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Radio Music Issue


jake126

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I recently installed a few new fairly large mods and am now having the strangest problem, none of my radio stations will now play music, they play voice just fine. that is Pres Eden or Three Dog will chat it up but no songs will play, just silence. However, in the world if I come across a radio, the songs will be playing just fine, i just cant hear them on my pipboy, also im not sure if it is related but when I turn the radio on, then off it switches my music for the background, like in a town or out exploring, or battle.

 

any help would be great. thanks

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I had the same problem when I installed a GNR mod that added 100 songs. Broken Steel has edits to the RadioGNR script which let's the DJ spit out broken steel quest updates, "called exploits" as in exploits of the player charicter, this Radio GNR script as well as the enclave station script starts up the tracking of "player quest exploits" upon the exit of vault 101, around there somewhere, so I figure that it gets locked into the save game.

 

I only know this because I have a good plan before I start installing mods, which seems to change as I build an create new fresh load orders (in order to get better at it) I reckon I've done about 20 or more fresh installs. I read a bunch of stuff on Nexus an started out just installing stuff though. Nowdays I'll install the game, tweek an test it, install the DLC tweek an test it, then maybe 20 small mods, fix it with FO3edit in many ways, then test it.

 

Any huge mod or complex mod gets installed on this 100% clean known good load order, which I know is 100% from getting 3-4 hours without a crash in the test periods. Turns out even though I installed the radio mod seperate, the way I fixed it caused random crashes as well as making the radio work like you said, lots of talk then no music, so I deleted the mods an installed it again, just the .esp's for it, an fixed it again a different way, which turned out to yeild 3-4 hour games with the radio working, and so I moved on to another complex mod.

 

 

 

Fallout3.esm

 

TESTING AN TWEEKING PHASE<-----------

 

ThePitt.esm

Anchorage.esm

BrokenSteel.esm

PointLookout.esm

Zeta.esm

 

TESTING AN TWEEKING PHASE<------------

 

CALIBR.esm

xCALIBR.esm

Enhanced Weather - Rain and Snow.esm

StreetLights.esm

RI_Core.esm

Mart's Mutant Mod.esm

EnclaveCommander-OA-Pitt-Steel.esm

CALIBRxMerchant.esp

xCALIBR_override.esp

VATS - MCE.esp

VatsLongerDistance.esp

Precision_AutoAim_6000.esp

KaBOOM.esp

DK_BulletTime.esp

Modern weapons.esp

HZ_Glock.esp

sc_slaves_stick_around_original_mezz_chance.esp

FullAutoPistolsV1.0med.esp

FullAutoPistolsV20test.esp

StreetLights - Wasteland.esp

UPP - Original Perks.esp

UPP - Pack 1.esp

UPP - Pack 2.esp

UPP - Beverage Perks.esp

UPP - Quest Perks.esp

UPP - Experience Perks.esp

F3UmpaAnimation.esp

The Groovatron.esp

The Groovatron_DLC_Anch_Addon.esp

The Groovatron_DLC_Pitt_Addon.esp

The Groovatron_DLC_PL_Addon.esp

 

RI-PN WAS INSTALLED AS A SEPERATE SINGLE JOB<-----------------

 

RI_Base3.esp

RI_PNeeds2S.esp

RI_FOSE.esp

RI_Alcohol.esp

RI_DoctorCost.esp

RI_CrippledEffects.esp

RI_LootTableRI.esp

RI_LootTablePN.esp

RI_PNAnchorage.esp

 

MOST OF THE OTHER STUFF WAS INSTALLED IN BULK BECAUSE IT'S EASY TO FIX<-------------

 

UsableCigarettes.esp

Inebriation-FOSE.esp

DarNifiedUIF3.esp

RI_PrimaryNeeds_DUI_Plugin.esp

Fellout-Full.esp

Fellout-pipboylight.esp

Fellout-BrokenSteel.esp

Fellout-PointLookout.esp

Fellout-Zeta.esp

Enhanced Weather - Rain and Snow in Fallout.esp

Enhanced Weather - Weather Sounds in Interiors.esp

Enhanced Weather - Radioactive Rain and Snow Plugin.esp

 

MMM WAS INSTALLED AS A SEPERATE SINGLE JOB<------------------------

 

Mart's Mutant Mod.esp

Mart's Mutant Mod - Increased Increased Spawns.esp

Mart's Mutant Mod - Zones Respawn.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 - Natural Selection.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 - 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

RI_PNMMM.esp

 

GNR 100 WAS INSTALLED AS A SEPERATE JOB<-------------------

 

GalaxyNewsRadio100[M].esp

 

THA BABE BODY AN GYPSY STUFF WAS INSTALLED AS A SEPERATE JOB<-------------

 

AzarGypsyOutfits.esp

AzarGypsyOutfits_Malika.esp

 

OVERRIDES CREATED TO ALLOW TWO THINGS TO WORK TOGETHER IN A WAY THAT WAS NEVER MEANT TO BE DONE OR USED TOGETHER<--------

 

OverRide_DLC.esp

OverRide_MMM.esp

OverRide_Drugs.esp

 

TEST MERGE PATCH BECAUSE I WASN'T SURE IF I NEEDED A NEW ONE YET, IT'S TEMP WHILE I'M ADDING MODS<---------------------

 

MergepatchTest.esp

 

A MOD I'M WORKING ON STAYS AT THE END BECAUSE I'M LAZY<-----------------------------

 

XXXXXXXXXXXXXXXXXXXXXXXXX.esp

 

CURRENT PHASE OF FIXING THEN TESTING OF MODS<-----------------------------------

 

13eyes27hairsucanplay.esp

F3Eyelashes.esp

EVE.esp

EVE Operation Anchorage.esp

 

 

 

Eve looked really easy to fix/build into the load order, so I went ahead an got a bunch of eyes, hair, race mods to merge along with the simple install an fix for EVE, you can use more than one eyes, hair, race mods if you merge them while you fix it, then while I'm doing that I'll make small edits to Eve so that it's 100% clean on my build, at which point I'll merge patch again, then only when I know I'm going to use it, move the mods up to the spot the should be in, which really is just before the Merge patch, and OverRides, The only mod that goes after the merge patch an overrides would be the mod I'm making because I know what it touches on. Then like I said after each job is a testing phase, which hopefully will yeild 3-4 hours of game play without crashing, at which point maybe the charicter gets killed so I decide to delete all the save games an add more mods.

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