[RELz] Fwe - Fo3 Wanderers Edition No.36 - part2 :P

Post » Fri May 13, 2011 12:23 pm

Has anyone else had any issues with WMK for FWE not working with the "pre-war" weapons you find in the Outcast vault in the OA DLC? For some reason it tells me they can't be modded. I checked the form lists in Mez's Merged patch and they seem to be in order. I found a workaround however. You just add the modded weapon to your inventory with the console and then remove the weapon and the kit the same way. Oddly enough, a modded pre-war weapon added this way will accept further modkits.

Another issue that I find quite annoying is that the Enclave have been roaming around since I left the vault. Annoying because I always get owned this early in the game by them. I have a feeling it's a new "feature" introduced by Broken Steel but I wanted to see if I could make a change that would prevent them from showing up until the appropriate time in the main quest. I'm assuming that the UOF3 patch fixes this issue but I've heard mixed reviews on said patch. Can I fix this issue mid-game without screwing it up. I'm almost level 9 playing my new character and really don't want to start over.

P.S. After testing the "Npcs Use Ammo" flag for awhile, I have to say I know why there aren't many mods that turn it on. The AI doesn't know how to handle it for one. I've seen enemies just stare at me or take cover and not shoot back. After killing them, I find out that they had plenty of ammo. Another weird issue involves adding backup melee weapons to enemies with guns. Unfortunately, most enemies prefer to use melee weapons on you, even if they have a pistol to fire at you with. I believe it is because the melee weapons possibly do more damage. The main issue that setting this flag screws up are the more permanent NPCs. Caravan guards eventually run out of ammo and have to resort to loot they scavenge for one example. I think I'm going to leave this idea alone for awhile and just play the game.

Thanks for your time guys!
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Pants
 
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Post » Fri May 13, 2011 11:00 am

Has anyone else had any issues with WMK for FWE not working with the "pre-war" weapons you find in the Outcast vault in the OA DLC? For some reason it tells me they can't be modded. I checked the form lists in Mez's Merged patch and they seem to be in order. I found a workaround however. You just add the modded weapon to your inventory with the console and then remove the weapon and the kit the same way. Oddly enough, a modded pre-war weapon added this way will accept further modkits.




Really? That's great! I always wanted to put a mod kit on those guns. How exactly did you get the console codes for them? I tried opening FWE and WMK in the GECK, but it says something about multiple masters loading. The reason I ask is because I also want to grab the console codes for a modded Backwater riffle from PL, which for some reason won't accept WMK's, even after I made a merged patch in FO3EDIT.
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Aman Bhattal
 
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Post » Fri May 13, 2011 10:45 am

Has anyone else had any issues with WMK for FWE not working with the "pre-war" weapons you find in the Outcast vault in the OA DLC? For some reason it tells me they can't be modded. I checked the form lists in Mez's Merged patch and they seem to be in order. I found a workaround however. You just add the modded weapon to your inventory with the console and then remove the weapon and the kit the same way. Oddly enough, a modded pre-war weapon added this way will accept further modkits.


Those pre-war weapons are not supposed to be modified, we deactivated that purposely. They are treated as unique weapons in FWE, and uniques are not modifiable in FWE for a multitude of reasons. Also those weapons you spawned via codes have trash stats and will be much weaker than other comparable weapons.

Really? That's great! I always wanted to put a mod kit on those guns. How exactly did you get the console codes for them? I tried opening FWE and WMK in the GECK, but it says something about multiple masters loading. The reason I ask is because I also want to grab the console codes for a modded Backwater riffle from PL, which for some reason won't accept WMK's, even after I made a merged patch in FO3EDIT.

See above.
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TASTY TRACY
 
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Post » Fri May 13, 2011 4:51 am

Having a crash problem. And no..it's not 'overheating' this time, lol. I won't go into system specs but uh..I could light a bunsen burner inside the case now and probably not overheat anything ;)

Anyway, All Im running is Craft, Calibr, FWE and the standalone 'increased spawns' that was recommended in this thread (instead of the full MMM).

I also have the underground hideout and the mini hideout mods (loading last).

I'm using the preset for FWE Alternate.

