Oh Man, this mod so wonderful for easily letting you set up a bobblehead stand in any player homes! I now play FO3 using the Tales of Two wastelands Mod but sadly this mod is not compatible.
Is there a chance you will update it to be TTW compatible? And if not, Can I have your permission to Convert it?
2. When Bobbles are put in display none of them appear on display.
I have MOD last in load order.
Any ideas why not working as should?
I've got this too. Though, i'm using FWE that has this mod integrated in it.
It has come up once or twice in FWE thread but since it seems to be random and rare (Majority can apparently use bobbleheads without problems, so it might be some mod conflict that has escaped notice) no one seems to care enough to try solve it. Then again, bug fixes to FWE have stopped: hotfix 6.03a was the last, and it was uploaded to nexus almost 5 years ago-so unless someone makes third party fix, this problem won't go away.
Only fix that 100% works(For me atleast) is to disable the mod, place them on the bobblehead stand, save and then exit the game. After that enable mod again and load, but do not open the bobble-head stand: if you do it they'll dissapear from the container inventory. Instead, use E select every bobblehead in the stand, so that they display the quote associated with each bobblehead. This will make the stand-container to recognize them again and after that they hopefully will work as intended.
For anyone using just FF-interactive mod this is quick and painless. I wasn't so lucky, as disabling FWE wiped all the mod related loot that I had collected so far. Oh, well. As lieutenant said "Those are the breaks".
No it did not what I was expecting and what it was intended to do.
At the first tryout there were only two BH showed up and later there was no BH showed up.
Sorry but I can not endorse this file.
But nevertheless it was meant as a good mod.
First I thought it was my fault but after disabling screwed up Bobbleheads everything was fine in Tenpenny Tower with the bh-display. Testing them in Tenpennys Tower and with UH was successful.
FF Interactive BBHs was NOT working with HIVE and other Vaults without BH displays.
I only noticed the medicine bobble-head missing while doing an inventory check just before leaving Vault 101 - your removable gear gets taken from you during the white-out moments in vault 101 where the game skips forward a few years & I reckon the medicine bobble-head goes missing in the last white-out between the GOAT test & your final escape.
In theory, this is fixable by finding the base_id of the item (I suggest using The Vault, the Fallout wikia, to get the ID) and simply use player.additem to get it. If I'm not wrong, finding a Bobblehead in their location does two things:
It does some sort of script that puts the info on you that you have collected said bobblehead.
It adds the actual item in your inventory.
In the past, clicking the Bobblehead collector stand would therefor do the following:
Checks to see what bobbleheads are 'activated' on you (aka, what ones you have found) and shows them on the stand
removes the item from your inventory
Puts the info on you that you no longer have 'found' the bobblehead.
This also explains why you can't update more then one stand about acquired bobbleheads. People using mods to unlock their tenpenny suite after saving megaton, for example. Also adding a bobblehead through console (or, thanks to the Renegade mod I was using weeks ago), acquired through mods without their script activated, has the bobbleheads permanently locked in your inventory unless you console em out again. Of course, with this mod, that'd no longer be the case, as they are non-quest and can be removed.
What I'm saying is, in your case, the game acknowledges you have found the bobblehead, but you don't have the item in your posession. In a nutshell, finding a bobblehead and activating it, and the actual item in your inventory, are actually two different thing. If you want it said even clearer: Add the bobblehead item through console and don't worry about it. "> The game will run fine and not even complain all too much.
Interesting mod, but there seems to be a glitch on mine. Since I lost the Medicine bobblehead due to the issue Snowgoose mentioned, I had to re-add it to my inventory.
But the problem starts there - when I drop the bobblehead, it just floats in mid-air bobbing its head, and I can't pick it up. Even holding the Grab key while activating the bobblehead doesn't do anything - it activates, but nothing happens and it stays floating.
Also, the stock displays don't seem to be working properly - there isn't any menu, if there was supposed to be one, and placing a bobblehead into the stand didn't do anything.
I really think this mod would be fun, if only it worked on my setup.
Sorry to hear you're having problems; Let's see what we can do to fix them ">
First a few questions: - Did you obtain the Megaton house legitimately? I.e., according to the stock quest line? The script that converts the stand checks to see if you have the key to the house to decide which, if any, stands might have bobbleheads on them.
- Did you wait at least 30 seconds after activating the mod and loading the saved game before attempting to access the Megaton stand? The initialization quest only runs once every 30 seconds. Attempting to access the stand prior to its having run will yield an empty stand container.
