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Hitting earlier mod limit of 144

mod limit 144 143 texture

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#31 Spacebadger

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Posted 31 January 2018 - 03:56 PM

Its not, pistol reload bug is caused by animation problems with 

32 revolver Millenia replacer,

also, does anyone have any Idea what mod could cause ejected shells to float in midair


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#32 GrantSP

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Posted 31 January 2018 - 06:03 PM

Unrelated to the initial post but there is no longer any need to manually edit the INIs to add Darn's font changes if you use UIO. UIO automatically makes those changes when it is run and Darn is active.



#33 Spacebadger

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Posted 31 January 2018 - 09:54 PM

you have any idea about that floating casing thing, though?


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#34 Kelmych

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Posted 01 February 2018 - 01:30 PM

Not specifically but, but as mentioned in the guide, whenever Millenia mods are used some other mods that affect the same weapons cannot be used. Weapon mods in FO3 for individual weapons all too often made changes to vanilla weapons since it is simpler vs. doing the more complicated but safer approach of making a new weapon. The guide includes weapon mods from several excellent mod creators since different users prefer different weapon mod collections, but as the guide mentions there are significant compatibility problems and many of these cannot be fixed with patches. It's not feasible for the guide to include a matrix of exactly which weapon mods are compatible. Instead there are groupings of mods in subcategories such as Millenia's Weapon Retextures, and the implication is that whenever a mod(s) from a subcategory is used the user needs to make sure that they work with other mods selected by a user from other subcategories (as mentioned in the preamble for the Do You Feel Lucky section).

 

For the Millenia weapons in particular it would be great if someone took the current mods using the weapons and built a mod that instead provides these as new weapons. This would require some extra records in the new mod to add the weapons to vendor inventories and NPCs as appropriate. Obviously this would also require permission from Millenia.



#35 Spacebadger

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Posted 01 February 2018 - 06:13 PM

so I should look through the weapon mods and see if theres any conflicts?


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#36 Kelmych

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Posted 01 February 2018 - 07:22 PM

The best approach is to open xEdit, select all plugins (just hit OK). Once xEdit is loaded expand 32S&W.esp, expand Weapon, and look at the .32 pistol object. You can then see which mods change records for this weapon that overwrite those in 32S&W, particularly records that change the model.



#37 Spacebadger

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Posted 02 February 2018 - 02:35 AM

good point. Also, i fixed the shell bug with some WMK patches


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#38 Spacebadger

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Posted 02 February 2018 - 03:12 AM

black screen at launch is caused by bethini messing something up


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#39 Spacebadger

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Posted 02 February 2018 - 03:22 PM

hopefully all my effort saves someone else some time


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