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Followers Conflict


Bazerk83

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SOLVED

 

Hi guys I'm hoping you geniuses can help :)

 

Yesterday I spent quite a few hours upgrading and tweaking my FO3 mod installation. Everything seemd to be working great and then I discovered Paradoxes merged esps and 'Fallout Remastered' esps.

 

So I installed the Core Robots and Enhanced Blood merged esps from Paradox. Yes, I installed original mods first and then erased the original esps after installing Paradox's merged esps.

 

I also installed the FOTM 'Fallout 3 Remastered'. I was careful to install only the esps I needed and read through the readme. Before installing remastered esps I ran my load order through BOSS and then tweaked it slightly, I then ran it through FO3edit and created a merged patch, no errors occured. I then ran it through MasterUpdate (without Remastered esps active) and then installed remastered esps and had them last in my load order below my merged patch.

 

SO, the problem I'm having is when the 2 remastered esps I have are active, I get 4 conflict notices when starting a new game and all of them relating to followers scripts.

 

When I deactivate the Remastered esps, this goes away.

 

Can anyone tell me why the esps are doing this and a way to solve the problem? I'd really appreciate it as I'm sure it's going to causes crashes or glitches with main and side quests at some point along the way.

 

Thanks guys, here's my load order.

 

Fallout3.esm

Anchorage.esm

ThePitt.esm

BrokenSteel.esm

PointLookout.esm

Zeta.esm

Unofficial Fallout 3 Patch.esm

CALIBR.esm

xCALIBR.esm

Bunker72 v3.esm

EVE.esm

FOOK2 - Main.ESM

FOOK2 - [DIK] DLC Improvement Kit.ESM

Mart's Mutant Mod.esm

Unofficial Fallout 3 Patch - Operation Anchorage.esp

Unofficial Fallout 3 Patch - The Pitt.esp

Unofficial Fallout 3 Patch - Broken Steel.esp

Unofficial Fallout 3 Patch - Point Lookout.esp

Unofficial Fallout 3 Patch - Mothership Zeta.esp

EVE - UF3P Patch.esp

CASM.esp

Overhead3PCamera.esp

UPP - Pack 1.esp

UPP - Pack 2.esp

UPP - Experience Perks.esp

BlackWolf Backpack.esp

BlackWolf Backpack - Vendor Script Replenish.esp

BlackWolf Backpack - Vanilla Big Guns Fix.esp

BlackWolf Backpack - Anchorage Gauss Rifle Fix.esp

BlackWolf Backpack - Zeta Drone Cannon Fix.esp

bzArmour.esp

bzBodySuits.esp

B72v3-03.esp

B72v3 Clutterfree.esp

B72v3-02.esp

B72v3_MHOO.esp

FOOK2 - Main.esp

FOOK2 - [DIK] DLC Improvement Kit.esp

FOOK2 - Main [Hotfix].esp

FOOK2 - DIK [Hotfix].esp

EVE - FOOK2 Patch.esp

Mart's Mutant Mod.esp

Mart's Mutant Mod - DLC Anchorage.esp

Mart's Mutant Mod - DLC The Pitt.esp

Mart's Mutant Mod - DLC Broken Steel.esp

Mart's Mutant Mod - DLC Point Lookout.esp

Mart's Mutant Mod - DLC Zeta.esp

Mart's Mutant Mod - Zones Respawn.esp

Mart's Mutant Mod - Tougher Traders.esp

Mart's Mutant Mod - Natural Selection.esp

Mart's Mutant Mod - Master Menu Module.esp

EVE - MMM Patch.esp

Core Robots - The Protectrons.esp

Owned!.esp

dD - Enhanced Blood Main.esp

xCALIBRammo_override.esp

Core Robots - MMM Patch.esp

MMM, FOOK2.esp

MMM, FOOK2 - Natural Selection.esp

MMM, FOOK2 - DIK.esp

MP.esp <------------------- (merged patch)

Fallout Remastered.esp

Fallout Remastered - FOOK2 + MMM + EVE (PI Merge).esp

Edited by Bazerk83
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In both Fallout Remastered and FO3 Edit, the instructions state that the compatibiltiy patch must load last. You should move your MP.esp so that it loads at the very last.

Ah, but a compatibility patch isn't the same as a merged patch. What the instructions point to are the compatibility patches that come with the remastered mod.

 

The merged patch is just fine where it is. The Remastered mod is one of those rare few mods that need to loaded very last. Even later then a merged patch / bashed patch.

 

SO, the problem I'm having is when the 2 remastered esps I have are active, I get 4 conflict notices when starting a new game and all of them relating to followers scripts.

Could you elaborate on this? Exactly what kind of conflicts do you get?

