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chucksteel
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TTW Vanilla Bug-Fix Add-on

Jax and I have talked about starting a TTW Vanilla Bug-Fix Add-on or Unofficial patch if you want to call it that. I've started working on it and it will be a slow process. I would appreciate if you could post know Vanilla bugs or Bugs that you think are vanilla so I can start adding them to the new Bug-Fix add-on. 

thanks 

chuck

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Edited by: thermador on 05/05/2014 - 10:22
rbroab
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*cough cough Jefferson

*cough cough Jefferson Memorial doors. Just posting so, ya know, don't get duplicates...

 

Who am I kidding, nobody has said anything since the games release...

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There are a few other doors

There are a few other doors that I've always felt like I was in the wrong place when I entered but, I had always just thought I was playing too much fallout and loosing my mind!

One bug I'm looking into is the terminal in the lucky 38 that should sell you upgrades but, has never worked! I have no clue how Obsidian could have let that glaring issue go and, never fix it. 

 

Now with 40% more tiny robot!

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1-From memory I can point out

1-From memory I can point out the stupid BS bug where Three Dog talks about future things that didn't happened yet "Two weeks, it's been two weeks since our boys in power armor..." damn I even know that by memory now .

2-The animation of The Pitt weapon Autoaxe (and the unique versions) where the blades disappear.

I will try and remember more, but I keep getting distracted by my wife, and in 25 minutes I will also have to go to my weekly appointment for the job seeking place I am with.

 

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Well after talking with Jax

Well after talking with Jax and finding out that not everyone is afflicted with the Lucky 38 terminal bug I think I've found a fix that will help those that have the issue and, not bother those who don't have the problem . I simply added a line to the terminal script to close it and, it seems to work fine. 

 

Now with 40% more tiny robot!

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By the way there is a little

By the way there is a little detail that eats me up in Megaton, so if any of you nice people could fix it I would love it, kinda like the doors affect rbroab. In Megaton there is a "bridge/metal platform/whatever you want to call it" that it's upside down it's been like that since some really old patch. The first time I saw one of my brothers in-law play Fallout 3 was when it had just been released and I saw him going to Moira Brown store so much that have that image printed in my head, then later when I got my own copy of the game I noticed it right away that somehow that platform got placed upside down since I first saw the game . I will get a print screen and post it here showing which platform it is:

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So I take it that this means

So I take it that this means the UF3P will not be integrated? I am fine with not having MMUE not integrated, as that can be added later without any difficulty, however UF3P could cause numerous problems if you tried to convert it. While I have no problem with the bugs being fixed by the TTW team, I like my loadorder to be small, and while one .esp won't make much of a difference, separating everything out into modules can eventually cause a large increase in loadorder size. I do not think anyone could be opposed to adding a mod which fixes vanilla errors, and I see no reason to separate it out.

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I just thought of another

I just thought of another vanilla bug (exploit) getting money out of silver in springvale over and over again.

Captain Defect
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Just get this mod working

Just get this mod working with TTW and I'll be happy: http://newvegas.nexusmods.com/mods/45104

rbroab
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Sorry, this is a thread about

Sorry, this is a thread about fixing problems that exist within the Fallout games without mods.

Atheism is a non-prophet organization. This is better than the signature about the broken pencil. That was pointless.
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If I remember right, people

If I remember right, people had problems getting the NCRCF quest to work right if you side with the NCR.

According to them, the game will say that the attack was a failure in the radio and ending even if you and the NCR slaughtered the powder gangers. Could be worth checking.

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Not a real bug...but the

Not a real bug...but the whole hostility with the NCR after playing through FO3 story needs fixing if it isn't in TTW 2.0

Not sure if you want to fix exploits, but there's one where you can get infinite experience by repeating a conversation option with Angela Williams after completing There Stands The Grass. Another one happens when you side with the Powder Gangers and you can repeat a dialog option for infinite experience and leather armor with Chet at the general store.

There is a bug involving a slave child over at the fort. Eventually, the child just spawns outside the walls and you can't return her teddy bear.

