My old computer died and atm I don't have access to F3 or NV in any modding capacity.
I dug out this in one of my older comments:
I recommend waiting in interior for 4days+ to repopulate vendor/npc inventories after installing the newest version. The change to weapon+mod as opposed to 2 weapons might cause you to lose your "old" rifle. You can use console to readd it, the item codes are below (XX is load order number of Aliens Pulse Rifle NV.esp in your game) - use "player.additem <item> 1" without the quotes, where <item> is XX007FBB - Rifle XX007FBE - scope mod
For TTW you need to open the console and type search M41A Use page up\down to scroll through the recipe menu use player.additem <item> to add it. Should be under the tag weap EX: player.additem 24007FBB (that was what showed up for me) I was able to add in in fallout 3.
I use this on my FONV, but i don't think it's compatible with TTW 3.3.2?
I think maybe people should do more alien movies stuff (there's not much) for fallout NV and TTW like the alien 2 marines armors would be sick, or the marines armors version from that alien vs predator game from 2010.
Great mod, love the gun. The only issue is that the weapon replaces the contents of every hollow rock. Tons of pulse rifles/mods/ammo but nothing else. I like the gun but I don't need dozens of them. Any way to fix this. Thanks, and again, great mod!
Open the mod .esp in FNVEdit, and start unrolling the categories until you see where it overwrites the container of Hollowed Out rock and delete that entry then save the .esp and reload your game and rest in an isolated interior for w/e the value to reset spawns is in your game. The contents of all the rocks should then respawn to original contents, unless they're not set to respawn and the guns are baked in your save and I can offer thoughts and prayers. I'll admit I didn't test it at all back when I added it to the hollowed out rock, as I just quickly added it as a way for people who didn't want to/couldn't get it via console.
I want to use the gun more, but I'm having an issue with ammo. I try to buy from that vendor at the 188 trading post and the 5mm he sells doesn't appear in my inventory. Any idea on what I can do to fix this?
If not even the console commands are working it's only one of these 2 scenarios: - the mod is simply not being loaded and / or being overwritten - to combat this you can try placing the esp as the very last one in your load order. - you are not using correct itemid, i.e. you don't type player.additem XX007FBB 1 because mod number XX doesn't exist, the XX is meant to be replaced by you by the mod's load order which is a hexadecimal value. Any mod manager you use will tell you this. So if in your install Aliens Pulse Rifle NV.esp loads at position 1A it will be player.additem 1A007FBB 1, if it's loading at position 08 it will be player.additem 08007FBB 1 etc.
If it still doesn't work post your load order and the error message from console when you try adding the rifle.
The answer is literally in the sticky above this post, I took the liberty of copying the relevant part for your convenience.
"item codes are below (XX is load order number of Aliens Pulse Rifle NV.esp in your game) - use "player.additem <item> 1" without the quotes, where <item> is XX007FBB - Rifle XX007FBE - scope mod"
It ain;t there coz either a) other mod modifies the same rock loaded after mine or b) you already looted the rock before installing the mod and it hasn't respawned yet.
if a) load my mod at the bottom, if b) sleep 4 days or w/e your cell reset time is in an interior away from the cell with yangtze memorial and it should respawn.
Anyone by chance mind making a retexture that's in a desert camo given the Mojave being a (mostly) desert? I'd do it myself but I don't even know which files I should be editing O.o
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Check out IMPACT for Fallout 3
I dug out this in one of my older comments:
I recommend waiting in interior for 4days+ to repopulate vendor/npc inventories after installing the newest version. The change to weapon+mod as opposed to 2 weapons might cause you to lose your "old" rifle. You can use console to readd it, the item codes are below (XX is load order number of Aliens Pulse Rifle NV.esp in your game) - use "player.additem <item> 1" without the quotes, where <item> is
XX007FBB - Rifle
XX007FBE - scope mod
Sorry I can't be of more assistance atm.
Use page up\down to scroll through the recipe menu
use player.additem <item> to add it. Should be under the tag weap
EX: player.additem 24007FBB (that was what showed up for me)
I was able to add in in fallout 3.
I think maybe people should do more alien movies stuff (there's not much) for fallout NV and TTW like the alien 2 marines armors would be sick, or the marines armors version from that alien vs predator game from 2010.
Thank you for coming to my TED talk.
- the mod is simply not being loaded and / or being overwritten - to combat this you can try placing the esp as the very last one in your load order.
- you are not using correct itemid, i.e. you don't type player.additem XX007FBB 1 because mod number XX doesn't exist, the XX is meant to be replaced by you by the mod's load order which is a hexadecimal value. Any mod manager you use will tell you this. So if in your install Aliens Pulse Rifle NV.esp loads at position 1A it will be player.additem 1A007FBB 1, if it's loading at position 08 it will be player.additem 08007FBB 1 etc.
If it still doesn't work post your load order and the error message from console when you try adding the rifle.
"item codes are below (XX is load order number of Aliens Pulse Rifle NV.esp in your game) - use "player.additem <item> 1" without the quotes, where <item> is
XX007FBB - Rifle
XX007FBE - scope mod"
It ain;t there coz either a) other mod modifies the same rock loaded after mine or b) you already looted the rock before installing the mod and it hasn't respawned yet.
if a) load my mod at the bottom, if b) sleep 4 days or w/e your cell reset time is in an interior away from the cell with yangtze memorial and it should respawn.
Otherwise use console and the item codes.