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  1. DaveLessnau
    DaveLessnau
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    Sticky
    I've written an article here on cleaning the dirty edits in danthegeek's original Underground Hideout: "Cleaning danthegeek's UndergroundHideout.esp file." I highly recommend people read it (in the ARTICLES section of the button bar, above).
  2. TheHavok
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    Hello

    I used this mod a few years ago. I wanted to try it again but found a rather game breaking but. Whenever I have this mod selected, the game does not recognize my mouse or keyboard. I'm stuck at the opening and options screen. Its a perfect causal relation. Even without any other mods on, it still happens.

    I'm playing the GoG version, which, I've noticed, is more inclined to crash and conflict with some mods. Could this be it? Please, I really wanted to play this mod.


    Thanks in advance!
  3. Benjango
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    Have you noticed, if you play UH with FWE, that none of the water in the house lowers your thirst? Purified water, Dirty water, bathwater, Water purified with the purifier, none of these seem to be quenching my thirst. The Patomac lowers thirst fine, so I'm not sure if FWE is the problem. Anyone else seen this?
    1. DaveLessnau
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      Could you post your load order? I don't think UH modifies any of the water items, but if you've got some mods loading after FWE that do modify them, that would cause the issue.
    2. Benjango
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      I'm not sure how to post my entire load order. I can tell you that the only thing that should be making the water different is FWE, and the UH is indeed loaded after FWE. I'm going to try and have UH load first with FWE after it to see if that changes anything.

      EDIT:
      It does not. Even Wadsworth's free water doesn't doesn't work, nor the dirty water in my Megaton fridge. Only sources like sinks and rivers work at the moment. I noticed that the UH water bottles have a different Form ID than the ones given by Wadsworth. Only a single letter is different but either way, neither of them work.
    3. DaveLessnau
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      If you are using the Nexus Mod Manager (NMM), you can export your load order from there. Start NMM and from the Plugins page, click the 5th icon down in the right border. It looks like a gray piece of paper with an arrow pointing to the right. The hover text will say "Export the current load order." You should be able to export it directly to your clipboard and then paste the result here.
    4. Benjango
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      Thanks for that info, Dave. I was able to get water working again, but only after reloading FWE in its entirety. UH isn't in my load order at the moment, as I'm still deciding whether or not I want it. Here's my current order

