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Quest: "Scientific Pursuit - Gain entrance to Rivet City" completed by itself.

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FREEMAN
Posts: 6
Joined: Sun Dec 22, 2013 10:57 am

Quest: "Scientific Pursuit - Gain entrance to Rivet City" completed by itself.

Post by FREEMAN » Sun Dec 22, 2013 11:27 am

Hello all. I am new and first off I must say: I love this mod. It is amazing. I did have problems with the installation and for whatever reason the Point Lookout would not convert but from what I understand that is getting looked into. In the meantime I just copied the original files into my FONV folder and I'll just avoid that plugin until the next version to see if it works there. My load order and version numbers are all the same as listed in the Alpha Download page with the installation instructions. TTW seems to run fine so far (Win7 64bit). 


I did notice what appears to be a bug however. I've started a new playthrough and while on my way to the Museum of Technology through the Metro Central tunnel for the "Galaxy News Radio" quest (to get the dish for the beacon) I came across an area that had a fallen Talon Company Merc with some live Feral Ghouls in the area. Took them out, checked out the Merc, and went past her to the area that was irradiated. At this point it says I completed the bullet "Gain entrance to Rivet City" for quest "Scientific Pursuit." Obviously, I'm not exactly anywhere near Rivet City. I didn't find anything about this searching on the bug tracker. There was a post that said to post bugs (if you're new) into the Technical Support forum so here I am. I did also have sound issues (silence, sound delay, speech delay) when I first ran into the Brotherhood on my way to GNR, especially when I ran into the giant super mutant. I did not look up if that's an open bug, but just saying. 


Thank you for looking! 


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

Thank you for searching and

Post by JaxFirehart » Sun Dec 22, 2013 3:16 pm

Thank you for searching and trying to help yourself before posting. The vast majority of bugs are mod related, that's why we ask for load order. Please throw up a list of everything in your load order and we will go from there.



FREEMAN
Posts: 6
Joined: Sun Dec 22, 2013 10:57 am

Okay. Load order: 

Post by FREEMAN » Tue Dec 24, 2013 1:46 pm

Okay. Load order: 


00 - FalloutNV.esm


01 - DeadMoney.esm


02 - HonestHearts.esm


03 - OldWorldBlues.esm


04 - LonesomeRoad.esm


05 - GunRunnersArsenal.esm


06 - CaravanPack.esm 


07 - ClassicPack.esm


08 - MercenaryPack.esm


09 - TribalPack.esm


0A - Fallout3.esm


0B - Anchorage.esm


0C - ThePitt.esm


0D - BrokenSteel.esm


0E - PointLookout.esm


0F - Zeta.esm


10 - TaleOfTwoWastelands.esm


11 - TTW_XPReduction.esp


12 - TTW_MoreCookingItems.esp


13 - TTW_NoKarmaDCFollowers.esp


14 - TTW_StashPackOptions.esp


15 - TTW_Bobbleheads.esp


 


I've run into a bunch of otherbugs as well. Nothing majorly game breaking (except for maybe one - see below), although it does seem to crash to desktop sometimes at random, usually just after fast travel or going through a door. Open up the game and reload and it doesn't happen twice, which kinda leads me to believe there might be a memory leak or something. 


(When I am tasked to talk with the Ghoul Roy that is trying to get into Tenpenny Tower, the door to get to him at the trainyard is unuseable and I can walk/clip right through it and the surrounding structure except for the train tunnel gate. So this mission I currently can't do.) 


The are missing models (red box with exclaimation point) at a few locations so far. If I remember correctly, there was a couple on the front of a building in front of the Washington Monument and another at a location I don't positively recall at the moment. I'd have to double check but I believe it was either the Robco plant or the NukaCola plant. Also, Sydney is following me around everywhere since I ran into here to get the D Of I. She followed me back to Rivet City, we departed ways and she respawns in all new areas I go and sometimes follows me in the wasteland or wanders on her own, altough I see her VATs slowmo kills every once in a while. 


While playing, I had a question I wanted to pose to the devs of this fine mod. I don't know what goes into the development so please pardon my ignorance (just curious is all) but why do the Fallout3 and DLC files have to be patched? If I understand, the FONV files are not patched and all the TTW changes to FONV are implemented further down in the load order with, and I'm assuming, the TTW.esm file. Is it not possible to do the same for the FO3 files or is it a necessary requirement to get them to play nice with the FONV game? 