- Have you tried moving IBH to the bottom of your mod load order? This would ensure that any potential changes made to relevant items would be superceded by IBH.
Try these things first and let me know how it goes, for better or worse. If you're still having problems, we'll look into further.
14 comments
I now play FO3 using the Tales of Two wastelands Mod but sadly this mod is not compatible.
Is there a chance you will update it to be TTW compatible?
And if not, Can I have your permission to Convert it?
I've got this too. Though, i'm using FWE that has this mod integrated in it.
It has come up once or twice in FWE thread but since it seems to be random and rare (Majority can apparently use bobbleheads without problems, so it might be some mod conflict that has escaped notice) no one seems to care enough to try solve it. Then again, bug fixes to FWE have stopped: hotfix 6.03a was the last, and it was uploaded to nexus almost 5 years ago-so unless someone makes third party fix, this problem won't go away.
Only fix that 100% works(For me atleast) is to disable the mod, place them on the bobblehead stand, save and then exit the game. After that enable mod again and load, but do not open the bobble-head stand: if you do it they'll dissapear from the container inventory. Instead, use E select every bobblehead in the stand, so that they display the quote associated with each bobblehead. This will make the stand-container to recognize them again and after that they hopefully will work as intended.
For anyone using just FF-interactive mod this is quick and painless. I wasn't so lucky, as disabling FWE wiped all the mod related loot that I had collected so far. Oh, well. As lieutenant said "Those are the breaks".
1. Floating stuck Bobble heads when dropped.
2. When Bobbles are put in display none of them appear on display.
I have MOD last in load order.
Any ideas why not working as should?
At the first tryout there were only two BH showed up and later there was no BH showed up.
Sorry but I can not endorse this file.
But nevertheless it was meant as a good mod.
First I thought it was my fault but after disabling screwed up Bobbleheads everything was fine in Tenpenny Tower with the bh-display.
Testing them in Tenpennys Tower and with UH was successful.
FF Interactive BBHs was NOT working with HIVE and other Vaults without BH displays.
Display established but BBHs did not show up....
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Congratulations to Kathryn Bigelow for winning her first Academy Award...
1. Any bobblehead i drop just floats in the air and cannot be picked up or moved.
2. When I place bobbleheads in the portable display stand, they dont show up on it.
3. The regular bobblehead stand in my house doesnt give me a container menu.
I am running this mod last in my load order.
Any help is appreciated
In theory, this is fixable by finding the base_id of the item (I suggest using The Vault, the Fallout wikia, to get the ID) and simply use player.additem to get it.
If I'm not wrong, finding a Bobblehead in their location does two things:
In the past, clicking the Bobblehead collector stand would therefor do the following:
This also explains why you can't update more then one stand about acquired bobbleheads. People using mods to unlock their tenpenny suite after saving megaton, for example. Also adding a bobblehead through console (or, thanks to the Renegade mod I was using weeks ago), acquired through mods without their script activated,
has the bobbleheads permanently locked in your inventory unless you console em out again.
Of course, with this mod, that'd no longer be the case, as they are non-quest and can be removed.
What I'm saying is, in your case, the game acknowledges you have found the bobblehead, but you don't have the item in your posession.
In a nutshell, finding a bobblehead and activating it, and the actual item in your inventory, are actually two different thing.
If you want it said even clearer: Add the bobblehead item through console and don't worry about it.
But the problem starts there - when I drop the bobblehead, it just floats in mid-air bobbing its head, and I can't pick it up. Even holding the Grab key while activating the bobblehead doesn't do anything - it activates, but nothing happens and it stays floating.
Also, the stock displays don't seem to be working properly - there isn't any menu, if there was supposed to be one, and placing a bobblehead into the stand didn't do anything.
I really think this mod would be fun, if only it worked on my setup.
Sorry to hear you're having problems; Let's see what we can do to fix them
First a few questions:
- Did you obtain the Megaton house legitimately? I.e., according to the stock quest line? The script that converts the stand checks to see if you have the key to the house to decide which, if any, stands might have bobbleheads on them.
- Did you wait at least 30 seconds after activating the mod and loading the saved game before attempting to access the Megaton stand? The initialization quest only runs once every 30 seconds. Attempting to access the stand prior to its having run will yield an empty stand container.
- Have you tried moving IBH to the bottom of your mod load order? This would ensure that any potential changes made to relevant items would be superceded by IBH.
Try these things first and let me know how it goes, for better or worse. If you're still having problems, we'll look into further.
Cheers!
FritZ