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Fallout 3 Companions bugged/broken

General help and technical troubleshooting. Ask for help here if you can't find an answer in the FAQ.
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Papa Benito
Posts: 2
Joined: Sun Apr 30, 2017 1:55 pm

Fallout 3 Companions bugged/broken

Post by Papa Benito » Sun Apr 30, 2017 5:24 pm

  Any companions I hire in the Capital Wasteland have a non-functioning companion wheel. (I am unable to tell them to use melee/ranged, tell them to wait here/follow me, or open their inventories.) Also, their dialogue options are the options you would have normally. (Example: Charon would just say "Go talk to Azhrukhal," and the only options I have are "I just...," "Yeah, but...," and "How did you end up working for..." No option to fire/rehire or anything else.) The only commands in the companion wheel that work are "Keep distance/stay close" and "Back up." 


Specs:


Intel Core i5 4460


Windows 8.1 OS


8 GB RAM


 


Load Order:



FalloutNV.esm


DeadMoney.esm


HonestHearts.esm


OldWorldBlues.esm


LonesomeRoad.esm


TribalPack.esm


MercenaryPack.esm


ClassicPack.esm


CaravanPack.esm


GunRunnersArsenal.esm


Fallout3.esm


Anchorage.esm


ThePitt.esm


BrokenSteel.esm


PointLookout.esm


Zeta.esm


TaleOfTwoWastelands.esm


NevadaSkies.esm


Project Nevada - Core.esm


Project Nevada - Cyberware.esp


Project Nevada - Equipment.esm


SomeguySeries.esm


AWorldOfPain.esm


oHUD.esm


More Perks.esm


More Perks for Dead Money.esm


More Perks for Honest Hearts.esm


More Perks for Old World Blues.esm


TTW_NoKarmaDCFollowers.esp


TTW_AnchorageCustomization.esp


TTW_OutcastTrading.esp


TTW_Reputation.esp


TTW_SpeechChecks.esp


TTWOptions.esp


TTW_Companions_Essential.esp


DarNifiedUINV.esp


NevadaSkies - Basic Edition.esp


NevadaSkies - TTW Edition.esp


NevadaSkies - Ultimate DLC Edition.esp


Project Nevada - Dead Money.esp


Project Nevada - Gun Runners' Arsenal.esp


Project Nevada - Honest Hearts.esp


Project Nevada - Lonesome Road.esp


Project Nevada - Old World Blues.esp


WeaponModsExpanded.esp


Project Nevada - WMX.esp


pipboy2500_edisleado.esp


dD - Enhanced Blood Main NV.esp


TTW - Fellout.esp


The Mod Configuration Menu.esp


CCO - Ulysses Companion.esp


NewVegasBounties.esp


XFO - 4bb - Perks - Two per level.esp


More Perks Update.esp


More Perks for Dead Money Update.esp


More Perks for Honest Hearts Update.esp


More Perks for Old World Blues Update.esp


 


 


Both my Fallout 3 and New Vegas games are Steam downloads.


-Fallout 3 goty


-FalloutNV (With all DLC downloaded)


 


 


 


 

 



Papa Benito
Posts: 2
Joined: Sun Apr 30, 2017 1:55 pm

Through disabling and re

Post by Papa Benito » Sun Apr 30, 2017 7:24 pm

Through disabling and re-enabling many of my mods, I found out that A World Of Pain is causing the problem. Once disabled, I could use the wheels normally, and I have the dialogue options I should normally have. If anyone knows of a way to use AWOP while keeping Capital Wasteland companions intact, please let me know.



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RoyBatty
Gary
Posts: 7742
Joined: Sun Apr 27, 2014 10:26 am
Location: Vault 108

Which AWOP, I do not have

Post by RoyBatty » Mon May 01, 2017 7:19 am

Which AWOP, I do not have this issue and cannot reproduce it although it has been reported a couple of times. It ended up being another mod each time.


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khumak
Posts: 139
Joined: Thu Aug 25, 2016 2:18 am

Not sure if this is related,

Post by khumak » Mon May 01, 2017 6:18 pm

Not sure if this is related, but when building my conflict patch I noticed that a lot of mods add various dialog options.  Some of them carry forward the dialogs from the base game, some don't, and all of the new entries conflict with other mods that add similar dialogs.  Some of them are probably unimportant, but some are tied to quests.


I merge them all together by hand in my patch.  No idea if that's required but it's a fair amount of hand edits.  The autogenerated merged patch doesn't do it.


The ones that conflict seem to be yellow or red in FNVEdit.  The ones that don't are green or white.



User avatar
RoyBatty
Gary
Posts: 7742
Joined: Sun Apr 27, 2014 10:26 am
Location: Vault 108

Top level topics don't always

Post by RoyBatty » Mon May 01, 2017 9:48 pm

Top level topics don't always merge properly in the engine (they are supposed to), the sure fire way to have it work is to merge them into a merge patch as khumak has mentioned.


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