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Mod-added NPCs won't talk to me!


siempre

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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!

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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.

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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.

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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.esm

CALIBR.esm

FOOK.esm

Mart's Mutant Mod.esm

MMZombieCemetery.esm

Enhanced Weather - Rain and Snow.esm

RI_Core.esm

Sharing and Caring Companions.esm

CRAFT.esm

Unofficial Fallout 3 Patch.esp

GNR Fix.esp

PCB.esp

HAZdrugs.esp

bltc.esp

BLTC No Overdosing.esp

BLTC Less Addictions.esp

BLTC Hypo Fix.esp

RI_Base3.esp

RI_PNeeds2S.esp

RI_Alcohol.esp

RI_DoctorCost.esp

RI_CrippledEffects.esp

RI_FOSE.esp

RI_PNOrfCorePatch.esp

Fellout-pipboylight.esp

FOOK.esp

RI_PNOrfPatch+bltc+FOOK.esp

FOOK - Owned!.esp

FOOK - Tougher Enemies.esp

FOOK - Strength Requirements for Miniguns, Gatlings, 20mm Flak.esp

FOOK - Free Play After MQ.esp

FOOK - Additional Power Armor Training.esp

FOOK-ReducedFireDuration.esp

FOOK - Fawkes Quickfix.esp

MoreMapMarkers.esp

rcaddon.esp

Megaton Tweaks 1.28.esp

Water_Tower_Hideout_byOrophin.esp

tubRRCompound.esp

DCInteriors_Georgtown.esp

DCInteriors_Mason.esp

Metal Salvage.esp

Showers.esp

Forge.esp

FireLightFix.esp

Potw V0.6.esp

Megaton Closes.esp

GPs Oasis - Clean Water 1.1.esp

OasisStorage.esp

QuantumPipeV2.esp

RecieveTenpennySuite.esp

TL_Color.esp

CALIBRxMerchant.esp

CRAFT - Activation Perk.esp

Stealthboy Recon Armor - CRAFT.esp

CRAFT - Workbench and Crafting Expansion combined.esp

FOOK Weapons - CRAFT.esp

CALIBR Ammo Schematics - CRAFT.esp

Workbench_Crafting_Expansion.esp

SCC - Talk to Anyone.esp

T_R_A_S_C_H.esp

SCC Armor.esp

FollowersRelax.esp

real deputy weld V0.2.esp

BraveDogmeat.esp

royphilipsveryevilwmask.esp

collectionagent_improved.esp

Trader100%Repair.esp

NPCs Sleep Tighter.esp

Moira.esp

CaravanUpgrades.esp

Rivet_city_security.esp

Not alone in the Wasteland anymore.esp

CapsDoubled.esp

fessentialdeathtime180.esp

ExplodingRadios.esp

Perk_martialart_ENGfix.esp

Melee-UnarmedPACKeng.esp

Cybernetics.esp

SunGlassesFX.esp

implants.esp

MRE.esp

UPP - Pack 1.esp

UPP - Pack 2.esp

Magic Fingers Perk.esp

Dree Perks.esp

DotW v1.00.esp

Explosive Entry.esp

ghoulification.esp

Cybernetic Implants Xangi.esp

WieldableTorches.esp

mazas_campfire.esp

AfrosNukaCola.esp

FDA1x.esp

FalloutFood.esp

MGSBox.esp

MoreNukaCola.esp

Bottle That Water.esp

suitcase_nuke.esp

hundredfists.esp

FullAutoPistolsV20test.esp

IREye.esp

Weapon Sound Fixes.esp

KaBOOM.esp

LessBouncyGrenades.esp

Graphical Nuke Mod.esp

dD-More Gore.esp

dD-Less Blood Time.esp

MaxLevelWorkaround-HP.esp

WastelandMastery.esp

FallDamage101.esp

LongerDeathCamera.esp

DK_BulletTime.esp

VATS - MCE.esp

VatsLongerDistance.esp

Precision_AutoAim_6000.esp

Range Finder v1.0.esp

GatlingLaserDX.esp

ShellRain.esp

Inebriation-FOSE.esp

UsableCigarettes.esp

NPC Height Randomizer.esp

F3UmpaAnimation.esp

The Groovatron.esp

NailedToDeath.esp

Ultra Olney.esp

krzymar-MoonSize_300%.esp

No Blur Effect.esp

Fellout-Full.esp

Enhanced Weather - Rain and Snow in Fallout.esp

Enhanced Weather - Radioactive Rain and Snow Plugin.esp

Enhanced Weather - Weather Sounds in Interiors.esp

Enhanced Weather - Sneak Bonus during Storms.esp

Mart's Mutant Mod.esp

Mart's Mutant Mod - Increased Increased Spawns.esp

Mart's Mutant Mod - Zones Respawn.esp

Mart's Mutant Mod - Natural Selection.esp

Mart's Mutant Mod - Feral Ghoul Rampage.esp

Mart's Mutant Mod - Hunting & Looting.esp

Mart's Mutant Mod - Tougher Traders.esp

Mart's Mutant Mod - No Geckos.esp

Mart's Mutant Mod - No Wanamingos.esp

Mart's Mutant Mod - No Floaters.esp

Mart's Mutant Mod - Zombie Cementery.esp

Mart's Mutant Mod - FOOK.esp

RI_PNMMM.esp

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