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Invisible wall around GNR building preventing me from killing behemoth


yokin128

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I have already spoken to Dr.Li, so Lyons didn't meet me at Chevy Chase. As soon as I walk into the GNR area, the behemoth runs through an invisible wall that I can't get past nor shoot through. The behemoth then kills everyone then jogs in place trying to get to me. I suspected it was a problem with Mart's Mutant mod but uninstalling it did nothing. Tried downloading a mod that completely got rid of invisible walls and that still did nothing. Reloaded to a previous save and tried finding it all over again and still not fixed.
I'm on my phone because my keyboard is messed up, but this will be edited with my load order shortly.

Fallout3.esm
CRAFT.esm
CALIBR.esm
FO3 Wanderers Edition - Main File.esm
DocLeskosResearch.esm
Vault 101 Revisited.esm
Impervious Power Armour.esm
Anchorage.esm
BrokenSteel.esm
PointLookout.esm
ThePitt.esm
Zeta.esm
Unofficial Fallout 3 Patch.esm
DCInteriors_ComboEdition.esm
RH_IRONSIGHTS.esm
Companion Core.esm
RobCo Certified v2.esm
Mart's Mutant Mod.esm
Classic Fallout Weapons BETA.esp
FO3 Wanderers Edition - Main File.esp
FO3 Wanderers Edition - DLC Anchorage.esp
FO3 Wanderers Edition - DLC Broken Steel.esp
FO3 Wanderers Edition - DLC Point Lookout.esp
FO3 Wanderers Edition - DLC The Pitt.esp
FO3 Wanderers Edition - DLC Mothership Zeta.esp
DarNifiedUIF3.esp
UPP - Pack 1.esp
UPP - Pack 2.esp
UPP - Original Perks.esp
UPP - Beverage Perks.esp
UPP - Quest Perks.esp
UPP - Experience Perks.esp
MCCALL_FriendsAreForever.esp
NotSoFast.esp
WastelandRedemptionFixv1.3.esp
01LessRudeCompanionFiringdialogue.esp
KillableChildren.esp
KillableChildren - MMM.esp
Fellout-Full.esp
Fellout-Anchorage.esp
Fellout-BrokenSteel.esp
Fellout-pipboylight.esp
Fellout-PointLookout.esp
Fellout-Zeta.esp
CALIBRxMerchant.esp
CRAFT - Activation Perk.esp
Stealthboy Recon Armor - CRAFT.esp
FO3 Wanderers Edition - Optional Restore Tracers (automatics only).esp
FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp
Mart's Mutant Mod - FWE Master Release + DLCs.esp
RH_IronSights_Basic_AnchoragePlugin.esp
RH_IronSights_Basic_BrokenSteelPlugin.esp
RH_IronSights_Basic_PittPlugin.esp
RH_IronSights_Basic_PointLookoutPlugin.esp
RH_IronSights_Basic_VanillaPlugin.esp
RH_IronSights_Basic_ZetaPlugin.esp
RH_IronSights_Pitt_NewRifleSights.esp
RH_IronSights_PL_NewItems.esp
RH_IronSights_RemoveReticule.esp
Companion Core DLC Addon.esp
RobCo Certified v2 Zeta Addon.esp
Impossible locks made easier-v2.esp
f*#@invisiblewalls0.1.esp
Mart's Mutant Mod.esp
Mart's Mutant Mod - DLC Anchorage.esp
Mart's Mutant Mod - DLC Broken Steel.esp
Mart's Mutant Mod - DLC The Pitt.esp
Mart's Mutant Mod - DLC Point Lookout.esp
Mart's Mutant Mod - Natural Selection.esp
Mart's Mutant Mod - Master Menu Module.esp
Mart's Mutant Mod - DLC Zeta.esp
Mart's Mutant Mod - Tougher Traders.esp
Mart's Mutant Mod - DC Interiors.esp

Total active plugins: 73
Total plugins: 81

Edited by yokin128
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You need to correct your load order. It is a mess. Fallout 3 and the DLCs must load first.

 

You need to go back to the Fellout mod page and read it. Also the FO3 Wanderer's Edition, Mart's Mutant Mod and all of your other mods.

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Well I feel like a dumb.
Thanks for the info. That's probably going to save me some frustration down the line. However, the problem is still there despite my load order being updated according to each mod's recommendations.
I slept for four days in the Megaton Common House, saved, reset, and loaded as well. Still there.

