Zeta, I Can't Talk To Sally

Post » Thu Jan 06, 2011 1:25 am

In mothership Zeta I'm at the part just after bringing the other's out of stasis and I'm supposed to talk to Sally but I'm unable to. Any fixes????
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Kat Lehmann
 
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Post » Thu Jan 06, 2011 9:10 am

For FOOK2 1.0, yes. Load order/mod list?
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Dustin Brown
 
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Post » Thu Jan 06, 2011 10:41 am

[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] CRAFT.esm[X] CALIBR.esm[X] FOOK2 - Main.esm[X] FOOK2 - [[censored]] World And Neighbourhood Kit.esm[X] FOOK2 - [DIK] DLC Improvement Kit.esm[X] FO3 Wanderers Edition - Main File.esm[X] Mart's Mutant Mod.esm[X] Destruction.esm[X] DCInteriors_ComboEdition.esm[X] VATSPerkWorkaround.esm[X] Sharing and Caring Companions.esm[X] Unofficial Fallout 3 Patch - Operation Anchorage.esp[X] CASM.esp[X] CRAFT - Activation Perk.esp[X] GalaxyNewsRadio20[M].esp[X] FOOK2 - Main.esp[X] FOOK2 - [DIK] DLC Improvement Kit.esp[X] FOOK2 - Mothership Zeta.esp[X] FOOK2 - [DESTRUCTION] Main.esp[X] FOOK2 - [DESTRUCTION] Main - Statics.esp[X] FOOK2 - [DESTRUCTION] DIK.esp[X] FOOK2 - [DESTRUCTION] DIK - Statics.esp[X] FOOK2 - [DESTRUCTION] Mothership Zeta.esp[X] FOOK2 - [DESTRUCTION] Mothership Zeta - Statics.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] Tailor Maid.esp[X] Tailor Maid Anchorage.esp[X] Tailor Maid PITT.esp[X] Tailor Maid Brokensteel.esp[X] Tailor Maid ZETA.esp[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] WeaponModKits - FOOK.esp[X] WeaponModKits - FWE Optional Worn Weapons.esp[X] UPP - Pack 1.esp[X] UPP - Pack 2.esp[X] Mart's Mutant Mod.esp[X] Mart's Mutant Mod - FWE Master Release.esp[X] Mart's Mutant Mod - FOOK2.esp[X] FO3 Wanderers Edition - FOOK Support.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] Mart's Mutant Mod - DLC Zeta.esp[X] Mart's Mutant Mod - FOOK2 - DIK.esp[X] FWE - FOOK DLC Support.esp[X] Mart's Mutant Mod - No Corpse Flies.esp[X] Mart's Mutant Mod - Feral Ghoul Rampage.esp[X] Mart's Mutant Mod - Hunting & Looting.esp[X] Mart's Mutant Mod - Increased Spawns.esp[X] Mart's Mutant Mod - Natural Selection.esp[X] Mart's Mutant Mod - Tougher Traders.esp[X] Mart's Mutant Mod - Zones Respawn.esp[X] Mart's Mutant Mod - XFO.esp[X] 1PipboyPDA.esp[X] PowerArmorGloves-None.esp[X] Perk Up!.esp[X] FO3 Wanderers Edition - More Gore.esp[X] FLAK.esp[X] RI_Sleep2.esp[X] AoT_Mask.esp[X] Unlimited Death Reload Time.esp[X] Chad.esp[X] RemoteControlCompanionsPlus.esp[X] RCCP_Patch_for_SCC.esp[X] NomNom.esp[X] SlurpSlurp.esp[X] XFO_SP_Fix2_(SP10_TAGx2_INTxHalf).esp[X] Smurf_Impact_Accuracy_Skill_50percent.esp[X] Smurf_Impact_Accuracy_Condition_60percent.esp[X] Smurf_Impact_WpnSkillDmg_10percent.esp[X] Smurf_Impact_Accuracy_Running.esp[X] Smurf_Impact_Accuracy_Crouching.esp[X] ZoomReworked.esp[X] ImmersiveHealth.esp[X] DefaultBulletCamHighChance.esp[X] VATS - MCE.esp[X] VatsLongerDistance.esp[X] DarNifiedUIF3.esp[X] HelmPOV.esp[X] Selective Fire.esp[X] Autopatch.esp


Sorry don't know how to make a scrolling code box after the forum update.
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Melung Chan
 
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Post » Wed Jan 05, 2011 11:19 pm

Right. You don't have any of the FOOK2 hotfixes. Head to the FOOKUnity forum and get them. You might want to get my FOOK2 http://www.fallout3nexus.com/downloads/file.php?id=11394 too.
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ezra
 
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Post » Thu Jan 06, 2011 9:51 am

Right. You don't have any of the FOOK2 hotfixes. Head to the FOOKUnity forum and get them. You might want to get my FOOK2 http://www.fallout3nexus.com/downloads/file.php?id=11394 too.
Thanks for directing them to the http://www.fookunity.com/forum/showthread.php?t=2576. :) We're currently preparing a v1.1 public alpha which fixes the whole Sally issue for good as well as the rest of the 1.0 issues including the ammo mismatches.
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Lakyn Ellery
 
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Post » Thu Jan 06, 2011 2:24 am

Thanks guys I'll give this a shot. :)
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electro_fantics
 
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Post » Thu Jan 06, 2011 11:36 am

^%*%($ It's not working, I still can't talk to her, and I unfortunately don't have a save from the beginning of Zeta.

EDIT: WTF? I've disabled all my Zeta stuff in an attempt to restart it but I'm still in the ship!

