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Super Mutants not using the assault rifles

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Dentaria
Posts: 48
Joined: Mon Dec 17, 2012 5:38 pm

Super Mutants not using the assault rifles

Post by Dentaria » Fri May 24, 2013 1:40 pm

Super Mutants aren't using the Assault rifle and the Chinese assault rifle. I don't know if this is a conflict, or if I have to change this in the Geck or FNVedit


I am Currently doing the Following in his Footsteps and as I encounter Super mutants they just run at me, When i go to loot them They have one of the assault rifles and plenty of ammo.


Are you playing games with me god damnit!

kendubz09
Posts: 31
Joined: Thu Apr 04, 2013 9:41 pm

what mods are you useing? and

Post by kendubz09 » Fri May 24, 2013 2:06 pm

what mods are you useing? and i think they disabled the use of the chinese assault rifle.



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

A load order is always

Post by JaxFirehart » Fri May 24, 2013 2:30 pm

A load order is always beneficial. If I remember correctly, this is due to not having a merged patch.



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

Well I can say that in my

Post by Risewild » Sat May 25, 2013 3:42 am

Well I can say that in my tests of TTW 2.2a I never had this problem so I really think it's a mod issue.


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

this is a mod issue, I've ben

Post by chucksteel » Sat May 25, 2013 3:51 am

this is a mod issue, I've ben testing many downtown DC locations and, all super mutants are using the appropriate weapons.



plumjuice
Posts: 460
Joined: Wed Dec 12, 2012 11:59 am

gr8dude wrote:

Post by plumjuice » Sun May 26, 2013 4:33 pm

[quote=gr8dude]


If you are using project nevada, put it higher than tales of two wastelands esm. Happened to me.


[/quote]


No.


@OP


As has already been said, a load order is beneficial. In the meantime, I would put my money on either you have not made a bash/merged patch, or you have used an incorrect combination of compatibility patches.


Read before asking for help. Please. >>>>>> http://taleoftwowastelands.com/content/read-asking-help



Puerkl8r
Posts: 6
Joined: Wed Aug 07, 2013 9:01 pm

I am having this problem also

Post by Puerkl8r » Fri Aug 16, 2013 3:45 am

I am having this problem also:


GameMode=FalloutNV


FalloutNV.esm=1


DeadMoney.esm=1


HonestHearts.esm=1


OldWorldBlues.esm=1


LonesomeRoad.esm=1


GunRunnersArsenal.esm=1


Fallout3.esm=1


Anchorage.esm=1


ThePitt.esm=1


BrokenSteel.esm=1


PointLookout.esm=1


Zeta.esm=1


TaleOfTwoWastelands.esm=1


Primary Needs HUD.esm=1


Project Nevada - Core.esm=1


Project Nevada - Equipment.esm=1


New Vegas Redesigned II.esm=1


Lings.esm=1


Project Nevada - Rebalance.esp=1


Project Nevada - Cyberware.esp=1


LingsDLC.esm=0


T6M Equipment Replacer NV.esm=0


T6M Equipment Replacer.esm=0


PA Footsteps.esp=1


TTW_StashPackOptions.esp=0


TTW_NoKarmaDCFollowers.esp=1


TTW_Bobbleheads.esp=1


TTW_MoreCookingItems.esp=1


TTW_XPReduction.esp=1


Readius_NV.esp=1


The Mod Configuration Menu.esp=1


Cass and Veronica.esp=1


Project Nevada - Dead Money.esp=1


Project Nevada - Honest Hearts.esp=1


Project Nevada - Old World Blues (No Cyberware).esp=1


Project Nevada - Lonesome Road.esp=1


Project Nevada - Gun Runners' Arsenal.esp=1


NVR- Recommended.esp=1


New Vegas redesigned- Honest Hearts.esp=1


Bullet Impact Increased LOD.esp=1


project_nevada_-_ttw_vision_modes_0.esp=0


Mystyks Faces NV.esp=1


OWB HeadGear MOD Hair Fix.esp=1


T6M CH Raider Armor.esp=1


T6M Dead Money Armor.esp=0


T6M Equipment Replacer add NV Item.esp=0



plumjuice
Posts: 460
Joined: Wed Dec 12, 2012 11:59 am

Make a bashed patch with Wrye

Post by plumjuice » Fri Aug 16, 2013 6:46 am

Make a bashed patch with Wrye Bash and/or a merged patch with FNVEdit.


Read before asking for help. Please. >>>>>> http://taleoftwowastelands.com/content/read-asking-help



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