siempre Posted August 24, 2009 Share Posted August 24, 2009 I have a custom companion, a modified Malcolm from the Phalanx New Followers mod. I noticed sometime after the Waters of Life quest that I could no longer issue him commands; clicking on him would yield his usual greeting response ("Hey there" or something similar) but the dialog box would immediately close after that. Later, I visited Malika of Azar's Gypsy mod, and she would do the same thing. Ditto Turner and Molly from Companion Turner, and Artu Ditu from COMM. So at this point it looks to be affecting every mod-added NPC, but I can't figure out what caused it. I hadn't added any new mods in awhile, and I don't think it has anything to do with the quest itself, since loading a previous save from before the problem (and the Waters of Life/ Take it Back) doesn't get rid of it. I have all the DLCs, running offline with GFWL and achievements disabled... patch 1.7 w/ FOMM, FOSE, and FO3 Edit + Master Update (to fix the white bodies problem still apparent in 1.7)... Please tell me someone has some ideas! Link to comment Share on other sites More sharing options...
mechine Posted August 27, 2009 Share Posted August 27, 2009 F yeah, corupted save game When you finished the quest it added your PC to the Mutant faction and we all know that npc's don't talk to muties. Maybe some type of conflict. I don't get it, did you get a npc, or get a npc an change it yourself, an then when you finished a quest no npc's talk to you anymore in the selective dialog box Open up your load order in normal FO3edit mode, then go down the list an look at all the pretty colors. Read the info tab an it will tell what the colors mean, an other stuff maybe you can look at all of your NPC mods an find something... It's kind of cool, I mean if you had 6 different npc mods that conflicted FO3edit would display them in the window where you could edit an change them to not conflict, or even further use the order of them to make them use each other as .ESM in order to pass a script down the line or whatever. Link to comment Share on other sites More sharing options...
siempre Posted August 27, 2009 Author Share Posted August 27, 2009 F yeah, corupted save game When you finished the quest it added your PC to the Mutant faction and we all know that npc's don't talk to muties. Maybe some type of conflict. I don't get it, did you get a npc, or get a npc an change it yourself, an then when you finished a quest no npc's talk to you anymore in the selective dialog box Open up your load order in normal FO3edit mode, then go down the list an look at all the pretty colors. Read the info tab an it will tell what the colors mean, an other stuff maybe you can look at all of your NPC mods an find something... It's kind of cool, I mean if you had 6 different npc mods that conflicted FO3edit would display them in the window where you could edit an change them to not conflict, or even further use the order of them to make them use each other as .ESM in order to pass a script down the line or whatever. Well, I seem to have fixed it and I don't really understand how. First I peeled away all my non-essential mods (basically, anything that didn't add a perk to my character) and then slowly began adding them back in, except a few, which I removed for tidying purposes. The one I removed, Scout outfit, Carfort with quests, and Roy Philips is evil w/ mask had all been in my load order forever, so I refuse to believe one of them was really causing this bizarre problem that only just happened.... Whatever, it's working now and I'm glad. Thanks for the input, mechine, I'll be sure to try that out when this problem crops up again. Because it probably will. Link to comment Share on other sites More sharing options...