      Fallout3.esm=1
      Anchorage.esm=1
      ThePitt.esm=1
      StreetLights.esm=1
      BrokenSteel.esm=1
      PointLookout.esm=1
      Zeta.esm=1
      CINEMATECH.esm=1
      ArefuExpandedByAzar.esm=1
      AWorldOfPainFO3.esm=1
      ImaginatorFO3.esp=1
      Impervious Power Armour.esm=1
      Mart's Mutant Mod.esm=1
      Project Beauty.esm=1
      DCInteriors_ComboEdition.esm=1
      RH_IRONSIGHTS.esm=1
      CRAFT.esm=1
      CALIBR.esm=1
      FO3 Wanderers Edition - Main File.esm=1
      FO3 Wanderers Edition - Alternate Travel.esp=1
      EVE.esm=1
      iHUD.esm=1
      aHUD.esm=1
      Project Beauty- Broken Steel.esp=1
      Project Beauty- Point Lookout.esp=1
      FO3 Wanderers Edition - Main File.esp=1
      FO3 Wanderers Edition - DLC The Pitt.esp=1
      FO3 Wanderers Edition - Optional Restore Tracers (automatics only).esp=1
      FO3 Wanderers Edition - Optional Restore Tracers.esp=1
      FO3 Wanderers Edition - DLC Point Lookout.esp=1
      FO3 Wanderers Edition - DLC Anchorage.esp=1
      FO3 Wanderers Edition - DLC Mothership Zeta.esp=1
      FO3 Wanderers Edition - DLC Broken Steel.esp=1
      FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp=1
      FO3 Wanderers Edition - Project Beauty (Followers Enhanced).esp=1
      FO3 Wanderers Edition - Project Beauty.esp=1
      DarNifiedUIF3.esp=1
      FO3 Error Fixes.esp=1
      WeaponModKits.esp=1
      WeaponModKits - FWE Master Release.esp=1
      WeaponModKits - BrokenSteel.esp=1
      WeaponModKits - OperationAnchorage.esp=1
      WeaponModKits - PointLookout.esp=1
      WeaponModKits - ThePitt.esp=1
      WeaponModKits - Zeta.esp=1
      Mart's Mutant Mod.esp=1
      Mart's Mutant Mod - FWE Master Release.esp=1
      Mart's Mutant Mod - FWE Master Release + Project Beauty.esp=1
      Mart's Mutant Mod - Project Beauty.esp=1
      Mart's Mutant Mod - DLC Anchorage.esp=1
      Mart's Mutant Mod - DLC Broken Steel.esp=1
      Mart's Mutant Mod - DLC Point Lookout.esp=1
      Mart's Mutant Mod - DLC The Pitt.esp=1
      Mart's Mutant Mod - DLC Zeta.esp=1
      Mart's Mutant Mod - FWE Master Release + DLCs.esp=1
      Mart's Mutant Mod - Master Menu Module.esp=1
      Mart's Mutant Mod - Tougher Traders.esp=0
      Mart's Mutant Mod - Natural Selection.esp=0
      Mart's Mutant Mod - Zones Respawn.esp=0
      StreetLights - Wasteland.esp=1
      Max Level 99.esp=1
      WastelandMastery.esp=1
      Auto Aim Fix v1.1.esp=1
      RH_IronSights_RemoveReticule.esp=1
      RH_FWE_Bridge.esp=1
      Megaton Walkway.esp=1
      UPP - Pack 1.esp=1
      UPP - Pack 2.esp=1
      UPP - Quest Perks.esp=1
      UPP - Experience Perks.esp=1
      UPP - Beverage Perks.esp=1
      Dree Perks.esp=1
      Dree Perks Point Lookout.esp=1
      Dree Perks Broken Steel.esp=1
      Dree Perks Mothership Zeta.esp=1
      Dree Perks Anchorage.esp=1
      Dree Perks Pitts.esp=1
      Dree Perks Requested by Fans .esp=1
      Automatic Regulator or Littlehorn.esp=1
      Blackened FWE + MMM + EVE.esp=1
      BoSPatrols.esp=1
      T6M Female Power Armor Replace +DLC.esp=1
      Armored Duster.esp=1
      RH_WMK_Bridge.esp=1
      rmSaveManager.esp=1
      Dragonskin Tactical Outfit.esp=1
      Dark Justice Duster.esp=1
      BBBackpacks-v1-1.esp=1
      dD - Enhanced Blood Main.esp=1
      DragonskinBonusPack.esp=1
      GNR Enhanced.esp=1
      sunglassescollection.esp=1
      UrgeScarfFallout3.esp=1
      eyepatches-english.esp=1
      BusworldV1.05d.esp=1
      RH_EVE_Bridge.esp=1
      ArefuExpandedByAzar-Radio.esp=1
      CONELRAD 640-1240.esp=1
      DYNAVISION - Dynamic Lens Effect.esp=1
      Directors Chair - Fallout 3.esp=1
      JIP Companions Command & Control.esp=1
      F3ProjectRealityMkI.esp=1
      TiesThatBind.esp=1
      JIP CC&C - Amanda (Ties That Bind).esp=1
    5. DaveLessnau
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      Unfortunately, I'm unfamiliar with most of those mods. One thing that does stand out though is "UPP - Beverage Perks.esp". Off hand, it sounds like it might be modifying the water. If so, and since it follows FWE in your load order, that could be the cause of what you're seeing. Do you use any kind of program to organize your load order? BOSS was the big one there, before. But, now there's LOOT:

      http://loot.github.io/

      Supposedly, it's the "spiritual successor" to BOSS. Gopher has a video of it here:

      http://youtu.be/SzoyWugzZAw
    6. Benjango
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      I never thought of UPP Beverage Perks to be a problem, but you may be on to something there.

      Aquaholic
      Requires:
      -Level 8
      Screw those beggars, you love your water. With this perk, Purified Water heals you three times as much, but if you go too long without drinking some you begin to tire, and cannot carry as much equipment until you have a sip of pure water.
      -Note: If you go for 30 minutes of REAL LIFE TIME without drinking a Purified Water, you lose 15 to your Carry Weight. This is immediately regained upon consuming a Purified Water.