The crashes are random, seem to happen with no warning, and are happening every 5 to 10 mins.

To me this sounds like I need to go ahead and make a merge patch, but I don't remember how to do it.

Am I barking up the right tree, or does this sound like something else...like a conflict or a bad setting?
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Greg Cavaliere
 
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Post » Fri May 13, 2011 11:34 am

Having a crash problem. And no..it's not 'overheating' this time, lol. I won't go into system specs but uh..I could light a bunsen burner inside the case now and probably not overheat anything ;)
Anyway, All Im running is Craft, Calibr, FWE and the standalone 'increased spawns' that was recommended in this thread (instead of the full MMM).
I also have the underground hideout and the mini hideout mods (loading last).
I'm using the preset for FWE Alternate.
The crashes are random, seem to happen with no warning, and are happening every 5 to 10 mins.
To me this sounds like I need to go ahead and make a merge patch, but I don't remember how to do it.
Am I barking up the right tree, or does this sound like something else...like a conflict or a bad setting?

1. Try to move this Hideout mods before FWE in the load order.
2. Try this fallout.ini fix; fallout 3 has problems with muliti-core CPUs (sometimes)

[General]
bUseThreadedAI=1
iNumHWThreads=2

3. Try to use Fallout stutter remover
http://www.fallout3nexus.com/downloads/file.php?id=8886
4. Masterupdate can help you too.
Both masterupdate and merged patch can be created with help of FO3edit program.
Load all your mods into FO3edit.
When background loader will finish- click RMB on the left and choose Create Merged Patch
You can read here about how to use Masterupdate
http://www.fallout3nexus.com/downloads/file.php?id=637

Will it help?
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Megan Stabler
 
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Post » Fri May 13, 2011 7:26 am

How do I restore a crippled body part (head)? My health is full (used stimpacks on the head), I drank pure water, I ate food, I slept for 7 hours, I tried the triage (didn't bring up anything about any parts being crippled). If you were to look at the meter of my head health...it only shows maybe about 10% of it being healthy, and it has a nice big smile lol. Would this be an issue, or am I just not sleeping enough hours? Thank you!

Found my answer, sorry about that :(
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Jennifer May
 
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Post » Fri May 13, 2011 10:42 am

1. Try to move this Hideout mods before FWE in the load order.
2. Try this fallout.ini fix; fallout 3 has problems with muliti-core CPUs (sometimes)

[General]
bUseThreadedAI=1
iNumHWThreads=2

3. Try to use Fallout stutter remover
http://www.fallout3nexus.com/downloads/file.php?id=8886
4. Masterupdate can help you too.
Both masterupdate and merged patch can be created with help of FO3edit program.
Load all your mods into FO3edit.
When background loader will finish- click RMB on the left and choose Create Merged Patch
You can read here about how to use Masterupdate
http://www.fallout3nexus.com/downloads/file.php?id=637

Will it help?


With just FWE running, my crashes all but stopped once I made a merge patch. I will repeat this with WMK installed and see what happens now.
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Allison C
 
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Post » Fri May 13, 2011 2:35 pm

Those pre-war weapons are not supposed to be modified, we deactivated that purposely. They are treated as unique weapons in FWE, and uniques are not modifiable in FWE for a multitude of reasons. Also those weapons you spawned via codes have trash stats and will be much weaker than other comparable weapons.



I wasn't aware the unique weapons weren't modifiable (haven't found one yet), but it makes since seeing as the "uniques" in FWE are actually unique. It does seem odd that I'm not able to kit out the pre-war stuff though seeing as they are the same equipment that you find in the wasteland but in better condition. As for the stats, yeah I noticed. I modded them to be the same as the post-war versions stats for my game.

Thanks for the info Kai.
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Siobhan Wallis-McRobert
 
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Post » Fri May 13, 2011 3:59 am

Those pre-war weapons are not supposed to be modified, we deactivated that purposely. They are treated as unique weapons in FWE, and uniques are not modifiable in FWE for a multitude of reasons. Also those weapons you spawned via codes have trash stats and will be much weaker than other comparable weapons.


See above.