EDIT: Rolled back my save to just before Zeta and Sally is actually in her cell this time but I still can't talk to her!
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Shelby McDonald
 
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Post » Thu Jan 06, 2011 2:07 pm

Anyone else know a fix? I really would like to be able to play through Zeta. :(
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Jon O
 
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Post » Thu Jan 06, 2011 11:31 am

Man I would really like to get this problem fixed so I could play through Mothership Zeta.
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Channing
 
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Post » Thu Jan 06, 2011 1:40 pm

MZ really is buggy as all hell, I'm not surprised FOOK2 dug one up. I got past this by resetting her from the console, but you may also need to manually advance your quest stage one step too.
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Mason Nevitt
 
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Post » Thu Jan 06, 2011 5:31 am

Man I would really like to get this problem fixed so I could play through Mothership Zeta.
You can always just play withouth the FOOK2 v1.0 Zeta plugin... Objectively, it doesn't doo that much anyway.
MZ really is buggy as all hell, I'm not surprised FOOK2 dug one up. I got past this by resetting her from the console, but you may also need to manually advance your quest stage one step too.
It definitely has its problems, right out of the box, so to speak. I've playtested v1.1 and Sally's under wraps until on board as well as responsive, I also yanked an extra 'EndIf' from DLC05MZ3QuestSCRIPT, so hopefully that will spell the end of all Sally related problems.
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Avril Louise
 
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Post » Thu Jan 06, 2011 1:36 pm

Man I would really like to get this problem fixed so I could play through Mothership Zeta.


It works for me, so I don't know why it doesn't work for you (although I did read about someone else who was having issues with Sally even with the fix installed). I did experience some issues with Sally not responding to dialogue after going through a teleporter, or not going following through a teleporter with the other NPCs when she was suppose to. In both instances, my work-around was to reload a previous savegame. As a last resort, you can try starting a new game with the Sally fix installed, or you can remove the FOOK2 DIK plugin and just play the DLCs without it. I am not certain if the DIK plugin for FOOK2 1.0 is entirely 'optional' or necessary if running DLCs....I think it's optional, because I recall reading somewhere that you need all the DLCs to run the DIK plugin.
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evelina c
 
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Post » Thu Jan 06, 2011 6:08 am

PRID 05000897
MoveTo 0500330C -448 -87 -64
Disable


Then, if/once on board:

PRID 05000897
Enable


Might do it? She should EVP when she's enabled and will hopefully be responsive.

Also, if you uncheck FOOK2 - Mothership Zeta.esp, you might also need to uncheck FOOK2 - [DESTRUCTION] Mothership Zeta.esp, although I'm not sure if FOOK2 - Mothership Zeta.esp is in its masterlist.

As a last resort, you can try starting a new game with the Sally fix installed, or you can remove the FOOK2 DIK plugin and just play the DLCs without it. I am not certain if the DIK plugin for FOOK2 1.0 is entirely 'optional' or necessary if running DLCs....I think it's optional, because I recall reading somewhere that you need all the DLCs to run the DIK plugin.
The v1.0 DIK plugin(s) don't require Zeta as all Zeta edits for v1.0 were in FOOK2 - Mothership Zeta.esp. v1.1's DIK plugins, however, will require all five DLC's/GOTY.
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glot
 
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Post » Thu Jan 06, 2011 9:40 am

Would I enter that first bit into the console? Nonetheless I'll try it without the FOOK plugin.
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NAkeshIa BENNETT
 
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Post » Thu Jan 06, 2011 9:08 am

Would I enter that first bit into the console? Nonetheless I'll try it without the FOOK plugin.
Yup. Enter the first part if she greets you prematurely, then enter the second part directly after the abduction.
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Taylor Bakos
 
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Post » Thu Jan 06, 2011 2:27 pm

Tried both of those things and she still isn't responding whenever I talk to her. I blow up the reactor thingy and she just stands there in her cell, she won't move or start a conversation whenever I activate her.

This is really quite frustrating. I'll try remove all Zeta mods whatsoever and get back to you.
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Star Dunkels Macmillan
 
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Post » Thu Jan 06, 2011 10:27 am

Ok so that didn't change anything. BUT I did manage to get her to run to the door by disabling and reenabling her. I don't know why I didn't think of that earlier, hopefully smooth sailing from here on in.
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Petr Jordy Zugar
 
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Post » Thu Jan 06, 2011 7:06 am

Tried both of those things and she still isn't responding whenever I talk to her. I blow up the reactor thingy and she just stands there in her cell, she won't move or start a conversation whenever I activate her.

This is really quite frustrating. I'll try remove all Zeta mods whatsoever and get back to you.


I have seen where a savegame can simply become bugged, and that's what you get, and nothing fixes it. It's very rare but it happens. I've seen hopeless-bugged savegames twice, myself, and had it reported to me several times.

In one case, it was an NPC that was defined in fallout3.esm that was bugged, and I removed every single mod from my load order, and even with just fallout3.esm, the NPC remained trashed, and resurrect/resetai/etc did not help.

I've seen where the mod/esp/esm/whatever doesn't work right for some reason and re-downloading it resolved this sort of thing.

One thing I see more often but resembles what you are describing - sometimes shutting the game down and restarting it and re-loading the save makes the NPC talk to you again. This behavior resembles as if the NPC's object script has an ONACTIVATE block in it, but the script is script halted (but, there's no good reason for the script to have script halted - no fair, eh?)

The most severe command you can try on her is resurrect.

Good luck with it,
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Khamaji Taylor
 
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