Fallout 3

File information

Last updated

Original upload

Created by

EpF

Uploaded by

EpF

Virus scan

Safe to use

Tags for this mod

15 comments

  1. oblivious12123
    oblivious12123
    • supporter
    • 5 kudos
    Is this mod compatible with FPS Grenade Hotkey? It looks like a good mod and I would like to try it but I would get frustrated with having to change back and forth between weapons all the time.
  2. SonarX
    SonarX
    • member
    • 5 kudos
    This must be the best grenade mod out there!
  3. artificeren
    artificeren
    • member
    • 7 kudos
    I believe the method you are using to add the schematic to the vendor is faulty. If you wait too long before talking to the vendor, their container refreshes and the schematic is no longer available.

    Also, a question...
    Is it correct that you pick EITHER the vanilla or MMM version?
  4. EpF
    EpF
    • supporter
    • 7 kudos
    @Mod_Monkey:
    Two schematics are found in locations in the game-world, and one is bought from a vendor. There should be a locations readme with the download if you want to check that out.

    As for the interaction - it's not just you. I noticed that myself, and as noone asked about it, I assumed it wasn't a problem. I guess you were curious as to what it looked like? I will look into that, though I don't know very much about modelling, and I guess it's something to do with collision.

    Sorry for the long delay getting back to you. Glad you're enjoying it - large groups of raiders are perfect fodder for it! <img class=">
  5. Mod_Monkey
    Mod_Monkey
    • member
    • 1 kudos
    I really enjoy these grenades, and have found a few floating around the wasteland, but i have yet to find the blasted schematic. Is it added to a vendor loot list by chance or did i miss something?

    Also, Ive noticed that once dropped the bile ducts cannot be interacted with. This very well could be my own doing.

    Otherwise, i save these babies for large groups of raiders, and add a Molotov cocktail for added face melt-age.
  6. EpF
    EpF
    • supporter
    • 7 kudos
    @krikkrac1:

    Huzzah! Glad you got it sorted. Come back and let me know what you think after you've played it...
  7. krikkrac1
    krikkrac1
    • member
    • 1 kudos
    Phew got it to work. Looks like I had to do some serious restructuring of the load order for all my mods. My esm were all over the place. Moved em to the top and now everything is good to go. Can't wait to test it out. Thanks alot for the help : D
  8. EpF
    EpF
    • supporter
    • 7 kudos
    @krikkrac1:

    Just to recap; if you're using v.0.3, make sure you have CRAFT installed. Make sure you have Archive Invalidation Invalidated! installed. Finally, make sure all your .esms are loaded before *ANY* .esps. All .esms must load before any .esps. Related to that last point, you should probably load CRAFT.esm before Mart's Mutant Mod.esm.

    Did you disable any mods which added perks? Some mods add hidden perks, such as 'Robco Certified'. This means that your character has been given a perk but it doesn't show up in the 'Perks' section of the Pipboy. If your character has a perk which is added by a mod, and then you disable that mod, you get an instant CTD when you try to load that savegame. Unfortunately, the only way to safely deactivate a mod which includes a perk (if your character has already earned that perk) is to get the correct formID of that perk (i.e., load all your mods in something like FO3edit, which gives all the formIDs their correct number based on your load order), note the formID and then load a stable savegame and type at the console 'player.remove perk [formID]'.

    I honestly don't know why this is happening. I have to admit that my best guess is a savegame problem, by which I mean that some set of data is recorded in your savegame that the game cannot resolve on startup. I have 119 mods loaded, varying from simple item additions to core gameplay setting tweaks, and both versions of my mod work fine with that setup, even when switching MMM plugins.

    Please print your load-order (FOMM has a 'copy' function built in), so I can take a look.
  9. krikkrac1
    krikkrac1
    • member
    • 1 kudos
    OK some more info that might help, I can load the regular non MMM version of Epf just fine. Though I haven't played with it since it might not be compatible with MMM.

    Second, I have tried disabling every mod I have and only loading EPfMMM, still no luck, as soon as I start game, I get an error FO3 has enountered a problem and needs to close. So I guess this is not a problem with MMM mod.

    I've tried re downloading the file again. Again I should note the non MMM version of Epf loads up fine, I just dont know if I will encounter any problems while playing.
  10. EpF
    EpF
    • supporter
    • 7 kudos
    @krikkrac1:

    Ok, I tried this with 'Increased' off and 'Increased Increased' on, as well as 'Rampage', with no problems. I got a reply on the Bethesda forum from one person saying they haven't had a problem with my mod, but that they had a problem with centaurs without it when they had their MMM load order incorrect. Can you check out your load order and get back to me? Here's mine:

    Fallout3.esm
    Anchorage.esm
    [Other .esms]
    Mart's Mutant Mod.esm
    Unoffical Fallout 3 Patch.esp
    [.esps loaded in the order of the .esms they depend on above]
    Mart's Mutant Mod - Increased Increased Spawns.esp
    Mart's Mutant Mod - Feral Ghoul Rampage.esp
    Mart's Mutant Mod - Hunting & Looting.esp
    Mart's Mutant Mod - Zones Respawn.esp
    Mart's Mutant Mod - Natural Selection.esp
    Mart's Mutant Mod - Tougher Traders.esp
    Mart's Mutant Mod - No Corpse Flies.esp
    ...