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Bug with doors being locked/unlocked when they shouldn't be.


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I have just started myself a new save on Fallout 3 with some mods installed and when I get to Megaton (first place I went) I found that certain doors were locked which shouldn't be (eg. crater-side supply) and some were unlocked (the armoury). As you can probably imagine this makes playing the game properly very difficult :/ Anyone got any ideas?

 

Here is my mod load order:

 

[X] Fallout3.esm

[X] Unofficial Fallout 3 Patch.esm

[X] CRAFT.esm

[X] CALIBR.esm

[X] FOOK2 - Main.esm

[ ] FOOK2 - [*censored*] World And Neighbourhood Kit.esm

[ ] FOOK2 - [DIK] DLC Improvement Kit.esm

[X] FO3 Wanderers Edition - Main File.esm

[X] Mart's Mutant Mod.esm

[X] Enhanced Weather - Rain and Snow.esm

[X] FO3 Wanderers Edition - Alternate Travel.esp

[X] Fellout-Full.esp

[X] Enhanced Weather - Rain and Snow in Fallout.esp

[X] Enhanced Weather - Weather Sounds in Interiors.esp

[X] Enhanced Weather - Sneak Bonus during Storms.esp

[X] Enhanced Weather - Radioactive Rain and Snow Plugin.esp

[X] Enhanced Weather - REBOOT.esp

[X] FOOK2 - Main.esp

[X] FOOK2 - [EVE] Energy Visuals Enhanced.esp

[ ] FOOK2 - [DIK] DLC Improvement Kit.esp

[X] MyFOOK2 - Black & White Tranquility Lane.esp

[ ] FOOK2 - Mothership Zeta.esp

[ ] MyFOOK2 - No Rape Victims.esp

[X] FO3 Wanderers Edition - Main File.esp

[ ] FO3 Wanderers Edition - DLC Anchorage.esp

[ ] FO3 Wanderers Edition - DLC Broken Steel.esp

[ ] FO3 Wanderers Edition - DLC Mothership Zeta.esp

[ ] FO3 Wanderers Edition - DLC Point Lookout.esp

[ ] FO3 Wanderers Edition - DLC The Pitt.esp

[X] FO3 Wanderers Edition - Followers Enhanced.esp

[ ] FO3 Wanderers Edition - Optional Restore Tracers (automatics only).esp

[ ] FO3 Wanderers Edition - Optional Restore Tracers.esp

[X] FO3 Wanderers Edition - FOOK Support.esp

[ ] FWE - FOOK DLC Support.esp

[X] WeaponModKits.esp

[X] WeaponModKits - FOOK.esp

[X] Mart's Mutant Mod.esp

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

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

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

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

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

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

[X] Mart's Mutant Mod - FOOK2.esp

[ ] Mart's Mutant Mod - FOOK2 - DIK.esp

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

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

[ ] Mart's Mutant Mod - Dynamic Player Scaling.esp

[ ] Mart's Mutant Mod - Hunting & Looting.esp

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

[ ] Mart's Mutant Mod - No Abominable Mutants.esp

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

[ ] Mart's Mutant Mod - No DLC Increased Spawns.esp

[ ] Mart's Mutant Mod - No Floaters.esp

[ ] Mart's Mutant Mod - No Geckos.esp

[ ] Mart's Mutant Mod - No Ghoul Raise.esp

[ ] Mart's Mutant Mod - No Iguanas.esp

[ ] Mart's Mutant Mod - No Size Scaling.esp

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

[ ] Mart's Mutant Mod - No Stalker Creatures.esp

[ ] Mart's Mutant Mod - No Wanamingos.esp

[ ] Mart's Mutant Mod - Reduced Wasteland Spawns.esp

[ ] Mart's Mutant Mod - Soft Unleveler Hardcore.esp

[ ] Mart's Mutant Mod - Soft Unleveler.esp

[X] BlackWolf Backpack.esp

[X] BlackWolf Backpack - Blank's Container Patch.esp

[X] BlackWolf Backpack - Vendor Script Replenish.esp

[X] my merged patch.esp

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You have a few problems there.

 

1. You are doubling up on several components of MMM: Feral Ghoul, Increased Spawn, Tougher Traders, Natural Selection and Zones Respawn were all integrated into the FOIP esp file for MMM-FWE. So all five of those individual esps need to be deactivated.

 

2. The Unofficial FO3 patch can be a bit buggy with multiple FOIP mods running simultaneously. I recommend you kill that, too.

 

3. Your load order is also messed up in several ways. For example, EW should be near or at the bottom of that load order, as should Fellout. Recommend running BOSS to sort that out for you.

 

I'd start by fixing those three things, then create a new merged patch and try it again.

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If your problem is still not solved, I'd suggest using the console command to unlock the door.

 

 

 

Click the door/container or whatever and type Unlock

 

 

It seems like a bug with the main content itself, not the mods. (assuming the mods are not changing things)

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Okay I'm home now, what is BOSS by the way? Also, should the .esp files always be below the .esm files? Thanks :)

 

BOSS is a utility that compares your list of installed mods to its own online database of known mods, sorts them into a better load order and then generates a listing of them for you with notes warning you of potential issues like incompatibility with other mods you are running.

 

As for esps and esms, esms always load first; the game engine is hardcoded that way. By definition esms are master files which supply the base settings and content, while esps are basically mod files which then make changes to the settings and/or content in the master files. But the esps cannot change content or settings that haven't been loaded yet, so those master files must all load in before the esp files. But like I said the engine forces this in any case.

Edited by proconsu1
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