mechine Posted August 29, 2009 Share Posted August 29, 2009 Seems kind of silly. I mean sometimes you just get a bad load of fallout 3 from needing to reboot your system. lolz Those mods you removed were tiny an could be placed in the 3/4 section in with the stuff that could be loaded in any order. I say go get some more mods then master update it with FO3edit which will help you avoid some crashes an other stuff while the process will also make you fix a few of your mods. .esm's are dirty, or the dirty method, the one way I know to fix is master update which turns every mod into a psudo .esm, or it's own .esm master something like that, idk I just know it works... There's a few mods I'm using that I wouldn't be able to use all together with the other stuff just from the fact that I ran master update. Go get some of this poop Fallout3.esmCALIBR.esmFOOK.esmMart's Mutant Mod.esmMMZombieCemetery.esmEnhanced Weather - Rain and Snow.esmRI_Core.esmSharing and Caring Companions.esmCRAFT.esmUnofficial Fallout 3 Patch.espGNR Fix.espPCB.espHAZdrugs.espbltc.espBLTC No Overdosing.espBLTC Less Addictions.espBLTC Hypo Fix.espRI_Base3.espRI_PNeeds2S.espRI_Alcohol.espRI_DoctorCost.espRI_CrippledEffects.espRI_FOSE.espRI_PNOrfCorePatch.espFellout-pipboylight.espFOOK.espRI_PNOrfPatch+bltc+FOOK.espFOOK - Owned!.espFOOK - Tougher Enemies.espFOOK - Strength Requirements for Miniguns, Gatlings, 20mm Flak.espFOOK - Free Play After MQ.espFOOK - Additional Power Armor Training.espFOOK-ReducedFireDuration.espFOOK - Fawkes Quickfix.espMoreMapMarkers.esprcaddon.espMegaton Tweaks 1.28.espWater_Tower_Hideout_byOrophin.esptubRRCompound.espDCInteriors_Georgtown.espDCInteriors_Mason.espMetal Salvage.espShowers.espForge.espFireLightFix.espPotw V0.6.espMegaton Closes.espGPs Oasis - Clean Water 1.1.espOasisStorage.espQuantumPipeV2.espRecieveTenpennySuite.espTL_Color.espCALIBRxMerchant.espCRAFT - Activation Perk.espStealthboy Recon Armor - CRAFT.espCRAFT - Workbench and Crafting Expansion combined.espFOOK Weapons - CRAFT.espCALIBR Ammo Schematics - CRAFT.espWorkbench_Crafting_Expansion.espSCC - Talk to Anyone.espT_R_A_S_C_H.espSCC Armor.espFollowersRelax.espreal deputy weld V0.2.espBraveDogmeat.esproyphilipsveryevilwmask.espcollectionagent_improved.espTrader100%Repair.espNPCs Sleep Tighter.espMoira.espCaravanUpgrades.espRivet_city_security.espNot alone in the Wasteland anymore.espCapsDoubled.espfessentialdeathtime180.espExplodingRadios.espPerk_martialart_ENGfix.espMelee-UnarmedPACKeng.espCybernetics.espSunGlassesFX.espimplants.espMRE.espUPP - Pack 1.espUPP - Pack 2.espMagic Fingers Perk.espDree Perks.espDotW v1.00.espExplosive Entry.espghoulification.espCybernetic Implants Xangi.espWieldableTorches.espmazas_campfire.espAfrosNukaCola.espFDA1x.espFalloutFood.espMGSBox.espMoreNukaCola.espBottle That Water.espsuitcase_nuke.esphundredfists.espFullAutoPistolsV20test.espIREye.espWeapon Sound Fixes.espKaBOOM.espLessBouncyGrenades.espGraphical Nuke Mod.espdD-More Gore.espdD-Less Blood Time.espMaxLevelWorkaround-HP.espWastelandMastery.espFallDamage101.espLongerDeathCamera.espDK_BulletTime.espVATS - MCE.espVatsLongerDistance.espPrecision_AutoAim_6000.espRange Finder v1.0.espGatlingLaserDX.espShellRain.espInebriation-FOSE.espUsableCigarettes.espNPC Height Randomizer.espF3UmpaAnimation.espThe Groovatron.espNailedToDeath.espUltra Olney.espkrzymar-MoonSize_300%.espNo Blur Effect.espFellout-Full.espEnhanced Weather - Rain and Snow in Fallout.espEnhanced Weather - Radioactive Rain and Snow Plugin.espEnhanced Weather - Weather Sounds in Interiors.espEnhanced Weather - Sneak Bonus during Storms.espMart's Mutant Mod.espMart's Mutant Mod - Increased Increased Spawns.espMart's Mutant Mod - Zones Respawn.espMart's Mutant Mod - Natural Selection.espMart's Mutant Mod - Feral Ghoul Rampage.espMart's Mutant Mod - Hunting & Looting.espMart's Mutant Mod - Tougher Traders.espMart's Mutant Mod - No Geckos.espMart's Mutant Mod - No Wanamingos.espMart's Mutant Mod - No Floaters.espMart's Mutant Mod - Zombie Cementery.espMart's Mutant Mod - FOOK.espRI_PNMMM.esp Link to comment Share on other sites More sharing options...
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