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Which of these Mods is a potential DLC killer?


Xenobuzz

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Hey, all!

 

I'm still having an issue with the Jefferson Memorial map marker disappearing from my Pip-Boy, see my post here.

 

However, I decided to start a new game since I downloaded some new mods and wanted to try them. However, after leaving Vault 101, exploring Springvale, getting the stash south of Megaton, and making my way to Springvale School, none of my DLC content activated. I've verified that the new mods I downloaded (What's Your Brand, DC Interiors, and Books Debunked) are working. Here's my current Load Order:

 

[X] Fallout3.esm

[X] Anchorage.esm

[X] ThePitt.esm

[X] StreetLights.esm

[X] BrokenSteel.esm

[X] PointLookout.esm

[X] Zeta.esm

[X] Mart's Mutant Mod.esm

[X] Enhanced Weather - Rain and Snow.esm

[X] Xepha's Dynamic Weather.esm

[X] DCInteriors_ComboEdition.esm

[X] WYB.esm

[X] GNR Enhanced.esp

[X] DCInteriors_DLC_Collectables.esp

[X] WYB-Base.esp

[X] WYB-DLC-Anchorage.esp

[X] WYB-DLC-ThePitt.esp

[X] WYB-DLC-BrokenSteel.esp

[X] WYB-DLC-PointLookout.esp

[X] WYB-DLC-Zeta.esp

[X] WYB-OPT-WhiteCigarette.esp

[X] Mart's Mutant Mod.esp

[X] Mart's Mutant Mod - DLC Anchorage.esp

[X] Mart's Mutant Mod - DLC The Pitt.esp

[X] Mart's Mutant Mod - DLC Broken Steel.esp

[X] Mart's Mutant Mod - DLC Point Lookout.esp

[X] Mart's Mutant Mod - DLC Zeta.esp

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

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

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

[X] Mart's Mutant Mod - Master Menu Module.esp

[X] Fellout-pipboylight.esp

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

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

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

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

[X] Fellout-Full.esp

[X] Night Vision Sunglasses.esp

[X] Fellout-Anchorage.esp

[X] Fellout-BrokenSteel.esp

[X] Fellout-PointLookout.esp

[X] Fellout-Zeta.esp

[X] Xepha's Darkened Interiors.esp

[X] Xepha's Darkened Interiors - OA.esp

[X] Xepha's Darkened Interiors - BS.esp

[X] Xepha's Darkened Interiors - PL.esp

[X] Xepha's Dynamic Weather - Main.esp

[X] Xepha's Dynamic Weather - Anchorage.esp

[X] Xepha's Dynamic Weather - The Pitt.esp

[X] Xepha's Dynamic Weather - Broken Steel.esp

[X] Xepha's Dynamic Weather - Point Lookout.esp

[X] Xepha's Dynamic Weather - Night Eye Edition.esp

[X] Xepha's Dynamic Weather - Anchorage (NEE).esp

[X] Xepha's Dynamic Weather - Rain (NEE).esp

[ ] Xepha's Dynamic Weather - Rain.esp

[X] Xepha's Dynamic Weather - Sandstorm.esp

[X] Xepha's Dynamic Weather - Dynamic Sneak Bonus.esp

[X] Fallout Remastered.esp

[X] Fallout Remastered - Fellout.esp

[X] Fallout Remastered - Xepha's Dynamic Weather.esp

[X] Fallout Remastered - Xepha's Darkened Interiors.esp

 

Looking forward to your sage advice!

 

Dave S.

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have you made sure that Enhanced Weather works with Xepha's Dynamic Weather??

don't know either of these mods, but you should make sure these two run together, and with Fellout, otherwise this could very well be your conflict

 

don't know some of the other mods there as well, but i don't think anything else should cause a conflict

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Fallout Remastered, and it doesn't KILL the content, it SILENCES it so that your not innundated with messages about installing Broken Steel and Radio stations that SUDDENLY APPEAR even tho you've just started the game.

 

The content still works. Go test it before you claim something breaks something it doesn't actually break.

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Fallout Remastered, and it doesn't KILL the content, it SILENCES it so that your not innundated with messages about installing Broken Steel and Radio stations that SUDDENLY APPEAR even tho you've just started the game.

 

The content still works. Go test it before you claim something breaks something it doesn't actually break.

 

 

I didn't know that Fallout Remastered silenced these announcements. I never claimed that the mods "KILLED the content", but since they are the only non-vanilla content in the game, they seemed the logical place to begin troubleshooting. I didn't meant to give offense to any mod makers. I'm sure that conflicts between mods are an ever-present potential issue given how many there are.

