Two mod related questions...

Post » Wed Feb 02, 2011 8:35 am

Oh sorry, I didn't see you mention that you still weren't getting the FWE menu location in the apparel section of the pipboy. When you installed FWE, did you install it manually or use the FMOD way? I would extract the files to your desktop (or a place where you know where you want files to go so you can look at them) and then place the files in your data folder. Don't forget to re-order them in your load order.

I don't think it could be a download problem seeing as hos it worked with other playthroughs.
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rebecca moody
 
Posts: 3430
Joined: Mon Mar 05, 2007 3:01 pm

Post » Wed Feb 02, 2011 5:10 pm

I'm using the alternate start function in FWE.
Alternate starts still have to "finish" the CG04 "Escape" quest or the game won't run properly. Try a "sqv cgo4" in the console and see if the quest is running or finished.

In all likelihood your formerly messed up load order will have prevented any Alternate starts from working on existing games.

In a new game you must complete the Alt Start as far as getting the "exiting the vault" music in order to trigger the items being added.

Bullet Time Device remaining in your inventory turns out to be the result of a typo, so I reported it in the FWE thread.
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!beef
 
Posts: 3497
Joined: Wed Aug 16, 2006 4:41 pm

Post » Wed Feb 02, 2011 10:37 am

Alternate starts still have to "finish" the CG04 "Escape" quest or the game won't run properly. Try a "sqv cgo4" in the console and see if the quest is running or finished.

In all likelihood your formerly messed up load order will have prevented any Alternate starts from working on existing games.

In a new game you must complete the Alt Start as far as getting the "exiting the vault" music in order to trigger the items being added.

Bullet Time Device remaining in your inventory turns out to be the result of a typo, so I reported it in the FWE thread.

It says "Escape!" is completed.
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Laura Wilson
 
Posts: 3445
Joined: Thu Oct 05, 2006 3:57 pm

Post » Wed Feb 02, 2011 5:03 am

Then type "startquest FWEConfigInitQuest" into the console (no quote marks) and see what happens.
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Emma-Jane Merrin
 
Posts: 3477
Joined: Fri Aug 08, 2008 1:52 am

Post » Wed Feb 02, 2011 8:15 am

Then type "startquest FWEConfigInitQuest" into the console (no quote marks) and see what happens.

I put it in and exited the console menu but nothing happend.Also that new load order messed up my Metro 2033 armor mod so now the helmet keeps disappearing and reappearing.
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Stephanie Valentine
 
Posts: 3281
Joined: Wed Jun 28, 2006 2:09 pm

Post » Wed Feb 02, 2011 7:44 pm

set FWEConfigInitQuest.ConfigItem1 to 0
set FWEConfigInitQuest.DoOnce to 0
startquest FWEConfigInitQuest

If that doesn't work, then you still have load order problems. You'll need to make sure it's properly sorted, create a merged patch, use MasterUpdate and probably start a new game.
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Ricky Rayner
 
Posts: 3339
Joined: Fri Jul 13, 2007 2:13 am

Post » Wed Feb 02, 2011 1:59 pm

[Sniped]Also that new load order messed up my Metro 2033 armor mod so now the helmet keeps disappearing and reappearing.


Impossible that the new load order messed anything up, and here is why. I looked at where you have that mod placed in both load orders, it is placed very last in both. In both cases, no other mod could make any changes to it cause nothing was loaded after the mod in both load orders posted :)

I highly suggest that you start fresh (even deleting the data Fallout 3 folder after you un-install the game), and that you slowly add mods to make sure they work. You could either have a mod that isn't compatible with FWE, or maybe you have files left over from mods that you decided to not use anymore. If you really don't want to do that, then I suggest you can start disabling mods until you find the mod that is preventing FWE menu to show up.

I know people hate to read the read-me's, but it sure does save hours and hours of frustration when you read if the mod is compatible with another mod, and where to place it in the load order. I know that you have 2 night vision mods and I don't know if they are compatible with each other.
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Wayne W
 
Posts: 3482
Joined: Sun Jun 17, 2007 5:49 am

Post » Wed Feb 02, 2011 7:11 am

set FWEConfigInitQuest.ConfigItem1 to 0
set FWEConfigInitQuest.DoOnce to 0
startquest FWEConfigInitQuest

If that doesn't work, then you still have load order problems. You'll need to make sure it's properly sorted, create a merged patch, use MasterUpdate and probably start a new game.

Where do I change these?
User avatar
Andrea Pratt
 
Posts: 3396
Joined: Mon Jul 31, 2006 4:49 am

Post » Wed Feb 02, 2011 7:07 am

I made some changes to my load order.

