Bugs encountered so far

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

Re: Bugs encountered so far

Post by Eddoursul » Wed Jun 10, 2020 4:51 pm

DLC04MQ01SCRIPT is killing mirelurks near Nadine every few seconds, triggering SetJohnnyOnDyingEventHandler in JohnnyGuitar:

Code: Select all

[15000801] Dying Mirelurk Fallout3.esm:3E492
[15000801] Dying Mirelurk Fallout3.esm:3E493
[15000801] Dying Mirelurk Fallout3.esm:3E495
[15000801] Dying Mirelurk Fallout3.esm:3E4A5
[15000801] Dying Mirelurk Fallout3.esm:3E49C
[15000801] Dying Mirelurk Fallout3.esm:3E49D
[15000801] Dying Mirelurk Fallout3.esm:3E492
[15000801] Dying Mirelurk Fallout3.esm:3E493
[15000801] Dying Mirelurk Fallout3.esm:3E495
[15000801] Dying Mirelurk Fallout3.esm:3E4A5
[15000801] Dying Mirelurk Fallout3.esm:3E49C
[15000801] Dying Mirelurk Fallout3.esm:3E49D
[15000801] Dying Mirelurk Fallout3.esm:3E492
[15000801] Dying Mirelurk Fallout3.esm:3E493
[15000801] Dying Mirelurk Fallout3.esm:3E495
[15000801] Dying Mirelurk Fallout3.esm:3E4A5
[15000801] Dying Mirelurk Fallout3.esm:3E49C
[15000801] Dying Mirelurk Fallout3.esm:3E49D
Test ESP, requires JohnnyGuitar 3.05 (in case if this behaviour gets fixed in the future): https://u.pcloud.link/publink/show?code ... J04JirTGnk

Code: Select all

	DLC04Mirelurk1REF.kill
	DLC04Mirelurk2REF.kill
	DLC04Mirelurk3REF.kill
	DLC04Mirelurk4REF.kill
	DLC04Mirelurk5REF.kill
	DLC04Mirelurk6REF.kill
Duplicate killing code in the end of the script.

UPD: There are also periodic kills in Anchorage (testing cells?):
American Soldier (07003ED9)
American Soldier (07003EDB)
American Soldier (07003EDD)
American Soldier (07003EDE)
American Soldier (0700CC2D)
American Soldier (0700C825)
Chinese Soldier (070067C5)
Chinese Soldier (07006785)
Chinese Soldier (07006784)
Chinese Soldier (07006783)
Chinese Soldier (07006782)

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RoyBatty
Gary
Posts: 6917
Joined: Sun Apr 27, 2014 10:26 am
Location: Vault 108

Re: Bugs encountered so far

Post by RoyBatty » Wed Jun 10, 2020 8:16 pm

Good catch, typical Bethesda scripting.

Fixed the mirelurk killing.

No idea why those other actors are dying. I disabled them, and I set the captives to NLLP.
Image

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FiftyTifty
Posts: 455
Joined: Tue Apr 09, 2013 7:36 pm

Re: Bugs encountered so far

Post by FiftyTifty » Thu Jun 11, 2020 4:05 am

RoyBatty wrote:
Wed Jun 10, 2020 8:16 pm
Good catch, typical Bethesda scripting.

Fixed the mirelurk killing.

No idea why those other actors are dying. I disabled them, and I set the captives to NLLP.
What happens if you replace the ACHR with a static object REFR? Should make that a non-issue. Disabled references are still processed, at least by the renderer, they're made invisible and their collision is no longer processed but are still being drawn.

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RoyBatty
Gary
Posts: 6917
Joined: Sun Apr 27, 2014 10:26 am
Location: Vault 108

Re: Bugs encountered so far

Post by RoyBatty » Thu Jun 11, 2020 12:19 pm

They are in a cell that is never loaded, they shouldn't process then.
Image

barney.mdl
Posts: 3
Joined: Mon Jul 27, 2020 12:35 pm

Re: Bugs encountered so far

Post by barney.mdl » Mon Jul 27, 2020 12:42 pm

I don't know if this bug has been adressed before, but today I found out that during Operation Anchorage, the winterized U.S. soldiers uses the default/idle (?) responses of Outcasts, saying things like <<I can't believe a local did it.>>, or <<You're very good, for a local.>> while inside the simulation.

I this bug happens only in the courtyard of the camp H.Q., as the soldiers stay idle there.

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RoyBatty
Gary
Posts: 6917
Joined: Sun Apr 27, 2014 10:26 am
Location: Vault 108

Re: Bugs encountered so far

Post by RoyBatty » Mon Jul 27, 2020 2:44 pm

Yep Kazo has since fixed that. Thanks for posting though, keep em coming.
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barney.mdl
Posts: 3
Joined: Mon Jul 27, 2020 12:35 pm

Re: Bugs encountered so far

Post by barney.mdl » Mon Jul 27, 2020 5:56 pm

Alrighty then.

I found another bug... literally. It appears that Radroaches makes the subtitles caption "Aha!" when attacking, and "Hello there." when idle, like a generic NPC does. Of course they won't actually say that, but somehow the subtitles caption that. I'm inside the RobCo Facility, I don't recall having this bug during the Vault 101 escape nor with the Radroaches found in other places.

barney.mdl
Posts: 3
Joined: Mon Jul 27, 2020 12:35 pm

Re: Bugs encountered so far

Post by barney.mdl » Mon Jul 27, 2020 6:42 pm

Spotted a new bug, if you get close to the armory's door in Rivet City, the turret that is right behind it becomes hostiles, making every Rivet City guards run to the door to attack the turret, but when they open the door they get hostile to the player since they think the player broke inside it.

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RoyBatty
Gary
Posts: 6917
Joined: Sun Apr 27, 2014 10:26 am
Location: Vault 108

Re: Bugs encountered so far

Post by RoyBatty » Tue Jul 28, 2020 2:33 pm

Dialogue bugs were all fixed.

Will check the turret thing.
Image

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jlf65
Posts: 1344
Joined: Wed Aug 10, 2016 9:10 pm

Re: Bugs encountered so far

Post by jlf65 » Tue Jul 28, 2020 10:04 pm

barney.mdl wrote:
Mon Jul 27, 2020 5:56 pm
Alrighty then.

I found another bug... literally. It appears that Radroaches makes the subtitles caption "Aha!" when attacking, and "Hello there." when idle, like a generic NPC does. Of course they won't actually say that, but somehow the subtitles caption that. I'm inside the RobCo Facility, I don't recall having this bug during the Vault 101 escape nor with the Radroaches found in other places.
I've seen that when using a mod like SmallTalk to allow dialogue with people/things you wouldn't normally be allowed to talk to.

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