Bugs encountered so far

General help and technical troubleshooting. Ask for help here if you can't find an answer in the FAQ.
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zordard
Posts: 6
Joined: Mon Feb 24, 2020 11:26 am

Re: Bugs encountered so far

Post by zordard » Wed Aug 03, 2022 9:40 am

Code: Select all

scn GenericDoorOpenedElsewhereSCRIPT

; Don't pass a '1' parameter in your terminal's activate script
; This script will not allow NPCs to use the door.
; It's intended for sneaky/hacky players to be able to use the door for gameplay purposes

ref linkedRef

;**********************

Begin onLoad

	lock 255									;in case someone forgets to lock the door in the editor

End

;**********************

Begin onActivate

	set linkedRef to getLinkedRef

	if (IsActionRef player == 1 && GetLocked == 1)
		ShowMessage GenericDoorActivatedElsewhereMsg
	elseif (IsActionRef LinkedRef == 1 && GetLocked == 1)
		unlock
		activate
	else
		activate
	endif
End
The switch is only needed once to unlock the door. After that it may be opened and closed directly. But the switch ref needs to be added to the door ref for this script.

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Bullfrog
Posts: 146
Joined: Mon Jun 13, 2022 3:01 pm

Re: Bugs encountered so far

Post by Bullfrog » Wed Aug 10, 2022 7:31 pm

I just started the Zeta DLC and in the first chamber, when I watched that robot arm abducting one of the prisoners, I was like "WTF????" Instead of the robotic claw, a shock baton was flying across the room.
Image

The problem is the incorrect definition of the 1st person model in "DLC05WeapClawArm" (0B006BDC), which points to the shock baton. I haven't looked why this wasn't a problem in earlier versions of TTW, but in TTW 3.3.2 the issue shows.

After removing the 1st person model entry, the claw is shown as it's supposed to:
Image

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RoyBatty
Gary
Posts: 7646
Joined: Sun Apr 27, 2014 10:26 am
Location: Vault 108

Re: Bugs encountered so far

Post by RoyBatty » Wed Aug 10, 2022 7:32 pm

wat
Image

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Risewild
Posts: 3182
Joined: Mon Oct 01, 2012 9:14 am

Re: Bugs encountered so far

Post by Risewild » Thu Aug 11, 2022 3:21 am

I did Zeta just the other day (to test Sally's rewards after beating the DLC) and the robot arm worked perfectly. :shock:
Signature:

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Bullfrog
Posts: 146
Joined: Mon Jun 13, 2022 3:01 pm

Re: Bugs encountered so far

Post by Bullfrog » Thu Aug 11, 2022 7:04 am

Risewild wrote:
Thu Aug 11, 2022 3:21 am
I did Zeta just the other day (to test Sally's rewards after beating the DLC) and the robot arm worked perfectly. :shock:
Yeah, it worked perfectly fine for me too in the past and it's a vanilla record, not modified by TTW. The definition of the 1st person model is still incorrect, so maybe you want to remove that in a future update.

I found out what is causing the problem. There is a parameter in Stewie's Tweaks that causes it:

Code: Select all

; use 1st person (high-res) models for NPCs' weapons
bForceHiResWeaponModels = 1
If I set that to 0, the claw shows correctly even with the incorrect 1st person model definition, as it's not used anymore.

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RoyBatty
Gary
Posts: 7646
Joined: Sun Apr 27, 2014 10:26 am
Location: Vault 108

Re: Bugs encountered so far

Post by RoyBatty » Thu Aug 11, 2022 7:40 am

That explains it, hah!
Image

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Bullfrog
Posts: 146
Joined: Mon Jun 13, 2022 3:01 pm

Re: Bugs encountered so far

Post by Bullfrog » Thu Aug 11, 2022 9:38 am

Another vanilla bug in Zeta. This one is most visible when you bring companions (there are multiple ways/mods to do that), but it also happens when you have a drone under control. In the hangar bay when Paulson is with you and one of your companions or your drone enter one of the two "DLC05TrigHangarEnemyUpstairs" (0B00478A) activators that lead up to the pylon controls, Paulson will complain about enemies. Those "enemies" are actually your companions or the drone...
In case of your companions, it will also reduce their base health to 50 and we don't want that to happen!

Script "DLC05TrigHangarEnemyUpstairsSCRIPT" (0B00478B") needs a few more conditions to work properly, so this:

Code: Select all

if actionRef != DLC05PaulsonRef && actionRef != playerRef
needs to be replaced by this:

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if actionRef != DLC05PaulsonRef && actionRef != playerRef && actionRef.GetInFaction FollowerFaction == 0 && actionRef.GetAV Variable08 == 0
"Variable08" is used by the drones to mark that they are under your control.

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RoyBatty
Gary
Posts: 7646
Joined: Sun Apr 27, 2014 10:26 am
Location: Vault 108

Re: Bugs encountered so far

Post by RoyBatty » Thu Aug 11, 2022 8:08 pm

Good find.

Can get rid of PaulsonREF check and just use Followers Faction check.
Image

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Bullfrog
Posts: 146
Joined: Mon Jun 13, 2022 3:01 pm

Re: Bugs encountered so far

Post by Bullfrog » Sat Aug 13, 2022 10:43 pm

Minor bug in Paradise Falls - I went in guns blazing and when I tried to loot the corpses afterwards, I found that Ymir cannot be activated. That reminded me of Jean-Baptiste and it's the same problem here. His script "YmirSCRIPT" (06066E66) got an "OnActivate" block that is missing a condition. This:

Code: Select all

if BarScene && IsActionRef Player
needs to be replaced with:

Code: Select all

if ( BarScene && IsActionRef Player ) || GetDead == 1

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Bullfrog
Posts: 146
Joined: Mon Jun 13, 2022 3:01 pm

Re: Bugs encountered so far

Post by Bullfrog » Fri Aug 19, 2022 9:45 am

I noticed a minor oversight in "Mama Dolce's Processed Foods". The door switch (06050482) next to the door "MamaDolceBigDoor" (060502C8) does not work.
To fix this:
  • add Editor ID "MamaDolceBigDoorSwitchREF" to switch reference "06050482"
  • add Activate Parent "MamaDolceBigDoorSwitchREF" to door "MamaDolceBigDoor" (060502C8), set the delay to whatever you want (I have mine at 0.1s)

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