 

This isn't the first time you've replied to one of my posts in what I feel is a rather curt manner. Have I done something to offend you? What's with the ALL CAPS anger?

 

Dave S.

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It's for EMPHASIS not ANGER ;)

 

Should I use italics, it does seem nicer.

 

And sorry if I seem like I was taking something out on you. I wasn't but people often mistake my surety for malice. You can't see my face as I'm typing so half my social cues are missing over the internet.

 

The answer was in the Readme and mod description for Remastered, which is the main reason I wanted to be clear about the need to read those first.

 

 

----

 

Actually, thinking about it and rereading, I'm sure I actually was upset. Not at you tho. There was something else that bled over here and wasn't truly fair to you.

 

I apologize about that, Xeno.

Edited by Jeoshua
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It's for EMPHASIS not ANGER ;)

 

Should I use italics, it does seem nicer.

 

And sorry if I seem like I was taking something out on you. I wasn't but people often mistake my surety for malice. You can't see my face as I'm typing so half my social cues are missing over the internet.

 

The answer was in the Readme and mod description for Remastered, which is the main reason I wanted to be clear about the need to read those first.

 

 

----

 

Actually, thinking about it and rereading, I'm sure I actually was upset. Not at you tho. There was something else that bled over here and wasn't truly fair to you.

 

I apologize about that, Xeno.

 

Apology very happily accepted! I've had that kind of "bleed over" happen to myself as well, and have always regretted it later.

 

Looking at your sig line and clicking the link I discovered that Fallout Remastered is your baby. That explains the "parental response!" :biggrin: I should have used a phrase other than "DLC killer!"

 

Since you are this deep into the game, perhaps you could answer my other recent query about "Take It Back?" That quest does not automatically begin after I complete "The American Dream." I'd taken the FEV vial, told Eden to blow up Raven Rock and escaped outside. Even though "The American Dream" quest is listed as finished, the square for the last objective; "Escape the Enclave base" is not filled in (although it is grayed out and ). Per BlackRampage's suggestion, I opened the console and typed "qetqc 14e8f" and the response was affirmative that "The American Dream" was completed. I journeyed to the Jefferson Memorial to find the Enclave's power fence around the place, but the gate is gone as if Liberty Prime had already been there and destroyed it. There were a few Enclave soldiers inside, but none outside.

 

I couldn't figure out what the problem might be until I noticed that the map marker for the Jefferson Memorial had disappeared from my Pip-Boy! Apparently, it vanished somewhere between the Tranquility Lane and Waters of Life quests. The first save game I can find where the Jefferson Memorial is still on my map is before I enter Vault 112. My next save game after that is at the point in Waters of Life right before you drain the intake pipes. Upon loading that save game, the Jefferson Memorial map marker disappears!

 

I returned to the Citadel and found everyone (Lyons Pride, Scribe Rothschild and Elder Lyons) standing by Liberty Prime ready to roll out, but they're not having the conversation that leads to Liberty Prime's activation. I clicked on Prime's console and it has insufficient power to activate. I went straight from Vault 112 to Rivet City to the Jefferson Memorial, following dad. I do have "Trouble on the Homefront" active, but I'm pretty sure that wouldn't conflict.

 

Dave S.

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O.o

 

Second time that's been mentioned, and I was sure I'd solved that problem before.

 

I'll look into it and make sure that everything is on the up and up there. Main quest line bugs are the main target, and it's really unacceptable that it should be doing this.

 

It does push 0.95's release date back further, but here with good reason.

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Just to be clear... you don't have Destructibles anywhere in there, and you haven't master updated anything?

 

Destrubtibles can cause script activators to be switched out for other objects that are not scripted (as cool as it is, that's obviously a problem), and Master updating will ruin everything as far as overrides are concerned, and really should only be done on a case-by-case basis if the mod is heavilly NPC oriented.

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Just to be clear... you don't have Destructibles anywhere in there, and you haven't master updated anything?

 

Destructibles can cause script activators to be switched out for other objects that are not scripted (as cool as it is, that's obviously a problem), and Master updating will ruin everything as far as overrides are concerned, and really should only be done on a case-by-case basis if the mod is heavilly NPC oriented.

 

I don't have the Destructibles mod, and I'm pretty sure that none of the mods in my current Load Order have that feature. I know for sure that I haven't updated any of my mods (not sure exactly what Master updating is). I'm not a technical guy overall, so if something works, I don't mess with it! :biggrin:

 

If I can provide you with any further information or do any in-game testing, please let me know! I'd love to help you solve this!

 

Dave S.

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