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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Bullfrog
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Re: Bugs encountered so far

Post by Bullfrog » Fri Jul 01, 2022 12:58 pm

I experienced another bug, again with packages. I never had this bug in TTW 3.2.2.

In Aerotech Park when Captain Parker tries to arrest Keith for illicit gambling, after his final line "You son of a bitch!" (0014D9A4) Captain Parker gets added a new package via dialogue script:

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CaptainParkerREF.AddScriptPackage CaptainParkerKillKeith
He then fires on Keith, Keith dies and then Captain Parker is stuck with the package (0014D9A9) forever.

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GetCurrentPackage >> [0014D9A9] 
It's not possible to interact with him anymore. Leaving the cell and coming back only causes Parker to fire again on Keith's body.
To fix this bug, I removed the package from him via console.

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removescriptpackage 14d9a9
Now he can be interacted with again and offers his usual dialogue "Well... that was a bit messier than I would have liked.".

The bug is in YUPTTW.esm. It adds new code to script "CaptainParkerScript" (00157A8F) that prevents activating Captain Parker to talk to him while he has his arrest/kill packages active.

edit: I modified script "1EKeithScript" (0014D9AB) to fix the issue.

First, this block:
SpoilerShow

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BEGIN OnHit CaptainParkerREF

	set VDialogueVegasEast2.KeithQuestDone to 2
	Kill

END
needs to be changed to this:
SpoilerShow

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BEGIN OnHit CaptainParkerREF

	set VDialogueVegasEast2.KeithQuestDone to 2
	Kill CaptainParkerREF

END
It was missing the killer reference, so the "OnDeath CaptainParkerREF" block was never running.

Now we need to change this block:
SpoilerShow

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BEGIN OnDeath CaptainParkerREF

	CaptainParkerREF.StartConversation Player ParkerHelp

END
to
SpoilerShow

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BEGIN OnDeath CaptainParkerREF

	if CaptainParkerREF.GetIsCurrentPackage CaptainParkerKillKeith
		CaptainParkerREF.RemoveScriptPackage CaptainParkerKillKeith
	endif
;	CaptainParkerREF.StartConversation Player ParkerHelp
END
This removes the script package from Captain Parker, so he can be talked to normally. Commenting the "StartConversation" line makes sure that the player has to manually talk to him. Otherwise the player can use the "ParkerHelp" (000FB0D5) dialogue twice, receiving the reward twice.

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Bullfrog
Posts: 91
Joined: Mon Jun 13, 2022 3:01 pm

Re: Bugs encountered so far

Post by Bullfrog » Sat Jul 16, 2022 8:55 pm

A tiny dialogue bug (vanilla bug) in the quest MS09 "Blood Ties":

In Meresti when asking Justin about Ian, only the first dialogue "Ian? What do you want from him?" (06020E73) is supposed to have the dialogue choices.
The second dialogue "No, just that Vance said he isn't to be disturbed while he's in meditation." (0609A2B0) is NOT supposed to have dialogue choices. All choices need to be removed from that record.

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Bullfrog
Posts: 91
Joined: Mon Jun 13, 2022 3:01 pm

Re: Bugs encountered so far

Post by Bullfrog » Tue Jul 19, 2022 3:43 pm

Ok, another (vanilla) dialogue bug - this one is about Herbert "Daring" Dashwood.

If you complete quest MS12 "Tenpenny Tower", you lose access to three topics:
  • 000BDA31 "I found Argyle. I'm afraid he's dead." - this prevents the player from getting the key to Herbert's safe
  • 000BDA32 "Tell me about Argyle."
  • 000BDA33 "You mentioned something about GNR?"
Solution:

Move the following dialogue topics from the incorrect MS12 quest to the correct FreeformTenpenny quest:
  • 060BDA36 "Dead? Argyle? You... you’re sure? My God. I always thought he’d outlive me, by at least 100 years. Poor bastard. "
  • 060BDA35 "Argyle was my manservant! Ah, but that’s really just a fancy word for "the guy who saves my sorry skin on a regular occasion.""
  • 060BDA34 "Haven’t you ever heard the radio play? The Adventures of Herbert "Daring" Dashwood? That guy at the radio station put it together a few years ago."
In addition, the following voice files in sound\voice\fallout3.esm\maleold01dc need to be renamed:

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ms12_daringargyledeadtopic_000bda36_1.lip -> FreeformTe_DaringArgyleDea_000bda36_1.lip
ms12_daringargyledeadtopic_000bda36_1.ogg -> FreeformTe_DaringArgyleDea_000bda36_1.ogg
ms12_daringargyledeadtopic_000bda36_2.lip -> FreeformTe_DaringArgyleDea_000bda36_2.lip
ms12_daringargyledeadtopic_000bda36_2.ogg- > FreeformTe_DaringArgyleDea_000bda36_2.ogg
ms12_daringargyledeadtopic_000bda36_3.lip -> FreeformTe_DaringArgyleDea_000bda36_3.lip
ms12_daringargyledeadtopic_000bda36_3.ogg -> FreeformTe_DaringArgyleDea_000bda36_3.ogg
ms12_daringargyletopic_000bda35_1.lip -> FreeformTe_DaringArgyleTop_000bda35_1.lip
ms12_daringargyletopic_000bda35_1.ogg -> FreeformTe_DaringArgyleTop_000bda35_1.ogg
ms12_daringargyletopic_000bda35_2.lip -> FreeformTe_DaringArgyleTop_000bda35_2.lip
ms12_daringargyletopic_000bda35_2.ogg -> FreeformTe_DaringArgyleTop_000bda35_2.ogg
ms12_daringargyletopic_000bda35_3.lip -> FreeformTe_DaringArgyleTop_000bda35_3.lip
ms12_daringargyletopic_000bda35_3.ogg -> FreeformTe_DaringArgyleTop_000bda35_3.ogg
ms12_daringgnrtopic_000bda34_1.lip -> FreeformTe_DaringGNRTopic_000bda34_1.lip
ms12_daringgnrtopic_000bda34_1.ogg -> FreeformTe_DaringGNRTopic_000bda34_1.ogg
ms12_daringgnrtopic_000bda34_2.lip -> FreeformTe_DaringGNRTopic_000bda34_2.lip
ms12_daringgnrtopic_000bda34_2.ogg -> FreeformTe_DaringGNRTopic_000bda34_2.ogg
ms12_daringgnrtopic_000bda34_3.lip -> FreeformTe_DaringGNRTopic_000bda34_3.lip
ms12_daringgnrtopic_000bda34_3.ogg -> FreeformTe_DaringGNRTopic_000bda34_3.ogg

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XanthosGambit
Posts: 65
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Re: Bugs encountered so far

Post by XanthosGambit » Tue Jul 19, 2022 4:35 pm

I've run into an issue which I believe started after updating to 3.3.2. I am unable to apply any weapon mod that was originally cut content in base Fallout: New Vegas. Things such as the Marksman Carbine Extended Magazine or the .45 Auto Improved Sights.

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

Re: Bugs encountered so far

Post by Risewild » Wed Jul 20, 2022 1:21 am

XanthosGambit wrote:
Tue Jul 19, 2022 4:35 pm
I've run into an issue which I believe started after updating to 3.3.2. I am unable to apply any weapon mod that was originally cut content in base Fallout: New Vegas. Things such as the Marksman Carbine Extended Magazine or the .45 Auto Improved Sights.
I tried to reproduce this issue, but all the weapon mods I tried could be installed and worked perfectly.
I tried the two you mentioned plus the "Silent Motor" (Alloy Frame in TTW) for the Ripper and the "Reflex Sight" for the Service Rifle.

Something must be interfering with the weapons or weapon mods in your game. My guess would be that a different mod is doing this. :?
Signature:

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XanthosGambit
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Re: Bugs encountered so far

Post by XanthosGambit » Wed Jul 20, 2022 1:29 am

Risewild wrote:
Wed Jul 20, 2022 1:21 am
XanthosGambit wrote:
Tue Jul 19, 2022 4:35 pm
I've run into an issue which I believe started after updating to 3.3.2. I am unable to apply any weapon mod that was originally cut content in base Fallout: New Vegas. Things such as the Marksman Carbine Extended Magazine or the .45 Auto Improved Sights.
I tried to reproduce this issue, but all the weapon mods I tried could be installed and worked perfectly.
I tried the two you mentioned plus the "Silent Motor" (Alloy Frame in TTW) for the Ripper and the "Reflex Sight" for the Service Rifle.

Something must be interfering with the weapons or weapon mods in your game. My guess would be that a different mod is doing this. :?
Uggh. I bet it's those "WWP" overhaul mods. Guess I have some testing to do...

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Manan
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Joined: Wed Aug 31, 2016 10:35 pm

Re: Bugs encountered so far

Post by Manan » Wed Jul 20, 2022 3:05 am

Pop your load order open in FNVedit and check the records for the weapons in question. You'll probably be able to find a concrete answer there.

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XanthosGambit
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Re: Bugs encountered so far

Post by XanthosGambit » Wed Jul 20, 2022 10:44 am

Manan wrote:
Wed Jul 20, 2022 3:05 am
Pop your load order open in FNVedit and check the records for the weapons in question. You'll probably be able to find a concrete answer there.
I found the answer. The answer was "the mod didn't account for the fact that TTW would restore cut weapon mods."

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

Re: Bugs encountered so far

Post by Bullfrog » Wed Jul 20, 2022 7:20 pm

I found another bug. This one is actually quite funny. :D
Star Paladin Cross is not allowed to wear Brotherhood armor. I guess it's a copy+paste error.

In script "BrotherhoodFactionOutfitWarningScript" (00134B6F) this code block needs to be removed:

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Begin OnAdd StarPaladinCrossRef
	ShowMessage CompanionFactionArmorMsg
	DropMe
End

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RoyBatty
Gary
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Location: Vault 108

Re: Bugs encountered so far

Post by RoyBatty » Thu Jul 21, 2022 3:41 am

Bullfrog wrote:
Wed Jul 20, 2022 7:20 pm
I found another bug. This one is actually quite funny. :D
Star Paladin Cross is not allowed to wear Brotherhood armor. I guess it's a copy+paste error.

In script "BrotherhoodFactionOutfitWarningScript" (00134B6F) this code block needs to be removed:

Code: Select all

Begin OnAdd StarPaladinCrossRef
	ShowMessage CompanionFactionArmorMsg
	DropMe
End
Hah!
Image

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