supermutant weapon fix

General help and troubleshooting.
LoneGhostOne
Posts: 24
Joined: Wed Jun 19, 2013 6:55 pm

supermutant weapon fix

Post by LoneGhostOne » Thu Jun 20, 2013 1:39 am

this file seems to fix the super mutants not using their assault rifles


throw it at the bottom of your load order


EDIT: 


yes this is not a TTW issue this is for use with Project Nevada as it overwrites the Project Nevada files


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chucksteel
Posts: 1356
Joined: Wed Aug 15, 2012 3:20 pm

I cannot reproduce this (so

Post by chucksteel » Thu Jun 20, 2013 2:04 am

I cannot reproduce this (so called) bug to save my life. I even asked a friend to test too. Her response was "Super Mutants in TTW never have any issue in gunning my ass down!" She also uses a lot of mods but, what I think your having is some sort of mod conflict that your thinking is TTW's fault.


Your fix works because it is loaded last and overwriting the issue in whatever mod is really causing the problem. You should test your mods figure out which one is really causing the issue because I know for a fact if you run TTW clean the Super Mutants will attack you properly.



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Risewild
Posts: 2371
Joined: Mon Oct 01, 2012 9:14 am

chucksteel wrote:

Post by Risewild » Thu Jun 20, 2013 2:45 am

[quote=chucksteel]


I cannot reproduce this (so called) bug to save my life. I even asked a friend to test too. Her response was "Super Mutants in TTW never have any issue in gunning my ass down!" She also uses a lot of mods but, what I think your having is some sort of mod conflict that your thinking is TTW's fault.


Your fix works because it is loaded last and overwriting the issue in whatever mod is really causing the problem. You should test your mods figure out which one is really causing the issue because I know for a fact if you run TTW clean the Super Mutants will attack you properly.


[/quote]


Same here, in my TTW game SM use their weapons. I am sure it must be mod related somehow, maybe some mod change the lists for weapons a SM can use and overrides TTW list instead.



dawe1313
Posts: 162
Joined: Fri Mar 22, 2013 4:39 am

a little bit of searching the

Post by dawe1313 » Thu Jun 20, 2013 3:51 am

a little bit of searching the forums would have revealed that this problem is mod related and the only necessary "fix" is to make a merged/bashed patch.


one cause of this problem is the Project Nevada Equipment module, which loads after the TTW.esm. the Form List for supermutant weapons does not have any of the FO3 weapons, so they don't get them. making a merged patch (something you should always do) fixes the problem without having to add yet another tiny esp, which will overwrite the PNEquip.esp, meaning that supermutants won't get any of the PN goodies



LoneGhostOne
Posts: 24
Joined: Wed Jun 19, 2013 6:55 pm

chucksteel wrote:

Post by LoneGhostOne » Thu Jun 20, 2013 11:38 am

[quote=chucksteel]


I cannot reproduce this (so called) bug to save my life. I even asked a friend to test too. Her response was "Super Mutants in TTW never have any issue in gunning my ass down!" She also uses a lot of mods but, what I think your having is some sort of mod conflict that your thinking is TTW's fault.


Your fix works because it is loaded last and overwriting the issue in whatever mod is really causing the problem. You should test your mods figure out which one is really causing the issue because I know for a fact if you run TTW clean the Super Mutants will attack you properly.


[/quote]


the issue (rest easy) is a Project Nevada conflict, i should have specified that in the original post


PEAW developer

frenzyslave
Posts: 101
Joined: Sun Nov 25, 2012 3:45 am

Say what?

Post by frenzyslave » Fri Jun 21, 2013 6:43 am

Say what?


I use Project Nevada (Equipment Module) and supermutants use their assault rifles (I have a merged patch)... Is this for people who don't have a merged patch?


Member of the People's Revolutionary Front of Canada and sworn enemy of their arch-rival: The Canadian People's Front. Hoping for a Fallout game around the Great Lakes... Highly unlikely ever, but why dreams exist.

plumjuice
Posts: 460
Joined: Wed Dec 12, 2012 11:59 am

Echoing dawe here. Just make

Post by plumjuice » Fri Jun 21, 2013 10:12 am

Echoing dawe here. Just make a bashed/merged patch (both if you're feeling spunky) as this is a level list issue.


Read before asking for help. Please. >>>>>> http://taleoftwowastelands.com/content/read-asking-help



Nothing.
Posts: 9
Joined: Mon Feb 11, 2013 11:48 am

Not to be a nuisance, but I'm

Post by Nothing. » Wed Jul 03, 2013 1:52 pm

Not to be a nuisance, but I'm not exactly familiar with the whole merged patch thing, and I currently am having the whole super mutant assault rifle issue.  Exactly what would I be merging with what to fix the problem, and more importantly, how would I do so?  If somebody could explain or point me in the right direction, I'd appreciate it.



plumjuice
Posts: 460
Joined: Wed Dec 12, 2012 11:59 am

Merged Patch = FNVEdit

Post by plumjuice » Wed Jul 03, 2013 2:35 pm

Merged Patch = FNVEdit


After installing it, open your load order. Wait. It will tell you when it is finished. When it is, right click on of the esp's listed (any of them will do) select "other" -> "Create Merged Patch". Wait. When you can interact with FNVEdit again, it means it's finished. Exit.


Bashed Patch = Wrye Bash(or Flash, depending on who you ask. It's the same stuff)


After installing it, make sure there is a "Bashed Patch, 0.esp" in your FNV data folder. If there isn't, "Steam\SteamApps\common\fallout new vegas\Mopy\templates" has one (or whatever your install directory was). Make sure it is last in your load order (you can drag esp's around in Wrye Bash to change load order). Right click it -> Rebuild Bash Patch. If it asks you to disable and merge esp's, select yes. Have a look at the options that come next. Most are self explanatory (the tweaks section has some stuff that can help you remove small esps that only edit 1-2 settings, like the timescale for example). Click "Build Patch" It will tell you when it is finished. Exit.


Other Info:


1. For this to go off smoothly, use BOSS to sort your load order. Wrye Bash actually needs BOSS to have been run to make its patch correctly (Well, you can do the stuff it needs done yourself, but BOSS is better if you don't know what you''re doing).


2. When loading your stuff in FNVEdit, it will throw up an error and stop if you have masters loading after the mods that need them. This is good.


3. Wrye Bash will show mods that have masters that are not in your load order with red check boxes (and possibly red writing too, Idr) and wont build the patch until you have them.


4. Both these programs (as well as BOSS, and its friendly neighbor BOSS Userlist Manager) have readme files and tutorials and guides and how-to videos up the wazoo. You are encouraged to google a bit and read/watch/listen/absorb/consume/assimilate whatever you can.


IMMEDIATE EDIT: There is more to these programs than just the patches (there is even more to the patches than what I've written, like adding your own tags for the bash patch, and editing your merged patch manually in FNVEdit). But for now, the basics come first.


Read before asking for help. Please. >>>>>> http://taleoftwowastelands.com/content/read-asking-help



Nothing.
Posts: 9
Joined: Mon Feb 11, 2013 11:48 am

Thanks for that, I managed to

Post by Nothing. » Thu Jul 04, 2013 3:53 pm

Thanks for that, I managed to get a basic merged patch for myself, and the super mutants now correctly use assault rifles.  I appreciate the help.



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