      It seems this would only be a problem if I actually took the perk, but just to be play it safe ill rearrange my load order and either put UPP above FWE or remove the beverage perks altogether.

      And yes, I used LOOT to originally fix my order but it made a bit of a mess in the process, so I manually arranged them to keep things clean.
      Thanks for the heads up though.
    7. anonymousgammer740
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      u are lucky fwe works on yours the game crashes every time i us that update . oh never mind i found out how to fix it .
  4. cunningham711
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    Very nice mod but i've found a small bug with the Nuka Cola machine. It's quite a good idea to add an option that all the empty bottles could be refilled with one klick. But i found the refill menu only show up when u have at least 2 empty bottles. If u only have one with u the menu just doesn't show up. i think its because that the script require that u must have more than 1 empty bottle to show the menu whether u wanna refill just one or all. Its a very small bug but i hope u could fix it, thx!!
    1. anonymousgammer740
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      yea i would like that as well
  5. Mebantiza
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    List of things that could stand to be addressed still

    -Incinerator Info full screen problem (posted below)

    -Items that don't sort (but should)
    -Flour (even if it went to food would be helpful)
    -Fire Ant Nectar (even if it went to food would be helpful)
    The nuka cola machine does not store ice-cold nuka colas-only regular+Quantum, a curious oversight.
    The water purifier seems to have no option to store waters on the shelves?

    Followers - No means (though UHO) to assign followers to set UHO as 'home'.

    Balance.

    UHO weapons could be construed as somewhat OP. Considering how the UHO IS a pretty good reward in itself, either removing the weapons entirely OR, perhaps lowering their power to bring them more in line with similar vanilla weapons might be worth considering.

    Wishlist.

    Display wall for all the games unique, named weapons, as opposed to just mixing them with standard weapons.



  6. Hutchinman
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    I've noticed a major bug with your mod.

    The explanation note that you click on for the incinerator has NO EXIT BUTTON VISIBLE. Meaning I am forced to load a previous save in order to stop reading the note.

    If there is an exit button the note is so large I can't see it when Fallout is fullscreen and there is no scroll bar either. Also the lower part of your note is cut off because there is no scroll bar. Making reading the entire note impossible.

    This needs to be sorted out badly.
    1. Mebantiza
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      Old post, but fwiw, I can confirm this is the case.
  7. zac115
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    after installing your mod i can no longer open the "small weapons" container i can put stuff in there but i can not take anything out

