sexybeef Posted August 26, 2010 Share Posted August 26, 2010 Everything else is working fine, however; I am missing all of the markers on the compass (other than NPC/Enemy green/red lines). I am also missing the 'dots' that lead you from one place to another via the PipBoy map. Any help would be very much appreciated. What I have tried:All settings for DarnifiedUI XML are 'enabled' as far as map markers go.The quest markers are enabled in the falloutprefs.iniAsked on the DarnUI forum but exhausted options there.I also searched 50 some odd different terms to do with 'compass' 'map' 'markers' 'poi' etc... In the search function on this site, google, Darnified, etc... and came up with nothing. My load order:Fallout3.esmAnchorage.esmThePitt.esmBrokenSteel.esmPointLookout.esmZeta.esmCRAFT.esmCALIBR.esmProject Beauty.esmFO3 Wanderers Edition - Main File.esmMart's Mutant Mod.esmDarNifiedUIF3.espProject Beauty- Broken Steel.espProject Beauty- Point Lookout.espCRAFT - Activation Perk.espGalaxyNewsRadio100[M].espFO3 Wanderers Edition - Main File.espFO3 Wanderers Edition - DLC Anchorage.espFO3 Wanderers Edition - DLC The Pitt.espFO3 Wanderers Edition - DLC Broken Steel.espFO3 Wanderers Edition - DLC Point Lookout.espFO3 Wanderers Edition - DLC Mothership Zeta.espFO3 Wanderers Edition - Followers Enhanced (BrokenSteel).espFO3 Wanderers Edition - Alternate Travel.espFO3 Wanderers Edition - Optional Restore Tracers (automatics only).espFO3 Wanderers Edition - Project Beauty.espFO3 Wanderers Edition - Project Beauty (Followers Enhanced).espWeaponModKits.espWeaponModKits - FWE Master Release.espWeaponModKits - OperationAnchorage.espWeaponModKits - ThePitt.espWeaponModKits - BrokenSteel.espWeaponModKits - PointLookout.espWeaponModKits - Zeta.espEVE.espEVE Operation Anchorage.espEVE - FWE Master Release.espEVE - FWE Master Release (Follower Enhanced).espEVE Anchorage - FWE DLC Anchorage.espEVE - FWE with WeaponModKits.espMart's Mutant Mod.espMart's Mutant Mod - DLC Anchorage.espMart's Mutant Mod - DLC The Pitt.espMart's Mutant Mod - DLC Broken Steel.espMart's Mutant Mod - DLC Point Lookout.espMart's Mutant Mod - DLC Zeta.espMart's Mutant Mod - Project Beauty.espMart's Mutant Mod - FWE Master Release.espMart's Mutant Mod - Project Beauty + FWE.espMerged Patch.esp Total active plugins: 50Total plugins: 50 Link to comment Share on other sites More sharing options...
anokii Posted August 27, 2010 Share Posted August 27, 2010 Isn't there an option in FWE to turn on and off map markers and such.Suggest you look at the FWE options screen in game and check it out - I'm sure this was one of the options. Link to comment Share on other sites More sharing options...
sexybeef Posted August 27, 2010 Author Share Posted August 27, 2010 Isn't there an option in FWE to turn on and off map markers and such.Suggest you look at the FWE options screen in game and check it out - I'm sure this was one of the options. Ok I should have added that to my list I suppose. I have checked all in-game options that are available from DarnUI and FWE. There is no option regarding map markers in either of the in-game option menus. There are options in an XML file included with DarnUI, but all of those options are 'enabled' in the sense that they do NOT disable the map markers. I have not been able to discern from any of the information available anywhere on the FWE website as to whether or not it makes changes to the map markers. There is no mention of it what so ever on the site. Link to comment Share on other sites More sharing options...
anokii Posted August 28, 2010 Share Posted August 28, 2010 buggah - only thing I can suggest then is disabling mods until you find the problem.Could be a load order issue but I've never heard of a problem like yours that wasn't related to the workings of a mod. (e.g. option inside the mod) Any one else got anything out there? Link to comment Share on other sites More sharing options...
sexybeef Posted August 28, 2010 Author Share Posted August 28, 2010 Yeah, I can't find any information that shows whether or not any of those mods actually disables those markers. I know DarnUI has the 'option' to disable them, but I have triple checked that all the options for that are set correctly. (I even tried 'disabling' the markers and switching them back etc...) Does anyone know if Fallout Wanderers Edition (FWE) removes these markers by default? And if so, how to re-enable them? Link to comment Share on other sites More sharing options...
bearishparrot Posted August 30, 2010 Share Posted August 30, 2010 I'm currently using FWE and the map markers are on by default... Link to comment Share on other sites More sharing options...
sexybeef Posted August 31, 2010 Author Share Posted August 31, 2010 Ok, I uninstalled everything, and did a complete fresh installation. (Some of the mods I was using were updated, so I am using the newest versions of everything now). Before I uninstalled, I went to my megaton house, and waited for several days. Then I saved, and uninstalled the game. Now after re-installing the game, my world map only shows megaton and Vault 101, and my quest list is entirely empty. (With my previous save) What is the cause of this? I talked to Lucas Simms in Megaton and while he recognizes having talked to me before, all of the dialogue options that I have already done are there. Such as disarming the bomb and whatnot. I accepted that quest, disarmed the bomb, and the quest appeared on my Quest page as normal. (As though I had never done it before). So it seems as though the game remembers whom I have talked to, but not what quests I have started/finished. Also all items I had 'displayed' in my home (including bobbleheads) were gone upon reload. Is there any fix for this? Or am I just screwed? P.S. I was able to fix the missing map markers by running FO3Edit master update. I uninstalled/reinstalled because a bunch of monsters were not appearing correctly. One super mutant was invisible (from MMM) and ghouls were rapidly changing textures. I had followed the video step by step installation guide linked via the FOIP page here on nexus TO THE LETTER. Everything I did was 100% as what was done in the video (aside from performing the masterupdate afterwards to fix some issues). Link to comment Share on other sites More sharing options...
bearishparrot Posted August 31, 2010 Share Posted August 31, 2010 I uninstalled/reinstalled because a bunch of monsters were not appearing correctly. One super mutant was invisible (from MMM) and ghouls were rapidly changing textures. Yeah I had the same problem, but after I manually installed MMM instead of using FOMM everything started showing up fine and it fixed the buggy textures. Link to comment Share on other sites More sharing options...
sexybeef Posted September 1, 2010 Author Share Posted September 1, 2010 So I'm still having no luck what so ever with restoring my quests. When I leave Megaton, the gates are sealed as though I have never been there before. Also, I have no main quest or anything. Oddly enough, I still have all the 'notes' and items from doing the quests that I had done. ie: I have all the Alien Captive recording notes still from Mothership Zeta, but if I go there it is as though I have never been. Is there any way at all to restore my quests? Also I am using Fallout Savegame Manager. As I was before I re-installed as well. Are there any known issues with this program? (it does not edit save files at all, it just keeps them organized and whatnot.) Link to comment Share on other sites More sharing options...
sexybeef Posted September 2, 2010 Author Share Posted September 2, 2010 Bump? Still can't find out how to restore my quests. Is this a common issue? Help? Link to comment Share on other sites More sharing options...
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