Atheism is a non-prophet organization. This is better than the signature about the broken pencil. That was pointless.
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The iron sight node on the BB

The iron sight node on the BB gun set too close to the weapon so that you visually clip into the mesh when aiming.  This can be corrected by pulling the node back a step or two.

Not sure if this a vanilla bug.  I never bothered with the BB gun in FNV, but you must use it during the FO3 intro and it's a mild immersion killer right at the start.

 

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rbroab wrote:

rbroab wrote:

Sorry, this is a thread about fixing problems that exist within the Fallout games without mods.

Mission Mojave is a bug-fix mod >.> It's not just a random mod I threw in because  like it, it's a mod that I would consider near-essential for anyone who plays this game.

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I apologize. I've never used

I apologize. I've never used Mission Mojave. I'll look it over, but I haven't heard too much about it here.

Atheism is a non-prophet organization. This is better than the signature about the broken pencil. That was pointless.
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Captain Defect wrote:

Captain Defect wrote:

rbroab wrote:

Sorry, this is a thread about fixing problems that exist within the Fallout games without mods.

Mission Mojave is a bug-fix mod >.> It's not just a random mod I threw in because  like it, it's a mod that I would consider near-essential for anyone who plays this game.

Not trying to sound like a grumpy old guy, nor do I intend sounding rude, but the point of this thread is to actually post vanilla bugs so the TTW team can fix them and release our own bug-fixer project so we don't have to rely on outside mods . Also most bug fixing mods alter and/or add a lot of things/features in game that they never say in their descriptions, or they use or alter or erase FO3 references and other things which would make them not work very well with TTW, also they might alter some things that are redundant by this stage of TTW.

That's why it's better for TTW to have it's own clean and made from scratch bug fixing project, it will be easier to make and maintain since it will be designed exclusively for TTW.

This post purpose is to inform, please do not feel like I am trashing you around for posting a link to a bug fixing mod or anything like that, since it is not my intention.

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chucksteel wrote:

chucksteel wrote:

There are a few other doors that I've always felt like I was in the wrong place when I entered but, I had always just thought I was playing too much fallout and loosing my mind!

One bug I'm looking into is the terminal in the lucky 38 that should sell you upgrades but, has never worked! I have no clue how Obsidian could have let that glaring issue go and, never fix it. 

The Lucky 38 Terminal can be fixed by changing the terminal code:

vL38SuiteVendorREF.showbartermenu

to

ForceTerminalBack
vL38SuiteVendorREF.showbartermenu

It has been working like a charm for me for a long time.

 

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Regarding  MMUE, I thought

Regarding  MMUE, I thought there were plans to make MMUE (and in turn, MMUE+) compatible with TTW?

This bugfix add-on would seem to suggest that's not the case anymore. Is this so?

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I'm sure there are plans to

I'm sure there are plans to make it compatible, but I think this bug fix patch is simply designed to fix all vanilla bugs within New Vegas and Fallout 3 without the need for other mods.

 

Edit: I'm not sure if the railway rifle has been fixed in 2.0, but if it hasn't, putting it in the vanilla bug fix. For those who don't know, the railway rifle made no sound unless a fix was applied.

Atheism is a non-prophet organization. This is better than the signature about the broken pencil. That was pointless.
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It's fixed for 2.0

It's fixed for 2.0

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I experienced the same bug as

I experienced the same bug as Earache in TTW 1.4, regarding the BB gun ironsights.

Earache42 wrote:

The iron sight node on the BB gun set too close to the weapon so that you visually clip into the mesh when aiming.  This can be corrected by pulling the node back a step or two.

Not sure if this a vanilla bug.  I never bothered with the BB gun in FNV, but you must use it during the FO3 intro and it's a mild immersion killer right at the start.

 

Not sure if you fixed that in 2.0, haven't had much time recently to check. Apologies if this has already been taken care of.

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The bb gun still has some

The bb gun still has some issues.

Atheism is a non-prophet organization. This is better than the signature about the broken pencil. That was pointless.
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MMUE does more than fix bugs,

MMUE does more than fix bugs, its a vessel for the mod authors to put whatever ass backwards changes they want in, for no reason. Most of MMUE's record edits have nothing to do with bugfixes.