    this is my load order
    GameMode=Fallout3

    Fallout3.esm=1
    Anchorage.esm=1
    BrokenSteel.esm=1
    PointLookout.esm=1
    ThePitt.esm=1
    Zeta.esm=1
    Project Beauty.esm=1
    aHUD.esm=1
    Unofficial Fallout 3 Patch.esm=1
    Enhanced Weather - Rain and Snow.esm=1
    Mothership Crew.esm=1
    DCInteriors_ComboEdition.esm=1
    Advanced Recon Tech.esm=1
    TSC Expansion.esm=1
    CRAFT.esm=1
    CALIBR.esm=1
    Mart's Mutant Mod.esm=1
    FO3 Wanderers Edition - Main File.esm=1
    FO3 Wanderers Edition - Alternate Travel.esp=1
    DarNifiedUIF3.esp=1
    UndergroundHideout.esp=1
    Project Beauty- Broken Steel.esp=1
    Project Beauty- Point Lookout.esp=1
    FO3 Wanderers Edition - Optional Restore Tracers.esp=1
    FO3 Wanderers Edition - DLC Anchorage.esp=1
    FO3 Wanderers Edition - DLC Broken Steel.esp=1
    FO3 Wanderers Edition - DLC Mothership Zeta.esp=1
    FO3 Wanderers Edition - DLC Point Lookout.esp=1
    FO3 Wanderers Edition - DLC The Pitt.esp=1
    FO3 Wanderers Edition - Main File.esp=1
    FO3 Wanderers Edition - Optional Restore Tracers (automatics only).esp=1
    Mart's Mutant Mod.esp=1
    Mart's Mutant Mod - Master Menu Module.esp=1
    Mart's Mutant Mod - DLC Anchorage.esp=1
    Mart's Mutant Mod - DLC Point Lookout.esp=1
    Mart's Mutant Mod - DLC The Pitt.esp=1
    Mart's Mutant Mod - DLC Broken Steel.esp=1
    Mart's Mutant Mod - DLC Zeta.esp=1
    WeaponModKits.esp=1
    WeaponModKits - PointLookout.esp=1
    WeaponModKits - FWE Master Release.esp=1
    WeaponModKits - BrokenSteel.esp=1
    WeaponModKits - Zeta.esp=1
    WeaponModKits - OperationAnchorage.esp=1
    WeaponModKits - ThePitt.esp=1
    Mart's Mutant Mod - Project Beauty.esp=1
    Fellout-Full.esp=1
    Fellout-Zeta.esp=1
    Fellout-PointLookout.esp=1
    Fellout-pipboylight.esp=1
    Fellout-BrokenSteel.esp=1
    Fellout-Anchorage.esp=1
    Enhanced Weather - Rain and Snow in Fallout.esp=1
    Enhanced Weather - REBOOT.esp=1
    Enhanced Weather - Sneak Bonus during Storms.esp=1
    Enhanced Weather - Weather Sounds in Interiors.esp=1
    Dree Perks.esp=1
    Dree Perks Broken Steel.esp=1
    Dree Perks Mothership Zeta.esp=1
    Dree Perks Anchorage.esp=1
    Dree Perks Point Lookout.esp=1
    Dree Perks Pitts.esp=1
    GNR Enhanced.esp=1
    CASM.esp=1
    Blackened FWE + MMM + Project Beauty.esp=1
    Mart's Mutant Mod - DC Interiors.esp=1
    Mart's Mutant Mod - Natural Selection.esp=0
    Mart's Mutant Mod - Tougher Traders.esp=0
    Mart's Mutant Mod - Zones Respawn.esp=0
    MZC-Patch-UH-Teleporter.esp=1
    MZC Addon-Olympus Armory.esp=1
    MZC Addon-Olympus Armory (forecefield).esp=1
    Advanced Recon Tech.esp=1
    Wasteland Soldier Armor.esp=1
    COL Enclave VER2.esp=1
    Advanced Recon Tech FWE.esp=1
    Advanced Recon Gear.esp=1
    LeatherBackpack - eng.esp=1
    Strike Controller.esp=1
    BoSDX.esp=1
    Blackened FWE + MMM.esp=1
    fgScrapMetalCrafting.esp=1
    TinCanCRAFTing.esp=1
    AlienShield.esp=1
    LeatherBackpack - rus.esp=0
    DALCO Fixes for Underground Hideout.esp=1
  8. Ben2069
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    Found a few things for you to look into (fixes for the original UH)...
    1. the Ammo Press seems to be giving me too much ammo for the following conversion: ECP -> Energy Cells. For 100 ECP i get 500 energy cells.
    2. the "Ballcap with Glasses" doesn't get sorted.
    3. the "Wood Chipper" doesn't get sorted either.

    This is all i've noticed so far. Good work on this mod. Endorsed!
    1. DaveLessnau
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      Ben2069,

      1. I haven't done anything yet with the Ammo Press (at least I don't remember doing it ). But, I'll take a look at it and see what I can see.

      EDIT: Looking at the original scripts for the Ammo Press, it looks like that's what you're supposed to get. As far as I can see, the conversion ratio is supposed to be 1 Electron Charge Pack to/from 5 Small Energy Cells. Put 100 ECPs in and you should get 500 ECs out. Put 500 ECs in and you should get 100 ECPs out. That's also what I see when I actually do that in the game. Is there something in the game or the mod saying those numbers aren't correct?

