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paragonskeep
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I always just blow it up,

I always just blow it up, along with the mutants. No more muties or annoyances.

If life is but a test, where's the damn answer key?!?!?

JaxFirehart
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Never knew you could blow it

Never knew you could blow it up...

paragonskeep
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Found out by accident during

Found out by accident during a firefight. Goes up like a car so if you're close you're dead too.

If life is but a test, where's the damn answer key?!?!?

Risewild
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I just spent several minutes

I just spent several minutes throwing grenades at it and didn't do anything to it, then I shoot it several times and still nothing, tried punching it with my Power Fist and nothing, maybe later I will try a flame thrower or a missile launcher .

sandwichsandwich
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@rboab, I think when I first

@rboab, I think when I first got OWB and the crashes started I wasn't really using mods as I was still playing the full base game before messing with it. By that time I might have had one that increased the 3rd person camera distance and a backpack mod, but nothing particularly fundamental that I would expect could cause such a problem. It's been a while since it started but I think I did try playing with everything disabled and there was no difference. I should check again to be sure; no-one else seems to have had anything like this level of difficulty with it so something's likely gone funny with my setup but I thought it was worth asking, just in case... I think the dialog loop in OWB is quite common though. At the point where you're discussing with your brain whether you want to be reunited your brain talks about the things you've seen and done together; you can get stuck in a repetitive loop talking about the events of Come Fly With Me and That Lucky Old Sun. If you haven't done the quests your brain is referring to it doesn't mention them so the loop doesn't occur. I don't recall the specific dialog tree that gets you there unfortunately; what with all the crashing I don't play OWB very much so my memories are a bit vague.

Risewild
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sandwichsandwich wrote:

sandwichsandwich wrote:

@rboab, I think when I first got OWB and the crashes started I wasn't really using mods as I was still playing the full base game before messing with it. By that time I might have had one that increased the 3rd person camera distance and a backpack mod, but nothing particularly fundamental that I would expect could cause such a problem. It's been a while since it started but I think I did try playing with everything disabled and there was no difference. I should check again to be sure; no-one else seems to have had anything like this level of difficulty with it so something's likely gone funny with my setup but I thought it was worth asking, just in case... I think the dialog loop in OWB is quite common though. At the point where you're discussing with your brain whether you want to be reunited your brain talks about the things you've seen and done together; you can get stuck in a repetitive loop talking about the events of Come Fly With Me and That Lucky Old Sun. If you haven't done the quests your brain is referring to it doesn't mention them so the loop doesn't occur. I don't recall the specific dialog tree that gets you there unfortunately; what with all the crashing I don't play OWB very much so my memories are a bit vague.

That is a vanilla FNV bug. IIRC the wiki also mentions it, let me try and find it.

Here it is, check the first entry in the Bugs section:

http://fallout.wikia.com/wiki/Old_World_Blues_%28quest%29

Risewild
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The two robots that disappear

The two robots that disappear during the Big trouble in Big Town quest.

paragonskeep
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Sorry, maybe it's an added

Sorry, maybe it's an added thing from FWE or something. I'm running A LOT of mods I'll check into seeing which one may have added that addition.

If life is but a test, where's the damn answer key?!?!?

Risewild
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paragonskeep wrote:

paragonskeep wrote:

Sorry, maybe it's an added thing from FWE or something. I'm running A LOT of mods I'll check into seeing which one may have added that addition.

Well whatever the mod is I definitely think it is a great addition to the game if we can blow up that annoying infernal machine from the nine hells .

Raider480
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I'm not sure whether this

I'm not sure whether this qualifies as a strictly vanilla bug (more arising from combining elements) but a long while back we discussed how dialog with the vendor in The Sink would crash because of some vagaries regarding dialog mechanics for Flak in Rivet City. The Sink vendor uses some invisible NPC merchant, which seems to differ from established merchant mechanics, in a similar fashion to how Flak's dialog tree mechanics mark the seemingly only such use in Fallout 3.

Sorry if I may have missed this being fixed, but it's an incredibly problematic issue for which a discrete plugin was published for RFCW and later brought here (which may have been the same one). The recent TTW rebuild may have rendered that plugin nonfunctional, if the issue still exists.