Spoiler
Fallout3.esm
Masterlist Information: $Revision$, $Date$, $LastChangedBy$

Anchorage.esm

ThePitt.esm

BrokenSteel.esm

PointLookout.esm

Zeta.esm

CRAFT.esm

CALIBR.esm

FO3 Wanderers Edition - Main File.esm

Mart's Mutant Mod.esm

StreetLights.esm

DarNifiedUIF3.esp

AmmoRefill.esp
* This mod does not exist in the current template

norepairneededv2.esp

PlasmaRifleAwesomefied.esp
* This mod does not exist in the current template

Dogmeat Armor.esp
* This mod does not exist in the current template

Fellout-pipboylight.esp

CRAFT - Activation Perk.esp

Auto Aim Fix v1.1.esp

muzzle with no lightening.esp
* This mod does not exist in the current template

no blur on hit.esp
* This mod does not exist in the current template

1Animated Nightvision goggles.esp

SShop.esp

EssentialFollowers+Caravans.esp
* This mod does not exist in the current template

JHB House Robots Can Repair.esp
* This mod does not exist in the current template

Urbanized Winter Combat Armor.esp
* This mod does not exist in the current template

blanket.esp
* This mod does not exist in the current template

Riverboat Landing Merchant.esp
* This mod does not exist in the current template

norepairbs.esp
* This mod does not exist in the current template

sword upgrade.esp
* This mod does not exist in the current template

Zumbs' Wearable Cigarettes, Cheroots and Cigars.esp
* This mod does not exist in the current template

norepairneeded(Pitt).esp
* This mod does not exist in the current template

bittercup_comp.esp
* This mod does not exist in the current template

FO3 Wanderers Edition - Main File.esp

FO3 Wanderers Edition - DLC Anchorage.esp

FO3 Wanderers Edition - DLC Broken Steel.esp

FO3 Wanderers Edition - DLC Mothership Zeta.esp

FO3 Wanderers Edition - DLC Point Lookout.esp

FO3 Wanderers Edition - DLC The Pitt.esp

FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp

FO3 Wanderers Edition - Optional Worn Weapons.esp

WeaponModKits.esp

WeaponModKits - FWE Master Release.esp

WeaponModKits - OperationAnchorage.esp

WeaponModKits - ThePitt.esp

WeaponModKits - BrokenSteel.esp

WeaponModKits - PointLookout.esp

WeaponModKits - Zeta.esp

WeaponModKits - FWE Optional Worn Weapons.esp

WMKAA12Shotgun.esp

PlasmaRifleAwesomefiedWMK.esp
* This mod does not exist in the current template

Disable Ash and Goo Piles.esp
* This mod does not exist in the current template

Dogmeat_WaitMegaton.esp
* This mod does not exist in the current template

AnchorageGaussRifleVATSFix.esp
* This mod does not exist in the current template

3EFwandererGear.esp
* This mod does not exist in the current template

3EFhelmlessstealthsuit.esp

I'll Touch What I Want.esp
* This mod does not exist in the current template

GasMaskHi-Res.esp
* This mod does not exist in the current template

PureWater-VeryClearNoRad-.esp
* This mod does not exist in the current template

VatsLongerDistance.esp
* This mod does not exist in the current template

Point Lookout Cheaper Tickets.esp
* This mod does not exist in the current template

Dogmeat lookout allowed.esp
* This mod does not exist in the current template

ShishkebabWithoutGlove.esp
* This mod does not exist in the current template

I am real Sniper_NO CALIBR.esp
* This mod does not exist in the current template

RunFaster125percent.esp
* This mod does not exist in the current template

Tankless Flamer.esp
* This mod does not exist in the current template

Snibichnge.esp
* This mod does not exist in the current template

Comp_dont_steal_xp_hereticus.esp
* This mod does not exist in the current template

AinzBeautifuleEyes.esp
* This mod does not exist in the current template

Indestructible Weapons and Armor.esp
* This mod does not exist in the current template

NoWeapArmorDegrade.esp
* This mod does not exist in the current template

MAXdog.esp
* This mod does not exist in the current template

Dragonskin Tactical Outfit.esp

DragonskinBonusPack.esp

Mart's Mutant Mod.esp

Mart's Mutant Mod - DLC Anchorage.esp

Mart's Mutant Mod - DLC The Pitt.esp

Mart's Mutant Mod - DLC Broken Steel.esp

Mart's Mutant Mod - DLC Point Lookout.esp

Mart's Mutant Mod - DLC Zeta.esp

Mart's Mutant Mod - Natural Selection.esp

Mart's Mutant Mod - Tougher Traders.esp

Mart's Mutant Mod - FWE Master Release.esp

1PipboyPDA.esp

Fellout-Full.esp

Fellout-BrokenSteel.esp

Fellout-PointLookout.esp

Fellout-Zeta.esp

Metro 2033.esp
* This mod does not exist in the current template

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Colton Idonthavealastna
 
Posts: 3337
Joined: Sun Sep 30, 2007 2:13 am

Post » Wed Feb 02, 2011 1:16 pm

Where do I change these?

