Hello TTW community. :)
I wanted to make a thread where I list bugs that I noticed while playing TTW. So the developers are able to fix them, if they are not known already. Keep in mind that I use some mods so maybe not all bugs are the fault of TTW but I already tried to sort out where im sure its a mod problem. I will also note if one of the bugs is a known FO3 or FNV vanilla bug (TTW Fixes case then) and not TTW specific.
First here are infos about my installation:
TTW Version latest + Hotfixes, FO3 Goty (STEAM Version), Fallout New Vegas Ultimate Edition, Fallout Mod Manager 0.14.11.12
Modlist (Also with load order):
[collapsed title=List]
FalloutNV.esm DeadMoney.esm HonestHearts.esm OldWorldBlues.esm LonesomeRoad.esm GunRunnersArsenal.esm Fallout3.esm Anchorage.esm ThePitt.esm BrokenSteel.esm PointLookout.esm Zeta.esm CaravanPack.esm ClassicPack.esm MercenaryPack.esm TribalPack.esm TaleOfTwoWastelands.esm TTWFixes.esm Mart's Mutant Mod.esm More Perks.esm TTWInteriors_Core.esm TTWInteriorsProject_Combo.esm Point Lookout Reborn.esm StreetLights.esm WMVM.esm TTWInt_FollowerGoHome.esm TTWOptions.esp TTW_SpeechChecks.esp TTW_NoKarmaDCFollowers.esp TTW_Reputation.esp ttw_wildwasteland.esp TTWVaultSuitHotfix.esp EVE FNV - ALL DLC.esp EVE - TTW Reputations.esp Mart's Mutant Mod Merged Patch Helper.esp MMM - TTW Reputation Patch.esp TTW MMM + EVE.esp WeaponModsExpanded.esp WMX-EVE.esp More Perks - EVE compatibility patch.esp More Perks Patch.esp More Perks 2.94b patch.esp DarNifiedUINV.esp TTWInteriors_Streetlights.esp TTWInteriors - Trophies - Megaton.esp CASM with MCM.esp DYNAVISION 3.esp dD - Enhanced Blood Main NV.esp BurkeCompanion.esp F4Quickloot.esp PerkEveryLevel.esp Container Exit Override.esp Sprint Mod.esp ArmourRepairKits.esp Fallout Shelter - Lunchboxes.esp pipboyx3.esp The Weapon Mod Menu.esp MergedPatch.esp The Mod Configuration Menu.esp TTW Realistic Wasteland Lighting.esp
text [/collapsed]
Additionally to those mods im using: NVSE 5.0b3, UiO, Lutana, Jip, Stutter Remover, NVAC, 4GB Fallout New Vegas 1.9, several texture mods, most notably NMC Maximum for FO3 and NV (TTW Optimized version), Archive Invalidation is on in FOMM
My Hardware (Not that I think it matters): Intel i7 6700K, Nvidia GTX 970, 16GB Ram, Win10 64Bit
So and here is the bug list I noticed: (20 May 2016)
- Reverberant sound of the Combat Shotgun (Hard to explain, Reloading sounds not as it should, sounded different in FO3) Fixed in seperate update.
- Railwayrifle is missing the reload sound. FIXED, available as seperate hotfix, will be incorporated into the next TTW version.
- Overlapping of pictures and text in the Pip-Boy (Could be because New Vegas didnt used any pictures in the Pip-Boy? Not sure about that, its unoptimized and when I watch a picture and go to text its overlapping) DARN MOD ISSUE, irrelevant. Fix available.
- Voice of many people in Power Armor helmets is distorted and makes weird noises. (Immersion breaking and annoying) Fixed by seperate update.
- Butch doesnt really have his own ranged weapon as companion, he needs a 10mm pistol and ammo. He should get a default 10mm pistol without having the need of putting it into his inventory together with ammo. ADRESSED in future updates.
- President Edens (ZAX) screen is a bit off his "computer body".
- Autoaxe Animations are buggy. FO3 vanilla bug. FIXED, will be incorporated into TTW Fixes in the future.
- Child Body is kinda buggy, notably with the BB Gun when playing the tutorial, ironsights bug. General Child body problem. General Engine bug/unoptimized body.
- Some places have wrong or missing music. Wrong are The Pitt (Usually only has industrial sounds, wrong music in Ashurs palace), Vault 112 (Wrong ambient music playing, should be wasteland music), Tenpenny Tower (Sometimes wrong music playing in the main room, should only be the "hotel music"), They are more wrong music places but I didnt keep track of all, sorry, might add more if I find them. Also it should be noted that Point Lookout and Operation Anchorage (I think) doesnt have any music yet, there is a mod fix available though and I think its probably fixed in the next TTW version.
- Tenpenny Tower resident bodies dont appear in the basement after finishing the quest siding with the ghouls. FO3 vanilla bug.
- Maccready in little lamplight has a speech check option and its still FO3 vanilla, even with the Speech Dialogue FNV style plugin. Plugin will be REBUILD, fixed by then.
