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paragonskeep
Posts: 738
Joined: Thu Oct 25, 2012 6:19 pm

The best that i've found on

Post by paragonskeep » Tue Sep 19, 2017 3:17 am

The best that i've found on this is to stay right with Liberty and behind him. It "seems" that IF I stay right on his 6 the whole time he doesn't get "stuck" but if I wander to loot Enclave he does. 


That's for me, not sure if that's a "thing" or ...........


If life is but a test, where's the damn answer key?!?!?

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RoyBatty
Gary
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Location: Vault 108

Using vanilla I've never once

Post by RoyBatty » Tue Sep 19, 2017 3:19 am

Using vanilla I've never once had this problem. It only occurred for me when using AI tweak mods like FWE and PN.


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ElectricaVulpes
Posts: 19
Joined: Thu Jun 29, 2017 7:26 pm
Location: Colorado

I've actually had this

Post by ElectricaVulpes » Tue Sep 19, 2017 8:43 am

I've actually had this problem with the console version, both PS3 and Xbox 360. Also, I'm thinking of messing around with the F3 uniques in nifskope to make them a bit more unique. Anyways, you guys keep up the great work on v3.



Sethoria123
Posts: 51
Joined: Mon Dec 15, 2014 7:24 pm

As i say, happens more when

Post by Sethoria123 » Tue Sep 19, 2017 9:59 pm

As i say, happens more when ive had PN installed ure right there, but to be sure i blasted through the game to that point un modded and it happened 2 times out of 7 so its rather random! yet with pn (and a fully modded game happens 5 out of 7) why 7? No idea guess i like odd numbers. Its very strange thou how PN would change it, as liberty prime, is that not a scripted event? I'd love to know these things! 


Also whats the wild wastelands plugin for? as i know in new vegas you have the odd encounter, but is it to apply that and new events to f03? 



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RoyBatty
Gary
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Wild Wasteland optional adds

Post by RoyBatty » Wed Sep 20, 2017 12:53 am

Wild Wasteland optional adds wild wasteland events to Fallout 3. They are pop culture refs mostly.


PN/FWE causes it more because of changes to the AI's awareness distance and time it takes them to swap packages during combat etc, this exacerbates the issue. iirc it get broken completely if one of the paladins dies.


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Lyndi
Posts: 555
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RoyBatty wrote:

Post by Lyndi » Wed Sep 20, 2017 1:56 am

[quote=RoyBatty]


 


Wild Wasteland optional adds wild wasteland events to Fallout 3. They are pop culture refs mostly.


PN/FWE causes it more because of changes to the AI's awareness distance and time it takes them to swap packages during combat etc, this exacerbates the issue. iirc it get broken completely if one of the paladins dies.


[/quote]


Paladin Vargas. If he dies Prime will just stop and stand there like a slab of meat with mittens. They made a lot of NPC's essential in FO3 but didn't make Vargas essential for some reason.


I had Vargas die once right after leaving the Citadel due to a well placed explosion. The only way to get Prime moving after that was to use console or get him to chase you to the bridge by attacking him and running like hell and hoping he didn't one shot you.


Produces the programming equivalent of coffee stains.

Sethoria123
Posts: 51
Joined: Mon Dec 15, 2014 7:24 pm

haha, i knew fallout 3 and

Post by Sethoria123 » Wed Sep 20, 2017 10:26 am

haha, i knew fallout 3 and new vegas had some pretty wierd things going on (trains with legs etc) But thats pretty insane. At least when 3.0 does release i'll have a firm understanding that when modded, pn is gona mess it up unless i make all the paladins essetinal or blitzkrieg the enclave ^^ Thanks roy for the info on both this and the WW optinoal!



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RoyBatty
Gary
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TTW only is including mostly

Post by RoyBatty » Sat Sep 23, 2017 10:47 am

TTW only is including mostly fixes for Fallout 3, I and Tooplex have made a custom TTW YUP version which is sans conflicts with TTW where TTW either needs things that were removed, or are fixed by us.


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TAWM
Posts: 80
Joined: Tue May 24, 2016 2:42 am

Okay I was reading through

Post by TAWM » Sat Sep 23, 2017 7:40 pm

Okay I was reading through all the updates again and the entire thread and I got two questions since doing so.  




 1.  I noticed in the .32 ammo optional currently doesn't have any junk rounds for ammo.  Just curious if that was something missed or if .32 jnk rounds just isn't going to be added?  I'm thinking it's the former since no one has commented on it in this thread and it's something that is easily missed.  


2.   I see Roy stated "TTW only is including mostly fixes for Fallout 3, I and Tooplex have made a custom TTW YUP version which is sans conflicts with TTW where TTW either needs things that were removed, or are fixed by us."  You've stated this before but have included things from YUP into the updates...so I got to ask if all YUP fixes (or in house fixes) will be integrated in the future down the road.  I know this became a pain in the ass with TTW fixes and one of the reasons why it was eventually dropped however Roy you've also stated you will squash bugs in Fallout 3 and New Vegas in TTW making no difference between them which you stated in "What does the future have in store for TTW?" thread.  So are you guys going to do massive bug fixes on the New Vegas side eventually as well?  Considering New Vegas bug fixing mods are already incompatible with TTW I'm surprised your going to bother patching YUP to be honest instead of just incorporating the fixes into TTW directly down the road.  


 


 



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RoyBatty
Gary
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I'm not including YUP into

Post by RoyBatty » Sat Sep 23, 2017 11:00 pm

I'm not including YUP into TTW, too many permission issues.


Eventually I'll probably end up fixing everything myself except for dialogue stuff as it's extremely tedious to test. I have already found a bunch of static bugs in NV not covered by YUP and YUP has next to no mesh fixes.


Some of the same reasons we will not include UF3P into TTW. I prefer to do everything in house, or requests to others we know for the things I cannot do. This way we can grant open permissions for everything and people can forward or put the fixes in their TTW mods etc.


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