 

Edit: Just noticed you posted the same thing on the remastered thread, so I'll have Jeoshua have a look at it first.

Edited by BlackRampage
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In both Fallout Remastered and FO3 Edit, the instructions state that the compatibiltiy patch must load last. You should move your MP.esp so that it loads at the very last.

Ah, but a compatibility patch isn't the same as a merged patch. What the instructions point to are the compatibility patches that come with the remastered mod.

 

The merged patch is just fine where it is. The Remastered mod is one of those rare few mods that need to loaded very last. Even later then a merged patch / bashed patch.

 

SO, the problem I'm having is when the 2 remastered esps I have are active, I get 4 conflict notices when starting a new game and all of them relating to followers scripts.

Could you elaborate on this? Exactly what kind of conflicts do you get?

 

Edit: Just noticed you posted the same thing on the remastered thread, so I'll have Jeoshua have a look at it first.

 

 

Thanks a lot man, I'm gonna load up Fallout 3 now so I'll copy verbatim what the conflicts are.

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Ok here are the 4 conflict messages (verbatim) that appear after starting a brand new game.

 

1)

 

FOLLOWERS quest script test results:

 

CONFLICT DETECTED - - FOLLOWERS quest script

 

A test has revealed that one or more of the mods you have loaded is causing a conflict. It is overwriting the FOLLOWERS quest script. This damages most custom follower commands and makes several followers unable to behave as followers after being hired. (Have been seen to walk away after hire due to this)

 

 

2)

 

CONFLICT DETECTED - - CHARON object script

 

Some other mod is apparently overwriting CHARON's object script. This means that Charon can not obey most commands.

 

3)

 

CONFLICT DETECTED - - RL-3 object script

 

Some other mod is apparently overwriting RL-3's object script. This means that RL-3 cannot obey most commands.

 

4)

 

CONFLICT DETECTED - - FAWKES object script

 

Some other mod is apparently overwriting FAWKES' object script. This means that Fawkes cannot obey most commands.

 

 

Ok those are the 4 conflicts, I've copied them word for word so I hope this helps clear it up.

 

Thanks again.

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Another problem directly linked to the remastered esps is Broken Steel. When activating Broken Steel DLC via FOOK2 options, the game semi locks up. I can see things moving, the game is still running and the world is still going by and i can pause and access the menu screen but I can't move, look around, access the Pip Boy or FOOK2's menu.

 

I really want to use remastered in the hopesw that the game is much more stable but I want the benefits of Broken Steel too.

 

(There are no problems activating any of the other DLCs via FOOK2 Options).

 

deactivating the remastered esps from FOMM resolves this issue. Also, this occurs REGARDLESS of whether the remastered esps are loaded before OR after my merged patch.

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Thanks for your help guys but all issues have now been RESOLVED .

 

After getting feedback from the creator of Fallout Remastered, I was made to realise I'd not included some esps that I thought were not necessary (they were patch esps of various mods). It turns out I needed to pick more than one in this rare instance!

 

Also, I removed a patch esp that I had confirmed was incompatible with FOOK2.

 

SOOO. At the moment, all is now well.

 

 

 

.......... until the next crash, lol.

 

Thanks again guys.

Edited by Bazerk83
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  • 3 months later...

Hey hey hey, found the perfect topic!

So i'm getting the problem number (1)!

 

"FOLLOWERS quest script test results: CONFLICT DETECTED - - FOLLOWERS quest script

A test has revealed that one or more of the mods you have loaded is causing a conflict. It is overwriting the FOLLOWERS quest script. This damages most custom follower commands and makes several FOLLOWERS unable to behave as FOLLOWERS after being hired. (Have been seen to walk away after hire due to this)"

 

And this is my very short load order:

 

 

Fallout3.esm

BrokenSteel.esm

Anchorage.esm

ThePitt.esm

PointLookout.esm

Zeta.esm

CALIBR.esm

CRAFT.esm

FOOK2 - Main.ESM

FOOK2 - [DIK] DLC Improvement Kit.ESM

FO3 Wanderers Edition - Main File.esm

FOOK2 - Main.esp

FOOK2 - [DIK] DLC Improvement Kit.esp

FOOK2 - Main [Hotfix].esp

FOOK2 - DIK [Hotfix].esp

FO3 Wanderers Edition - Main File.esp

FO3 Wanderers Edition - DLC The Pitt.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 Mothership Zeta.esp

FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp

FO3 Wanderers Edition - Optional VATS Halftime.esp

FO3 Wanderers Edition - Optional Restore Tracers.esp

FO3 Wanderers Edition - FOOK Support.esp

FWE - FOOK DLC Support.esp

 

I would appreciate A LOT yr help !!!

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