Updated order:

Fallout3.esm
Anchorage.esm
BrokenSteel.esm
PointLookout.esm
ThePitt.esm
Zeta.esm
CRAFT.esm
CALIBR.esm
DocLeskosResearch.esm
Vault 101 Revisited.esm
Impervious Power Armour.esm
RobCo Certified v2.esm
Unofficial Fallout 3 Patch.esm
RH_IRONSIGHTS.esm
FO3 Wanderers Edition - Main File.esm
Mart's Mutant Mod.esm
Companion Core.esm
DCInteriors_ComboEdition.esm
DarNifiedUIF3.esp
Classic Fallout Weapons BETA.esp
UPP - Pack 1.esp
UPP - Pack 2.esp
UPP - Original Perks.esp
UPP - Beverage Perks.esp
UPP - Quest Perks.esp
UPP - Experience Perks.esp
MCCALL_FriendsAreForever.esp
NotSoFast.esp
WastelandRedemptionFixv1.3.esp
KillableChildren.esp
Fellout-Full.esp
Fellout-Anchorage.esp
Fellout-BrokenSteel.esp
Fellout-pipboylight.esp
Fellout-PointLookout.esp
Fellout-Zeta.esp
CALIBRxMerchant.esp
CRAFT - Activation Perk.esp
RH_IronSights_Basic_VanillaPlugin.esp
RH_IronSights_Basic_AnchoragePlugin.esp
RH_IronSights_Basic_BrokenSteelPlugin.esp
RH_IronSights_Basic_PittPlugin.esp
RH_IronSights_Basic_PointLookoutPlugin.esp
RH_IronSights_Basic_ZetaPlugin.esp
RH_IronSights_Pitt_NewRifleSights.esp
RH_IronSights_PL_NewItems.esp
RH_IronSights_RemoveReticule.esp
01LessRudeCompanionFiringdialogue.esp
Companion Core DLC Addon.esp
RobCo Certified v2 Zeta Addon.esp
Impossible locks made easier-v2.esp
f*#@invisiblewalls0.1.esp
Stealthboy Recon Armor - CRAFT.esp
FO3 Wanderers Edition - Main File.esp
FO3 Wanderers Edition - DLC Anchorage.esp
FO3 Wanderers Edition - DLC The Pitt.esp
FO3 Wanderers Edition - DLC Point Lookout.esp
FO3 Wanderers Edition - DLC Mothership Zeta.esp
FO3 Wanderers Edition - DLC Broken Steel.esp
FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp
FO3 Wanderers Edition - Optional Restore Tracers (automatics only).esp
Mart's Mutant Mod.esp
Mart's Mutant Mod - DLC Anchorage.esp
Mart's Mutant Mod - DLC Broken Steel.esp
Mart's Mutant Mod - DLC Zeta.esp
Mart's Mutant Mod - DLC The Pitt.esp
Mart's Mutant Mod - DLC Point Lookout.esp
Mart's Mutant Mod - Master Menu Module.esp
Mart's Mutant Mod - FWE Master Release + DLCs.esp
Mart's Mutant Mod - Natural Selection.esp
Mart's Mutant Mod - Zones Respawn.esp
Mart's Mutant Mod - Tougher Traders.esp
Mart's Mutant Mod - DC Interiors.esp
KillableChildren - MMM.esp

Total active plugins: 74
Total plugins: 81

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Load order:

 

Fallout 3

Anchorage

ThePitt

BrokenSteel

PointLookout

Zeta.

 

The only file that is ever to appear between the DLCs is StreetLights and must be loaded between ThePitt and BrokenSteel.

 

Again, you need to read and re-read the mod pages until you understand what they are trying to convey to you. The mod plugins are still not in the correct order.

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CRAFT's mod page said to load it right after Fallout3.esm, but it could be that they forgot about the DLCs for whatever reason. My load order is now

