Thanks for making this mod! I like the improved textures a lot and especially the added diversity in the healing properties of the items. Sadly the most recent version of NMM forced me to reinstall all of the mods I've been using due to some restructuring of the program's folders, which now appears to have adversely affected your mod and I'm not sure what exactly happened or how to fix it. Basically all of the textures are from your mod, but none of the properties got changed, so for example "rocket ship ice cream" still says "potato crisps" when I hover over it and only restores 5 health when used. Can you offer any sage wisdom on how to fix this back to the way it should be? I've tried reinstalling it again and toggling the archive invalidation option in NMM but nothing happens...
Well, I actually don't use NMM; tend to use the older FMM, and mainly because for the most part the only mods installed are my own. Having other mods installed just gets in the way of development.
Anyway, I would check to see where NMM has installed the .ESP plugin file. Check to see that this mod's actually is in the correct spot. I dunno where NMM puts them, but usually, they are in your Fallout 3 DATA folder along with the .ESM files. Next, I would check your load order, and see if the plugin is being loaded at all, and if it is, where in the list it is.
I don't know what else you are using in way of mods, but, there could be one that is making changes to things like food items, that is overwriting this mod as it is loaded after it.
Yeah I used FOMM too last time I played FO3, but in this case I already had NMM installed from modding New Vegas and Skyrim, so it just made sense to use it again for FO3. Checking the load order like you suggested is kinda what made sense for me to do also... which is why I thought I had tried it before posting this comment, but wouldn't you know there was another mod adjusting item weight for most of the smaller inventory items in the game loading after yours
Looks like that was the conflict so thanks for the pointer! Guess I just needed to look at it again...
I haven't gotten around to installing everything again but I have installed nifscope and had a look at the nif that is packaged with the plugin. Looks like I did indeed create a new nif for the Pork N Beans. However, not sure if it was used though as by looking at the screenshots above, well, they ain't in them.
So I may have used the new nif in the standalone plugin. That would explain why there is a lid and it pops off. Basically, the havok (physics) haven't been properly set and when it gets dropped the nif breaks apart into individual components.
Anyway, not sure when I will end up fixing this as I'm pretty busy for the next couple of days.
Huh.. I don't recall the Pork n' Beans having a separate nif mesh to the rest of it. I think it had the base can mesh and another for the label.
Are you sure you're not using another mod that replaces the vanilla mesh with another more complex one but still references the vanilla texture which the one in this mod replaces?
Anyway, I'll take a look at it when I get around to installing everything again; my SSD drive died one and I've only just got my computer up and running again.
Got a problem with pork n bean. When you drop it, the lid and can are seperated and can both be pick up with grab key. But when you take one of them with activate key, both of them disappear.
Don't know about that. I've explained it before, all those packaged food items all share the same texture. Its why the vanilla ones look so low-res and crap.
Takes a bit of work, at least duplicating them in Geck and applying a new texture to them. Not a hell of a lot, but, this is a spin off of another mod I'm working on: Fallout 3 Redux. Any time I have I generally spend on improving that first ">.
Hey ! Really nice mod but can you make a seperate file that just adds them randomly to traders and in containers rather than replacing the vanilla ones ? I really like it but i prefered some of the original ones :/
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Anyway, I would check to see where NMM has installed the .ESP plugin file. Check to see that this mod's actually is in the correct spot. I dunno where NMM puts them, but usually, they are in your Fallout 3 DATA folder along with the .ESM files. Next, I would check your load order, and see if the plugin is being loaded at all, and if it is, where in the list it is.
I don't know what else you are using in way of mods, but, there could be one that is making changes to things like food items, that is overwriting this mod as it is loaded after it.
Looks like that was the conflict so thanks for the pointer! Guess I just needed to look at it again...
So I may have used the new nif in the standalone plugin. That would explain why there is a lid and it pops off. Basically, the havok (physics) haven't been properly set and when it gets dropped the nif breaks apart into individual components.
Anyway, not sure when I will end up fixing this as I'm pretty busy for the next couple of days.
Huh.. I don't recall the Pork n' Beans having a separate nif mesh to the rest of it. I think it had the base can mesh and another for the label.
Are you sure you're not using another mod that replaces the vanilla mesh with another more complex one but still references the vanilla texture which the one in this mod replaces?
Anyway, I'll take a look at it when I get around to installing everything again; my SSD drive died one and I've only just got my computer up and running again.
Don't know about that. I've explained it before, all those packaged food items all share the same texture. Its why the vanilla ones look so low-res and crap.
Takes a bit of work, at least duplicating them in Geck and applying a new texture to them. Not a hell of a lot, but, this is a spin off of another mod I'm working on: Fallout 3 Redux. Any time I have I generally spend on improving that first