Fallout 3

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Prensa

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prensa

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38 comments

  1. PixelMurder
    PixelMurder
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    The problem is known by everyone since 2010, now it's 2020 and it is still needed. It's not since Dogshit 76 that Bethesda has no shame or pride in what they're doing.
    Thank you very much. Now trying to find a fix for the flying deathclaws.
    1. KANTO77
      KANTO77
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      You really expect Bethesda to update a 10 year old game? Like seriously?

      This has nothing to do with Fallout 76. The game is 10 years old lmao.
  2. Keith1233
    Keith1233
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    You, sir, are the best. Or madam.
  3. HorizonDream69
    HorizonDream69
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    Great mod, any chance of making it work better with TTW? The animation looks strange, kind of sideways. In any case, it's an improvement with this fix, so thanks!
  4. hairylegs222
    hairylegs222
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    Thanks for this and I'm going to include it into UUF3P
    1. prensa
      prensa
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      hairylegs222 - Hello!

      "Thanks for this and I'm going to include it into UUF3P"

      You're most welcome!

      Glad it will be made available to more people, the more it helps the better.

      Prensa
  5. Zer0MX
    Zer0MX
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    Nice fix!!! It works perfectly and it fixes also a same bug that Robco certified mod has with the autorepair item, it has a bug that makes that it dissapear too and it is fixed now
    1. prensa
      prensa
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      Zer0MX - Hello!

      "Nice fix!!! It works perfectly"

      Thank-you kindly!

      "and it fixes also a same bug that Robco certified mod has with the autorepair item, it has a bug that makes that it dissapear too and it is fixed now"

      The advantage of the Auto axe bug being in the animation files rather than the model is that this fix will work with any mod that also uses the same animations.

      Thanks for commenting & Endorsing!

      Prensa
  6. FallingDevil
    FallingDevil
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    It's good to know even with the new game's release, someone is still fixing and supporting the old game. as someone who still plays fallout 3 and most likely will never quite playing, thanks. this is a good fix. i don't even use auto axes often, but it's good to know that when i do use them they will appear in my hands and not be invisible.
    1. prensa
      prensa
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      bobtheguy115 - Hello!

      "It's good to know even with the new game's release, someone is still fixing and supporting the old game. as someone who still plays fallout 3 and most likely will never quite playing, thanks."

      I've still got a lot of love for Fallout 3, also I've yet to overcome my dislike of STEAM so I've not moved on to the newer games.

      I'll be modding Fallout 3 for some time, got a backlog of things to release. Always get sidetracked.

      "this is a good fix."

      Thank-you kindly!

      "i don't even use auto axes often, but it's good to know that when i do use them they will appear in my hands and not be invisible. "

      It'd been a while since I'd used one too.

      I've played slightly more laid back characters so far & the Auto axe hasn't really suited their style but I'll eventually make a more "berserker" like character some day who'll fit the Auto axe just fine.

      Thank-you for commenting!

      Prensa

  7. Subject96
    Subject96
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    Thanks for this fix! This bug never stopped me from using the AA, but at least now I don't have to look at it anymore!
    1. prensa
      prensa
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      Subject96 - Hello!

      "Thanks for this fix!"

      You are most welcome!

      "This bug never stopped me from using the AA, but at least now I don't have to look at it anymore! "

      The bug did at least have the saving grace of occurring relatively infrequently.

      It only seemed to affect the axe on it's first use upon a fresh loading of a savegame.
      Equipping & uneqquiping would correct it until the next fresh loading.

      As you say though, nice not to have to see it's affects anymore.

      Thank-you for commenting!

      Prensa
  8. mrspybot
    mrspybot
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    YES ABOUT TIME,THANK YOU,NICE NICE NICE MOD INDEEED,

    thank you for the fix
    1. prensa
      prensa
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      mrspybot - Hello!

      "YES ABOUT TIME,THANK YOU,NICE NICE NICE MOD INDEEED"

      Yes, kinda scary when you realise how long The Pitt has been out, since 2009. Time flies.

      "thank you for the fix"

      You are very welcome!

      Thanks for commenting!

      Prensa
  9. Yendorhawk
    Yendorhawk
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    THANK YOU! Now it's a usable item, instead of shop food.
    1. prensa
      prensa
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      Yendorhawk - Hello!

      "THANK YOU! Now it's a usable item, instead of shop food. "

      You're most welcome!

      Definitely was off putting, & such a shame since it was a lot of fun.

      Now the Auto Axe can be put to use on the bad guys of the Wasteland as intended.

      Thank-you kindly for commenting!

      Prensa

  10. schutza
    schutza
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    Bravo, what a simple fix. I can't believe that the animation files were overlooked for so long!
    1. prensa
      prensa
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      schutza - Hello!

      "Bravo, what a simple fix."

      Thank-you! I was pretty surprised the solution turned out to be so simple, I kept thinking it couldn't be that easy.
      It took more time to write up the description & assemble the mod pages for the fix.

      "I can't believe that the animation files were overlooked for so long!"

      I'd recently worked with some weapon animations & seen what can result from goofs in them so I had a hunch they may be behind the axe bug.

      The keys for the animations turned out to be fine, it was just the use of BSRotAccumTransfInterpolator instead of NiTransfInterpolator.

      After fixing the bug I was amazed to read in the Unofficial Fallout 3 Patch history an entry for the axe speculating it may be something in the animation, that was logged back in 11\04\2009! Shows how far advanced they were.

      Thank-you kindly for commenting!

      Prensa