Yes, dialog, sounds, etc, everything, then a loading screen, then I'm facing the wall near where I was sitting inside the vertibird.
Also, no followers.
I'm reading this script, trying to figure out what might somehow cause this. There's some things about it that are... bleh?
The integration .esp has already succesfully referenced the Phalanx resources (I assume you have a Phalanx follower who made it with you over the Presidential Metro - that whole thing is redone by my integration module, it was sorta messed up before). Then, at the end there, after you picked your target-to-be-orbitally-splattered, when you hit that last door to the place where the vertibird lands, I actually do a MOVETO there as well, but that's handled a differently.
The moveto INTO the vertibird uses my xmarkers as destinations for the follower moves, and it's the same setup when they are moved out of it, onto the tower. All such Xmarkers are automatically persistant refs of course so there should be no esm/esp questions. I use Bethesda's Xmarkers for the player moves and my own for the follower moves.
Load order should be:
BrokenSteel.esm
MainFollowerModule
Phalanx-BrokenSteel-Integration
But in a load order snafu I would expect the presidential metro code wouldn't work right :/
and F03MasterUpdate should positively be used on the .esp files because the vertibird has a new navmesh.
All I can think is... that... if FO3MasterUpdate was not run against the files, the navmesh in the vertibird would be malfunctioning, which is maybe hosing everything.
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Assuming that you've done FO3MasterUpdate to it all, I would be interested to know if the scene proceeds normally if when you are stuck back in the vertibird, you did something like this:
(Fawkes was a follower)
player.moveto 0002d9cf
(Jericho was a follower)
player.moveto 00003B5D
(Charon was a follower)
player.moveto 0002b8e1
(Star Paladin Cross was a follower)
player.moveto 00062735