Fallout3.esm
Anchorage.esm
ThePitt.esm
BrokenSteel.esm
PointLookout.esm
Zeta.esm
CRAFT.esm
CALIBR.esm
DocLeskosResearch.esm
Vault 101 Revisited.esm
Companion Core.esm
Impervious Power Armour.esm
RobCo Certified v2.esm
Unofficial Fallout 3 Patch.esm
RH_IRONSIGHTS.esm
FO3 Wanderers Edition - Main File.esm
Mart's Mutant Mod.esm
DCInteriors_ComboEdition.esm
DarNifiedUIF3.esp
Classic Fallout Weapons BETA.esp
UPP - Pack 1.esp
UPP - Pack 2.esp
UPP - Original Perks.esp
UPP - Beverage Perks.esp
UPP  - Quest Perks.esp
UPP - Experience Perks.esp
MCCALL_FriendsAreForever.esp
NotSoFast.esp
WastelandRedemptionFixv1.3.esp
KillableChildren.esp
CRAFT - Activation Perk.esp
CALIBRxMerchant.esp
Fellout-Full.esp
Fellout-Anchorage.esp
Fellout-BrokenSteel.esp
Fellout-pipboylight.esp
Fellout-PointLookout.esp
Fellout-Zeta.esp
RH_IronSights_Basic_VanillaPlugin.esp
RH_IronSights_Basic_AnchoragePlugin.esp
RH_IronSights_Basic_BrokenSteelPlugin.esp
RH_IronSights_Basic_PittPlugin.esp
RH_IronSights_Basic_PointLookoutPlugin.esp
RH_IronSights_Basic_ZetaPlugin.esp
RH_IronSights_Pitt_NewRifleSights.esp
RH_IronSights_PL_NewItems.esp
RH_IronSights_RemoveReticule.esp
01LessRudeCompanionFiringdialogue.esp
Companion Core DLC Addon.esp
RobCo Certified v2 Zeta Addon.esp
Impossible locks made easier-v2.esp
f*#@invisiblewalls0.1.esp
Stealthboy Recon Armor - CRAFT.esp
FO3 Wanderers Edition - Main File.esp
FO3 Wanderers Edition - DLC Anchorage.esp
FO3 Wanderers Edition - DLC The Pitt.esp
FO3 Wanderers Edition - DLC Point Lookout.esp
FO3 Wanderers Edition - DLC Mothership Zeta.esp
FO3 Wanderers Edition - DLC Broken Steel.esp
FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp
FO3 Wanderers Edition - Optional Restore Tracers (automatics only).esp
Mart's Mutant Mod.esp
Mart's Mutant Mod - DLC Anchorage.esp
Mart's Mutant Mod - DLC Broken Steel.esp
Mart's Mutant Mod - DLC Zeta.esp
Mart's Mutant Mod - DLC The Pitt.esp
Mart's Mutant Mod - DLC Point Lookout.esp
Mart's Mutant Mod - Master Menu Module.esp
Mart's Mutant Mod - FWE Master Release + DLCs.esp
Mart's Mutant Mod - FWE Master Release.esp
Mart's Mutant Mod - Natural Selection.esp
Mart's Mutant Mod - Tougher Traders.esp
Mart's Mutant Mod - DC Interiors.esp
KillableChildren - MMM.esp
Merged Patch.esp


I've read all of the readme's as well as the mod pages and cannot find anything wrong with this order. I even created a merged patch (I know I should've done that from the beginning) but the issue persists.

As for Purr4me's request for a save, if you want to see for yourself the bug, the following will give you every save I have for this file. In order to be able to avoid a slow Load screen, I typically only keep four saves at a time and overwrite my oldest save.
However, there are two reasons that I wouldn't want you to make a custom mod for this one particular area;
For one, it wouldn't solve the problem it'd only alleviate a symptom. I've obviously f***ed up somewhere and I'd like it to be corrected so I don't have a completely broken game.
Second, nothing personal but I don't trust random people on forums to create files for me. Too many people out there looking for a quick buck with malware and/or adware.
Like I said, nothing personal and odds are you're a good person trying to be helpful which I really appreciate, but on the off chance that I'm wrong or your computer is infected with a virus that you could spread to me accidentally, I cannot accept a file.
But, if you're still curious about my save and want to see the problem for yourself, here's a link:

https://drive.google.com/file/d/0B03YKdA-z9zLT0xwNEVuWFNmWU0/view?usp=sharing

Edited by yokin128
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FWE plugins are out of order. Per the mod page, they should be in the same order as the vanilla game.

 

MMM plugins are out of order. They should be in the same order as the vanilla game.

 

RH Ironsights plugins are out of order. They should be in the same order as the vanilla game.

 

Fellout plugins should be lower in the load list. The best place is just before your merged patch.

 

"Fellout-pipboylight.esp needs to go pretty high in the load order, above large overhaul mods like FOOK, FWE and MMM."

 

Don't worry about Kitty. She has been a trusted member here since Sept. 2011.

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Drop in Fallout Remastered and your issue goes away, Plus...this issue is a normal game issue Un-Modded.

Just so you know...I know what the issue Is, I was instructed to handle several other mods for their authors...Of them...I can show you older placed files no longer here but else were still of these Exact Placed Objects your afflicted with.

 

Now, unless you don't trust any one ? http://www.moddb.com/games/fallout-3/addons/james-invisible-wall-bugs-remove

 

That's very very old as of this date, this issue as it is being discussed is well known.

Other mods / parts of other mods "fell into" Fallout Remaster's workings / issues Fixed with the raw game...such as this one.

 

you don't need to download any thing from any one, all you need to do is look at what I posted...as far as I know? that is the last source of that data in the world---That author...is No more...I'll not dive into his personal life...and he will not answer anyone...Can't.

 

But I will grab your attention to details he had posted long ago.

http://s26.postimg.org/v119muc95/In_Black_Invisible_Walls_GNR.jpg

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Not random. in any way. Smart as a whip I am for a girl...I think that gets me into trouble with guy's too.

