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Fat Man and Super Mutant Weapons

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hammerhorde
Posts: 14
Joined: Thu Nov 29, 2012 12:39 am

Fat Man and Super Mutant Weapons

Post by hammerhorde » Tue Mar 11, 2014 9:17 pm

   I am making this report in tech support because there is no option to submit a new thread in the bug forum. I am doing the main quest for fo3 and got to galaxy news. When the behemoth appears the dead bos trooper that has the fatman is not there. normally his corpse is there to loot but it`s not there now.


Second issue I am noticing is that the super mutants arent using the g3 or chinese assault rifles. This bug has haunted the game since requiem was first made. I looked in the supermutant weapons formlist and see the rifles in the list but the mutants who have them run up and try to melee all the time. the weapons arent even on their backs. I rthink the last version I was using was 1.4 before I reinstalled and used 2.4. the mutants were using those weapons before on that cersion. Not sure if anything changed or got broken in the transition. In the geck you can preview the animations on the mutants and they work there, just not in game. Not sure why they are doing this.




tact
Posts: 109
Joined: Sat Oct 05, 2013 1:05 am

If you have project nevada,

Post by tact » Tue Mar 11, 2014 10:00 pm

If you have project nevada, make sure to put the TaleOfTwoWastelands.esm  under it, then a merge patch just in case



hammerhorde
Posts: 14
Joined: Thu Nov 29, 2012 12:39 am

I`m not using nevada. I use

Post by hammerhorde » Tue Mar 11, 2014 10:23 pm

I`m not using nevada. I use fomm version 0.13.21 and have the original game discs for fo3 and all it`s dlc.


 


Here is the load order


FONV


deadmoney


honest hearts


old world blues


lonesome road


gun runners


caravan pack


classic pack


merc pack


tribal pack


fo3


anchorage


pitt


broken steel


point lookout


zeta


ttw


awop


awopfo3_ttw2.2a


primary needs hud


ttwinteriors core


awop balance and cleanup


ttwawopforcd


flashlightnvlos


ttwcompanionfixesforreal


mod (this esp is for model changes and other misc changes)


 


I would post the install log but this forum will not allow me to copy and paste text. The log was error free though when ttw was installed.


 



JaxFirehart
Posts: 3003
Joined: Wed Sep 12, 2012 12:33 am

The log is probably fine. I

Post by JaxFirehart » Tue Mar 11, 2014 10:24 pm

The log is probably fine. I would be willing to bet the issue is AWOP. Make a merged patch and see what happens.



hammerhorde
Posts: 14
Joined: Thu Nov 29, 2012 12:39 am

I cannot load all of those

Post by hammerhorde » Tue Mar 11, 2014 10:36 pm

I cannot load all of those files in nvedit for some reason it give an assertion failure line 7342. I`m using 3.0.21 version of nvedit. I disabled them before Iposted and the problem was still there. I will try it again to doublecheck it just to be sure.



JaxFirehart
Posts: 3003
Joined: Wed Sep 12, 2012 12:33 am

Post the FNVEdit log verbatim

Post by JaxFirehart » Tue Mar 11, 2014 10:41 pm

Post the FNVEdit log verbatim. Sometimes changes implemented by mods can get stuck in a save game.



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

Not related to the issue your

Post by chucksteel » Tue Mar 11, 2014 10:42 pm

Not related to the issue your having but can I ask why you have TTWInteriors Core It you don't have any of the Plugins that require it and contain the real content of my mod? You need to get TTWInt Combo are Standalone versions of my mod to see any new content the core only contains all my assets. 



hammerhorde
Posts: 14
Joined: Thu Nov 29, 2012 12:39 am

  Yes, disabling all the awop

Post by hammerhorde » Tue Mar 11, 2014 10:49 pm

  Yes, disabling all the awop files fixed it. Though when I disabled it earlier the problem still persisted. Maybe I had to fast travel or do cell load for the change to take effect because it works on them now. Was positive one of the awop patches I was using mentioned it updated the supermutants to work with ttw so I didn`t think that would be the cause.


The fatman troopers body is still missing though. I just loaded an earlier save and the corpse is still gone. Thanks for the headsup about awop. I will have to go into it and redo it. I redid the esm on my last install replacing everything with nv counterparts and deleted all the M gear. I didn`t get a chance to save those files before my harddrive died on me so it looks like I`ll need to do it all over again.



hammerhorde
Posts: 14
Joined: Thu Nov 29, 2012 12:39 am

I thought they were optional

Post by hammerhorde » Tue Mar 11, 2014 10:52 pm

I thought they were optional files for the house mod additions. The core esm still gives all the new interior cells and I can enter them and explore them. didn`t know I needed any of the other files because I never had any problems. 


 


Actually I forgot to install the the interiors esm. I downloaded a bunch of files at once but that was one file I forgot to unzip. I have so many files in my download folder, it easy to lose track of them if you download a bunch at once. Thanks for catching that for me.



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