 

@Risewild

That would be fun. Try a Fat Man if it hasn't blown up for you :P The nice thing about having access to Rivet City is that Flak & Shrapnel's actually sells mini nukes!

sandwichsandwich
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@Robaob: I checked again on

@Robaob: I checked again on vanilla NV without mods and still get the CTD. I remember now that it started happening in Mojave almost immediately after I started listening to the Mysterious Broadcast radio station but didn't stop once I turned it off, and got worse in Big MT in particular. Weird, and without any reasonable explanation, but I'm willing to accept that for some reason my computer just doesn't want me to enjoy this game since I no-one else seems to have encountered the bug. Just thought I'd put it out there in case anyone else knew anything. The dialogue loop I referred to happens when you talk to your brain about being reunited and it reminisces about the events of Come Fly With Me and then That Lucky Old Sun in a loop which you can't get out of without reloading a save. If you haven't done both those quests first I don't think there's another loop to encounter. If you have you can circumvent the bug with alternative dialogue, but I'd like to reminisce about our exploits with my brain and have never been allowed to do so. A crying shame.

FO3 had a minor bug which happened if you enter vault 112 before going through all the main quest steps preceding it. It messed up Broken Steel events; Elder Lyons will appear randomly in the wasteland and open dialogue with you, and Scribe Rothchild would not walk to the map in the Citadel lab to give quest updates.

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Sandwich, you don't happen to

Sandwich, you don't happen to have extra codecs installed, do you? I remember Fallout 3 had problems if FFdShow codecs were installed. Also if you have ATI card, remove the audio driver for it and use the sound from your motherboard.

sandwichsandwich
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@Trm8r, I don't have any

@Trm8r, I don't have any codec packs I can find like FFdShow, I've deliberately avoided them for that very reason as they messed up my FO3 radio with the stuttering effect that lots of people got. The actual Mysterious Broadcast station plays fine with no stuttering or other bugs (aside from the very quiet tracks that afflict all of the stations in NV - that's probably worth a mention on this thread. I thought it could be addressed with a replacement set of tracks that had their output volume increased. Then I thought there may be distribution issues as making the songs available in a separate download is definitely classed as piracy whereas TTW itself is technically not as it doesn't make any copyrighted material available; that may be crossing a line for this project). The only issue I have with Mysterious Broadcast itself is it doesn't repeat once all the tracks are finished unless you select the station again in the Pip-Boy (which may be a deliberate feature, I'm not sure), but I subjectively felt that my game was more buggy after I installed OWB and started listening to the station, much more so in Big MT itself. It's worse with TTW but not confined to it so I suspect this is just part and parcel of the game engine's general bugginess and maybe something to do with my machine on top of that. As such I won't keep flogging this horse, although I did notice in another thread that TTW is currently only recommended for US English edition and I've got UK FO3 which I guess could cause problems. Anyone know if there's any difference between UK and US New Vegas that could be making things more unstable?

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Here's a minor but annoying

Here's a minor but annoying bug in the New Vegas side, at the "Legion Raid Camp" at the southeast side of the map (near that irradiated town with all the ghoulified NCR Troopers,) The Legion's Powder Ganger prisoners tend to get up from their tied up animation, then Legion will occasionally start doing that animation while the Powder Gangers stand there and stare. Not sure if there is anything that can be done about it, but figured I'd tell you guys since it happens to me almost every playthrough.

I'm not that smart, take what i say with a grain of salt

hammerhorde
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       Not sure if this is a

       Not sure if this is a ttw bug or not but I`ll report it anyway. The radio drainage chamber that is outside jury street metro station gives a crash everytime I try to zone into it. I only have a few mods added. I have a flashlight mod that has never given any problems, the world of pain fo3 mod I installed recently and a plugin I made that changes some weapon stats and adds some custom weapons. I was getting this crash before I installed the wop mod as well.

    I have added some unique weapons to some of the drainage chambers but I didn`t alter this one. I can open the cell in the geck and see there aren`t any mesh errors. I thought it might be the raiders that spawn once you go downstairs so I deleted the raiders and the script trigger from the cell and it still gave a crash. Something I did notice was that whenever you near the manhole cover, a slave runs up to you with a exploding collar asking for help then after you diffuse it three raiders spawn and run over to you. I don`t remember that encounter happening in the stock fo3 game and thought maybe this had something to do with the raider trigger in the radio cache. Either way I cannot enter this drainage chamber without the game crashing. Not sure if anyone else has had this happen or not.

dawe1313
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the "slave with the bomb

the "slave with the bomb collar and raiders" is one of FO3 random encounters. there is a random encounter spawn point near that drainage chamber. in my current playthrough, i got a group of "strange meat" hunters there. it's highly unlikely that is the cause of your problem.