 

Remastered is only available from me.

saved file 129

 

[X] Fallout3.esm
[X] Anchorage.esm
[X] BrokenSteel.esm
[X] PointLookout.esm
[X] ThePitt.esm
[X] Zeta.esm
[X] CRAFT.esm
[X] CALIBR.esm
[X] DocLeskosResearch.esm
[X] Vault 101 Revisited.esm
[X] Impervious Power Armour.esm
[X] Companion Core.esm
[X] RobCo Certified v2.esm
[X] Unofficial Fallout 3 Patch.esm
[X] RH_IRONSIGHTS.esm
[X] FO3 Wanderers Edition - Main File.esm
[X] Mart's Mutant Mod.esm
[X] DCInteriors_ComboEdition.esm
[X] DarNifiedUIF3.esp
[X] Classic Fallout Weapons BETA.esp
[X] UPP - Pack 1.esp
[X] UPP - Pack 2.esp
[X] UPP - Original Perks.esp
[X] UPP - Beverage Perks.esp
[X] UPP - Quest Perks.esp
[X] UPP - Experience Perks.esp
[X] MCCALL_FriendsAreForever.esp
[X] NotSoFast.esp
[X] WastelandRedemptionFixv1.3.esp
[X] 01LessRudeCompanionFiringdialogue.esp
[X] KillableChildren.esp
[X] Fellout-Full.esp
[X] Fellout-Anchorage.esp
[X] Fellout-BrokenSteel.esp
[X] Fellout-pipboylight.esp
[X] Fellout-PointLookout.esp
[X] Fellout-Zeta.esp
[X] CALIBRxMerchant.esp
[X] CRAFT - Activation Perk.esp
[X] RH_IronSights_Basic_AnchoragePlugin.esp
[X] RH_IronSights_Basic_BrokenSteelPlugin.esp
[X] RH_IronSights_Basic_PittPlugin.esp
[X] RH_IronSights_Basic_PointLookoutPlugin.esp
[X] RH_IronSights_Basic_VanillaPlugin.esp
[X] RH_IronSights_Basic_ZetaPlugin.esp
[X] RH_IronSights_Pitt_NewRifleSights.esp
[X] RH_IronSights_PL_NewItems.esp
[X] RH_IronSights_RemoveReticule.esp
[X] Companion Core DLC Addon.esp
[X] RobCo Certified v2 Zeta Addon.esp
[X] Impossible locks made easier-v2.esp
[X] f*#@invisiblewalls0.1.esp
[X] Stealthboy Recon Armor - CRAFT.esp
[X] FO3 Wanderers Edition - Main File.esp
[X] FO3 Wanderers Edition - DLC Anchorage.esp
[X] FO3 Wanderers Edition - DLC The Pitt.esp
[X] FO3 Wanderers Edition - DLC Point Lookout.esp
[X] FO3 Wanderers Edition - DLC Mothership Zeta.esp
[X] FO3 Wanderers Edition - DLC Broken Steel.esp
[X] FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp
[X] FO3 Wanderers Edition - Optional Restore Tracers (automatics only).esp
[X] Mart's Mutant Mod.esp
[X] Mart's Mutant Mod - DLC Anchorage.esp
[X] Mart's Mutant Mod - DLC Broken Steel.esp
[X] Mart's Mutant Mod - DLC Zeta.esp

[X] Mart's Mutant Mod - DLC The Pitt.esp
[X] Mart's Mutant Mod - DLC Point Lookout.esp
[X] Mart's Mutant Mod - Master Menu Module.esp
[X] Mart's Mutant Mod - FWE Master Release + DLCs.esp
[X] Mart's Mutant Mod - FWE Master Release.esp
[X] Mart's Mutant Mod - Natural Selection.esp
[X] Mart's Mutant Mod - Zones Respawn.esp
[X] Mart's Mutant Mod - Tougher Traders.esp
[X] Mart's Mutant Mod - DC Interiors.esp
[X] KillableChildren - MMM.esp

 

 

based on the saved game, marked in red are incorrect as a load order goes. Obviously this will kill progress.

 

but, study things better and arrange things accordingly as told, you'll end up with a cleaner set of game files...NOTE:

you will need to start a fresh game from the beginning once all mods are set correctly.

 

That's a given.

Edited by Purr4me
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The whole way through downloading I'm thinking "this is crazy! I'm trusting some random person on the internet that has a file fewer than five hundred people have downloaded with vague information on it's origin and no trusted source from which to download!".
But, out of desperation, I caved. Downloaded it, ran a scan three times on its files and it came up clean. Placed it in my Data folder and the walls were as good as gone! Can't thank you enough. A lot of people would've taken advantage of someone desperate and frustrated. Glad to see there are some trustworthy people on the internet. :)
Thank you for solving my problem and I'm sorry if I appeared hostile or offended you. Neither were my intentions.

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