      2. The Ballcap with Glasses (OutfitWastelandHat04) is marked Non-Playable in the game. So, I removed it from the list that processed it. If you're seeing it in the game, I'm assuming you either have a mod that changed it, or you changed it to Playable yourself. Looking at your profile here, it looks like you can find your way around the guts of some mods. So, if you want to add it back in, I'm pretty sure you could do it with FO3Edit (http://www.nexusmods.com/fallout3/mods/637/?). In general terms:

      - Start up FO3Edit and load all mods.
      - Once it's finished loading, find the appropriate location for your version of the Ballcap with Glasses (the vanilla version is under Fallout.esm | Armor | 00028FFA -- if yours come from a mod, I don't know where it would be, but you could check the vanilla one for overrides) and select it.
      - In the right window, copy the FormID (vanilla = OutfitWastelandHat04 "Ballcap with Glasses" [ARMO:00028FFA]).
      - Then, under my mod, expand the FormID List category and pick a list to edit. Since this isn't armor, I'd add it to EHArmorSorterClothing.
      - Select that and, in the right window, find an empty line under my mod's version of the list, right-click on it and say Add. That should put a NULL reference at the top of the list.
      - Right-click on that and edit it. Then replace the NULL stuff with the Ballcap with Glasses stuff you copied earlier.
      - Save your changes to my mod and you should be good to go.

      EDIT: I double-checked with all my mods loading in FO3Edit, and it looks like the Unofficial Fallout3 Patch (http://www.nexusmods.com/fallout3/mods/19122/?) as well as my DALCO Inventory Sorter (http://www.nexusmods.com/fallout3/mods/16943/?) mod for it change the Ballcap with Glasses to Playable. Making compatibility patches across mods is a pain (as I found out with that Inventory Sorter). So, I won't be doing that here. But, if you've got those mods loaded, I thought I'd point them out for you. Testing with my setup, it looks like just adding the FormID of the vanilla "Ballcap with Glasses" (i.e. what I quoted up above) to my EHArmorSorterClothing FormID List works fine.

      3. The Wood Chipper is a pure junk item. Normally, I'd have left it to sort into the Incinerator. But, as I noted near the bottom of my Programming Notes on the Description page (under Incinerator | Form Lists): "...since Walter will give 10 bottlecaps for each piece of Scrap Metal, I decided that if someone was willing to lug Scrap Metal to Walter for that, then they'd be willing to do so for stuff worth more. So, I pulled out Cigarettes (Carton and Pack), Pre-war Money, Wood Chipper, Fishing Pole, Crystal (Large Alien and Small Alien), and Buttercup Toy." IOW, since the Wood Chipper can be sold to a Merchant for 25 bottlecaps on its own, there was no need to convert it to scrap metal first to get credit for it. But, if you want, you could do the same type of activity I outlined for the Ballcap with Glasses, above and add it to one of the DALJunktonScrap lists. Since the thing weighs 50 pounds, I'd suggest adding it to the DALJunkto3Scrap list.
    2. Ben2069
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      Ok, thanks for the reply Dave.
  9. 375mlCoke
    375mlCoke
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    Seems to be working just fine for me, and I can finally grow and harvest pears. Thank you!
  10. Baixinhu
    Baixinhu
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    • 18 kudos
    Well, hello there! I was just snooping around the nexus after a long hiatus from the game and I find I have some competition!

    Just thought I could give my 2caps on this.

    I can confirm that this mod and mine are not completely compatible. They change similar things with different goals. That having been said, if you know how to work with FO3Edit and are somewhat confortable with modding, you might try to create a merging plugin to make both work. Most of the changes I've made are rather self contained and so are (apparently) DaveLessnau changes, so it might be possible to pull it off.

    On a side note, I've made the "cleaning" of the mod with FO3Edit, using the instructions provided, but I still get crashes when entering the hideout or going into the armory. It's still early to know if they were reduced, but have any of you who did it noticed any improvement on stability?
  11. Zele
    Zele
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    Hi,
    is this better installed before oder after FWE-Underground Hideout compatibility patch, or doesn't matter?
    1. DaveLessnau
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      Looking over Baixinhu's "FWE-Underground Hideout compatibility patch:"

      http://www.nexusmods.com/fallout3/mods/16150/?

      I'd say your best bet would be to actually choose one or the other, and not use both. It looks like we've got several areas that overlap and that would probably cause some odd behaviors. Since the whole point (well, his original point) of his mod is to let the UH handle FWE stuff, if you're using FWE, I'd suggest sticking with his mod over mine. If you want to try both, I guess I'd suggest trying to give his mod priority (i.e., have it load after my mod). But, again, I can't say for sure that something I've changed won't get through to affect things his mod expects.