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Broken Steel broke...


medlirezor

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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

 

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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.

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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.

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  • 4 weeks later...
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.
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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.
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