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it still has the same problem

it still has the same problem in 2.2a

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Captain Defect wrote:

Captain Defect wrote:

rbroab wrote:

Sorry, this is a thread about fixing problems that exist within the Fallout games without mods.

Mission Mojave is a bug-fix mod >.> It's not just a random mod I threw in because  like it, it's a mod that I would consider near-essential for anyone who plays this game.

Contrary to the claims on MMUE's mod page, it is not a bug fix mod.  It changes significantly more, particularly in terms of restoring cut content, altering existing content (faces especially), altering the game's UI, integrating DLC items into the main game, and adding new items altogether.  It's a game overhaul masquerading as a bug fix collection.

I'm not saying the changes are bad necessarily (though some are from a techincal standpoint), but if you are using MMUE+ because you are under the impression it's JUST a bug fix you should seriously reconsider using it at all.  It distinctly alters the game's balance and content in several definitive ways, and it is not what I would call "essential" by any means.

tizerist wrote:

Regarding  MMUE, I thought there were plans to make MMUE (and in turn, MMUE+) compatible with TTW?

This bugfix add-on would seem to suggest that's not the case anymore. Is this so?

The problem with MMUE+ is that it disables several normally unused records under the assumption that it will improve game performance (it doesn't).  Several of these records are needed for TTW to operate properly.  While it is not impossible to make a compatibility patch in this case, it would still be difficult, and more to the point would not ensure much in the way of stability.  This is especially true since every time MMUE+ is updated we have no idea what other random records they'll decide to disable or overwrite to the detriment of TTW's ability to function.

On a related note, NVEC is similarly affected, although not to as strong a degree.  Still, that's the reason why it's not recommended that you run either with TTW, and why we're discussing a vanilla bugfix mod.

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That good ol' Fall's Church

That good ol' Fall's Church companion bug persists in TTW 2.2a, every time you wait anywhere you can expect a visit from Paladin Hoss and Initiate Peck. Or such has been my experience so far.

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I would REALLY like to see

I would REALLY like to see vanilla bugs in FO3 and FNV fixed with TTW! Not having to worry about compatibility with another bug fix mod would be great, and to be honest one of the main reasons I play Fallout on PC instead of console is for the fan community bug fixes Bethesda/Obsidian never fixed.

Two off the top of my head:

That stupid Brahmin that walks "home" to Megaton from Girdershade in FO3 annoys me hugely! (also, do Deathclaws still spawn inside Sierra's house? I had that happen a few times!).

Monorail balls-up in FNV (unless it FINALLY got fixed? Not the last time I played, and that was post OWB).

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@Ein sorry, this thread is

@Ein sorry, this thread is talking about bugs that exist in game. Bugs that you get when only playing FO3 and FNV without any mods what so ever. Though I'm sure someone can whip up a fix at some point.

Atheism is a non-prophet organization. This is better than the signature about the broken pencil. That was pointless.
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The Regulators HQ has always

The Regulators HQ has always seemed buggy, spawns inside the house, or Sonoma running off and never returning. Also Walter walking off a rail in Megaton and dying, other random deaths like his. I know this isn't a bug per se, but a lot of the "bug fixers" remove the invisible walls which would be nice, and if possible making the 4 caravans in FO3 essential is always good as well. (More than one tends to die when playing on Really hard). Greatly looking forward to having bug fixes intergrated into TTW. Thanks everyone for your hard work.

If life is but a test, where's the damn answer key?!?!?
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Good call paragonskeep. I

Good call paragonskeep. I remember that random creatures spawn outside of Regulators HQ and if you didn't kill them, Sonoma would run away never to return.

Also, I've heard of Lucy West getting in an argument or fight with Jericho and leaving Megaton. Don't know the specifics, but I know she eventually disappeared from my game.

