Super mutants can't equip weapons

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FiftyTifty
Posts: 388
Joined: Tue Apr 09, 2013 7:36 pm

Super mutants can't equip weapons

Post by FiftyTifty » Thu Nov 15, 2018 7:51 pm

This is a fairly bizarre bug:
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For some reason, the super mutants that spawn outside the Super Duper Mart (Super Mutant Overlord & Super Mutant Master) can't equip their weapons. The super mutant on the right has a missile launcher, and the one of the left has a laser gatling gun. Both of which have the [CANNOT EQUIP] warning.

Load order:
SpoilerShow
FalloutNV.esm
DeadMoney.esm
HonestHearts.esm
OldWorldBlues.esm
LonesomeRoad.esm
GunRunnersArsenal.esm
Fallout3.esm
Anchorage.esm
ThePitt.esm
BrokenSteel.esm
PointLookout.esm
Zeta.esm
CaravanPack.esm
ClassicPack.esm
MercenaryPack.esm
TribalPack.esm
TaleofTwoWastelands.esm
YUPTTW.esm
PipboyRemover.esm
The Mod Configuration Menu.esp
FyTy - TTW Tweaks.esp
outsidebets.esp
Motion Sickness Reduction Mod.esp
OldWorldRadio.esp
TTW - Truly Cooked Food.esp
TTW - Oven Cooking.esp
TTW - Fellout.esp
RealSmokes.esp
LightUpAndSmokeThoseCigarettes_edisleado.esp
AnimatedIngestibles_0_5.esp
Root 'n Loot.esp
FyTy - Damage Overhaul.esp
FNVLODGen.esp
tmzLODadditions.esp
LimestoneLOD.esp
MuchNeededLOD.esp
The only mode I have that could affect those NPCs, is my damage overhaul. I'm going to go through it and see if anything's funky.


Edit: So I went and resolved all the conflicts with my mod's CREA records and TTW, including the super mutants. Now they can equip and use gatling lasers, but cannot use grenade launchers. How do I change the weapons usable by a CREA NPC?

Edit2: They also cannot use grenades, which is bizarre.

Edit3: Yep, for some reason, the weapon lists were missing in my mod. Dunno how that happened, but it's super easy to fix. Thread can be deleted.

bozak
Posts: 1
Joined: Mon Dec 03, 2018 11:39 pm

Re: Super mutants can't equip weapons

Post by bozak » Thu Dec 06, 2018 3:47 am

hello yeah i have the same problem can you help i really can play the game like that, they just rush me with no guns just fists and yes i find guns in them when they die.

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Risewild
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Joined: Mon Oct 01, 2012 9:14 am

Re: Super mutants can't equip weapons

Post by Risewild » Thu Dec 06, 2018 4:48 am

bozak wrote:
Thu Dec 06, 2018 3:47 am
hello yeah i have the same problem can you help i really can play the game like that, they just rush me with no guns just fists and yes i find guns in them when they die.
You will have to find out which mod(s) alter the TTW Super Mutant Weapon Lists, and edit it to include/use them.
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FiftyTifty
Posts: 388
Joined: Tue Apr 09, 2013 7:36 pm

Re: Super mutants can't equip weapons

Post by FiftyTifty » Thu Dec 06, 2018 5:15 pm

The CREA records themselves have an element that uses a list to determine the weapons they can equip. You'll need to load up FNVEdit and check out the super mutant records.

alegendv1
Posts: 118
Joined: Sat Dec 22, 2012 5:48 pm

Re: Super mutants can't equip weapons

Post by alegendv1 » Tue Mar 19, 2019 8:53 pm

I'm having the issue where super mutants can't equip weapons. I've been searching through FNVEdit trying to find the conflict but I'm having trouble finding this CREA record of super mutants. Can someone point me in the right direction? I've been searching through EditorID with "supermutant" but I haven't been able to locate this CREA record.

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FiftyTifty
Posts: 388
Joined: Tue Apr 09, 2013 7:36 pm

Re: Super mutants can't equip weapons

Post by FiftyTifty » Tue Mar 19, 2019 10:34 pm

Sure, we all gotta start somewhere.

Load up FNVEdit, and look in each of your mods for the Creature category. All creature records (those entries in the left hand panel that cause stuff to show up on the right hand panel are called records) have the signature CREA. You can see this by selecting a creature record, and on the right hand panel, an element (an element being a piece of data, an entry in the right hand panel) near the top called Signature will have the value CREA.

So find the super mutant CREA records that have been changed by your mods, and look at the weapon list element. If they can't equip weapons, you'll notice that their original records will have a form list as their value, whereas the one in your offending mod will either have a corrupt value (<Error Cannot Be Resolved>), or be missing. Merely drag-drop the original element onto the missing/invalid element in the mod, and bam, it's fixed for that particular super mutant record.

alegendv1
Posts: 118
Joined: Sat Dec 22, 2012 5:48 pm

Re: Super mutants can't equip weapons

Post by alegendv1 » Wed Mar 20, 2019 2:23 am

All right thanks for the help. Greatly appreciate it!

RobertS42
Posts: 4
Joined: Tue Jul 30, 2019 9:52 am

Re: Super mutants can't equip weapons

Post by RobertS42 » Wed Jul 31, 2019 10:33 am

I tried to look for any errors but I couldn't find any even though I had this exact problem. I can't even find weapon lists in FNVEdit.

UsagiPyon
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Joined: Thu Jan 17, 2019 4:09 pm

Re: Super mutants can't equip weapons

Post by UsagiPyon » Wed Jul 31, 2019 2:05 pm

RobertS42 wrote:
Wed Jul 31, 2019 10:33 am
I tried to look for any errors but I couldn't find any even though I had this exact problem. I can't even find weapon lists in FNVEdit.
If you are looking for the SupermutantWeapons form list (This list is whatever weapons the mutants will be/can be using), it is under:
TaleofTwoWasteslands.esm -> FormID List -> SupermutantWeapons
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Do take note that even if you add some weapons to it, if they don't have the correct animations for it they will not use it.
Also also, some mods adds/modifies this list via script.

RobertS42
Posts: 4
Joined: Tue Jul 30, 2019 9:52 am

Re: Super mutants can't equip weapons

Post by RobertS42 » Wed Jul 31, 2019 7:39 pm

I found the weapon list, but I have no idea what's causing the conflict, practically every weapon is red. I don't know how to fix it. It doesn't say what it's conflicting with.

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