Bugs encountered so far

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Uldil
Posts: 5
Joined: Wed Mar 11, 2020 1:55 am

Re: Bugs encountered so far

Post by Uldil » Wed May 27, 2020 8:47 pm

I've been having a problem and so far I can't determine if it's a particular mod.

So far my TTW is going pretty well but when I go to pick up an item the others go to inventory. I am sorry if my English is not very good, I give an example so that what happens is understood.

For example, on the floor there are three tin cans and when I go to take one, the other two go to the inventory. I don't understand what is the reason.
# This file was automatically generated by Mod Organizer.
FalloutNV.esm
DeadMoney.esm
HonestHearts.esm
OldWorldBlues.esm
LonesomeRoad.esm
GunRunnersArsenal.esm
ClassicPack.esm
MercenaryPack.esm
TribalPack.esm
CaravanPack.esm
Fallout3.esm
Anchorage.esm
ThePitt.esm
BrokenSteel.esm
PointLookout.esm
Zeta.esm
TaleOfTwoWastelands.esm
YUPTTW.esm
Functional Post Game Ending.esm
Street Lights TTW.esm
AnotherInteriorMod.esm
TTWInteriors_Core.esm
TTWInteriorsProject_Combo.esm
TTW - Paradise Rising.esm
TTWInt_FollowerGoHome.esm
TTWInt_MadBomber.esm
CollapsedDC.esm
DCStreet.esm
Museum.esm
Weapons of the Wasteland.esm
Kidnapped by Raiders.esm
Sortomatic.esm
A Trail of Crumbs.esm
Regulators.esm
WMVM.esm
TTW Reputations.esm
TTW New Vegas Speech Checks.esm
Tenpenny Tower Quest - Redux.esm
AWorldOfPainFO3.esm
AWorldOfPain(Preview).esm
AWOPDeadMoney.esm
oHUD.esm
FalloutNV_lang.esp
FOVSlider.esp
The Weapon Mod Menu.esp
DarNifiedUINV.esp
The Mod Configuration Menu.esp
CASM with MCM.esp
JIP Companions Command & Control.esp
JustModsAssorted.esp
TTWMergeCoreFix.esp
Immersive Hit Reactions.esp
JSawyer Ultimate.esp
TTWMergeGameplay.esp
TTWMergeContent1.esp
Weapon Retexture Project.esp
WRP - TTW.esp
Book of Steel.esp
Book of Steel - TTW.esp
TrooperOverhaul-Dragbody.esp
ADAM - MERGE.esp
ADAM Complete.esp
UniqueWeaponsRetextured.esp
brayduck_classic.esp
TTWMergeVisual1.esp
ConsoleKeyBinder.esp
TTWMergeVisual1.esp
Image

TTWMergeGameplay.esp
Image

TTWMergeContent1.esp
Image

TTWMergeCoreFix.esp
Image

I removed the yellow highlights. That is the content of each merge

I accept suggestions in the order of loading, if you have any better in mind. I do not know a lot about that

EDIT: I just found the cause, it is not a bug. It is a StewieAi Tweaks option that is set by default in the Axonis version

"; automatically take items while the activate key is held
; Axonis: YES, makes it much easier to hoard junk by sweeping the floor (enabled by bHoldToActivate)
bTakeItemsWhileKeyHeld = 0"

I leave a record in case someone happens the same and do not know what to do.

Malice
Posts: 1
Joined: Mon Jun 01, 2020 5:07 pm

Re: Bugs encountered so far

Post by Malice » Mon Jun 01, 2020 5:14 pm

Hi! New user here but not a super new player to TTW. I have 0 mods, active or inactive, and am using the Steam versions of both games. I recruited Arcade Gannon at the Old Mormon Fort but couldn’t bring him with because I was at capacity. I left, did other things for several hours, and then decided to come back to get Arcade for That Lucky Old Sun. He was missing. I figured he had just clipped through the ground or despawned somehow. I used console commands to move him to me, and he immediately started walking away. I could talk to him but decided to follow where he was heading. He walked his way through Freeside to the train station and all the way onto the train itself. I followed him into the dining car but ED-E obstructed him and he stopped. I reloaded and this time moved my player to him instead and found he was chilling out in the lab in Rivet City. Does anyone know what could cause this?

User avatar
RoyBatty
Gary
Posts: 6880
Joined: Sun Apr 27, 2014 10:26 am
Location: Vault 108

Re: Bugs encountered so far

Post by RoyBatty » Tue Jun 02, 2020 1:43 am

This is fixed in 3.3 along with other companion issues.
Image

t364974
Posts: 13
Joined: Mon Apr 08, 2019 2:34 am

Re: Bugs encountered so far

Post by t364974 » Wed Jun 03, 2020 1:45 am

The Weapon Repair Kit script checks for bEnableFO3Repair from JIP LN but it doesn't actually cap the resulting weapon health according to that setting.

User avatar
RoyBatty
Gary
Posts: 6880
Joined: Sun Apr 27, 2014 10:26 am
Location: Vault 108

Re: Bugs encountered so far

Post by RoyBatty » Wed Jun 03, 2020 5:19 am

It's not supposed to, it uses the same calculations instead. That would render repair kits useless, a repair kit is literally the alien epoxy from Fallout 3 with a different model.
Image

t364974
Posts: 13
Joined: Mon Apr 08, 2019 2:34 am

Re: Bugs encountered so far

Post by t364974 » Wed Jun 03, 2020 9:54 am

I assumed something was missing because the weapon health cap is the reason you'd have that setting enabled in the first place, and the repair calculation makes very little difference.

Eddoursul
Posts: 4
Joined: Mon Aug 26, 2019 7:15 pm

Re: Bugs encountered so far

Post by Eddoursul » Sun Jun 07, 2020 10:00 am

Can't tell by the changelog, if it's already fixed, but most creatures and DC companions should not refuse to carry faction armor.
Last edited by Eddoursul on Sun Jun 07, 2020 10:26 am, edited 1 time in total.

User avatar
RoyBatty
Gary
Posts: 6880
Joined: Sun Apr 27, 2014 10:26 am
Location: Vault 108

Re: Bugs encountered so far

Post by RoyBatty » Sun Jun 07, 2020 10:13 am

I fixed the missing edit to the NCR Faction armor script.

This is vanilla behavior.
Image

t364974
Posts: 13
Joined: Mon Apr 08, 2019 2:34 am

Re: Bugs encountered so far

Post by t364974 » Tue Jun 09, 2020 9:39 am

Reminder that the Regulator HQ trespassing fix from the Regulators mod needs to be added to TTW. It's not listed in the dev log.

ankel
Posts: 12
Joined: Tue Jul 14, 2015 6:46 am

Re: Bugs encountered so far

Post by ankel » Wed Jun 10, 2020 1:38 am

Nvm the previous report, I see that this issue has already been reported. The issue is with Hubris Utility tunel exit near Wilhem Wharf.

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