Dang, I was looking forward to a scoped Ol' Painless :(

EDIT: Oh, and I'm loving the heavy combat armor. I wish it had a better Weight/Resistance ratio, but still does it's job well.
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Vera Maslar
 
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Post » Fri May 13, 2011 5:27 am

Dang, I was looking forward to a scoped Ol' Painless :(

EDIT: Oh, and I'm loving the heavy combat armor. I wish it had a better Weight/Resistance ratio, but still does it's job well.


The FWE Ol'Painless is scoped and silenced.
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Hairul Hafis
 
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Post » Fri May 13, 2011 8:33 pm

The FWE Ol'Painless is scoped and silenced.


:celebration:

Man, I love FWE so much :touched:
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kat no x
 
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Post » Fri May 13, 2011 9:12 am

I have a strange problem, Fernando at wasteland motors is standing outside the shop and i can't buy the saddle bags or the escape module from him, i already have the GPS and the flamer fule, detergent and other things are for sale, but not the saddle bags. I think this started after i finished the pitt but i am not sure.
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Lily Evans
 
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Post » Fri May 13, 2011 6:17 am

I have a strange problem, Fernando at wasteland motors is standing outside the shop and i can't buy the saddle bags or the escape module from him, i already have the GPS and the flamer fule, detergent and other things are for sale, but not the saddle bags. I think this started after i finished the pitt but i am not sure.

It can be because you enter the shop during battle, Fernando probably lost access to his containers.
Try this. Come into Dealership and type in console
PRID XX01BA5B
moveto Player

where XX- index of AltTravel.esp in FOMM.
If Fernando will not have his items immediatelly, try to visit him later. Main thing here- to move him into the shop
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Allison Sizemore
 
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Post » Fri May 13, 2011 5:01 am

It can be because you enter the shop during battle, Fernando probably lost access to his containers.
Try this. Come into Dealership and type in console
PRID XX01BA5B
moveto Player

where XX- index of AltTravel.esp in FOMM.
If Fernando will not have his items immediatelly, try to visit him later. Main thing here- to move him into the shop


That fixed it :) thanks! Now if i can just figure out why my Existence 2.0 quest isn't showing in the pipboy i will be all fixed up.
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carly mcdonough
 
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Post » Fri May 13, 2011 6:59 am

That fixed it :) thanks! Now if i can just figure out why my Existence 2.0 quest isn't showing in the pipboy i will be all fixed up.

You need to hear this radio long time, after this only quest will be added into pip-boy.
But there is another story for another topic. One only thing- no FWE fault :)
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Jamie Moysey
 
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Post » Fri May 13, 2011 5:23 am

Hi, wondering if anyone can help with this problem (note spoilers):

I can't get the game to recognise
Spoiler
pressing the airlock button in the Take It Back quest. I'm trying to get Fawkes to go in and start project purity, and he agrees but then the airlock button does not respond. Fawkes also continues to follow me instead of going into the airlock. The other thing is that the conversation between Lyons and Li over the intercom is kinda out of sync and I can move around wherever while it's taking place (am I meant to be locked in position?).
The behaviour is repeatable on every reload.

Is this potentially something going on with Followers Enhanced? I've made sure i'm usign the Broken Steel versions, refer to my load order below. I've looked in FO3Edit and I can't see anything overwriting the scripts but then I'm inexperienced with the program. I'd really appreciate any advice on how to correct this as it's completely game breaking (ie. I cannot continue). :(

*edit* hmm, even more broken then I thought...
Spoiler
even if I go into the purifier myself, the game ends rather than starting Broken Steel :S

