medlirezor Posted September 17, 2010 Share Posted September 17, 2010 I've got two weird issues that I've tried diagnosing to no avail... First, the Broken Steel issue... I am playing on a savegame that formerly had the continue-after-main-quest mod enabled, but I disabled it immediately before starting up Fallout 3 with Broken Steel installed for the first time. Basically after I run in and enter the code into the purifier, the ending bink videos play, and then once I regain control I'm still at the control panel in Project Purity, the airlock is open behind me and I can move around like in a separate savegame where I used the continue-after-MQ mod. Fiddling around in the console reveals that the quest to start Broken Steel has not been started like it should be. I did a quick look through FO3Edit and there is nothing that conflicts or overrides the script that runs at the end of the endingbinks quest, which is the quest that has the script to transition between the main quest and Broken Steel. That mod to allow playing past the MQ is not enabled (though formerly was many savegames back for the same character). Second, after upgrading both Mart's Mutant Mod and Fallout 3 Wanderer's Edition at the same time (probably a bad idea in the first place!), Fawkes is behaving veeeery oddly... every time I enter a new cell (load a savegame, move between cells, move from indoors to outdoors and vice versa, etc.), he acts as if he's in force-greet mode and runs up to me with his weapon out to greet me. I tried diagnosing this as well, and I see no weird conflicts or overrides through FO3Edit. It's interesting to note that I can force him into a follow package in-console, but trying to tell him to wait or go back to the Museum of History through dialogue doesn't work (but quest scripts CAN force him to go back to the museum). Here's my load order, even though FO3Edit claims that nothing major is wrong: Active Mod Files: == ROOT================= 00 Fallout3.esm == LIBRARY-1================= 01 CALIBR.esm [Version 1.4] 02 CRAFT.esm == LIBRARY================= 03 Anchorage.esm 04 BrokenSteel.esm 05 FO3 Wanderers Edition - Main File.esm 06 Mart's Mutant Mod.esm 07 PointLookout.esm 08 ThePitt.esm 09 Vault 101 Revisited.esm == LIBRARY+1================= 0A Abbreviated Effects.esm 0B DCInteriors_ComboEdition.esm 0C FNNsys.esm 0D HairPack.esm 0E StreetLights.esm 0F TheInstitute.esm 10 Unofficial Fallout 3 Patch.esm [Version 1.2.0] == COSMETIC================= 11 hair_add_npc.esp == CLOTHING================= 12 01Tucu'sBandanas.esp 13 Holstersba1.esp 14 improved_goggles.esp 15 kikaiEquipment.esp 16 WasteWearGloves.esp 17 Zumbs' Wearable Cigarettes, Cheroots and Cigars.esp == OVERHAUL-1=============== 18 FO3 Wanderers Edition - Main File.esp 19 Mart's Mutant Mod.esp 1A Unofficial Fallout 3 Patch - Broken Steel.esp [Version 1.2.0] 1B Unofficial Fallout 3 Patch - Operation Anchorage.esp [Version 1.2.0] 1C Unofficial Fallout 3 Patch - Point Lookout.esp [Version 1.2.0] 1D Unofficial Fallout 3 Patch - The Pitt.esp [Version 1.2.0] == OVERHAUL================= 1E CRAFT - Activation Perk.esp 1F FO3 Wanderers Edition - DLC Anchorage.esp 20 FO3 Wanderers Edition - DLC Broken Steel.esp 21 FO3 Wanderers Edition - DLC Point Lookout.esp 22 FO3 Wanderers Edition - DLC The Pitt.esp 23 FO3 Wanderers Edition - Optional VATS Halftime.esp 24 Mart's Mutant Mod - DLC Anchorage.esp 25 Mart's Mutant Mod - DLC Broken Steel.esp 26 Mart's Mutant Mod - DLC Point Lookout.esp 27 Mart's Mutant Mod - DLC The Pitt.esp == OVERHAUL+2=============== 28 FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp ** Mart's Mutant Mod - Natural Selection.esp ** Mart's Mutant Mod - Tougher Traders.esp == OVERHAUL+3=============== 29 FNNsys - FWE.esp 2A LightingOverhual-FULL-1.0.esp 2B Mart's Mutant Mod - Zones Respawn.esp 2C Scavenger World.esp == OVERHAUL+4=============== 2D EveryoneBleeds.esp 2E ImmersiveTimescale.esp 2F megalight.esp == MISC.==================== 30 BANDAGE.esp 31 CONELRAD 640-1240.esp 32 Existence2.0.esp 33 GalaxyNewsRadio100[M].esp 34 Trucker Holotapes.esp 35 Working Nuka Cola Clock.esp == MISC.+1================== 36 AfrosNukaColaFWE.esp 37 Glow Sticks.esp 38 HackingMessage.esp == NPC====================== 39 BoS Diversification.esp 3A BoSPatrols.esp 3B FEV_Subjects.esp 3C lived.esp == QUEST==================== 3D CS_ LightsaberQuest.esp 3E MX_Vault74_eng.esp 3F MX_Vault74fix.esp 40 NotSoFast.esp 41 VDSC.esp == QUEST+1================== 42 CS_LightsaberQuest - Objectives Patch.esp 43 HeirApparent.esp == LAST-1=================== 44 Mart's Mutant Mod - FWE Master Release.esp == LAST+1=================== 45 Bashed Patch, 0.esp Link to comment Share on other sites More sharing options...
Lisnpuppy Posted September 17, 2010 Share Posted September 17, 2010 From Fallout Wiki Page: "After the purifer is activated, the normal ending cutscene plays, but returns to the the player stuck lying on the ground and unable to move. (replicated at least twice) One identified cause is objects the player is not supposed to be in possession of (ie. the non-degrading Gauss Rifle from inside the Anchorage simulation)." http://fallout.wikia.com/wiki/Broken_Steel_bugs I dont know if that is your issue or not but I thought I would throw it up here. Good luck. Link to comment Share on other sites More sharing options...
medlirezor Posted September 17, 2010 Author Share Posted September 17, 2010 Nope, that's not it at all. Thanks for trying to help though. :) From Fallout Wiki Page: "After the purifer is activated, the normal ending cutscene plays, but returns to the the player stuck lying on the ground and unable to move. (replicated at least twice) One identified cause is objects the player is not supposed to be in possession of (ie. the non-degrading Gauss Rifle from inside the Anchorage simulation)." http://fallout.wikia...oken_Steel_bugs I dont know if that is your issue or not but I thought I would throw it up here. Good luck. Link to comment Share on other sites More sharing options...
FinnMacGul Posted October 13, 2010 Share Posted October 13, 2010 I'm having the same problem with the purifier, "Basically after I run in and enter the code into the purifier, the ending bink videos play, and then once I regain control I'm still at the control panel in Project Purity, the airlock is open behind me and I can move around like in a separate savegame where I used the continue-after-MQ mod. Fiddling around in the console reveals that the quest to start Broken Steel has not been started like it should be." I've been trying to figure it out for about a week now, if I get it sorted, I'll let you know. Link to comment Share on other sites More sharing options...
FinnMacGul Posted October 13, 2010 Share Posted October 13, 2010 I got it fixed, believe it or not it was the load order. I thought I had followed the FWE recommended load order to the letter, but it turns out I hadn't. Apparently, it's very important. I took a look at your load order and noticed that you've got some of the .esm's and .esp's out of place. Try ordering them exactly to the recommended load order found on the fo3nexus page. I've uploaded my revised load order as another reference. I hope this works for you. Link to comment Share on other sites More sharing options...
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