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Burke's House Screen fades to black


FOXBlackOps

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Hi everyone,

 

I'm having an issue when trying to get into Burke's house. I have installed the portable terminal mod and it is kept in Burke's house, when I enter the house I can not leave and the scree fades to black, if I use coc "x" where x is any location I get moved to the location, but the screen is still black!? I tried disabling the portable terminal mod, but this effect still occurs.

 

This is my load order;

 

[X] Fallout3.esm

[X] Anchorage.esm

[X] ThePitt.esm

[X] BrokenSteel.esm

[X] PointLookout.esm

[X] Zeta.esm

[X] Mart's Mutant Mod.esm

[X] CALIBR.esm

[X] CRAFT.esm

[X] FO3 Wanderers Edition - Main File.esm

[X] xCALIBR.esm

[X] StreetLights.esm

[X] HairPack.esm

[X] Mart's Mutant Mod.esp

[X] Mart's Mutant Mod - DLC Anchorage.esp

[X] Mart's Mutant Mod - DLC The Pitt.esp

[X] Mart's Mutant Mod - DLC Broken Steel.esp

[X] Mart's Mutant Mod - DLC Point Lookout.esp

[X] Mart's Mutant Mod - DLC Zeta.esp

[X] Mart's Mutant Mod - Increased Spawns.esp

[X] Mart's Mutant Mod - Feral Ghoul Rampage.esp

[X] Mart's Mutant Mod - Natural Selection.esp

[X] Mart's Mutant Mod - No Corpse Flies.esp

[X] Mart's Mutant Mod - No Skeleton Decay.esp

[X] Mart's Mutant Mod - Tougher Traders.esp

[X] Mart's Mutant Mod - Zones Respawn.esp

[X] Mart's Mutant Mod - FWE Master Release.esp

[X] Mart's Mutant Mod - Project Beauty + FWE.esp

[X] WeaponModKits.esp

[X] WeaponModKits - ThePitt.esp

[X] WeaponModKits - BrokenSteel.esp

[X] WeaponModKits - OperationAnchorage.esp

[X] WeaponModKits - PointLookout.esp

[X] WeaponModKits - Zeta.esp

[X] WeaponModKits - FWE Master Release.esp

[X] FO3 Wanderers Edition - Main File.esp

[X] FO3 Wanderers Edition - DLC Anchorage.esp

[X] FO3 Wanderers Edition - DLC The Pitt.esp

[X] FO3 Wanderers Edition - DLC Broken Steel.esp

[X] FO3 Wanderers Edition - DLC Point Lookout.esp

[X] FO3 Wanderers Edition - DLC Mothership Zeta.esp

[X] EVE.esp

[X] EVE Operation Anchorage.esp

[X] EVE - FWE Master Release.esp

[X] EVE Anchorage - FWE DLC Anchorage.esp

[X] EVE - FWE with WeaponModKits.esp

[X] CRAFT - Activation Perk.esp

[X] Fellout-Full.esp

[X] Fellout-BrokenSteel.esp

[X] Fellout-PointLookout.esp

[X] Fellout-Zeta.esp

[X] Fellout-pipboylight.esp

[X] StreetLights - Wasteland.esp

[X] Tailor Maid.esp

[X] Tailor Maid Anchorage.esp

[X] Tailor Maid Brokensteel.esp

[X] Tailor Maid PITT.esp

[X] Tailor Maid Black Retex.esp

[X] Tailor Maid ZETA.esp

[X] AdvancedReconGear.esp

[X] UndergroundHideout.esp

[X] 1PipboyPDA.esp

[X] DarNifiedUIF3.esp

[X] PersonalTerminal.esp

[X] xCALIBR_override_FWE5.esp

[X] xCALIBRmunitions.esp

[X] xCALIBRmunitions_FOSEnhancements.esp

 

I have installed the FOIP plugins for MMM, EVE, FWE and WMK so I am not sure if they are the problem.

