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.32 troubles

General help and troubleshooting.
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Nero Amatam
Posts: 3
Joined: Thu Feb 19, 2015 10:58 pm

.32 troubles

Post by Nero Amatam » Thu Jun 18, 2015 5:46 pm

I'm not sure what where why or who, but the damned .32 pistol refuses to be anything but a .32 pistol, despite not having the ammo in the game anymore. It's pretty easy to find in the GECK when EVERYTHING gets loaded, but trying to save that to a plugin causes severe problems elsewhere in my game (such as weapons not firing). So my question is, is there an easier way to narrow down the location through GECK without having to dig around in each individual ESP/ESM? Or has anybody had this problem before and have some idea of how to fix it?



TrickyVein
Posts: 982
Joined: Fri Mar 29, 2013 3:04 pm

I think we may need some more

Post by TrickyVein » Thu Jun 18, 2015 5:53 pm

I think we may need some more supporting information and context to be able to help you, like:


Which mods are you 1) playing with and 2) loading into the GECK?


The easiest way to find out which record is the conflict winner is to load your active mods into FNVEdit and then find the record for the .32 pistol from Fallout 3.



Nero Amatam
Posts: 3
Joined: Thu Feb 19, 2015 10:58 pm

I've noticed something about

Post by Nero Amatam » Thu Jun 18, 2015 6:01 pm

I've noticed something about myself: When I ask for help, the answer smacks me in the face. On a lark, I decided to check the mods I converted a while back that have never given me any trouble before. Turns out, at least one of them had gone rogue and was overwriting the .22 rechamber. Loaded the 4, made an ESP to counter, and everything's kosher now. Appreciate the prompt assistance though!



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