malhavoc431 Posted May 30, 2010 Share Posted May 30, 2010 Alright, so I follow the weird radio signal and find the ship... then nothing. I am literally jumping up and down on the thing, but there is no abduction, and no quest start. Is there a console command I can enter to force it to start or something? I am seriously at a loss here on what to do. I tried a few console commands and it indeed updated the quest, but it didn't zone me or anything, so I reloaded to an old save. I am running the latest FOOK as well if that changes anything. Link to comment Share on other sites More sharing options...
Fonger Posted May 30, 2010 Share Posted May 30, 2010 its obviously a mod conflict so you know the drill . . . turn off mods until it works, then try to figure out what went wrong and post in that mod's thread about the problem. Link to comment Share on other sites More sharing options...
malhavoc431 Posted May 31, 2010 Author Share Posted May 31, 2010 its obviously a mod conflict so you know the drill . . . turn off mods until it works, then try to figure out what went wrong and post in that mod's thread about the problem.*frowny face* I figured that would be the answer. Ah well. I was gonna be resorting and swapping out some of my mods anywho. Best get to it then. Link to comment Share on other sites More sharing options...
Doc543 Posted May 31, 2010 Share Posted May 31, 2010 i had the same problem. i loaded it and I thought it didn't work. All of a sudden, after i gave up, a message poped up and and it started the quest. This was with no DLC mods BTW Link to comment Share on other sites More sharing options...
Burbinator Posted May 31, 2010 Share Posted May 31, 2010 Do you have the quest for MZ? If you do, you can try sqs xx000802 (xx being load order of MZ). Then, do setstage xx000802 QuestObjective. Next, just to movetoqt, which will bring you to your quest objective. Or if you don't have the MZ quest through some bug, just do the setstage thing with the beginning objective, which should now allow you to trigger the abduction scene. Link to comment Share on other sites More sharing options...
malhavoc431 Posted June 1, 2010 Author Share Posted June 1, 2010 Well, doing the movetoqt at setstage xx000802 20, allowed me to suddenly appear in a cell, but I had all my equipment and was alone in the cell with no Somah to stage a fistfight. Not sure what to do. I do have the MZ quest where it tells me to investigate the signal and I arrive at the ship and it checks it off my quest list. Then nothing occurs. It doesn't update, I am not abducted, zip. Is there a way to remove quest stages and start from the top? EDIT: I am gonna try to use the resetquest command and I'll leave an update on how it works. Link to comment Share on other sites More sharing options...
malhavoc431 Posted June 1, 2010 Author Share Posted June 1, 2010 Aaand still nothing. I even went so far as to turn off all mods that related to MZ and then reset the quest. I then travel to the crashed ship and the same thing happens. Does it matter what time of day it is? Link to comment Share on other sites More sharing options...
Burbinator Posted June 1, 2010 Share Posted June 1, 2010 No. I wish I knew how to force a script to trigger but I'm pretty noobish myself. oh, by the way, it would help if you posted your load order. Also maybe upload your save, if your load order is not too wildly different from mine I could also tinker with your save a bit (if we have similar mods I could try to pinpoint where the problem is happening from) Link to comment Share on other sites More sharing options...
malhavoc431 Posted June 1, 2010 Author Share Posted June 1, 2010 Alright, my load order is pretty onerous due to using FOOK2 and WMK. Those and the Unofficial patches are the bulk of my mods. [X] Fallout3.esm[X] Anchorage.esm[X] ThePitt.esm[X] BrokenSteel.esm[X] PointLookout.esm[X] Zeta.esm[X] Unofficial Fallout 3 Patch.esm[X] CALIBR.ESM[X] FOOK2 - Main.ESM[X] FOOK2 - [*censored*] World And Neighbourhood Kit.esm[X] FOOK2 - [DIK] DLC Improvement Kit.ESM[X] StreetLights.esm[X] Unofficial Fallout 3 Patch - Operation Anchorage.esp[X] Unofficial Fallout 3 Patch - The Pitt.esp[X] Unofficial Fallout 3 Patch - Broken Steel.esp[X] Unofficial Fallout 3 Patch - Point Lookout.esp[X] Unofficial Fallout 3 Patch - Mothership Zeta.esp[X] DarNifiedUIF3.esp[X] StreetLights - Wasteland.esp[X] Fellout-pipboylight.esp[X] CASM.esp[X] GalaxyNewsRadio100[M].esp[X] UndergroundHideout.esp[X] AdvancedReconGear.esp[X] FOOK2 - Main.esp[X] FOOK2 - [EVE] Energy Visuals Enhanced.esp[X] FOOK2 - [DIK] DLC Improvement Kit.esp[X] FOOK2 - Mothership Zeta.esp[X] FOOK2 - Main [Hotfix].esp[X] FOOK2 - DIK [Hotfix].esp[X] MyFOOK2 - No Rape Victims.esp[X] MyFOOK2 - Black & White Tranquility Lane.esp[X] WeaponModKits.esp[X] WeaponModKits - OperationAnchorage.esp[X] WeaponModKits - ThePitt.esp[X] WeaponModKits - BrokenSteel.esp[X] WeaponModKits - PointLookout.esp[X] WeaponModKits - Zeta.esp[X] WeaponModKits - FOOK.esp[X] WMKAA12Shotgun.esp[X] 1PipboyPDA.esp[X] XENH.esp[X] Fellout-Full.esp[X] megalight.esp Link to comment Share on other sites More sharing options...
Burbinator Posted June 1, 2010 Share Posted June 1, 2010 Well, I don't use FOOK so I doubt I could help you much. However, I would bet a lot of money tho that it is FOOK that is screwing with MZ. Just as a test, disable fook, load a game, and make a new save so as to completely erase any references to fook. Now load that save and see if it works. A lot of time simply "disabling all mods" will not solve the problem unless you use this method to get rid of all other mod references (by making a new save without the mods referenced entirely). If it doesn't work for you..... I'm stumped. If it does work for you, then well, your best bet is to just write down what items you have and their ids so you can readd them once you get MZ started and going. Tedious but not game breaking. Link to comment Share on other sites More sharing options...
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