[X] Fallout3.esm[X] Anchorage.esm[X] ThePitt.esm[X] BrokenSteel.esm[X] PointLookout.esm[X] Zeta.esm[X] Unofficial Fallout 3 Patch.esm[X] Project Beauty HD version.esm[X] CRAFT.esm[X] CALIBR.esm[X] StreetLights.esm[X] ArefuExpandedByAzar.esm[X] FO3 Wanderers Edition - Main File.esm[X] Mart's Mutant Mod.esm[X] CubeExperimental (EN).esm[X] Enhanced Weather - Rain and Snow.esm[X] DCInteriors_ComboEdition.esm[X] Unofficial Fallout 3 Patch - Operation Anchorage.esp[X] Unofficial Fallout 3 Patch - The Pitt.esp[X] Unofficial Fallout 3 Patch - Broken Steel.esp[X] Unofficial Fallout 3 Patch - Point Lookout.esp[X] Unofficial Fallout 3 Patch - Mothership Zeta.esp[X] Project Beauty- Broken Steel.esp[X] Project Beauty- Point Lookout.esp[X] Project Beauty HD version [Hair Fix].esp[X] DarNifiedUIF3.esp[X] DCInteriors_DLC_Collectables.esp[X] StreetLights - Wasteland.esp[X] Fellout-pipboylight.esp[X] CRAFT - Activation Perk.esp[X] ArefuExpandedByAzar-Radio.esp[X] NotSoFast.esp[X] PLweightadjust.esp[X] MegatonContracts.esp[X] FO3 Wanderers Edition - Main File.esp[X] FO3 Wanderers Edition - DLC Anchorage.esp[X] FO3 Wanderers Edition - DLC Broken Steel.esp[X] FO3 Wanderers Edition - DLC Mothership Zeta.esp[X] FO3 Wanderers Edition - DLC Point Lookout.esp[X] FO3 Wanderers Edition - DLC The Pitt.esp[X] FO3 Wanderers Edition - UFP Support.esp[X] FO3 Wanderers Edition - Alternate Travel.esp[b][X] FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp[/b][X] DLM_FFOutcastsQuest(FWEEd).esp[X] FO3 Wanderers Edition - Project Beauty.esp[X] FO3 Wanderers Edition - Project Beauty (HD Addition).esp[b][X] FO3 Wanderers Edition - Project Beauty (Followers Enhanced B-S).esp[/b][X] WeaponModKits.esp[X] WeaponModKits - FWE Master Release.esp[X] WeaponModKits - OperationAnchorage.esp[X] WeaponModKits - ThePitt.esp[X] WeaponModKits - BrokenSteel.esp[X] WeaponModKits - PointLookout.esp[X] WeaponModKits - Zeta.esp[X] EVE.esp[X] EVE - FWE Master Release.esp[b][X] EVE - FWE Master Release (Follower Enhanced).esp[/b][X] EVE Operation Anchorage.esp[X] EVE - FWE with WeaponModKits.esp[X] EVE Anchorage - FWE DLC Anchorage.esp[X] Wasteland Whisperer.esp[X] RobCo Certified.esp[X] Mart's Mutant Mod.esp[ ] PB MMM HD.esp[X] Mart's Mutant Mod - DLC Anchorage.esp[X] Mart's Mutant Mod - DLC The Pitt.esp[X] Mart's Mutant Mod - DLC Broken Steel.esp[X] Mart's Mutant Mod - DLC Point Lookout.esp[X] Project Beauty- Point Lookout MMM.esp[X] Mart's Mutant Mod - DLC Zeta.esp[X] Mart's Mutant Mod - FWE Master Release.esp[X] Mart's Mutant Mod - FWE with EVE.esp[X] Mart's Mutant Mod - Project Beauty.esp[X] Mart's Mutant Mod - Project Beauty (HD Addition).esp[X] Mart's Mutant Mod - Project Beauty + FWE.esp[X] Enhanced Weather - Rain and Snow in Fallout.esp[X] Enhanced Weather - Weather Sounds in Interiors.esp[X] Enhanced Weather - Sneak Bonus during Storms.esp[X] Fellout-Full.esp[X] Fellout-BrokenSteel.esp[X] Fellout-PointLookout.esp[X] Fellout-Zeta.esp[X] megalight.esp[X] Radio Stutter fix.esp[X] Mez's Merged Patch 5-0 - DLC-FWE-WMK-MMM.esp

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NIloufar Emporio
 
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Post » Fri May 13, 2011 6:29 pm

Hi, wondering if anyone can help with this problem (note spoilers):

I can't get the game to recognise
Spoiler
pressing the airlock button in the Take It Back quest. I'm trying to get Fawkes to go in and start project purity, and he agrees but then the airlock button does not respond. Fawkes also continues to follow me instead of going into the airlock. The other thing is that the conversation between Lyons and Li over the intercom is kinda out of sync and I can move around wherever while it's taking place (am I meant to be locked in position?).
The behaviour is repeatable on every reload.

