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

'Bug' to fix

Have something to say about Tale of Two Wastelands or have an idea for a new feature? Let us know here.
Post Reply
User avatar
jlf65
Posts: 1535
Joined: Wed Aug 10, 2016 9:10 pm

'Bug' to fix

Post by jlf65 » Mon Nov 07, 2016 4:35 am

I found a HUGE, HORRIFIC, GAME-STOPPING, JAW-DROPPING bug in New Vegas today. It's perpetuated by Project Nevada, only adding a rarity control to it. The 'My First Laboratory' can give you... DIRTY WATER!! surprisecryingno


If I want dirty water, I can go to the sink. If I want dirty water, I'm sure there's a toilet nearby. If I want dirty water, there's puddles everywhere. What I DON'T expect is after TWENTY-FOUR FREAKIN' HOURS that my handy dandy chemistry set will give me DIRTY WATER!!!!!!


Anywho, I went to the Project Nevada Rebalance list and pulled it out (LootChemsHealing100) so that I wasn't directly editing the NV esm. I suggest adding an override to TTW and the TTW version of PN Rebalance to cover those who don't and those who do use PNx.


 



User avatar
Risewild
Posts: 3219
Joined: Mon Oct 01, 2012 9:14 am

Dirty water from My First

Post by Risewild » Tue Nov 08, 2016 2:29 am

Dirty water from My First Laboratory is not a bug, it is how it works in vanilla Fallout 3 and there is nothing to show it is not the intended behaviour. I always thought that the dirty water is meant to be like the chemical mixing failed and the result was just some useless "dirty water", after all we already get the stuff for free cheeky.


I am sorry to say but TTW does not change things in FNV or FO3 unless they have to be changed to make both games more compatible, we don't even fix vanilla bugs unless they break the game completely or need to be away for both games be more compatible.


Also unless the player plays with a "bottle that water" mod there is no way they can bottle dirty water on their own. wink


Removing dirty water from the My Little Laboratory list will have to be made as a separate mod. angel


Signature:

User avatar
jlf65
Posts: 1535
Joined: Wed Aug 10, 2016 9:10 pm

Bottling dirty water isn't an

Post by jlf65 » Tue Nov 08, 2016 5:06 am

Bottling dirty water isn't an issue when there are hundreds of the darn things scattered all over the wasteland. Once I get the Robco Water Purifier (or use the Megaton Maid mod), every time I come home, I convert dozens of the stupid things into pure water, which is much more useful.


Anywho, I didn't think this would be accepted as an actual bug to fix, hence the ranting nature of the first paragraph in the OP. This was just a way to vent over a stupid decision made by Bethesda (one of many). Another I could rant about - one of the karma gifts you get at Megaton... the most brutal and metal of all gifts: NOOOOOOOOOOTHING! about 30% of the time, that settler gives me - nothing at all. I think she's being passive-aggressive. laugh



User avatar
Risewild
Posts: 3219
Joined: Mon Oct 01, 2012 9:14 am

She gives you nothing?

Post by Risewild » Wed Nov 09, 2016 1:50 am

She gives you nothing? surprise


Now that is something I can say I ever saw happening, maybe she doesn't like you after all. cheeky


But that is weird. sad


Signature:

User avatar
jlf65
Posts: 1535
Joined: Wed Aug 10, 2016 9:10 pm

Yeah, I keep meaning to check

Post by jlf65 » Wed Nov 09, 2016 5:18 am

Yeah, I keep meaning to check the leveled list (you KNOW it has to be one), but keep forgetting... until she gives me nothing again. While playing this evening (play-testing my Powered Power Armor Jump Assist Unit), over four game days, she gave me stuff three out of four times, and nothing once.



