Fallout 3

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Gopher

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Gopher

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  1. Oo_louis_oO
    Oo_louis_oO
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    Hello Gopher,
    i used this mod and others you've done for the better part of my playthrought and chose the perk version. But at one point, the traps stopped being enlightened, and i think it is when i got the perk "light step" automatically given by the "UPP-Experience perk.esp" from the Mod "Ultimate Perk Pack" ( http://fallout3.nexusmods.com/mods/1409 ), but i'm really not sure of that. So it's either that or the fact that i finally bought all DLCs (Well the GTOY, bought the game twice, since all DLCs were more expensive on their own ), installed them, ticked/tweak all compatibilty patches for DLCs-WMK-FWE-IRONSIGHT-MMM ( finnaly got that FN FAL working well with WMK and Ironsight with FO3Edit :p ).
    Everything is working good now, exept for this. I really miss that aspect of my modded fallout 3, it is something to enter a building while sneaking ( with your recon armor BTW), not earing some vilain noise, standing up, going ahead and earing that characteristic sound of three grenades just falling out, and yelling in my head " Oh Snap! Sprint, FWE !". I like those emotions!
    Your other mod, "advance recon gear" with the TAC works fine, the trap are enlightened when activated, but i only use it on outside areas ( to spot those nasty matriarch deathclaw or sentrybot ).
    What i've tried so far:
    -first thing: used the console to remove the light step perk ( i really don't like that perk )
    -changing load order many times, even under the merged patch. I have all "Detect trap.esm"," Detect trap - perk.esp" and "detect trap- dlc.esp" ticked.
    That's it ^^, so i'm left with:
    -Uninstall your mod, save, reinstall and reload, wait for the lvl up and chose the right perk again, but i'm not sure if it will work.
    Not to much of an annoyance to do, but i'd rather not do it, especially if it does'nt work. :p

    So if you have any idea to how i could fix this, thanks for answering me.

    Anyway, have a good day Mr gopher and see you on youtube.

    PS: sorry if i made some grammar or spelling mistakes, english is not my native language.

    Edit: You know what ? could you give me the Base_id of your perk ? so i can use the console and add it after desinstall/reinstall. Thanks !

    Edit 2: found it in the documentation.............. Well, we've all looked stupid at one point is'nt it ? I'll let you know what's what.

    Edit 3: I feel even stupider now that i've fixed it using the technique above. Took me a good 10 minutes.
    1-Load a Hard save ( not quick or auto ) with esp and esm enabled
    2- Open the console, type player.removeperk XX001659 ( Where XX is the load number off the Detect Trap.esm indicated in the plugind tab of NMM ( 0E for me )
    3- exit the game and unticked the 2 esp and the 1 esm in the plugins tab off NMM
    4- load previous save
    5- Make a Hard save again
    6- Exit the game a reticked The 2 esp and the 1 esm
    7- Load previous Hard save
    8- Type player.addperk XX001659 ( same trick as above)

    Note that simply untick the esp/esm does NOT remove the perk, you have to "console command" it out.
    There you go, i could delete this post and hide my stupidity from the masses, but hey, it could help someone !

    Have a nice day everyone.
    And Gopher ? Sorry for that long useless post, but i'm sure you'r glad you could help
    1. Like2Fly
      Like2Fly
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      I love you for this! Couldn't work it out why I didn't see the green glow. Tried your method and it worked like a charm! Thanks dude!
    2. Napoles
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      x2!

      Thanks so much Louis!
    3. Tedwin
      Tedwin
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      x3

      You rock! Worked brilliantly!
    4. Gopher
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      I will try to look into this. Was it all traps and mines, or just mines, just traps etc?
    5. Napoles
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      When I was using this mod originally, it was all traps and mines.

      Hope you put out an updated version in the near future, I really want to use this again!
  2. marieruth
    marieruth
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    Is this unusable without the two DLC packages?
  3. MiloHunts
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    Reading through the comments, I see a few comments asking where it is at.
    if you do the side quest with Moira (Megaton), the last part of the quest takes you right to the Traponator (and the Card, cant remember the name). Super easy to get at any level.
    For me it is a necessary item to have (poor eye site and all, must be an age thing), every trap shows in Green, almost impossible to miss.

    Its real fun to see the trap and lead Super Mutants right into them
  4. Talandra
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    I just figured I'd post here, your mod doesn't seem to modify Light Step like its supposed to. Several times I've noticed it both in my own play through and in your Let's Play that it doesn't behave any differently from vanilla Light Step, in that there's no need for the trap to be detected for it to be avoided. I dunno if its because of a combination of mods (like UPP or FWE) or whatever, but I'm running pretty much the same mods you are in your Let's Play, and the issue's the same in both cases it seems.

    Edit: I just got to the point in a video where you mention the Load order might have something to do with it. I might try to put it behind UPP and FWE and see if that fixes it.
  5. wakar
    wakar
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    Thanks Gopher, this mod is great! You should use this more often in your Fallout 3 gameplays though =)
  6. dmxdex2020
    dmxdex2020
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    Where do i find the trapanator?
    1. Gopher
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      locations in the spoiler file in the main download.
  7. Oo_louis_oO
    Oo_louis_oO
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    Yep, i'm sure because i did'nt deisntall/reinstall your mod, just unchecked it, i'm sure of it.
    Althought thinking of it, deinstalling/saving/reisntalling/consoling the perk should solve the problem as well plus having a cleaner save, maybe ?

    Thanks for taking the time to answer me, i'm guessing that is not something you have much.

    All in all everything's fine now.


  8. Gopher
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    Hmm, are you sure it wasn't fixed because of the reinstall? Here is the thing: This mod changes the trap script. If you install another mod that affects that script, you lose this functionality (if you clicked Yes To All when asked). When you reactive this mod, you put the script back in place.

    Did that make sense? Or did you not deactive it in NMM anywat? Just the esp unchecked?
  9. Napoles
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    I was at level 4 and couldn't choose the perk..

    ?

    How's the load order supposed to look?

  10. fiskin1
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    Perk worked perfectly for me. The traps appear the nice shade of green that I like. Thanks for adding this. Endorsed!