Atheism is a non-prophet organization. This is better than the signature about the broken pencil. That was pointless.
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paragonskeep wrote:

paragonskeep wrote:

The Regulators HQ has always seemed buggy, spawns inside the house, or Sonoma running off and never returning. Also Walter walking off a rail in Megaton and dying, other random deaths like his. I know this isn't a bug per se, but a lot of the "bug fixers" remove the invisible walls which would be nice, and if possible making the 4 caravans in FO3 essential is always good as well. (More than one tends to die when playing on Really hard). Greatly looking forward to having bug fixes intergrated into TTW. Thanks everyone for your hard work.

The compromise I usually made for the caravans is making them essential whenever they weren't in the current (or nearby) cell, as well as whenever they were in the air.  This prevents the 2 largest sources of them dying, namely a low-process AI-assumed "whoops they must be dead because they entered a cell with a Deathclaw in it", along with the occasional bad spawn or terrain glitch that drops them from 7 stories up (watched that happen to Crazy Wolfgang a lot).

The idea behind the caravans being killable was that you'd need to protect them from threats.  It WASN'T meant to have them arbitrarily disappear whenever the game felt like they decided to play "let's poke the Yao Guai" since you were on the other side of the map.

 

As far as Sonoma goes, she needs to have her combat status set to something above "always flees", as well as being given a top-level AI package that ensures she stays in the Regulators HQ cell.  That way even if she does flee she'll come back to Regulators HQ.

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rbroab wrote:

rbroab wrote:

Good call paragonskeep. I remember that random creatures spawn outside of Regulators HQ and if you didn't kill them, Sonoma would run away never to return.

Also, I've heard of Lucy West getting in an argument or fight with Jericho and leaving Megaton. Don't know the specifics, but I know she eventually disappeared from my game.

There's terrain glitches in Megaton, especially with regards to the game's low-level processing.  I believe FNV's engine improvements address that for the most part, but the easiest fix is to just have a scriptblock that tracks the position of all of Megaton's residents whenever you enter or leave the cell.  If they're detected below terrain level, have them moved up to a "safe marker".

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The Fall's Church BoS members

The Fall's Church BoS members teleporting to you when you wait/sleep IS a vanilla issue. It's been there since Fallout 3 launched. http://www.falloutwiki.com/Paladin_Hoss Look down at the list of bugs. Part of the reason it was fixed in the first place is because they would sandbox in your house and steal stuff from containers.

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how bout the simple bug that

how bout the simple bug that the pitt's meshes are broke as hell, even playing on console i fell through floors dozens of times collecting those ingots and had to reload the game from dashboard for over an hour so untill the floors out in the scrapyard would load properly, not talking about out of the way places, the grounds broken right under some of those 100 ingots you need to collect for that old achievment. i dont have specific locations but i know it was never fixed, a quick youtube search probably will result in dozens of videos about it.

 

here straight form the wiki:

Terrain Glitches

It is a possibility that after downloading or re-downloading The Pitt that areas within the Steel Mill will de-solidify allowing the player to get outside the area of the map with ease, though when getting higher in the Steel Mill, it becomes impossible with the loss of footing higher up making certain ingots impossible to locate. This error does not correct itself nor does it change upon starting the game over or reloading a save. The only way to fix this problem is to replace your Pitt download. (On the Xbox leaving the area and re-entering and re-loading may suffice)

A popular example is that the wall directly to the right (behind a generator and yellow light stand) when you enter the steel mill is not solid and allows the PC to be in the building of the Supply Plant from the outside as it is hollow. Also, it is possible to shoot trogs from the inside where they cannot hit you.

At the Bridge you encounter at the start, if you jump onto the rocks below and start getting irradiated, then quickly fast-traveling back up, the Bridge will be un-cross able. This is because after fast traveling, it Registers the Bridge as the rocks, making the Bridge extremely irradiated. Attempting to cross the Bridge will kill you, because the Bridge now has the Radiation levels that the water has.

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Killing Yai Guai Around Arfeu

Killing Yai Guai Around Arfeu Counts to the "Kills 10 Yai Guai in Zion Valley" Challenge 

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I did that on purpose, I

I did that on purpose, I actually need to change the text in the challenge to be non-worldspace specific.

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JaxFirehart wrote:I did that
JaxFirehart wrote:

I did that on purpose, I actually need to change the text in the challenge to be non-worldspace specific.

