few things that could cause that. One of the first things to come to mind is the use of AutoSaves and QuickSaves. From what I have learned over the years, using those features in Oblivion, FO3 and F:NV (and possibly Morrowind) can lead to data corruption in a save file, due to interrupting any scripts that are running at the time of the save. When the game is loaded from that save, the scripts are not able to complete, and end up as corrupted data. This builds up over time, leading to all sorts of problem, mainly CTDs when doing instant worldspace or interior cell transitions (like Fast Traveling, or going through a door that leads inside/outside or to a new interior area). This could also be caused due to a mod conflict caused by multiple mods, with this one being the "last straw". Also, not all mod conflicts are apparent immediately, sometimes it takes quite a while for the issue(s) to become apparent, with "quite a while" being weeks, or months, and years is not unheard of among the modders that have looked into this sort of thing.
There are missing meshes in Germantown police HQ : http://imgur.com/7HMuRoF I'm sure it's this mod because if I desactivate it, and only it, the issue is solved. I reinstalled it. I checked in FO3Edit, some conflicts between FWE and the mod about ammos, solved it. I checked the cell (in FO3Edit), the mod's author deleted some furnitures to put tables with ammo, but restoring them didn't change anything. In the end I don't know how to solve the conflict.
Don't know if I have other issues with the mod, don't have the weapon yet.
Agreed, and it is something you can be banned for as well. That said, the tools and tutorials exist that would allow you to port it over to New Vegas yourself. Porting between FO3 and FNV is how I started modding.
223 comments
The missing meshes in the Germantown Police HQ basement are a well known issue with this mod. They apparently belong to Alexscorpion's Sniper Gear mod, which is no longer available here on the Nexus.
if you could I would greatly appreciate you taking the time to accommodate such a request.
I can leave an email at which you can reply to if you so choose.
thank you.
The one at the mill will certainly be picked up by a raider. You will be lucky if he/she doesn't shoot up what little ammo there is.
But, the biggest problem with the one at the mill is it crashes the game once in inventory. I can't save, I can't enter any house. Even approaching some houses causes a crash. I can save in the warehouse at the mill. but not leave the building, it crashes the game as soon as I activate the door.
For me, the mod breaks the game completely.
- Have you ever considered using a reload bench to make ammo? It can be done, and arguably is more lore-friendly.
Thank you for your reply.
Thank you for your reply not so evil evilOssie
I'm sure it's this mod because if I desactivate it, and only it, the issue is solved.
I reinstalled it.
I checked in FO3Edit, some conflicts between FWE and the mod about ammos, solved it.
I checked the cell (in FO3Edit), the mod's author deleted some furnitures to put tables with ammo, but restoring them didn't change anything.
In the end I don't know how to solve the conflict.
Don't know if I have other issues with the mod, don't have the weapon yet.