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Strange megaton suicide pact?

General help and technical troubleshooting. Ask for help here if you can't find an answer in the FAQ.
tact
Posts: 109
Joined: Sat Oct 05, 2013 1:05 am

it's the first one, but there

Post by tact » Tue Apr 15, 2014 3:39 am

it's the first one, but there's a converted one already on here.



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

The second one is an updated

Post by plumjuice » Tue Apr 15, 2014 4:40 am

The second one is an updated version of the first one. Something about a navmesh. Anyway, in the description of the first one it says "Also, there are still some issues with pathfinding and characters ending up in odd places, such as the Simms' balcony" so i bet its the cause.


Personally Id leave it in because its funny, but you may want to convert the updated one yourself.


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



TJ
Posts: 2181
Joined: Mon Sep 17, 2012 1:06 pm

If I remember right this

Post by TJ » Tue Apr 15, 2014 12:15 pm

If I remember right this issue is the navmesh issue in question. Never used the mod though, only heard talk- so don't quote me.


My project Dash is on Kickstarter!



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

Yeah, I'm keeping it in. It's

Post by tact » Tue Apr 15, 2014 2:37 pm

Yeah, I'm keeping it in. It's just plain hilarious



tom_57
Posts: 24
Joined: Thu Oct 31, 2013 9:29 am

Fallout AI at its finest.

Post by tom_57 » Wed Apr 16, 2014 7:08 pm

Fallout AI at its finest.


I guess computers aren't going to take over the world anytime soon then.



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