Problem with Phalanx

Post » Thu Jan 20, 2011 10:50 am

I've got a problem with Malcom. When I try talking to him, he says, "What's up," then all I can say is, "Nothing, bye," and immediately after the conversation ends(as in I exit talking to him), dialogue initiates automatically with him, yet there are no dialogue choices. All I can do is exit and try again, but the same sequence happens again. Load order:

Fallout3.esm
FallsChurchMetroFix.esm
Anchorage.esm
ThePitt.esm
BrokenSteel.esm
PointLookout.esm
Phalanx-PointLookout-Navmesh.esm
Zeta.esm
Unofficial Fallout 3 Patch.esm
CRAFT.esm
CALIBR.esm
FO3 Wanderers Edition - Main File.esm
Mart's Mutant Mod.esm
Unofficial Fallout 3 Patch - Operation Anchorage.esp
Unofficial Fallout 3 Patch - The Pitt.esp
Unofficial Fallout 3 Patch - Broken Steel.esp
Unofficial Fallout 3 Patch - Point Lookout.esp
Unofficial Fallout 3 Patch - Mothership Zeta.esp
CRAFT - Activation Perk.esp
FO3 Wanderers Edition - Main File.esp
FO3 Wanderers Edition - DLC Anchorage.esp
FO3 Wanderers Edition - DLC Broken Steel.esp
FO3 Wanderers Edition - DLC The Pitt.esp
FO3 Wanderers Edition - DLC Point Lookout.esp
FO3 Wanderers Edition - DLC Mothership Zeta.esp
FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp
FO3 Wanderers Edition - Alternate Travel.esp
FO3 Wanderers Edition - Optional Restore Tracers.esp
FO3 Wanderers Edition - Optional VATS Halftime.esp
FO3 Wanderers Edition - Optional Worn Weapons.esp
WeaponModKits.esp
WeaponModKits - FWE Master Release.esp
WeaponModKits - FWE Optional Worn Weapons.esp
WeaponModKits - OperationAnchorage.esp
WeaponModKits - ThePitt.esp
WeaponModKits - BrokenSteel.esp
WeaponModKits - PointLookout.esp
WeaponModKits - Zeta.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 - FWE Master Release.esp
Mart's Mutant Mod - Feral Ghoul Rampage.esp
Mart's Mutant Mod - Hunting & Looting.esp
Mart's Mutant Mod - Increased Spawns.esp
Mart's Mutant Mod - Natural Selection.esp
Mart's Mutant Mod - Zones Respawn.esp
CALIBRxMerchant.esp
KillableKidsOptional.esp
DK_BulletTime.esp
EnclaveCommander.esp
EnclaveCommander-OA.esp
Phalanx-MainFollowerModule.esp
Phalanx-OPTIONAL-BROKENSTEEL-WeaponRepairLists.esp
Phalanx-OPTIONAL-VendorChanges.esp
Phalanx-DogmeatEnemyTweaks.esp
Phalanx-PerksAndStims.esp
Phalanx-PointLookout-Integration.esp
Phalanx-BrokenSteel-Integration.esp
Feng Shui.esp
Feng Shui - Keymap Template.esp
User avatar
rolanda h
 
Posts: 3314
Joined: Tue Mar 27, 2007 9:09 pm

Post » Thu Jan 20, 2011 8:12 pm

I think that you need to turn off FWE Followers Enhanced. I don't know if just unchecking it will fix the problem or not, but you need to get it out of there at a minimum.
User avatar
Alexis Acevedo
 
Posts: 3330
Joined: Sat Oct 27, 2007 8:58 pm

Post » Thu Jan 20, 2011 3:16 pm

Of random note; did you ask the sheriff if there was anyone who might join you? i just noticed that option last night in a new game, but when i went that path malcom worked fine
(note: talk to the sheriff about people, then walk over to malcom, wait for him to initiate conversation. Should go well through that route)
User avatar
luke trodden
 
Posts: 3445
Joined: Sun Jun 24, 2007 12:48 am


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