- The Destabilizer from Mothership Zeta has a questionable and probably wrong reloading animation. Should be the same as the Alien Desintegrator. Also it should maybe be renamed to Alien Destabilizer. Mainly a FO3 vanilla bug I think. "Intended", still, I think the reloaded animation makes NO sense, let alone because the reloading hand is reloading nothing and hand seems to clip into the weapon...
- While the Advanced Power Armor MK1 (Remnants Power Armor) has been added for the enclave, The Remnants Tesla Power Armor has been not. Also its not named Advanced Tesla Power Armor. However, Im aware that as far as I know there is no way of obtaining the Advanced Tesla Power Armor (MK1, Remnants) by legal means. Its still in the gamefiles though. The Gannon Family Tesla armor is a unique variant of it and the only one that can be obtained by legal means. I personally think it should be added to the enclave soldiers aswell. Also the Enclave Hellfire Armor is not alled Advanced Hellfire Power Armor MK2. Thats not entirely a bug or problem, more like a recommendation. For a stricter and more linear Power armor naming, since you guys decided to name it Advanced Power armor instead of the vanilla Enclave/Remnants Power Armor name. And I like it actually. WONT be incorporated since officialy the normal Remnants Tesla Armor is cut content. "Maybe" still looking into a stricter power armor naming?
- Im not sure if its only for me a bug but the startup menu is either missing or not working. I know there is a "fixed" version as hotfix plugin. This doesnt work for me though. It just starts in a black room without anything for me. IRRELEVANT, is fixed, mistake by me. Will be incorporated into the next TTW update.
(21 May 2016)
- Liberty Prime has sometimes problems finding his path or freezes while trying to take back the purifier. Maybe FO3 vanilla issue, not sure.
- The "ball firing traps" keep having their sound, even if the machine is off or doesnt fire any balls anymore. I dont recall this problem from FO3. Seems to be a TTW issue.
- The monster spawns next to Canterbury Commons seem to be too much next to the city. Not only once it happened that some people got slaughtered by spawning monsters. No clue whether its a TTW, FO3 Vanilla or maybe even Marts Mutant Mod issue.
- When making Red from Big Town a slave before she is rescued back to Big Town from Germantown, the corresponding quest to save the people of Big Town from the Super Mutants stucks and is not finishable. Seems like Red IS neccessary to further make progress in it. Probably FO3 vanilla issue, TTW Fixes.
- After Letting the Ghouls take over Tenpenny Tower, the residents will disappear but no other Ghoul residents will spawn. There are only the 3 ghouls from the Metro Station there then. Probably FO3 vanilla issue, TTW Fixes.
- Mister Burke cant be located in Tenpenny Tower when he was never met in Megaton. There is a mod who turns him into a companion, also with seperate plugin to let him spawn even if he never was encountered. Probably FO3 vanilla issue, TTW Fixes.
- In some cases the hidden quest to find Argyle for Herbert Daring Dashwood doesnt work. Usually its that you speak with him and ask him about Argyle, go to Rockopolis and loot his body and everything and then go back to him to tell him that Argyle is dead. In some conditions this quest is not doable like when you finish the quest Tenpenny Tower before doing this or you visited Argyle already before talking with Herbert. There is also no way to get the Safe key from him without doing this quest. Probably FO3 vanilla issue, TTW Fixes.
- In Girdershade in the house of Sierra there is a Nuka Cola machine which is locked and needs a key to get unlocked. This machine gets filled with the 30 Nuka Cola Quantum that the lone wanderer delivers to Sierra in the corresponding quest. There is NO way to obtain the key for it from Sierra or any other means. Yes, this was in FO3 like that aswell. I always found it just odd because it makes no sense. Maybe its for the "lore" aspect. Still, not very realistic. Probably FO3 vanilla issue, TTW Fixes. NOT classified as bug, intended for lore.
(24 May 2016)
- In the addon Mothership Zeta, the AI of the Aliens seems to bug sometimes. The AI stopps any movement and reaction. Especially noticeable in the hangar fight. Often Aliens which spawn through the teleporter simply dont move and stuck in there which forces me to go down and kill them. I dont remember this from FO3. I guess this is a TTW issue.
- In the addon Mothership Zeta, in some levels drones spawn right next to you on the beginning of the level. No, I didnt had any at my site or as companions. They just spawned and didnt do anything. No responding. Once I had 4 spawning next to me. Weird as hell. Seems also to be a TTW issue.
Thats it for now. When I notice more problems that could be TTW related then im going to update my list but for now thats it. Thanks for reading and helping/fixing regarding those issues. Some might be my problem and not for everyone for example because of Mods etc. Additionaly the DC wasteland can be quite taxing and therefore low FPS might be the case. Unoptimized world.
EDITED May 2016. I removed some obsolete bugs/problems I discovered were made by mods. I also added many new. I will add more probably in the next time since I'm making a big playthrough and note most things I notice. Brace yourself! ;) Some issues will be reported to TTW Fixes.