One last question, am I supposed to get the Stash items when I first meet the Doc once I traveled to NV or are they now hidden somewhere? 


 


Thanks and once again this mod is awesome! 



retlaw83
Posts: 279
Joined: Sun Mar 17, 2013 8:40 pm

Patching the ESMs for Fallout

Post by retlaw83 » Tue Dec 24, 2013 2:23 pm

Patching the ESMs for Fallout 3 is required to get it to play nice. Jax hasn't spent countless hours programming an installer for the lols.


What happens is, there is a lot of data from Fallout 3 and it's DLCs present in NV. If those aren't made to play nice, then you have either duplicate records or over-ridden records.


30 Helens agree that I am, pound for pound, the strongest man in a group of ducks.



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

The reason the FO3 files have

Post by JaxFirehart » Tue Dec 24, 2013 2:51 pm

The reason the FO3 files have to be patched is because there are a lot of compatibility changes that need to be made and can ONLY be made in those files. Not only that, but the way it is currently being handled means that someone who wanted to could take the patched FO3 files, discard the TTW.esm and make their own merger.



FREEMAN
Posts: 6
Joined: Sun Dec 22, 2013 10:57 am

Thank you for the replies

Post by FREEMAN » Wed Dec 25, 2013 12:50 am

Thank you for the replies about the patched files. I was curious why it was so. I appreciate it. I'm currently playing around in the DC wasteland, but I did venture over to NV and back because I was curious how that was handled (that first train ride sure was long! hehe). The DC definitely seems more unstable, but I'm sure that comes with the territory of such an ambitious mod. The NV by contrast appears much more stable, but honestly I've played there just enough to get back to DC.


I've notice a couple areas where the doors are either nonfunctional or appear to be off. For instance, I went to Paradise Falls and did the slaver mission so I could get in. Some of the doors there are nonfunctional (can't select them) and one of them only worked if I selected the bottom left edge of the door frame. Then there was the trainyard door I previously mentioned for the Roy Philips quest I mentioned. The doors show up on the local map as usual.


I'll search the forums and bug reports after Christmas and I've played a bit more before making seperate threads for other bugs I find. 



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

They are all fixed for the

Post by JaxFirehart » Wed Dec 25, 2013 12:54 am

They are all fixed for the next release. Merry christmas.



FREEMAN
Posts: 6
Joined: Sun Dec 22, 2013 10:57 am

So I installed the 2.4a

Post by FREEMAN » Mon Dec 30, 2013 10:22 pm

So I installed the 2.4a update. Continued my game, which had both Sydney and Shorty following me around everywhere. They did not break theirhabit of showing up everywhere uninvited and in my desperation to get rid of them, I jumped into the Operation Anchorage simulator and they followed me there too. So I deleted my saves and started a new one to see if my original bug was corrected concerning Quest: "Scientific Pursuit - Gain entrance to Rivet City." When I started my new game I was surprised to find that I now started in New Vegas and the Doc's. I did not see anything about this in the changlog but I like thid better. The whole 9 year train ride is a but of a tough pill to swallow and makes more sense if I was already in New Vegas and venture back to DC. The updated tutorial for finding the train stations doesn't reflect this change though so I'm not sure if it's bugging on me or it's intention. After playing around in Vegas for a while I ventured to DC. I really like the new train stations and locations. They seem more like they belong and look unique considering how far apart they are supposed to be. Right off the bat, it shows that I know where Vault 101 is, which I'm not sure was intended because I could fast travel out of Columbus Circle. I'm currently venturing over there to start asking around Megaton to see if the main quest will start up at Moriarity's. I will report back after I trace me steps to try and see if that quest completes itself again. 



thermador
Posts: 773
Joined: Tue Aug 07, 2012 2:24 pm

You can fix the "people

Post by thermador » Mon Dec 30, 2013 10:35 pm

You can fix the "people following you" problem as described here:


http://taleoftwowastelands.com/comment/16477#comment-16477



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

Looks like your ini files are

Post by Risewild » Tue Dec 31, 2013 12:53 am

Looks like your ini files are not changed. Check the download page, read the step 2 of the manual installation.


http://taleoftwowastelands.com/content/alpha-download


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