Do you use Followers Enhanced from beginning of the game, or you switch to it in the middle?

*edit* hmm, even more broken then I thought...
Spoiler
even if I go into the purifier myself, the game ends rather than starting Broken Steel :S

I check it- I can activate the purifier. Are you sure you can not continue? After final movie you have menu screen?
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Deon Knight
 
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Post » Fri May 13, 2011 6:09 am

Do you use Followers Enhanced from beginning of the game, or you switch to it in the middle?


I check it- I can activate the purifier. Are you sure you can not continue? After final movie you have menu screen?


I had the same problem with Fawkes.

I even pushed Fawkes into the purifier at which point the door button worked but he still refused to do anything. I can also confirm the sync problem and Dr. Li was complaining how little time is left even after entering the codes and Jefferson appeared.

I had followers enhanced from the begining.
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Ross Thomas
 
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Post » Fri May 13, 2011 7:57 pm

Do you use Followers Enhanced from beginning of the game, or you switch to it in the middle?

Yes, I used it throughout the whole game. The only time I messed with the load order was when I had problems due to monsters spawning inside walls in the Waters of Life quest. But then I only disabled MMM & the merged patch (then re-enabled after respawn).

I check it- I can activate the purifier. Are you sure you can not continue? After final movie you have menu screen?


That's right, I get the final movies, then the credits, then boom back to the menu screen.

I will look further into this with FO3Edit and see if something has overwritten the broken steel quests...maybe one of the later loading mods mistakenly has a copy of the vanilla scripts? Am I right in thinking I need to locate EndingBinksScript?

Thanks for your help and also to junk for contributing...it's nice to know i'm not the only one having weird problems hehe! Junk: any idea whether other companions worked for you ie. Charon or RL-3? My karma won't let me recruit them.
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An Lor
 
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Post » Fri May 13, 2011 7:48 pm

That's right, I get the final movies, then the credits, then boom back to the menu screen.

You have Arefu expanded. As I remember, this mod add new races into the game. And I remember about problems in the main quest's end for those who choose non-vanilla race.
Try to open console, type here Showracemenu and check your race. Change it, if needed then try again.
Exept this I don't see any mods in your load order, which able to broke Main Quest.

Thanks for your help and also to junk for contributing...it's nice to know i'm not the only one having weird problems hehe! Junk: any idea whether other companions worked for you ie. Charon or RL-3? My karma won't let me recruit them.

Yep, at least Charon have the same issue. But why you don't want to use Sarah? She work normally. But first you need to resolve your previous issue.
Follower Enchanced have one issue- AI packages arranged incorrectly. When I correct this, Fawkes and Charon begin to proceed correctly, but only partially.
I can not track this issue anymore- need help from Kai or Mez.
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R.I.P
 
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Post » Fri May 13, 2011 7:14 am

That's right, I get the final movies, then the credits, then boom back to the menu screen.

I will look further into this with FO3Edit and see if something has overwritten the broken steel quests...maybe one of the later loading mods mistakenly has a copy of the vanilla scripts? Am I right in thinking I need to locate EndingBinksScript?

Thanks for your help and also to junk for contributing...it's nice to know i'm not the only one having weird problems hehe! Junk: any idea whether other companions worked for you ie. Charon or RL-3? My karma won't let me recruit them.

Actually you have to look if the Quest MQ11 is overwritten. FWE doesn't touch that quest so it could be any other mod in your load order that is overwriting this. Like you said, best just take a quick check in FO3Edit.

Can't say for sure what the problem is with Fawkes in this case, since like I said FWE doesn't touch the quest or any of the scripting. There is a small section in the followers scripts about this, but that is also present and identical in the FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp, so that wouldnt be it. Though to just to be sure you could try unloading Followers Enhanced and then having Fawkes do it.
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Amber Hubbard
 
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Post » Fri May 13, 2011 8:50 am

Actually you have to look if the Quest MQ11 is overwritten. FWE doesn't touch that quest so it could be any other mod in your load order that is overwriting this. Like you said, best just take a quick check in FO3Edit.