Was just gonna suggest that. You're on point as always jax.
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I've been playing OWB. The

I've been playing OWB. The fully upgraded Mk II Stealth Suit gives no 20% speed increase. The wiki verified it.

Raising the bomber from the bottom of the lake is just overall buggy. Playing with no mods, I had many CTD throughout the process of swimming to the bottom, attaching the ballasts, swimming back, and detonating.

Atheism is a non-prophet organization. This is better than the signature about the broken pencil. That was pointless.
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One of the NV patches caused

One of the NV patches caused a bug where, if you complete Heartache By The Number by turning the evidence, the Van Graffs are permanently hostile towards you afterwards. It'd be nice to see this fixed, cause this bug makes the peaceful solution kind of pointless.

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I'm pretty sure they're

I'm pretty sure they're supposed to be hostile. You worked with the person they wanted killed and turned them in. Maybe I'm wrong though.

I was siding with the Legion and Lee Oliver could not be killed. Not through gameplay, or console. Only way around was the speech challenge. And after that, I got a CTD right before the credits rolled

Atheism is a non-prophet organization. This is better than the signature about the broken pencil. That was pointless.
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I don't think it's supposed

I don't think it's supposed to be that way, myself. Mainly because it makes the peaceful solution pointless. You have to kill 'em on sight either way, so it makes the choice redundant. Also, if it were intentional, one would think the Crimson Caravan faction would be hostile as well.

 

Maybe it is one of those actions have consequences deals, I suppose. It's just always felt like a bug to me.

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Not really sure if this

Not really sure if this counts, but in Fo3 if you finish 'The Replicated Man' by telling Harkness, volunteering to kill the handlers, telling the handlers about Harkness and then killing them, Harkness never moves again. This gets both rewards, but results in Danvers claiming the job Harkness vows to keep. Not really an issue, but strange.

 

The Legionary Assassins and Frumentarii are incredibly bugged, as especially meant to be countered by this mod:

http://newvegas.nexusmods.com/mods/39162

And less so by this one:

http://newvegas.nexusmods.com/mods/45225

 

Contreras (NV) is also quite buggy toward the conclusion of his quest, and specifically with not recognizing the proper resolutions to his dilemma.

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Personally my main issue with

Personally my main issue with vanilla NV turned up after I installed Old World Blues. Soon as I went to Big MT I started getting CTD continually in open areas, but no more than usual while "indoors". Never worked out what the cause was nor heard of it from anyone else online, but it seemed to happen when I approached newly spawned enemies. The same bug then carried over to some open areas (by which I again mean wasteland rather than indoors) in NV when I returned to Nevada (and the bug remained even in new games prior to traveling to Big MT) and I get the same in large outdoor FO3 areas of TTW now, rendering most of the southwestern Capitol Wasteland - in particular the area around Fort Independence - virtually unplayable. I'm currently using FO3 and NV mods on my version of TTW and haven't checked how the CW is without them on TTW2, but got similar crashes before on previous editions and in the same places (also found the river near the Super-Duper Mart south to Rivet City behaving similarly but not the areas away from water, for some reason). FWIW, these crashes didn't happen on RFCW. I haven't posted this in the Bugs forum here because I'd never seen the OWB bug in ANY other NV related site so I assumed it was just something to do with my particular PC's setup that didn't like running it for whatever reason. But if anyone else has seen it, knows what causes it and - even better - can fix it I'd love to find a cure because I think the same thing might be screwing with my FO3 experience now.

While I'm on the subject of OWB, the dialogue loop when talking to your brain about the things you've seen and done could do with sorting out. Also I don't know if anyone's taken a look at the Gauss Rifle (crit damage in VATS) problem during a NV update since I kind of stopped using VATS but last I heard it was still a problem, along with the off-centre zoom targeting.

