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Amazing Aqua Cura BUG


MrExsanity

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So, I've started the Aqua Cura quest by speaking to Griffon and then heading over to the Jefferson Memorial to talk to Bigsley. But, Bigsley isn't saying anything - it's just a blank dialogue box.

 

I have tried removing every single mod, verified integrity of files and it still isn't fixed. I'm at a loss here, considering I can't find anyone else who has had this problem.

 

This is my plugins' list:

 

Fallout3.esm
Anchorage.esm
ThePitt.esm
BrokenSteel.esm
PointLookout.esm
Zeta.esm
Unofficial Fallout 3 Patch.esm
aHUD.esm
iHUD.esm
CRAFT.esm
CALIBR.esm
Advanced Recon Tech.esm
FO3 Wanderers Edition - Main File.esm
Mart's Mutant Mod.esm
Project Beauty.esm
EVE.esm
RH_IRONSIGHTS.esm
Detect Traps.esm
FO3 Wanderers Edition - Alternate Travel.esp
Compiled fixes for Fallout 3 ( compatible with UOFO3P ).esp
CivisRomanus Unofficial Fallout 3 Fixes.esp
DarNifiedUIF3.esp
CASM.esp
FO3 Wanderers Edition - Main File.esp
FO3 Wanderers Edition - DLC Anchorage.esp
FO3 Wanderers Edition - DLC The Pitt.esp
FO3 Wanderers Edition - DLC Broken Steel.esp
FO3 Wanderers Edition - DLC Point Lookout.esp
FO3 Wanderers Edition - DLC Mothership Zeta.esp
WeaponModKits.esp
WeaponModKits - FWE Master Release.esp
WeaponModKits - OperationAnchorage.esp
WeaponModKits - ThePitt.esp
WeaponModKits - BrokenSteel.esp
WeaponModKits - PointLookout.esp
WeaponModKits - Zeta.esp
RH_WMK_Bridge.esp
UUF3P - FWE Patch.esp
DC Moods.esp
megalight.esp
Realistic Interior Lighting.esp
Advanced Recon Gear.esp
Detect Traps - The Traponator 4000.esp
Advanced Recon Armor.esp
Advanced Recon Tech.esp
Advanced Recon Range Finder.esp
IDreamOfElectricSheep.esp
Tribal_DX.esp
LeatherBackpack - eng.esp
Mart's Mutant Mod - Project Beauty.esp
Faster PipBoy Light.esp
Advanced Recon Tech FWE.esp
JIP Companions Command & Control.esp
Lone Wanderer Theme DEFAULT.esp
PointLookout Moods.esp
RH_FWE_Bridge.esp
BornAgain Outcast v3.esp
RH_EVE_Bridge.esp
The Pitt Moods.esp
FWEAlienWorkBenchFix.esp
CouncilSeatFix.esp
Double barreled shotgun fix.esp
Blackened FWE + MMM + EVE + Project Beauty.esp
Blackened RH + FWE + EVE.esp
IronsightsExpansionForFWE_1.22-EVE.esp
Wills Power Armor.esp
Wills Power Armor Advanced Recon Patch.esp
Wills Power Armor FWE Patch.esp
Bashed Patch, 0.esp
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I have tried removing every single mod, verified integrity of files and it still isn't fixed.

 

By posting what you did, did you continue w/the ' current saved game ' or did you start over?

 

DId you try using LOOT , to arrange your mods?

 

Also it is no small secret that Mart's Mutant Mod is seriously problematic and grows as the game progresses.

 

Sadly, I feel you might have to start your game over. :confused: Because of Mart's Mutant Mod.

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I have tried removing every single mod, verified integrity of files and it still isn't fixed.

 

 

By posting what you did, did you continue w/the ' current saved game ' or did you start over?

 

DId you try using LOOT , to arrange your mods?

 

Also it is no small secret that Mart's Mutant Mod is seriously problematic and grows as the game progresses.

 

Sadly, I feel you might have to start your game over. :confused: Because of Mart's Mutant Mod.

 

as far as MMM goes, rc1 + rc2 patching the first ,both Isolated and re-maxed DXT 1 all textures and fixing all the broken *.nif files, I have rebuilt that mod completely and optimized the programs for personal use.

 

There are some whom wanted custom tweaks done to that mods assets, for example, somebody wanted the eguanna's to spit like the default creatures.

No, I can do that but it's not my mod.

 

There are 15 mistakes in the scripting , once repaired the bugs all go away and the mod operates as intended.

the website No Mutant's allowed has instructions on the repairs.

The key was the install selections. you need the Entirety to be in-game selected,

 

All plug-in's to be in a single plug-in, so that means you need to learn how things work and merge things "After" repairs are made.

Please don't ask me to share, Not gonna happen.

 

the script for mentions, the Live Iguana needs to be written so when you pickup 1 of these creatures, it becomes dead, or a meat of some kind.

I simply commented it out in the script so data is NOT deleted.

 

To make things even more interesting, I merged a lot more creature mods into that single plug-in as well and added instructions similar of the mmm data base.

Some items were ported too from FNV.

 

MoMod creatures. a real mix it up.

 

For fallout 3 ,all textures need to be strictly DXT1 and depending on the type of texture accompanied with mip-maps and UV maps.

This is a mod site, you come here to mod games files.

 

Now, I posted the why of it and the what of it It's up to you to do the modding your self and learn it..

------------------------------------------------

 

@jjb54... this was not targeted at you, it was a generalized statement for this thread.

 

 

Kitty Black

Edited by Purr4me
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