 

Thanks for the help

 

EDIT: I just ran FO3Edit and found a conflict but it didn't resolve my problem, my new load order is;

 

[X] Fallout3.esm

[X] Anchorage.esm

[X] ThePitt.esm

[X] BrokenSteel.esm

[X] PointLookout.esm

[X] Zeta.esm

[X] CRAFT.esm

[X] CALIBR.esm

[X] xCALIBR.esm

[X] Mart's Mutant Mod.esm

[X] FO3 Wanderers Edition - Main File.esm

[X] StreetLights.esm

[X] HairPack.esm

[X] Mart's Mutant Mod.esp

[X] Mart's Mutant Mod - DLC Anchorage.esp

[X] Mart's Mutant Mod - DLC The Pitt.esp

[X] Mart's Mutant Mod - DLC Broken Steel.esp

[X] Mart's Mutant Mod - DLC Point Lookout.esp

[X] Mart's Mutant Mod - DLC Zeta.esp

[X] Mart's Mutant Mod - Increased Spawns.esp

[X] Mart's Mutant Mod - Feral Ghoul Rampage.esp

[X] Mart's Mutant Mod - Natural Selection.esp

[X] Mart's Mutant Mod - No Corpse Flies.esp

[X] Mart's Mutant Mod - No Skeleton Decay.esp

[X] Mart's Mutant Mod - Tougher Traders.esp

[X] Mart's Mutant Mod - Zones Respawn.esp

[X] Mart's Mutant Mod - FWE Master Release.esp

[X] Mart's Mutant Mod - Project Beauty + FWE.esp

[X] WeaponModKits.esp

[X] WeaponModKits - ThePitt.esp

[X] WeaponModKits - BrokenSteel.esp

[X] WeaponModKits - OperationAnchorage.esp

[X] WeaponModKits - PointLookout.esp

[X] WeaponModKits - Zeta.esp

[X] WeaponModKits - FWE Master Release.esp

[X] FO3 Wanderers Edition - Main File.esp

[X] FO3 Wanderers Edition - DLC Anchorage.esp

[X] FO3 Wanderers Edition - DLC The Pitt.esp

[X] FO3 Wanderers Edition - DLC Broken Steel.esp

[X] FO3 Wanderers Edition - DLC Point Lookout.esp

[X] FO3 Wanderers Edition - DLC Mothership Zeta.esp

[X] EVE.esp

[X] EVE Operation Anchorage.esp

[X] EVE - FWE Master Release.esp

[X] EVE Anchorage - FWE DLC Anchorage.esp

[X] EVE - FWE with WeaponModKits.esp

[X] CRAFT - Activation Perk.esp

[X] Fellout-Full.esp

[X] Fellout-BrokenSteel.esp

[X] Fellout-PointLookout.esp

[X] Fellout-Zeta.esp

[X] Fellout-pipboylight.esp

[X] StreetLights - Wasteland.esp

[X] Tailor Maid.esp

[X] Tailor Maid Anchorage.esp

[X] Tailor Maid Brokensteel.esp

[X] Tailor Maid PITT.esp

[X] Tailor Maid Black Retex.esp

[X] Tailor Maid ZETA.esp

[X] AdvancedReconGear.esp

[X] UndergroundHideout.esp

[X] 1PipboyPDA.esp

[X] DarNifiedUIF3.esp

[X] PersonalTerminal.esp

[X] xCALIBR_override_FWE5.esp

[X] xCALIBRmunitions.esp

[X] xCALIBRmunitions_FOSEnhancements.esp

 

Thanks for any help

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The problem is with xCALIBR Munitions. You have somehow triggered the bonus mini-quest.

 

xCalMuni adds several triggers and scripts to Burke's house that are conditioned on the quest being active. It is not started by default and should only be activated when certain conditions are met and after dialog with Sy.

 

Try typing "stopquest xCalBro" from the prompt and re-entering the house.

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