also, i was able to enter the drainage chamber, and get the raider spawn, with no problems. chances are it's something particular to you. without more info, it will be hard to help.

did you try disabling all your mods (except TTW, of course) and see if the problem is still there? if you have a "dirty" mod installed, there is no telling what it could be affecting.

please use FOMM/NMM to export your load order as a txt file and upload said txt file in another post. that way maybe someone will be able to spot potential trouble makers

hammerhorde
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         I already mentioned

         I already mentioned what mods I use, Only have 3 loaded and they are at the bottom of the load order. I am just reporting a bug I have, I know others might not have it because I never used to have it until recently. I suspect it might have something to do with going back and fourth from nv to dc many times that it throws something out of whack in that cell that I can`t load into it. I made no changes to the cell or added any items to it,and neither of the two plugins I have installed even touch that cell. Why would it just start crashing the game out of nowhere?

 

     I actually turned off the 3 plugins I have and made a new character and ran straight for jury street chamber and it still crashes. The only plugins loaded are the stock files ttw installed and the load order is the same as is posted on the page. Not a big deal really since there isn`t anything in that cell of vital importance but it is one of the places I cannot enter without a crash.

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Just noticed that NV has an

Just noticed that NV has an Unofficial Patch that is fixes only, v3 updated 2013-08-28... http://newvegas.nexusmods.com/mods/51664/

And FO3's Unofficial patch had an updatd on 2013-07-29...http://fallout3.nexusmods.com/mods/19122/

Both these are for the regular FO games without mods...

Is this project looking for FO3 bugs?  Or for both?  So that when you do the initial merge the bugs are fixed?

TJ
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The Bug-fix Add-On is already

The Bug-fix Add-On is already in the works, already includes both of those (YUP is actually the base of the mod) When I get back to it I've got some meshes to remove, because the new UFO3P's fixed meshes do not get along with our fixed meshes, but for the most part it does the job. Doubtful it's released with the next version of TTW, as it's still very much in it's infancy, but fans of TTW will see a release in some form or another in the near future. Again, for anyone interested in this or any of my mods (working on 4 of them atm) I'm taking a short break for a day or two so as to not allow burnout to start setting in. I'm sure people would like to see PANZER eventually too.

"In the world of entertainment, there are very few things as good..... as Fallout."

"... That's why we're going out of our way to make our game less Fallout."

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i thought that was actually a

i thought that was actually a funny bug until he started taking stuff out of my house. I dont know if it is still like that or not but i dont think anything in the megaton house had an ownership set so he could take anything he wanted/needed

there was a bug that would allow the guy in the megaton water purifier to randomly fall off the catwalk in megaton and it would kill him.

echuaco
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I found another unofficial

I found another unofficial patch for fallout 3 called "BenTweaks," updated as of November 1, 2013

http://fallout3.nexusmods.com/mods/10318

It is compatible with the Updated Unofficial Fallout 3 Patch. It fixes and incorporates tweaks, as well as restore some cut weapons in the game.

Maybe this can be used for the TTW Vanilla Bug-Fix Add-on

JaxFirehart
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We aren't interested in

We aren't interested in tweaks. Otherwise we would just patch for MMUE and call it good.

echuaco
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I understand. The reason why

I understand. The reason why I suggested the mod was that some of its tweaks seems to act like bugfixes, a few examples:

10mm Pistol Clip textures have been fixed

The Gauss Rifle no longer removes backpacks

Anyway, I hope to use the TTW bugfix addon when it is released.

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Perhaps it's just me, but

Perhaps it's just me, but during the V101 growing up scene, when they're telling me how to pick up things, I'm told to pick up a "brahmin skull", instead of one of the toys in the box. I could post my load order if you want, but I can't see anything that effects the start except for TTW. Obviously it's not a high priority bug, but just something I've noticed.

...

...

...

I'm glad we understand one another.

Risewild
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CourierSix wrote:

CourierSix wrote:

 

Perhaps it's just me, but during the V101 growing up scene, when they're telling me how to pick up things, I'm told to pick up a "brahmin skull", instead of one of the toys in the box. I could post my load order if you want, but I can't see anything that effects the start except for TTW. Obviously it's not a high priority bug, but just something I've noticed.

Yep that is a bug and it is known already, but it is not a vanilla bug it's TTW related most people don't even seem to noticed it, good eyes .

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Closing this thread; the

Closing this thread; the bugfix addon has been made!  http://www.taleoftwowastelands.com/content/ttw-fixes-official-bugfix-pac...

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