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Doors in Old World Blues & Lonesome Road DLC not opening.


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Started a new playthrough of New Vegas and came across two doors I can't open. The door of the watchtower near Little Yangtze with advanced LAER on it in Old World Blues.

 

And then the door in the Ashton Missle Silo after riding the Elevator in Lonesome Road. I've reinstalled the game and verified the files on steam but that didn't fix anything. When looking at the doors, I get no prompts to open the doors.

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No idea, and can't recall if those doors are supposed to be accessible. Are they crucial to game progress? Might they have been "opened up" by a mod? (Can't mentally place the one in the Ashton Missile Silo you are talking about. Is it before or after a "cut-scene"?)

 

Are you using YUP? That's the primary fix mod for vanilla game bugs, and the only one still being updated.

 

How many plugins?

 

Are you using any custom or "bashed" patch files? If so, did you rebuild them after making any changes to your "load order"?

 

-Dubious-

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Reinstalled the game again while starting a new game with very little mods to avoid the risk of having the doors not opening again. So far I was able to enter the door leading to the Ashton Missile Silo which is the door after riding the elevator/escalator with the tunnlers on it after the game made you launch a nuke. Which is a door you're forced to go thru in order to progress the main story of Lonesome Road.

 

So chances are this is a mod conflict problem. I have mods like NMC textures and interior lighting overhaul that may or may not caused the issue along with other mods. Had YUP installed too but that didn't fix the issue.

 

Also I've install A World of Pain mod and this issue affect this mod too. It causes certain caves not to be entered. I also notice some vanilla caves can't be entered because rocks are blocking the way when they're not supposed to be there. I think I only have 50 to 100 mods active and I don't have a bashed patch.

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Objects blocking an entrance are a pretty sure-fire indicator of a conflict between mods. They won't be resolved by a "bash patch" because they are not "record conflicts". They are "art assets" that are dynamically loaded when the cell is loaded. You need to engage in some "Mod Conflict Isolation". Then you have to choose between the conflicting mods or make your own "compatibility patch" for the conflicting plugins if one hasn't been published by someone else.

 

-Dubious-

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