![ctd shooting npc kekev fallout 3 nexus ctd shooting npc kekev fallout 3 nexus](https://staticdelivery.nexusmods.com/mods/120/images/thumbnails/16213-1-1306606904.jpg)
The researcher notes that the radscorpion's stinger has enlarged, along with its venom glands. The researcher believes the radscorpion is a mutated pandinus imperator (emperor scorpion), though more study is required to identify it precisely. Their poison gland is used in crafting the dart gun.Īn Enclave field research terminal at a small outpost west of the Temple of the Union summarizes Enclave observation and testing of radscorpions. Apart from their size, they appear visually identical to regular scorpions, with thick, mottled, dark, blueish gray carapaces. Though considered nocturnal and sensitive to light, radscorpions can be found active during the daytime in the areas they inhabit. Contrary to many expectations, their venom grew much more potent and deadly when they mutated rather than becoming diluted. I played using an Intel 915gm mobile graphics card, 1.7ghz Pentium M, 760mb RAM with 3DAnlayze to give you an idea how low end.Radscorpions are mutated from the North American Emperor scorpion, which were common in many pet stores at the time of the Great War. I made these fixes for the Fallback project community at oldblivion, but their site seems to be down now so I figured I'd host them here. Rename the shaderpackage number of the file included to match. Make sure the only shader flags in each used are SF_ZBUFFER_TEST, SF_EMPTY, and SF_UNKNOWN_31.Īfter opening the game successfully, look inside Renderinfo.txt (located in my documentsmy gamesfallout3) to see what shaderpackage your video card will be using. To be able to use other mods' hair meshes or head parts to run with heads on: open the files in NifSkope then look for all BSShaderPPLightingProperty entries and select them. It's still possible to have color, but only if a custom texture is used. In addition to script fixes, I have added altered hair and head part meshes to allow low end systems to be able to use heads enabled at the cost of the loss of being able to change hair color due to their default textures only showing. I should have most of the problem npcid.addtitem instances fixed aside from the "You Gotta Shoot 'Em in the Head" where you give Crowley all three keys. (Lucy West's parents, Dunwich flashback man, and Georgetown Hotel exterior.) This also includes some meshes that have had their shader flags changed in Nifskope so they also don't cause CTDs with some low end graphics cards. Reilly's Rangers (items not given to Reilly after quest but rather through bat command by player)īlood Ties (when entering West's house on Arefu)Īssorted other random encounters in the wasteland. Tenpenny Tower (generator room keys on Gustave, Herbert, and Herbert's safe)
![ctd shooting npc kekev fallout 3 nexus ctd shooting npc kekev fallout 3 nexus](https://staticdelivery.nexusmods.com/mods/130/images/thumbnails/49216-2-1359959220.jpg)
Trouble on the Homefront (just after you hear the distress message) Power of the Atom (when Megaton blows up)īig Trouble in Big Town (when giving training/weapons to the locals)
![ctd shooting npc kekev fallout 3 nexus ctd shooting npc kekev fallout 3 nexus](https://staticdelivery.nexusmods.com/mods/1151/images/thumbnails/27698/27698-1531393517-1451229505.png)
Some items aren't given to 2 NPCs due to my changes so I included two text files to be placed in Fallout 3's base folder to be used with the bat textfilename command while ingame after selecting them.ĬTD fixes for Broken Steel, The Pitt, and Point Lookout DLC's also included.
![ctd shooting npc kekev fallout 3 nexus ctd shooting npc kekev fallout 3 nexus](https://staticdelivery.nexusmods.com/mods/1151/images/thumbnails/29373/29373-1516896088-42738666.jpeg)
So I have changed things so the added items are already on the NPCs and just have the scripts equip said items where applicable. Some low end systems CTD when an item is added to a NPC who are in a different cell from the player via a script.