Type each line in the console in turn.
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Mariana
 
Posts: 3426
Joined: Mon Jun 12, 2006 9:39 pm

Post » Wed Feb 02, 2011 4:47 pm

set FWEConfigInitQuest.ConfigItem1 to 0
set FWEConfigInitQuest.DoOnce to 0
startquest FWEConfigInitQuest

If that doesn't work, then you still have load order problems. You'll need to make sure it's properly sorted, create a merged patch, use MasterUpdate and probably start a new game.

It unfortunately didn't work so here's my load order.
Spoiler
Fallout3.esm
Masterlist Information: $Revision$, $Date$, $LastChangedBy$

Anchorage.esm

ThePitt.esm

BrokenSteel.esm

PointLookout.esm

Zeta.esm

CRAFT.esm

CALIBR.esm

FO3 Wanderers Edition - Main File.esm

Mart's Mutant Mod.esm

StreetLights.esm

DarNifiedUIF3.esp

AmmoRefill.esp
* This mod does not exist in the current template

norepairneededv2.esp

PlasmaRifleAwesomefied.esp
* This mod does not exist in the current template

Dogmeat Armor.esp
* This mod does not exist in the current template

Fellout-pipboylight.esp

CRAFT - Activation Perk.esp

Auto Aim Fix v1.1.esp

muzzle with no lightening.esp
* This mod does not exist in the current template

no blur on hit.esp
* This mod does not exist in the current template

1Animated Nightvision goggles.esp

SShop.esp

EssentialFollowers+Caravans.esp
* This mod does not exist in the current template

JHB House Robots Can Repair.esp
* This mod does not exist in the current template

Urbanized Winter Combat Armor.esp
* This mod does not exist in the current template

blanket.esp
* This mod does not exist in the current template

Riverboat Landing Merchant.esp
* This mod does not exist in the current template

norepairbs.esp
* This mod does not exist in the current template

sword upgrade.esp
* This mod does not exist in the current template

Zumbs' Wearable Cigarettes, Cheroots and Cigars.esp
* This mod does not exist in the current template

norepairneeded(Pitt).esp
* This mod does not exist in the current template

bittercup_comp.esp
* This mod does not exist in the current template

FO3 Wanderers Edition - Main File.esp

FO3 Wanderers Edition - DLC Anchorage.esp

FO3 Wanderers Edition - DLC Broken Steel.esp

FO3 Wanderers Edition - DLC Mothership Zeta.esp

FO3 Wanderers Edition - DLC Point Lookout.esp

FO3 Wanderers Edition - DLC The Pitt.esp

FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp

FO3 Wanderers Edition - Optional Worn Weapons.esp

WeaponModKits.esp

WeaponModKits - FWE Master Release.esp

WeaponModKits - OperationAnchorage.esp

WeaponModKits - ThePitt.esp

WeaponModKits - BrokenSteel.esp

WeaponModKits - PointLookout.esp

WeaponModKits - Zeta.esp

WeaponModKits - FWE Optional Worn Weapons.esp

WMKAA12Shotgun.esp

PlasmaRifleAwesomefiedWMK.esp
* This mod does not exist in the current template

Disable Ash and Goo Piles.esp
* This mod does not exist in the current template

Dogmeat_WaitMegaton.esp
* This mod does not exist in the current template

AnchorageGaussRifleVATSFix.esp
* This mod does not exist in the current template

3EFwandererGear.esp
* This mod does not exist in the current template

3EFhelmlessstealthsuit.esp

I'll Touch What I Want.esp
* This mod does not exist in the current template

GasMaskHi-Res.esp
* This mod does not exist in the current template

PureWater-VeryClearNoRad-.esp
* This mod does not exist in the current template

VatsLongerDistance.esp
* This mod does not exist in the current template

Point Lookout Cheaper Tickets.esp
* This mod does not exist in the current template

Dogmeat lookout allowed.esp
* This mod does not exist in the current template

ShishkebabWithoutGlove.esp
* This mod does not exist in the current template

I am real Sniper_NO CALIBR.esp
* This mod does not exist in the current template

RunFaster125percent.esp
* This mod does not exist in the current template

Tankless Flamer.esp
* This mod does not exist in the current template

Snibichnge.esp
* This mod does not exist in the current template

Comp_dont_steal_xp_hereticus.esp
* This mod does not exist in the current template

AinzBeautifuleEyes.esp
* This mod does not exist in the current template

Indestructible Weapons and Armor.esp
* This mod does not exist in the current template