He have only one mod, unknown to me- Radio Stutter fix.esp, but I doubt it will make modifications into main quest. But who know?

Can't say for sure what the problem is with Fawkes in this case, since like I said FWE doesn't touch the quest or any of the scripting. There is a small section in the followers scripts about this, but that is also present and identical in the FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp, so that wouldnt be it. Though to just to be sure you could try unloading Followers Enhanced and then having Fawkes do it.

No way, FWE itself incompatible with BS DLC- it overwrite Fawkes and he loose his packages for BS.
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J.P loves
 
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Post » Fri May 13, 2011 9:30 am

You have Arefu expanded. As I remember, this mod add new races into the game. And I remember about problems in the main quest's end for those who choose non-vanilla race.
Try to open console, type here Showracemenu and check your race. Change it, if needed then try again.


I will try this and see what happens. I don't think I'm using a custom race though - I added Arefu Expanded at around level 4 or something.

Yep, at least Charon have the same issue. But why you don't want to use Sarah? She work normally.

Oh she does? She refuses when I ask her to go in :P

Follower Enchanced have one issue- AI packages arranged incorrectly. When I correct this, Fawkes and Charon begin to proceed correctly, but only partially.


I'm not sure what you mean by this. What I'm seeing is Fawkes does start to proceed correctly in that he agrees to go in, but then the button cannot be pressed and he continues to follow - but you can no longer engage him in dialogue.

Actually you have to look if the Quest MQ11 is overwritten. FWE doesn't touch that quest so it could be any other mod in your load order that is overwriting this. Like you said, best just take a quick check in FO3Edit.


Thanks Kai, I'll do my best to track MQ11 in FO3Edit and see what turns up.

Though to just to be sure you could try unloading Followers Enhanced and then having Fawkes do it.


Yep will try this too, if only to prove that Followers Enhanced doesn't break anything.

I saw in another thread http://www.gamesas.com/index.php?/topic/988754-req-concerning-broken-steel/page__view__findpost__p__14333451 someone blamed MMM. I will try disabling that too (separately) to test. I'm getting pretty sick of the vanilla ending video hehe :)

Radio Stutter Fix.esp: this is an esp that loads GNR songs as wav's instead of MP3, it circumvents a music stutter problem I couldn't solve on my PC with any other known method. But yes, as a relatively unknown esp it could have dodgy changes in it. I will test with it disabled as well. If you're curious it's this mod: http://fallout3nexus.com/downloads/file.php?id=7876
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Chloe Botham
 
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Post » Fri May 13, 2011 7:06 pm


I saw in another thread http://www.gamesas.com/index.php?/topic/988754-req-concerning-broken-steel/page__view__findpost__p__14333451 someone blamed MMM. I will try disabling that too (separately) to test. I'm getting pretty sick of the vanilla ending video hehe :)


I test this issue with FWE only- bug exist too
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AnDres MeZa
 
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Post » Fri May 13, 2011 5:54 am

Yes, I used it throughout the whole game. The only time I messed with the load order was when I had problems due to monsters spawning inside walls in the Waters of Life quest. But then I only disabled MMM & the merged patch (then re-enabled after respawn).



That's right, I get the final movies, then the credits, then boom back to the menu screen.

I will look further into this with FO3Edit and see if something has overwritten the broken steel quests...maybe one of the later loading mods mistakenly has a copy of the vanilla scripts? Am I right in thinking I need to locate EndingBinksScript?

Thanks for your help and also to junk for contributing...it's nice to know i'm not the only one having weird problems hehe! Junk: any idea whether other companions worked for you ie. Charon or RL-3? My karma won't let me recruit them.


I don't have any other followers. But the game continues in Broken Steel if either myself or Lyon goes in. I think the purifier is destroyed if time runs out and the game ends with the credits instead of continuing in Broken Steel
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Cesar Gomez
 
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