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Take it Back -> Broken Steel Bug


Ebaj

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Hey, first post on the forums.

 

When I complete the base game (Entering in 216 to the Purifier) the big bright light appears and the end cut-scene rolls. However I am not knocked unconcious/killed. When the cut-scene is over, I'm still stood in Project Purity with Fawkes and Lyons. Take It Back! Is completed but I do not receive any 2 weeks later thing or wake up in the Citadel. What's gone wrong?

 

Here's my load order:

0 0 Fallout3.esm
1 1 Anchorage.esm
2 2 ThePitt.esm
3 3 BrokenSteel.esm
4 4 PointLookout.esm
5 5 Zeta.esm
6 6 Project Beauty.esm
7 7 CALIBR.esm
8 8 CRAFT.esm
9 9 FO3 Wanderers Edition - Main File.esm
10 a EVE.esm
11 b Mart's Mutant Mod.esm
12 c Unofficial Fallout 3 Patch.esm
13 d DCInteriors_ComboEdition.esm
14 e StreetLights.esm
15 f FO3 Wanderers Edition - Alternate Travel.esp
16 10 Mart's Mutant Mod - Project Beauty.esp
17 11 Project Beauty- Broken Steel.esp
18 12 Project Beauty- Point Lookout.esp
19 13 dD - Enhanced Blood Main.esp
20 14 Flora Overhaul.esp
21 15 FO3 Wanderers Edition - DLC Anchorage.esp
22 16 FO3 Wanderers Edition - DLC Broken Steel.esp
23 17 FO3 Wanderers Edition - DLC Mothership Zeta.esp
24 18 FO3 Wanderers Edition - DLC Point Lookout.esp
25 19 FO3 Wanderers Edition - DLC The Pitt.esp
26 1a FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp
27 1b FO3 Wanderers Edition - Main File.esp
28 1c FO3 Wanderers Edition - Project Beauty (Followers Enhanced).esp
29 1d FO3 Wanderers Edition - Project Beauty.esp
30 1e Fellout-Full.esp
31 1f Mart's Mutant Mod - DC Interiors.esp
32 20 Mart's Mutant Mod - DLC Broken Steel.esp
33 21 Mart's Mutant Mod - DLC Zeta.esp
34 22 Mart's Mutant Mod.esp
35 23 WeaponModKits.esp
36 24 Mart's Mutant Mod - DLC Anchorage.esp
37 25 Mart's Mutant Mod - DLC Point Lookout.esp
38 26 Mart's Mutant Mod - DLC The Pitt.esp
39 27 Mart's Mutant Mod - Master Menu Module.esp
40 28 Mart's Mutant Mod - Natural Selection.esp
41 29 Mart's Mutant Mod - Tougher Traders.esp
42 2a Mart's Mutant Mod - Zones Respawn.esp
43 2b WeaponModKits - BrokenSteel.esp
44 2c WeaponModKits - FWE Master Release.esp
45 2d WeaponModKits - OperationAnchorage.esp
46 2e WeaponModKits - PointLookout.esp
47 2f WeaponModKits - ThePitt.esp
48 30 WeaponModKits - Zeta.esp
49 31 Mart's Mutant Mod - FWE Master Release + DLCs.esp
50 32 Mart's Mutant Mod - FWE Master Release + Project Beauty.esp
51 33 Mart's Mutant Mod - FWE Master Release.esp
52 34 FO3 Wanderers Edition - Optional Restore Tracers.esp
53 35 FO3 Wanderers Edition - Optional Restore Tracers (automatics only).esp
54 36 FO3 NPCs Travel.esp
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Your load order is not correct. There is a sample load order on the FWE page you can use to compare your's with.

 

Get B.O.S.S. to handle sorting your load order. http://boss-developers.github.io/

 

Read your load order and remove the conflicting mods. If you read it, you will see to what I am referring.

 

The problem you are having is known and has been answered here many, many times. Use this: http://www.nexusmods.com/fallout3/mods/6240/?

 

Unofficial Patch should load after Zeta. StreetLights should load after ThePitt and before BrokenSteel as noted on the mod page.

 

MMM-Tougher Traders, Zones Respawn and Natural Selection are part of FWE and are not needed. Disable and uninstall them.

 

Compatibility patches must load after the last mod being patched. Please correct yours.

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