Last but not least - and I'm loath to bring this one up because it's a way of enabling the wearing of a hood over a power armour helmet which I think looks awesome (particularly when worn atop the Tribal Power Armour) - but the multiple headwear exploit with the Chinese Stealth armour from OA still works. Which is great for me and I'd debate whether it's an actual bug or an exploit which CAN be a bug or can under the right circumstances create something sensibly within the bounds of possibility. A hood and a helmet is one thing... obviously someone wearing 16 hockey masks and obliterating everything in sight with their bare hands is quite another but I'm of the opinion that most people playing TTW will be roleplaying it in their heads to some degree in order to cope with the limitations of the links between the games; anyone who's actually doing that isn't about to max out their stats through a cheeky power-gaming method and if they are, is it really important to stop them doing that or just to make a game that works without breaking? I personally would opt to leave that bug there so people can wear a hood over their helmet because it looks great, but for the sake of completeness I thought I should point it out if people disagree.

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Also I thought if you do the

Also I thought if you do the Van Graffs over peacefully during Heartache By The Numbers that they're hostile to Rose - or rather that she's still hostile to them - meaning they'll attack you if she's your companion. Something to do with the Courier convincing her that violence isn't the solution, and her agreeing but stating that she'll agree to let you do it your way but she'll still shoot them up if she goes in there herself. Can't remember the exact wording and I could be mistaken on that, but it does explain the hostility if I'm right and she's currently recruited as a companion. It might be that it shouldn't be happening when she's not around, however. I'm pretty sure I've had to either fire her or leave her outside of Freeside in vanilla NV to stop her killing the Silver Rush Cryer and incurring a hostile reaction, but been able to buy from the Van Graffs when Cass wasn't physically present.

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@sandwichsandwich the first

@sandwichsandwich the first problem sounds like mod conflicts, unless you weren't running any. I just ran through OWB (my favorite DLC) and I went everywhere and went through everything. Never had a single CTD.

Also, I'm not sure what you're referring to with the dialog loop. I try and go through each and every option for the sake of testing, but didn't have any issue with speaking to pc brain. More detail?

I think everyone looks at exploits differently. Most of the time I think they should be removed. Things like stacking up effects, the ability to run through character speech challenges over and over, and vendor selling/repair should be taken out. That's just my opinion though, don't see the fun in it. But I don't want it removed just for my sake, especially if it's something that other players use/enjoy.

Atheism is a non-prophet organization. This is better than the signature about the broken pencil. That was pointless.
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My viewpoint about exploits :

My viewpoint about exploits :

If there is a technical reason so that TTW can work properly I take them out. As it happened for example with OA. The dead Gary method doesn't work anymore in TTW. It was the only way to avoid crashes while using the simulator.

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Something that I've always

Something that I've always wondered if it was a bug or not. In FO3, Enclave soldiers tend to pop up in spots before the Waters of Life when they take over the purifier. I always felt like they weren't supposed to spawn until that moment, but I could be wrong. Is that intentional or a glitch? It always felt a bit off that I'd find them around before that quest.

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Technically its a Broken

Technically its a Broken Steel bug, I'm ambivalent toward fixing it because I feel that they should have a presence in the wasteland, but a small one, before Waters of Life.

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Don't know if its been

Don't know if its been addressed in this thread yet, but speaking of Broken Steel, Three Dog always talks about "two weeks...it's been two weeks since the brotherhood kicked those enclave bastards out of project purity and got that baby chugging" (off of memory, not 100%). Anyway, he says this line before completing main quest line.

Not sure if this is a bug, but doing the Galaxy News Radio quest, you go through the Museum of Technology. If you happen to pass through the Planetarium, you're in for a real treat. From the moment you step inside, you will hear a small speech repeated over and over until you go back to the main entrance. Finding the terminal and selecting "Stop Show in Progress" does nothing. I beg of you, please make this selection shut that man up.

Atheism is a non-prophet organization. This is better than the signature about the broken pencil. That was pointless.
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Not sure if the museum

Not sure if the museum planetarium horror is a bug or If Bethesda simply wanted to annoy us here ;) .

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I do think it is supposed to

I do think it is supposed to annoy us and to call the mutants  that come and examine the noise but I do agree that we should be able to disable it by using that terminal Rbroab mentions there, maybe only after the mutants come by but that sounds like a job for a mod since I do think it's no bug, just a really REALLY annoying part.

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