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Trade Caravans stopped moving


tiltingmsh

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So I noticed in my game the caravans have stopped traveling. They are alive, but stopped in front of random settlements along the caravan route (Doc Hoff is permanently stopped in front of Agathas, for example), and no matter how long I wait for, they will not move. They all moved normally to begin with but at around the 100 hour mark or so (at 130 now) I noticed nobody was ever showing up at Megaton. I thought maybe they could be dead, but I have FWE running and the extra guards really toughen them up, and sure enough with some searching I found them all alive but not moving anymore.

 

I have fast travel disabled, I enabled it and tried traveling around a bit then waiting but no luck :sad: I have a few more mods but none that would effect caravans. I can post load order if that helps.

 

Can anybody help? It really bugging me.

 

 

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post what in the plugin.txt file, nothing else will do.

I am curious,

I can list a set of mods that might cause the bug, might not but, some times the code not directly involved can cause other code not to work.

FWE and other mods. always FWE is involved. I bet you have fose running too.

 

Fose, disables xlive, supposed too any way, but just so you know, the nature of the game is to accumulate xp, achievements, and that my friend is part of the xlive code, how can the game calculate what's been achieved if the data that controls it is shut down? soon, as you have discovered, things just plain stop working.

 

so, there is a method to the madness that gos on we can over come....if there are certain mods running that have in game changing.

 

ability.

 

I promise Nothing here, just need to see something and offer suggestions to locate the cork, that stopped up the bottle here.

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Hi Kitty :smile: I know it's probably a longshot, but I really appreciate you willing to take a look.

 

Here's my plugin.txt:

 

Anchorage.esm
BrokenSteel.esm
Fallout3.esm
PointLookout.esm
ThePitt.esm
Zeta.esm
Unofficial Fallout 3 Patch.esm
CRAFT.esm
CALIBR.esm
FO3 Wanderers Edition - Main File.esm
FO3 Wanderers Edition - Main File.esp
FO3 Wanderers Edition - DLC Anchorage.esp
FO3 Wanderers Edition - DLC The Pitt.esp
FO3 Wanderers Edition - DLC Broken Steel.esp
FO3 Wanderers Edition - DLC Point Lookout.esp
FO3 Wanderers Edition - DLC Mothership Zeta.esp
FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp
FO3 Wanderers Edition - Optional Restore Tracers.esp
DarNifiedUIF3.esp
rmSaveManager.esp
Refurbishes [ALL].esp
Refurbish [OA] - FWE.esp
RecieveTenpennySuite.esp
Scoped HR Buff.esp
Xepha's Darkened Interiors.esp
Xepha's Darkened Interiors - OA.esp
Xepha's Darkened Interiors - BS.esp
Xepha's Darkened Interiors - PL.esp
megalight.esp
Responsive Kill Reactions.esp
Realistic Megaton Shack Final - Update 6.esp
MilitaryTraining.esp
AutoGates.esp
Xepha's Dynamic Weather - Weather Machine (Start Game Added).esp
Xepha's Dynamic Weather - Sandstorms.esp
Xepha's Dynamic Weather - Dynamic Sneak Bonus.esp
Xepha's Dynamic Weather - Night Eye Edition Merged (NEE+OA+Rain).esp
Xepha's Dynamic Weather - Rain.esp
Xepha's Dynamic Weather - Main + DLC Merged.esp
Xepha's Dynamic Weather - Main.esp
Xepha's Dynamic Weather.esm
Enhanced Weather - Rain and Snow.esm
GNR Enhanced.esp
Merged Patch.esp

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Let us start here:

  • Anchorage.esm
    BrokenSteel.esm
    Fallout3.esm <--------Whats wrong with this?
    PointLookout.esm
    ThePitt.esm
    Zeta.esm

Now here is how it should be which might just unlock them but I doubt your current saved game will survive.

  1. Fallout3.esm
  2. Anchorage.esm
  3. ThePitt.esm
  4. PointLookout.esm
  5. Zeta.esm

That should match all the rest in that load order, the header in the UUf3p too. It kinda stick out a bit.

