Bugs encountered so far

General help and technical troubleshooting. Ask for help here if you can't find an answer in the FAQ.
Lyndi
Posts: 303
Joined: Tue Jul 07, 2015 8:32 pm

Re: Bugs encountered so far

Post by Lyndi » Tue Jul 23, 2019 12:40 pm

I had this issue but couldn't pin point a cause. Charon and Paladin Star really didn't like each other and would start massive fights inside my house in Megaton. The dirty way of getting them to stop shooting the place up was to drop their aggression. Not an ideal solution but it got them to stop.

I do use JIP CCC and BLEED.

Bonaparte
Posts: 16
Joined: Tue Dec 15, 2015 6:02 pm

Re: Bugs encountered so far

Post by Bonaparte » Tue Jul 23, 2019 10:19 pm

Can't tell if this was already mentioned: there is a raider in the Bethesda Ruins, marked as essential (06088A27, where 06 - Fallout3.esm mod index).

User avatar
Risewild
Posts: 2737
Joined: Mon Oct 01, 2012 9:14 am

Re: Bugs encountered so far

Post by Risewild » Wed Jul 24, 2019 3:39 am

Bonaparte wrote:
Tue Jul 23, 2019 10:19 pm
Can't tell if this was already mentioned: there is a raider in the Bethesda Ruins, marked as essential (06088A27, where 06 - Fallout3.esm mod index).
I quickly checked in-game and that raider (it's a sniper raider that spawns on a "bridge" connecting two buildings) died normally.

Then I quickly checked in FNVEdit and it doesn't have the essential flag.

It's not TTW. There must be something setting that flag on your game. :shock:
Signature:
Image

Bonaparte
Posts: 16
Joined: Tue Dec 15, 2015 6:02 pm

Re: Bugs encountered so far

Post by Bonaparte » Wed Jul 24, 2019 3:47 pm

Risewild wrote:
Wed Jul 24, 2019 3:39 am
Bonaparte wrote:
Tue Jul 23, 2019 10:19 pm
Can't tell if this was already mentioned: there is a raider in the Bethesda Ruins, marked as essential (06088A27, where 06 - Fallout3.esm mod index).
I quickly checked in-game and that raider (it's a sniper raider that spawns on a "bridge" connecting two buildings) died normally.

Then I quickly checked in FNVEdit and it doesn't have the essential flag.

It's not TTW. There must be something setting that flag on your game. :shock:
GOG version definitely has it:
Image

And I vaguely remember that I also encountered this in very early days of Fallout 3.

gnarlyfingers
Posts: 22
Joined: Mon Nov 19, 2018 6:28 pm

Re: Bugs encountered so far

Post by gnarlyfingers » Wed Jul 24, 2019 5:40 pm

That's just a reference id (06088a27) used to place the raider. It can't make the raider essential. The "essential" flag only appears in a base id, in this case 06023616.

User avatar
RoyBatty
Posts: 6489
Joined: Sun Apr 27, 2014 10:26 am
Location: Vault 108

Re: Bugs encountered so far

Post by RoyBatty » Wed Jul 24, 2019 7:28 pm

That's persistent, not essential.

Also MatorSmash doesn't work for Fallout 3/NV, so your problems lie with that.

This thread is for bugs with VANILLA, if you are using mods and stuff like mator smash, go start a topic in the technical assistance forum please. You are wasting our time.
Image

User avatar
Aeternus_Malus
Posts: 38
Joined: Thu Nov 15, 2018 1:19 pm
Location: Vault 0

Re: Bugs encountered so far

Post by Aeternus_Malus » Wed Jul 24, 2019 7:53 pm

Probably already fixed, but YUPTTW reverts the script changes made to the Cannibal and Dine and Dash perks.

Bonaparte
Posts: 16
Joined: Tue Dec 15, 2015 6:02 pm

Re: Bugs encountered so far

Post by Bonaparte » Wed Jul 24, 2019 8:40 pm

RoyBatty wrote:
Wed Jul 24, 2019 7:28 pm
That's persistent, not essential.

Also MatorSmash doesn't work for Fallout 3/NV, so your problems lie with that.

This thread is for bugs with VANILLA, if you are using mods and stuff like mator smash, go start a topic in the technical assistance forum please. You are wasting our time.
This SmashedPatch.esp was made manually, and this is my manual fix, which has nothing to do with Mator Smash.

User avatar
Risewild
Posts: 2737
Joined: Mon Oct 01, 2012 9:14 am

Re: Bugs encountered so far

Post by Risewild » Thu Jul 25, 2019 2:52 am

Bonaparte wrote:
Wed Jul 24, 2019 3:47 pm
GOG version definitely has it
GOG version was what I checked :) .

But I see gnarlyfingers already explained about the ref id and base id. While Roy mentioned persistent and essential, so there's no need for me to do so.

Here's a couple pics showing where to check for the Essential flag on NPCs, using FNVEdit:
This is the sniper raider:
Image

And this is Shrapnel from Rivet City (which is an essential character):
Image
Signature:
Image

Bonaparte
Posts: 16
Joined: Tue Dec 15, 2015 6:02 pm

Re: Bugs encountered so far

Post by Bonaparte » Sat Aug 24, 2019 9:59 pm

DC, except maybe Paladin Cross, non-humanoid and mutant companions should be able to carry faction armor.
Also, Paladin Cross drops even Brotherhood armor, what shouldn't happen.

There is a fix for NCR armor https://www.nexusmods.com/newvegas/mods/41307 , included in YUP/YUPTTW, but not for other factions (*OutfitWarningScript scripts).

My implementation https://drive.google.com/file/d/1J_SNTC ... slC5r/view (Paladin Cross can carry Powder Gangers and Glove Society armor, because these factions are too small to care about them on the other side of the continent).

Post Reply