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Few problems, not critical, but...

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_KT_
Posts: 3
Joined: Tue Apr 02, 2013 11:49 pm

Few problems, not critical, but...

Post by _KT_ » Tue Apr 09, 2013 8:31 pm

Welp, i install TTW 2.0, some mods, all fine...


First, F3 mutants not use ranged weapon, they have assault/chinese rifles in inventory with ammo after death, but usually they fight with melee/hands, some mutants have hunting rifles and normally use it, same problem with F3 robots, how can i fix it?


 


PS: sorry for my poor engrish



sesom
Posts: 464
Joined: Thu Sep 20, 2012 7:16 pm

Pretty sure it is a mod that

Post by sesom » Tue Apr 09, 2013 9:53 pm

Pretty sure it is a mod that it is causing this. I tested the mutants extensively (in a unmodded TTW 2.1 installation) as we had the invisible Mutant problem and they worked absolutely fine with ranged weapons.


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Cannar
Posts: 13
Joined: Sun Mar 17, 2013 8:50 pm

I have seen the mutants use

Post by Cannar » Tue Apr 09, 2013 9:56 pm

I have seen the mutants use the ranged against others, Brotherhood of Steel and such, but not generally against me, they almost always melee


 



sesom
Posts: 464
Joined: Thu Sep 20, 2012 7:16 pm

I can only talk about TTW 2.1

Post by sesom » Tue Apr 09, 2013 10:04 pm

I can only talk about TTW 2.1 at the moment, but I was going through the whole mall, museum and half of DC to test this and had no problems at all. I got shot with all that was available for the ranged SM's. The DC SMs are pretty critical because they have to be patched to work correctly in TTW. So every mod that influence SM (regardless if NV or FO3) can have negative effects.


Retested in TTW 2.2 (unmodded clean install) and SMs are working fine here. Got shot at it with:


Frag  Grenade

Hunting Rifle

Incinerator

Assault Rifle


at the mall


And had one close encounter with a Sledgehammer ;)



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