  • Xepha's Dynamic Weather - Weather Machine (Start Game Added).esp
    Xepha's Dynamic Weather - Sandstorms.esp
    Xepha's Dynamic Weather - Dynamic Sneak Bonus.esp
    Xepha's Dynamic Weather - Night Eye Edition Merged (NEE+OA+Rain).esp
    Xepha's Dynamic Weather - Rain.esp
    Xepha's Dynamic Weather - Main + DLC Merged.esp
    Xepha's Dynamic Weather - Main.esp
    Xepha's Dynamic Weather.esm
    Enhanced Weather - Rain and Snow.esm

All of that is way wrong and backwards too.

 

Just for starters.

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there is one way I know for a fact i can verify your current load order, this will Eliminate any doubts at the exact thing going on here, upload a saved game you have most current, I can load it my self and check it out for you, I can extract the information from it too.

 

I am moving some data around this morning so I can run a few programs.

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WTF...I was so tired last night I didn't even look at the load order. That isn't right.

 

I use FOMM and the load order it displays is:

 

Fallout3.esm
Anchorage.esm
ThePitt.esm
BrokenSteel.esm
PointLookout.esm
Zeta.esm
Unofficial Fallout 3 Patch.esm
CRAFT.esm
CALIBR.esm
FO3 Wanderers Edition - Main File.esm
Enhanced Weather - Rain and Snow.esm
Xepha's Dynamic Weather.esm
DarNifiedUIF3.esp
rmSaveManager.esp
FO3 Wanderers Edition - Main File.esp
FO3 Wanderers Edition - DLC Anchorage.esp
FO3 Wanderers Edition - DLC The Pitt.esp
FO3 Wanderers Edition - DLC Broken Steel.esp
FO3 Wanderers Edition - DLC Point Lookout.esp
FO3 Wanderers Edition - DLC Mothership Zeta.esp
FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp
FO3 Wanderers Edition - Optional Restore Tracers.esp
GNR Enhanced.esp
MilitaryTraining.esp
RecieveTenpennySuite.esp
Scoped HR Buff.esp
Refurbishes [ALL].esp
Refurbish [OA] - FWE.esp
AutoGates.esp
Responsive Kill Reactions.esp
megalight.esp
Xepha's Darkened Interiors.esp
Xepha's Darkened Interiors - OA.esp
Xepha's Darkened Interiors - BS.esp
Xepha's Darkened Interiors - PL.esp
Realistic Megaton Shack Final - Update 6.esp
Xepha's Dynamic Weather - Main.esp
Xepha's Dynamic Weather - Main + DLC Merged.esp
Xepha's Dynamic Weather - Rain.esp
Xepha's Dynamic Weather - Sandstorms.esp
Xepha's Dynamic Weather - Night Eye Edition Merged (NEE+OA+Rain).esp
Xepha's Dynamic Weather - Dynamic Sneak Bonus.esp
Xepha's Dynamic Weather - Weather Machine (Start Game Added).esp
Merged Patch.esp

Total active plugins: 44
Total plugins: 44

 

But when I check the plugin.txt located in C:\Users\Mike\AppData\Local\Fallout3 I get the list I posted last night...what am I doing wrong? Don't tell me I've been using FOMM wrong this whole time... :confused:

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I have no clue as to the "what" you've been doing wrong, that's why your here, to find out.

Oddly, the plugin.txt file is exactly what Fomm writes too, there for the game does in fact run it as that, so if that was the source...it does not match the other posts "posted" by you on another thread, so I researched, these are the only posts so far, so something is definitely going on"without your knowledge" some place.

 

The point in sharing these discussions is to find out...the "what".

I'll down load the data, I'll use Just fomm only to inspect it, I'll set up the plugin's as it determines from the saved game archive.

 

if I should also find the caravans stuck, I can then refer back to you this item, and then we break down or Eliminate mods, possible finding out which one caused the bug.

 

Believe me. this is troubling to see weird things take place, but hey, it's only a game and the data works .....or it doesn't .

 

kitty.

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