I have repackaged and reuploaded the mod as version 1.35 with the fixes from Marith01 and Wubbledee below (Perception Bobblehead location, Unarmed Bobblehead script error, and some floating Bobbleheads).
Thanks to everyone over the past few...years...for bringing up and addressing some of these remaining issues.
I will still not be making any additional changes myself, but if anyone encounters and solves any further issues, I would be happy to upload additional fixes.
Couldnt find Luck bobblehead. Tried all 10 locations, how can i add it through console? Or at least find it? Note says i got 38 problems, slot machine aint one, but i checked every slot machine in Lucky 38- there are no Bobblehead.
as i understand, you have a 50% chance added to find bobblehead each time you activate a bobblehead stand, so i suggest to try and activate it, then look for bobblehead.
Hey would this be fine to download mid playthrough? And if so can bobbleheads still spawn in previously explored areas? I'm not too far so it should be fine but would be good to know :]
I am confused and hope someone can explain this. When I install this mod I get four esp besides the Bobblehunt.esp, these are Bpbblehunt-Cap Bonuses.esp, Bobblehunt-Fallout 3 Bonuses.esp, Bobblehunt-Hardcore Bonuses.esp, and Bobblehunt-Hardercore Bonuses.esp.
Logic would dictate that I only activate one of these files. However I have found that what I feel is logical does not always apply to those who create mods. I would appreciate it if someone could give me some advice on what is to be done here. And what these files mean, I get the Fallout 3 Bonuses but could use an explanation as to what the other 3 files mean exactly.
You are correct that only one .esp should be activated. There should be a separate .txt file which explains the different bonuses but copying here:
"Hardcore = Removes all bonuses from all Bobbleheads, as well as the group bonuses (for all SPECIAL, all skill, all Bobbleheads).
Hardercore = Same as Hardcore, but the Goodsprings display stand is removed too.
Fallout 3 Bonuses = As implied, returns the Bobblehead bonuses to their Fallout 3 levels (+1 attribute, +10 skill). The SGUN and BGUN Bobbleheads are still split, giving +5 to Guns each.
Cap Bonuses = SPECIAL bobbleheads grant 1000 caps when found, skill bobbleheads give 500 caps. These bonuses replace the attribute/skill bonuses.
Use only one of these, and replace the original Bobblehunt.ESP. It may be helpful to simply rename your chosen optional .ESP to Bobblehunt.esp, as long as you can remember which one it is.
My Brother in Christ not one word in your sentence was mispronounced. As a whole its correct. Both of us most likely speak and write it more fluently than more than a half of Anglo-sphere population. Don't be sorry for your skill. Scoff at those pathetic native speakers unable to speak in past continous.
To answer the question, I'm using both mods and things appear to be functioning properly, I just started a new game and have found a handful of bobble heads.
Hey, I can't find any of the bobblehead stands, I can only think of 1 mod that come to mind ( cant get into novac motel because I killed the lady before I got the key ) which is the luck 38 player home bunker thing and thats it. Sorry if this is a dumb question.
Okay im a dumb idiot but theres still a problem, I cant interact with the stand in the pool table room so yeah
Love this mod! Scavenger hunts always add an extra layer to the play experience.
I do have a question though. I installed the bobblehunt.esp file using Nexus Mod Mgr.
I've found the medicine bobblehead in Doc Mitchell's House. I thought I was going to get +4 medicine skill, but I'm getting a prompt for +2, +5 or +10 instead... Have I goofed up the installation somehow or is this supposed to happen? I've read the readmes and scrolled thru the forum, but I don't see anything on this...
I'm very out-of-date when it comes to other mods these days, but I would assume Wellknownfact is on the right track. It does sound like another mod may be adding its own Bobbleheads (or assigning its own script to them, etc.).
The text file with locations mentions "Freeside Pawn Shop" as a possible location for the Barter bobblehead. There is no pawn shop in Freeside. Is that supposed to be Miguel's Pawn Shop in Westside?
edit: From checking the mod file in GECK, yes, it is supposed to be Westside pawn shop.
282 comments
I have repackaged and reuploaded the mod as version 1.35 with the fixes from Marith01 and Wubbledee below (Perception Bobblehead location, Unarmed Bobblehead script error, and some floating Bobbleheads).
Thanks to everyone over the past few...years...for bringing up and addressing some of these remaining issues.
I will still not be making any additional changes myself, but if anyone encounters and solves any further issues, I would be happy to upload additional fixes.
Or at least find it? Note says i got 38 problems, slot machine aint one, but i checked every slot machine in Lucky 38- there are no Bobblehead.
I got no mods that change Lucky 38
Logic would dictate that I only activate one of these files. However I have found that what I feel is logical does not always apply to those who create mods. I would appreciate it if someone could give me some advice on what is to be done here. And what these files mean, I get the Fallout 3 Bonuses but could use an explanation as to what the other 3 files mean exactly.
"Hardcore = Removes all bonuses from all Bobbleheads, as well as the group bonuses (for all SPECIAL, all skill, all Bobbleheads).
Hardercore = Same as Hardcore, but the Goodsprings display stand is removed too.
Fallout 3 Bonuses = As implied, returns the Bobblehead bonuses to their Fallout 3 levels (+1 attribute, +10 skill). The SGUN and BGUN Bobbleheads are still split, giving +5 to Guns each.
Cap Bonuses = SPECIAL bobbleheads grant 1000 caps when found, skill bobbleheads give 500 caps. These bonuses replace the attribute/skill bonuses.
Use only one of these, and replace the original Bobblehunt.ESP. It may be helpful to simply rename your chosen optional .ESP to Bobblehunt.esp, as long as you can remember which one it is.
Other than that, I fixed it and was able to prevent duplicated bobleheads
and
"Scoff at those pathetic native speakers"
Uh, yeah. Those Brothers in Christ have been on the rag lately...
Okay im a dumb idiot but theres still a problem, I cant interact with the stand in the pool table room so yeah
Love this mod! Scavenger hunts always add an extra layer to the play experience.
I do have a question though. I installed the bobblehunt.esp file using Nexus Mod Mgr.
I've found the medicine bobblehead in Doc Mitchell's House. I thought I was going to get +4 medicine skill, but I'm getting a prompt for +2, +5 or +10 instead... Have I goofed up the installation somehow or is this supposed to happen? I've read the readmes and scrolled thru the forum, but I don't see anything on this...
so i cant install and this mod together??????
edit: From checking the mod file in GECK, yes, it is supposed to be Westside pawn shop.