The forum has been set to read-only mode. For community discussion and questions, head over to our Discord: https://discord.taleoftwowastelands.com

Explosive Immune Enemies

Have something to say about Tale of Two Wastelands or have an idea for a new feature? Let us know here.
mr01
Posts: 21
Joined: Sat Nov 23, 2013 8:29 pm

Explosive Immune Enemies

Post by mr01 » Fri Dec 06, 2013 9:02 am

Hmm...Did anyone else have trouble nuking the behemoth in the GNR plaza? The albinos and deathclaws are also sometimes immune to explosive damage. From further research it seems that this is a vanilla new vegas bugs...so my question is "Are there any fix or known cause for this glitch?" I'm running around in my 100% explosive character and it is quite annoying seeing explosives do no damage.



Bastian772
Posts: 74
Joined: Tue Oct 29, 2013 4:12 am

Can't say I've ever had this

Post by Bastian772 » Mon Dec 09, 2013 10:02 pm

Can't say I've ever had this happen to me, but I don't use explosives super often.  Just the occasional maniacal rampage with the Fatman/MIRV.  They've never failed to deal damage to anything though.



mr01
Posts: 21
Joined: Sat Nov 23, 2013 8:29 pm

yea...after further research.

Post by mr01 » Tue Dec 10, 2013 12:11 am

yea...after further research. No one has any clue why the game makes some creatures immune to explosives or AoE effects. This has been the issue with vanilla FNV eversince it came out and the reason why every pertinent website i can find always say.."don't use explosives". Here is a video of what I am talking about that i found on Youtube. http://www.youtube.com/watch?v=M9G2vRFuPKg


Even in the mojave wasteland, anything that isn't an NPC (which includes ghoul race) can sometimes be immune to explosives. I've ran into immune ants, radscorpions, feral ghouls, and especially deathclaws. Looking at the specific ref ids of the creatures in the geck doesn't show anything different from the creatures that spawn nearby and isn't immune to explosives.



GoreMaster
Posts: 64
Joined: Wed May 22, 2013 8:05 pm

@mr01

Post by GoreMaster » Tue Dec 10, 2013 4:26 pm

@mr01


Hmm I had no issues killing him with the Fat Man, I believe 3 shots did it. But I do have a lot of mods and one in particular that I think helped the most is http://www.nexusmods.com/newvegas/mods/35335/?


or maybe you need the DT fix, I believe bastion has a patch for it http://taleoftwowastelands.com/content/bastians-combined-ttw-22-bugfix-patch.



Bastian772
Posts: 74
Joined: Tue Oct 29, 2013 4:12 am

My patch provides adjustments

Post by Bastian772 » Thu Dec 12, 2013 3:31 am

My patch provides adjustments to the Albino Radscorpion's DT and health.  Aside from that, it doesn't modify any other creature's DT and it doesn't change anything that would likely cause his problem. indecision



GoreMaster
Posts: 64
Joined: Wed May 22, 2013 8:05 pm

@Bastian772

Post by GoreMaster » Thu Dec 12, 2013 2:45 pm

@Bastian772


Huh I thought your mod also dabbled with the Mutants DT, I guess that means I still need to download that fix as well. But again I do not have an issue with any of mutants right now with the mods I have and settings. Game is set to hard, hardcore (of course) and with PN settings set to "I <3 Hardcore".



mr01
Posts: 21
Joined: Sat Nov 23, 2013 8:29 pm

Yea the problem with

Post by mr01 » Sun Dec 15, 2013 2:53 am

Yea the problem with explosive immune enemy isn't a problem with DT or DR. It is a completely different thing in which the enemies themselves don't recognize that there is an explosion happening and that they are supposed to be damaged by it. Either that or the explosion doesn't realize that there is an enemy to hurt. I tested out Vanilla NV with a pure 100% explosive character. After two hours of gameplay (literally, 2 hours of just running around in god mode chucking dynamites starting from GoodSprings), I ran into the first explosive immune enemy, which was a giant centaur on black mountain.


I'm trying to figure out what it is that triggers this. Most people probably don't know about this bug unless they go pure explosive. The bug is consistent in symptoms but the cause is difficult to pin down.



User avatar
chucksteel
Posts: 1388
Joined: Wed Aug 15, 2012 3:20 pm

I have seen this while

Post by chucksteel » Sun Dec 15, 2013 3:06 am

I have seen this while testing NVInteriors ran into some explosive immune Deathclaws but I've found if you quit and restart the game the issue will go away. All I really know is that the issue is not imbedded in the save. sometimes I had to reload several times for it to go away. 



mr01
Posts: 21
Joined: Sat Nov 23, 2013 8:29 pm

I dunno about the whole

Post by mr01 » Mon Dec 16, 2013 10:39 am

I dunno about the whole reload save thing. I currently have a save in which i'm in the middle of fighting a young deathclaw immune to explosives. I use that save to experiment around to find ways to hurt them. Lord knows how many times i reloaded as well as quitting the game during the process of testing out potential work-arounds fixes and that deathclaw has never "not" been immune. If anything that deathclaw is pretty much my sample to tinker around with possible fixes.



User avatar
chucksteel
Posts: 1388
Joined: Wed Aug 15, 2012 3:20 pm

I was around Gypsum Train

Post by chucksteel » Tue Dec 17, 2013 2:13 pm

I was around Gypsum Train yard when I ran into the impartial deathclaw but my save was from before he had spawned so my real point is that if there not imbedded in your save they will not always spawn as explosive immune. 



Post Reply