Zeta wierded out? No one home

Post » Tue May 17, 2011 1:29 am

Okay.. not sure how I did it, but, everything in all my running MODs (FOOK, MMM, FWE) I also have a few add-ons .. . But, up till now everything has been functioning properly. Till tonight ... I just headed to Zeta .... get captured .. see the cut-scene .. wake up in the room ... There's a funny red eye running back and forth on the double rail near the ceiling ... but, that's it .. I can't move ... no one else there .... has anyone seen this happen that could shed some light?? I know I can start disconnecting my MODs one by one till I find out what's wrong, but, am hoping not to have to.

Here's my current load order.


Fallout3.esm
Anchorage.esm
ThePitt.esm
BrokenSteel.esm
PointLookout.esm
Zeta.esm
Unofficial Fallout 3 Patch.esm
UndergroundHideout.esp
Bobbleheads.esp
A Trail of Crumbs.esp
skimpystockarmor.esp
CRAFT.esm
CALIBR.esm
FOOK.esm
FO3 Wanderers Edition - Main File.esm
Mart's Mutant Mod.esm
FOOK - Additional Power Armor Training.esp
FOOK.esp
GNR.esp
FO3 Wanderers Edition - Main File.esp
FO3 Wanderers Edition - DLC Anchorage.esp
FO3 Wanderers Edition - DLC The Pitt.esp
FO3 Wanderers Edition - DLC Broken Steel.esp
FO3 Wanderers Edition - DLC Point Lookout.esp
FO3 Wanderers Edition - DLC Mothership Zeta.esp
FO3 Wanderers Edition - Optional Free Play After MQ.esp
FO3 Wanderers Edition - Optional Restore Tracers (automatics only).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 - Hunting & Looting.esp
Mart's Mutant Mod - Natural Selection.esp
Mart's Mutant Mod - Project Beauty + FWE.esp
Mart's Mutant Mod - FWE Master Release.esp
Mart's Mutant Mod - Tougher Traders.esp
Mart's Mutant Mod - Project Beauty.esp
CRAFT - Activation Perk.esp


Thanks for any help you can aim my way..
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GEo LIme
 
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Post » Tue May 17, 2011 2:12 am

This happens on the consoles aswell...reload a save.
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An Lor
 
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Post » Tue May 17, 2011 12:08 am

Tried that :brokencomputer: .. starting to think I need to start a whole new game .. LOL .. be my 3rd that's why this is messing with me so bad. The 1st time I went through was all vanilla inc. DLC's. 2nd time I added the GNR radio and MMM ... this time I added a whole BOATload of things and had a couple planned for the next run-through just wanted to figure out the best load order for this group before I add more to it. Course I guess I have to decide what to add ...LOL But, everything has run fine so far I mean .. the Zeta was the last I has to do before I was ready to start a new game. it's almost like it is just not populating that area for some reason.
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The Time Car
 
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Post » Tue May 17, 2011 9:22 am

If they're the latest versions of FWE and FOOK, they don't play well with each other.

There are Unofficial Patches for all the DLCs, as well as the base game. Perhaps these (well, one of them in particular, in this case) might help...?

You will probably also need some of the Fallout Interoperability Program (FOIP) files, because you are running more than one major overhaul (FWE and MMM, disregarding FOOK for the time being...) - they're at the Nexus (search for FOIP, is an easy way).

I also find that Gary Bash is very useful, but of course I do realise that mightn't appeal to all. It's just that, well, it has really helped with my (very!) extensive load order, and 100% stability with that, through all the DLCs and beyond.
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Captian Caveman
 
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Post » Tue May 17, 2011 2:18 am

Kewl .. I'll look into the FOIP files.

I did try the unofficial patch's individually and all loaded wasn't sure if they were dependent on each other or not. (Turns out they're not... I was right to start with on that one.. LOL )

I hadn't thought about the Gary bash.. wasn't so sure if it turned the whole world into all Gary's ..(would get dull 4 me ..hehe) I'll have to look more into it .. I am looking into new MODs for my next run through. I just prefer the ones that add quests ... :fallout:
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Brittany Abner
 
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Post » Tue May 17, 2011 9:39 am

http://fallout.wikia.com/wiki/Mothership_Zeta_bugs

When first beamed up to the Mothership, the game may freeze at the probe scene. The game won't progress, but you can pause, and an alien in the background is moving.

RELOAD A SAVE...

When I first downloaded and installed this off of PSN it took me 13 reloads to get it to start correctly...it is not your mods I will bet.
Same thing happened when playing my unmodded PC version
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STEVI INQUE
 
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Post » Tue May 17, 2011 3:48 am

http://fallout.wikia.com/wiki/Mothership_Zeta_bugs



This did it... for some reason I had to load the 2 players as the wiki said and all is good. Thank you for sticking with me and helping me with this one. I used to do a lot of modding for SoF2 so the console isn't foreign to me so was nice to know this could be fixed from there.

Thanks again :foodndrink: :celebration:
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clelia vega
 
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