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The Waters of Life Glitch


NeonPeanut

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OK, I just got to The Waters of Life quest and have just watched my dad die, but when I go to escape with Doctor Li, I enter Taft Tunnel and am greeted with a massive cluster consisting of dozens of items, the scientist NPCs, and a few feral ghouls. I can't do anything and become basically stuck. Now I have already figured out from a few other sources that the cause of the glitch is the Unofficial Fallout 3 Broken Steel Patch. I have already tried one fix and tried disabling it. Both times I reloaded a save just before I enter into the Project Purity control room to see my dad die. I exit with Doctor Li to escape and see that neither thing worked.

 

What I want to know is, should I reload a save earlier than that? Is there a fix I am unaware of? I really don't want to lose this save, so any help would be greatly appreciated.

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But, I disabled the UF3P Broken Steel plugin and master-updated it and tried again. It still happened. Do I need to start load a save earlier on in the mission, or what?

 

Disabling a mod doesn't necessarily delete the mod completely. Find the mod folder or entire mod of the UF3P broken Steel unofficial patch in either your fallout 3 directory or your fomm mod folder and delete every single file.

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OK, so I deleted everything Fallout 3 related and reinstalled the game because I couldn't get it fixed. This time I just opted out of using the patch, but sadly, it still happened. I went through the game again and still got stuck in the giant cluster. I don't understand it. I deleted EVERY single piece of Fallout 3 related stuff, and it still glitches up.
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I have never experienced the glitch so I am not speaking from firsthand knowledge on the subject.

Are you sure you got all the FO3 files including the ones in the User directory where the Fallout.ini file and Saves directory is located?

When you get to this cluster do you think you could use the console to "disable" and then "markfordelete" each item to clear the path? I would think you could just open the console and then click on each item in turn and type the commands to get rid of them all. "Disable" would make the item disappear and then "markfordelete" would make sure you don't get any save game bloat from the deleted items. Then you should be able to proceed beyond that point.

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No, that won't work, vforvic. I tried it when I experienced it myself, and while I did remove every single object holding down my character, I was still locked into place and unable to move for some reason. The only way I fixed it was by removing Master Update from my plugins (except for the ones that need it). I'm not sure why that's not fixing the same problem for NeonPeanut though.
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You know what, here is my load order:

 

[X] Fallout3.esm

[X] Anchorage.esm

[X] ThePitt.esm

[X] StreetLights.esm

[X] BrokenSteel.esm

[X] PointLookout.esm

[X] Zeta.esm

[X] CRAFT.esm

[X] CALIBR.esm

[X] xCALIBR.esm

[X] CubeExperimental (EN).esm

[X] Mothership Crew.esm

[X] TSC Air Support.esm

[X] Advanced Recon Tech.esm

[X] EVE.esm

[X] Apocalypse Armory.esm

[X] Mart's Mutant Mod.esm

[X] Companion Core.esm

[X] RobCo Certified v2.esm

[X] Stop Insulting Me Outcasts.esp

[X] StreetLights - Wasteland.esp

[X] CASM.esp

[X] CRAFT - Activation Perk.esp

[X] CALIBRxMerchant.esp

[X] Console Key Binder.esp

[X] PCB.esp

[X] megalight.esp

[X] UndergroundHideout.esp

[X] Apocalypse Armory.esp

[X] Apocalypse Armory - CRAFTing.esp

[X] Apocalypse Armory - CALIBR.esp

[X] Apocalypse Armory - xCALIBR.esp

[X] Apocalypse Armory - DLC Enhancements.esp

[X] Advanced Recon Armor.esp

[X] Advanced Recon Gear.esp

[X] Advanced Recon Tech.esp

[X] Stealthboy Recon Armor - CRAFT.esp

[X] TombRaider.esp

[X] Wasteland Soldier Armor.esp

[X] CALIBR Ammo Schematics - CRAFT.esp

[X] Companion Core DLC Addon.esp

[X] RobCo Certified v2 Zeta Addon.esp

[X] EVE.esp

[X] EVE Operation Anchorage.esp

[X] Apocalypse Armory + EVE.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 - Increased Spawns.esp

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

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

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

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

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

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

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

[X] JessiCompanion.esp

[X] KelseyCompanion.esp

[X] TSC Air Support.esp

[X] UsableCigarettes.esp

[X] Realistic Interior Lighting.esp

[X] Realistic Interior Lighting - BS.esp

[X] Realistic Interior Lighting - OA.esp

[X] Realistic Interior Lighting - PL.esp

[X] F3ProjectRealityMkI.esp

[X] F3ProjectRealityMkITweaks.esp

[X] RobCo Certified v2 EVE.esp

[X] Merged Patch.esp

[X] xCALIBRammo_override.esp

[X] FortIndependenceRedesigned.esp

[X] Advanced Combat Armor.esp

 

 

 

When I really think about, I am probably just being stupid. The first time I played the game it constantly crashed because I didn't know about the Master Update, and therefore didn't Master Update at all, so now I Master Update all my mods. That is probably my problem. I just don't know which ones SHOULD be Master-Updated and which ones SHOULDN'T.

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It's probably unrelated to your problem but you shouldn't be using MMM's Master Menu Module together with Soft Unleveler and Dynamic Player Scaling. And since you're using MMM, keep in mind that you may experience an unavoidable CTD in Point Lookout's Sacred Bog worldspace. Furthermore, the latest version of Street Lights make the Street Lights - Wasteland plugin redundant and unneeded.
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