User avatar
jlf65
Posts: 1535
Joined: Wed Aug 10, 2016 9:10 pm

Found the karma gift list -

Post by jlf65 » Thu Nov 10, 2016 9:33 pm

Found the karma gift list - you got three leveled lists and six items in it. The three leveled lists are NOT 100s, they're 75s.You do get two of them, which would theoretically mean you got at least one item, but game random generators aren't all that good. You're theoretical chances of getting nothing are 3/9 * (25% / 2), or 1/3 * 12.5%, or just a fraction over 4%. so in vanilla after enough days, you'll get nothing roughly every 3.5 game weeks. However, those lists are now also controlled by Project Nevada, which cuts your odds getting something in half (75% to 37%), raising the odds of getting nothing to 3/9 * (63% / 2), or 1/3 * 31%, or just over 10%.


Oh, as to the Chem Lab giving dirty water, it's worse than that with Project Nevada - the scarcity rates apply to the chem lab! You actually only have between 29% to 37% of getting a chemical at all! I went three days in a row getting nothing from the chem lab. The chem lab isn't some OP modded item - you get ONE CHEM per day. I could see maybe basing your rate of chems on your science skill or something similar, but to simply chop the chances to 1/3 for the hell of it is clearly a bug (in Project Nevada). What I did was make copies into the TTW patch for PN. I copied:


LootChemsAll100, LootChemsDrugs100, and LootChemsHealing100 as


LootChemsAllChemLab, LootChemsDrugsChemLab, and LootChemsHealingChemLab, none of which use the PN scarcity settings. Then I overrode HD00LabScript to use LootChemsAllChemLab instead of LootChemsAll100. Now I get one chem per day like I should.



generalmx
Posts: 28
Joined: Wed Oct 19, 2016 5:54 pm

Yeah another thing about PN's

Post by generalmx » Thu Nov 10, 2016 10:01 pm

Yeah another thing about PN's loot scarcity that doesn't seem intended is the big FU to players when we unlock a locked container and find...nothing! Why was it locked in the first place, PN? I was thinking of using NVSE if necessary to re-roll on an appropriate "very common" loot table if a locked container is empty. I also want to look into Ammo Crafting Ingredients scarcity versus Ammo scarcity, as I think Ammo should be relatively scarce but not its ingredients.



Deathclaw_Mayor16
Posts: 122
Joined: Thu Jun 30, 2016 2:45 am

generalmx wrote:

Post by Deathclaw_Mayor16 » Fri Nov 11, 2016 1:53 am

[quote=generalmx]


 


Yeah another thing about PN's loot scarcity that doesn't seem intended is the big FU to players when we unlock a locked container and find...nothing! Why was it locked in the first place, PN? I was thinking of using NVSE if necessary to re-roll on an appropriate "very common" loot table if a locked container is empty. I also want to look into Ammo Crafting Ingredients scarcity versus Ammo scarcity, as I think Ammo should be relatively scarce but not its ingredients.


[/quote]


You do realize that isnt a PN issue,right? Locked containers being empty is something that happens in the vanilla game.



User avatar
jlf65
Posts: 1535
Joined: Wed Aug 10, 2016 9:10 pm

Deathclaw_Mayor16 wrote:

Post by jlf65 » Fri Nov 11, 2016 2:11 am

[quote=Deathclaw_Mayor16]


 


generalmx wrote:



 


Yeah another thing about PN's loot scarcity that doesn't seem intended is the big FU to players when we unlock a locked container and find...nothing! Why was it locked in the first place, PN? I was thinking of using NVSE if necessary to re-roll on an appropriate "very common" loot table if a locked container is empty. I also want to look into Ammo Crafting Ingredients scarcity versus Ammo scarcity, as I think Ammo should be relatively scarce but not its ingredients.


 



You do realize that isnt a PN issue,right? Locked containers being empty is something that happens in the vanilla game.


[/quote]


But only RARELY. Like getting nothing as a karma gift is only 4%, so too are empty locked containers. PN makes that MUCH higher than it normally would be, hence heightening the frustration. Well, I don't really get that frustrated. I look at it this way: I did actually get something - I got experience.


 



Post Reply