NoWeapArmorDegrade.esp
* This mod does not exist in the current template

MAXdog.esp
* This mod does not exist in the current template

Dragonskin Tactical Outfit.esp

DragonskinBonusPack.esp

Mart's Mutant Mod.esp

Mart's Mutant Mod - DLC Anchorage.esp

Mart's Mutant Mod - DLC The Pitt.esp

Mart's Mutant Mod - DLC Broken Steel.esp

Mart's Mutant Mod - DLC Point Lookout.esp

Mart's Mutant Mod - DLC Zeta.esp

Mart's Mutant Mod - Natural Selection.esp

Mart's Mutant Mod - Tougher Traders.esp

Mart's Mutant Mod - FWE Master Release.esp

1PipboyPDA.esp

Fellout-Full.esp

Fellout-BrokenSteel.esp

Fellout-PointLookout.esp

Fellout-Zeta.esp

Metro 2033.esp
* This mod does not exist in the current template

User avatar
N Only WhiTe girl
 
Posts: 3353
Joined: Mon Oct 30, 2006 2:30 pm

Post » Wed Feb 02, 2011 5:06 pm



I highly suggest that you start fresh (even deleting the data Fallout 3 folder after you un-install the game), and that you slowly add mods to make sure they work. You could either have a mod that isn't compatible with FWE, or maybe you have files left over from mods that you decided to not use anymore. If you really don't want to do that, then I suggest you can start disabling mods until you find the mod that is preventing FWE menu to show up.



What if I just deleted all my mods I really don't want to uninstall and then reinstall the game.
User avatar
Tania Bunic
 
Posts: 3392
Joined: Sun Jun 18, 2006 9:26 am

Post » Wed Feb 02, 2011 5:26 am

I had the same issue with the Rivet City market being closed when I teleported out of Vault 101 without properly finishing it, to test a mod.
User avatar
Rusty Billiot
 
Posts: 3431
Joined: Sat Sep 22, 2007 10:22 pm

Post » Wed Feb 02, 2011 2:34 pm

I had the same issue with the Rivet City market being closed when I teleported out of Vault 101 without properly finishing it, to test a mod.

How did you fix it?
User avatar
Kayla Bee
 
Posts: 3349
Joined: Fri Aug 24, 2007 5:34 pm

Post » Wed Feb 02, 2011 6:59 pm

How did you fix it?
It shouldn't be a problem as long as the Character Gen quests complete correctly. Either by finishing the vault quests and exiting the vault or by completing the Alternate Start quests.

If the Alternate Start quests aren't working properly due to load order issues then your game won't work properly. And there are probably a whole series of values that would need to be updated, so it's probably not worth trying to do it manually.
User avatar
maya papps
 
Posts: 3468
Joined: Mon Aug 07, 2006 3:44 pm

Post » Wed Feb 02, 2011 6:08 pm

It shouldn't be a problem as long as the Character Gen quests complete correctly. Either by finishing the vault quests and exiting the vault or by completing the Alternate Start quests.

If the Alternate Start quests aren't working properly due to load order issues then your game won't work properly. And there are probably a whole series of values that would need to be updated, so it's probably not worth trying to do it manually.

But the "Escape!" quest is completed so it shouldn't be an issue.
User avatar
Mason Nevitt
 
Posts: 3346
Joined: Fri May 11, 2007 8:49 pm

Post » Wed Feb 02, 2011 7:52 pm

The Rivet City Marketplace was closed all day long for me on one of my playthroughs. I picked the lock to the Marketplace door on the upper level by the Weatherly Hotel, stealthily entered the Marketplace and quickly exited through the same door. I used the Wait function until the next day and entered the now unlocked, no longer marked in red door, did my shopping and exited at the Rivet City Bridge. That solved the problem for the rest of my game.
User avatar
Becky Cox
 
Posts: 3389
Joined: Thu Jun 22, 2006 8:38 am

Post » Wed Feb 02, 2011 6:58 am

But the "Escape!" quest is completed so it shouldn't be an issue.

What stage did the "sqv cg04" report? Mine shows stage 200 with the quest no longer running.

The quest to add the FWE item only checks a few things. Whether you're in combat, whether CG04 is complete, whether you already have the item and whether the removal process has already run.

The commands I gave you earlier should have reset everything except the CG04 quest, so I'm still suspicious about that one.
User avatar
Dezzeh
 
Posts: 3414
Joined: Sat Jun 16, 2007 2:49 am

Post » Wed Feb 02, 2011 8:38 pm

I'm thinking I'll just delete all my mods and re-download just the one I want, that is if this problem is caused by a conflict.
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Natalie Taylor
 
Posts: 3301
Joined: Mon Sep 11, 2006 7:54 pm

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